Development Report 1/16/2020
Added 2020-01-16 14:35:51 +0000 UTCSup everyone,
Heres a bit different report this time, since Mr.Versus wasnt able to be make it this time. So, Ill make this short one.
As I mentioned in a past post (previous to the Bioasshard Arena 0.2.103 release) I had to send my PC for fixing after the release. Because we wanted to accomplish our 3 targets (Bio Arena 0.2.103, Case of T + and the reintroduction of Omnia In Unum) before the end of the year (we ended up failing by a day or two xD) I decided to wait until that was done, and then sent it over. The message I gave in the previous post I had to write it in Mr.Versus PC. And now they sent it back, saying We couldnt reproduce that behavior in our end and everything seems to be ok Sooo, yeah, here I have my machine back just like I sent it. Whats funny is that I didnt experience the freezes since then, so lets hope it was a temp strange behavior and that it wont act up again lol.
So, as you may have guessed, were already fully back at work, mainly focused on two important tasks:
-Fixing the Fatal Error on Bioasshard. Looks like I found the cause, it was an engine bug, making textures to never stream out even if they were set to stream out of memory. And since in the last version more textures were added for the extra effects, the memory use grew up a lot. Funny thing is I tried to upgrade to the latest engine version, only to found is pretty broken, at least for me. Constantly crashing with a single camera move. So, ended up moving to a previous version but newer than what I had. In this version such bug its said to be fixed, so well see. But even then, well be making a huge optimization pass to clean code, texture sizes and try to reduce the overall size of the project and the loading times.
-Improving the quality of the cel-shading for Omnia In Unum. Yeah, right after publishing the teaser for the reintroduction of the project, we realized the cel-shading was not even close to as good as we want it to be. Its hard to achieve a good cel-shade in UE4 since its so oriented to realistic looks. Hell, even epic is getting rid of features well-used for NPR looks like gaussian blur. Id like to have the skills Arc System Works have, because their job with cel-shading is just perfection. But well see what we can achieve. One thing I want to get rid of is the exaggerated bloom, since it makes Kintaros hair to shine so much in certain angles xD.
And well, its time to get back to work. Hope youre all ok and had good times during these past holidays.
Well be back the next report with the usual way, with Mr.Versus writing his text-walls lol.
Dont forget to take part on the survey, since its a REALLY important one and for now not even the 50% of all you guys took part on it. And well probably close it the next week, so please, do it asap.
See ya in the next report.
Comments
No.
Versus X Studio
2020-01-29 17:15:49 +0000 UTCAny level skip codes with the card system?
Walt_Man
2020-01-18 01:45:02 +0000 UTC