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What is your FOV set to? mine was near max. I found that if I put FOV back to default this problem goes away. The more I increase FOV the more it distorts, Also it's affect goes away when you zoom.  I would say yeah this problem may only occur on older graphics cards, I'm currently using an ancient NVIDIA Quadro K2200.

But on the other hand if that were to be the case, why does this only occur in select areas? It's not only a matter of viewing angle or terrain angle as you can see here in this picture with even more angle but barely any visual issue ;o

Surely implementing object evasion into a Kerfer on a very basic level could be viable especially if only done for Kerfer entities & no other. You don't need a system that is constantly ticking & updating, You could use something like a raycast or cone trigger infront of Kerfer which if it hits certain whitelisted physics props (Primarily bigger objects) it then enables the evasive pathing mode, Sets timer for say 1.5 seconds, The timer disables pathing & return Kerfer to initial task. -Kerfer has single handed been the most destructive entity for me so far they have no respect or boundaries. T^T

Yeah I noticed that cute little placeholder, funny.  *^-^*

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-Also this shouldn't ever be an issue for any normal human, But I found that by nailing Kerfer's plug to the ground prongs facing up then retracting it, Then trying to pick up the plug for some reason the plug teleported up through the roof turning Kerfer into the world's first robotic piñata, & to make it even more amusing is as I took the screenshot I was simultaneously traumatized by my first sleep demon #0.0# (initial frames of him appearing just to the left of Kerfer) -Ignore my test subject to the right.

I checked the same place with terrain rendering issues again with FOV set to 130 degrees and now I can see it too:

so it is definitely not related to hardware, just a bug caused by game thinking that player is farther away when on high FOV and loading low quality terrain map instead of normal

Kerfur (standart, not omega) does have some type of object detection, because it is constantly jumping when stuck on something, so I think it will be better to replace the jumping by moving to the side until the path is free again, for example if there is a wall in front of it and it can't jump over it will just follow the right or left side of this wall until it can reach its target without intersecting this wall

like this:


Also I couldn't get the bug with plug teleporting anywhere, when I try to nail it to the ground and retract it it just starts flying around, I also tried it with smaller objects like a microwave, and it also does the same thing, but I noticed that after retracting it nails still remain flying in the air following the microwave:


Oh I think you're right on it with that one as when you zoom it loads higher res & Clicks back to normal.

I feel Kerfer has something along the lines of:  Go to x,y,z -If pathing & Velocity is <below certain threshold = Jump.  However if you are correct then it would be an extremely viable solution to create a system like you mention, Also fairly easy when you're speaking on a basic level of just moving Kerfer around an object & not completely re-pathing them 

Although, A great addition to a Navmesh (Like what I suspect MrDrNose would be using for his entity's navigation) -Would be one of a few different avoidance methods, I found this awesome official UE4 Doc which details such systems & Their implementations & Purposes. It's a lot but I feel it would be very possible to implement & Incorporate something like this to the existing systems (If they are what I assume)  

https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/ArtificialIntell...

Also, I haven't been able to test it out but the nails I used were specifically the axle nails which will most likely make a big difference. I even had one of the green garbage bins just clipping through a wall in a circle. But the Kerfer plug incident was extreme in comparison & A lot harder to recreate. The floating nail should move in conjunction to the plug  *^-^*