Posted April 11, 2024 by bu30808
The translation using GPT is below
이전 업데이트 이후 발견된 사항들 중, 일단 지금까지 수정된 사항입니다.
아직 업데이트 되진 않았습니다.
0. 필드 아이템 획득 상황이 저장되지 않는 문제
월드 파티션의 셀 크기를 늘린 뒤에 생긴 문제입니다.
기존에는 셀 크기가 작았습니다.
플레이어가 스폰될 셀이 로드된 후, 나머지 추가로 로드되는 셀에 대해서 해당 셀의 아이템 획득 정보를 복구하는 방식이었습니다.
셀 크기가 커지면서, 플레이어가 스폰된 셀이 로드 된 후, 추가로 로드되는 셀이 더 이상 없기 때문에 아이템 획득 정보를 복구할 수 없게 된 겁니다.
1. 코어 슬롯에 파편이 장착되는 문제
직접 장착해볼 시도조차 해본적이 없어서 문제가 있는지도 몰랐습니다.
예외처리를 추가해서 이제 장착되지 않습니다.
2. 히트 애니메이션 도중에도 몬스터가 플레이어를 향해 움직일 수 있는 부분.
이전 테스트 당시, 네비게이션 메시가 다 날아가고 없는 상태에서 테스트를 해버려서 몰랐던 부분입니다.
이 문제를 해결하기 위해서 다음을 적용했습니다.
위 변경으로 인해 추가로 변경된 사항입니다.
3. 그 외 나머지 문제들
체험용 우두머리의 패턴 문제는 우선순위가 뒤로 밀렸습니다. 다른 문제들이 고쳐지는대로 고쳐보도록 하겠습니다.
크라켄의 패턴이 약간 변경되었습니다.
다른 문제들도 확인하고 수정할 수 있도록 하겠습니다.
아이템 저장 문제가 해결되는데로 업데이트 할 예정입니다.
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Of the issues found since the previous update, these are the ones that have been fixed so far.
Not updated yet
0. Field item acquisition status is not saved
This issue occurred after increasing the cell size of a world partition.
Previously, the cell size was smaller.
After the cell where the player would spawn was loaded,
the remaining additional cells that loaded would recover the item state information for that cell.
With the increase in cell size, it was no longer possible to recover item state information after the cell the player spawned in was loaded because there were no more additional cells to load.
1. Fragments getting equip in core slots
I didn't even realize there was a problem because I never tried to mount them myself.
We've added an exception and it should no longer equip.
2. monsters could move towards the player even during the hit animation.
This was something I didn't realize because in my previous tests, I was testing with the navigation mesh blown away.
To fix this issue, i did the following
Change the way the hit animation plays.
You can now choose which method you want to play the hit animation using.
Attempts to play in the state inside the animation instance. Each time it leaves the state, it needs to be handled separately.
Due to the extra processing required, we have switched to the Montage method for all targets that were using this method.
Playback is done inside the code using a montage. Optionally, you can set a montage of hits per direction (applied to wolves).
If desired, you can grant super armor for n seconds to prevent the hit animation from playing again for a period of time. (Applies to Wolves)
Optionally, replay the montage every time they are hit (good if you need a hit animation for each hit) (applies to the Skull Trio)
In this case, you can use the Stun option inside the Monster Data Asset. (Applies to all bosses and Lich.)
If you need to play a hit animation occasionally, but not continuously, you can use the stun value to play the hit animation.
This is an additional change due to the above changes.
3. Other remaining issues
The pattern issue with the trial bosses has been pushed back in priority.
I'll try to fix it as soon as the other issues are fixed.
Kraken's pattern has been slightly changed.
I'll check and fix other issues as well.
I'll update as soon as the item saving issue is fixed.