Here is the transcript of what was discussed in the Teamspeak with Giants on Monday the 9th. Posted by bassaddict on the Giants forum.
bassaddict - transcript from the session:
General information:
-Video tutorials and "Modding for dummies" PDF available for free on GDN (GIANTS Developer Network,
https://gdn.giants-software.com/ )
-Lots of optimizations has been made when creating the console version
-Traffic vehicles moved from script to engine in FS15, CPU time per frame went down from about 15ms to 0.3ms (factor 50)
-Game development: huge feature list, impossible to implement everything, from feature planning to implementation and game release takes about 3-4 years
-FarmCon in German like a testrun, if it's a success, could be possible to do one in english eventually
modding general:
-Testing mods in MP should always be done with at least 3 people to make sure sync from client to host and host to clients work as intended
-One should not rely on the mod loading order, there are several ways and hacks to avoid the dependence on the loading order
-Using dynamicallyLoadedParts saves VRAM, editing easier since there's only one instance to edit
-ObjectMask is used to exclude objects from certain render passes, like reflection, can be left on default for most things
-many foliageMultiLayers with few foliageSubLayers vs vice versa: just a different structure, shouldn't affect performance
-Dedicated Server interface uses heuristics to show warnings, shows what could be a problem, not what a problem is, too much vs too little information
-Better script documentation planned for FS17, should be released way sooner than for FS15
-Only register fruitType for cuttable/harvestable crops, otherwise only register fillType
-Sound recording and ingame setup depends on personal preferences
-FillVolumes system is very complex, the shape should be simple, flat top and bottom plane, no vertices within those planes
-Setting proper clipDistances very important to achieve a good performance on a map
-LOD (Level Of Detail) can improve the performance even more, but not necessary for mod maps, basically consist of high res model for close distance and low res model for far distance
-proper saving of mod settings: create a folder like "mods_config" on the same level as the mods folder and store the settings in an XML file, don't save non-savegame specific stuff in mods folder
-Metalness textures like in Unreal Engine 4, using Physically Based Rendering
-UE4 is a game engine for many games, should support more generic features
-GIANTS Engine only for FS, need only support for FS specific features
-Similar approach in FS, but has only half the memory usage
-Blender Animation currently not supported by the i3d exporter
-someone with programming knowledge could implement it, since Blender and the exporter are both open source
feature wishes (just wishes, nothing confirmed):
-Dedicated server heuristic available for SP to locate possible problems easier
-Fertilizing grass fields with manure or slurry
-Dynamic ground like in Spintires
-Crops following the actual sowing direction
-Road creation tool in GE to create roads and align them to the terrain easily
-Smaller vehicles with less than 100hp and suitable tools
-Fast field status scanning (Field Status mod)
-Proper PTO power usage depending on working tool troughput
-Flexible hoses for slurry tankers
-Tip anywhere
-More placeable objects in the base game
-Pivot axles