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Showing content with the highest reputation on 07/19/2021 in all areas

  1. I think you meant a peek... unless you want to see the biggest mountains from the new RWG!
    3 points
  2. It is 100% CPU bound. Modern high end GPU's will always be CPU bottlenecked , regardless of CPU Model especially at 1440p. However you can increase cpu performance several ways. 1. Assign 7dtd 4 true cores This seems to be quirk of unity in general, It scales in performance up to 4 cores, then the more extra cores it has, you get an exponential loss of performance. You want to assign "True Cores" not virtual cores (Hyperthreaded cores or smt for amd) your real cores are always (at least in windows) going to start with core 0 then a virtual thread (core 1) then a real one (core 3) etc so forth. There are numerous ways to do this, 1 is task manager but it won't work running eac and you have to apply it every launch. The easier way of doing it is to set up a basic shortcut to launch the game with the desired affinity. I have 1 already set up if you want to just use that i'll link it here it's setup with the default install path, so if yours is installed somewhere else you'll need to edit it to point to the 7dtd exe. there are 2 shortcuts (1 for eac and 1 for without eac) or if you'd rather set it up yourself there is a guide here This tweak will give a quick and immediate boost to cpu performance, but i can't promise it will be enough to get 100% utilization at 1440p. 2.Make sure in your motherboards bios your rams xmp profile is enabled Ryzen love fast memory and if it's running at stock, your cpu's performance will suffer greatly. 3. Close or assign affinity to background programs if it doesn't need to be running, close it. If you want to have it running however. You can use the 1st method mentioned but assign the background programs the other 4 cores on your cpu. Doing this ensures your background programs will have much less of a impact on 7dtd performance when running on different cores. However it's still not as good as not having them running at all, so make sure your only running what you need. 4. adjust your video options Some options are very cpu heavy. Disable screen space reflections (checkbox on the bottom right) change reflection quality & shadows to low, disable reflective shadows. Set tree quality to medium or high. The other checkbox items will also help a little on the cpu godrays etc but don't make as big a difference as the other listed, so up to you on those.
    2 points
  3. I'm interested to know how the Devs are liking/disliking the new building menu and if we can get a peak?
    2 points
  4. Hi all, UPDATE: Added option to add new languages (field) Added Option to change delimiter for using it as "normal" csv reader Added more logging UPDATE V2.1: Added Option to remove languages (fields) GUI changes Minor bugfixes UPDATE V2.11: Fixed bug introduced with V2.1 that last line get lost after saving. UPDATE V2.2 Now able to handle Translations with multiple lines Huge performance update Added a edit box for better multi line edit - also possible to open multiple (for example see more language parallel): UPDATE V2.3 Added function to removed double entries (the button was already in V2.2 but not worked) This function will delete double entries but not the first one Pics: Log: Qick HowTo: 1. Load Localization.txt (default path: ...\Steam\steamapps\common\7 Days To Die\Data\Config 2. Select Entry (4) 3. Choose Field (5) - the translations are in the red marked area. The other fiels are orther data values. 4. Change Text 5. Save with File->Save... (1) Here you can load the file. (2) You can open it and select a field to remove with the "-" button. To add a field you press "+" and enter a new name then pressing enter. (3) Allows you to search all for special items in the list. (4) The list with the data. Each item in here has the same fields. (5) The fields that can be edited. Links: Program SourceCode Its only for editing the Localization.txt file and other csv files. Greetings knarox
    1 point
  5. // Greetings, fellow survivors! Welcome to the new and improved SMX modlets for 7 Days to Die - Alpha 19. With this modlet series my goal is to give the entire 7DTD user interface an extreme makeover and refashion it into how I believe the user interface for the game should be experienced. The mod consists of several modlets which can be broken down into three separate mods. These are all stand alone and can be used alone or, as is the intention, together with the other two. These three mods combined is what makes the SMX experience complete! Please be advised that SMXlib is a library modlet that all the other modlets fetch assets from. Because of this it is a mandatory modlet that is included with all the different downloads. There are also optional downloads, like the bigger backpack modlets, the target health bar modlet and the third forge slot expansion. I hope you will enjoy to play 7DTD using the SMX modlets. And if you do, please consider endorsing it, have fun! // Terms of Use. You are allowed to use this modlet as is for your own personal use and/or on a server you run and/or administrate. You are under no circumstance allowed to distribute any SMX and/or ZMX branded modlets without written consent from the developer. If you wish to distribute SMX and/or ZMX branded modlets as part of your own project and consent have been given you are required to do so in such a way so that all the files of the SMX and/or ZMX modlet or modlets in question remain unaltered and you cannot under any circumstance claim credit for creating the modlet or modlets or any of the files provided with it/them. If consent is given you are required to make the changes as a new modlet that injects into the modlet in question and keeping load order in mind it is to be named so that it loads AFTER the original modlet. The original modlet shall be distributed as is with no change to its files what so ever. If consent is given it is only given on a case to case basis and those that receive consent cannot pass that consent on to another party or project. Nor will the consent pass on to other creators that opt to include consented work into their project. You are not allowed to use any of the assets bundled with SMX and/or ZMX branded modlets in other projects. This restriction applies to all files that the SMX and/or ZMX modlets consist of. You are required to seek special consent from the developer should you wish to make changes to any asset files provided with the SMX and/or ZMX branded modlets. You are required to inform the developer when your project that contains any SMX and/or ZMX modlet or modlets have been made available to the public. // SMXhud // The HUD replacement modlet... SMXhud is SMX as you know it from Alpha 16 first remade into a modlet and tweaked for Alpha 17 & 18 and now further enhanced for Alpha 19. The purpose of SMXhud is to take the in-game HUD into a more horror like and gritty art style all while trying to stay as informative as possible while not being intrusive on your gameplay. SMXhud - The Base HUD conversion. ZMXhudCPTHB - Enables the Target Health Bar for SMXhud. (Install optional modlet ZMXhudCPTHB to get the target health bar) // SMXmenu // The MENU replacement modlet... SMXmenu is a menu conversion modlet. It was made to extend the art style of SMX into the menu UI’s of the game and even though it was made to supplement SMXhud it will also work stand alone for those that just want to modify their menu UI's. SMXmenu - The Main Menu conversion. SMXmenu - The In-Game Menu conversion. SMXmenu - Video Settings Window. // SMXui // The UI replacement modlet... SMXui is an extension of SMXhud and SMXmenu and will bring the art style over to the rest of the user interface. I've tried to maintain as close a relation to the vanilla interface as possible but I have also granted myself some artistic freedom when it comes to some areas. It deviates from vanilla with the fifth crafting queue slot which I added to make it fit the overall design better. The other changes I made are all optional like the third forge slot and the 63, 99 and 110 slot big bag conversion modlets for those that want a bit bigger bags. SMXui - The forge with the third forge slot enabled. (Install optional modlet ZMXuiCPTFS to get the third forge slot and ZMXuiCPBBM to get the bigger backpack) SMXui - Totally reworked skills windows. The goal was to make it look like a talent screen. SMXui - Trader Window. // Download Locations... SMX modlets can be downloaded from NexusMods, Github or via the Mod Launcher. Click the appropriate icon below to start a download from your favorite source or use the 7 Days to Die Mod Launcher by SphereII to install the SMX modlets on your system. // THE MAIN MODLETS // // THE OPTIONAL MODLETS // // Installation and removal procedures... Download the modlet from one of the locations below. Decompress the modlet using WinRAR or a compatible archiver. Copy or move the Mods folder into your 7 Days to Die installation folder. Overwrite if prompted. Verify the install by checking that the ModInfo.xml file is located in this hierarchy: "\Mods\modletname\ModInfo.xml" Remove by deleting the modlet folder in question inside the Mods folder. // Support SMX Development... All SMX branded mods and/or modlets will forever be free of charge and available for everyone to download and enjoy. I do however from time to time get questions from users on how they can donate to me and support the SMX development. The purpose of this link is nothing more than a way for me to cater to those that want to make a donation. You should under no circumstance feel obligated to do so, but if you do decide to do it I want you to know that is comes greatly appreciated. Donation or not I would like to extend a thank you to all that download and use the different SMX mods, I hope you enjoy them as much as I do making them. If you feel like making a donation to support the development of the SMX branded modifications, click the image below.
    1 point
  6. Sadly my board only has a single NVME slot, so no RAID. I do run a BTRFS RAID10 array of WD Black, single-platter disks for normal games (ie: Not Ark or Cyberpunk), but those are SATA disks. You do realize that NVME is right on the PCI-E bus, right? NVME is faster than RAID on SATA even with a single disk. Mine averages around 3,500~3,600MB/s reads and around 3,300~3,500MB/s writes. If I was on Linux and could use F2FS instead of NTFS it would be even higher.
    1 point
  7. Here you go. My base setup. Remember, I built this prior to stainless steel being made unobtainable and turned it into a prefab. Now I just clone the Navezgane world and insert it, then we play on that world. The building in the center is two blocks thick stainless, and five stories tall. Each floor is three blocks tall, plus the top layer being terrain and we plant our crops up there. Total depth is 23 blocks, not counting the two layers of blocks which make up the floor in the pit. Yes, I put two rows of barbed-wire around the outer perimeter of the pit. You fall and get cut to ribbons while turrets shoot you. Then you get to run toward the electric fences while being shot by the turrets, and then you get decapitated when the blades work. Oh! Another bug! Those half-height fences do not shock wolves/coyotes. Wife and I watched one wander through one with no issues. Base Defenses
    1 point
  8. i do work as a software developer, websites and small sized software tho, no games. I understand what you are telling me. I do have close friends who work in game dev, one of them worked on the newly released F1 2021 so what i've heard from him, while he also plays the game, is that TFP are indeed slow and a bit too detached from the community (incase of roadmaps, announcements, etc, especially for an early acces), but to be fair they do put out great work when it eventually arrives. I love this game, so that's why im a bit upset with the slow evolvement of it. Im unironically thankful for this reply of yours, very civil and you clearly know what you are talking about. I've had other discussions with an unnamed moderator who answered very salty and without any counter arguments, prob cuz he doesn't have the same knowledge. Sorry if my previous reply seemed a bit salty itself, was my bad. Thx again for taking your time to answer my comment and providing me with new insights.
    1 point
  9. Specific numbers aside, Matt's point is that definitively most of the people who will ever purchase this game already did and that future sales are unlikely to justify spending more resources into continually updating for another 2-3 years. Now, Matt tried to bolster his claim by throwing out a 95% stat. Lets remove the 95% and consider whether most people who will ever purchase this game have already done so. In my opinion, that is not a foregone conclusion. First of all, there are many people who do not buy unfinished games in Early Access because they've been burned. There could be many who buy it once it releases as the finished gold edition. Secondly, when a game comes out of Early Access, it is a pretty big deal. Many people who bought it previously and stopped playing, reinstall and give it a go and that causes the game to spike in the public consciousness. It starts trending on Twitch, YouTube, and Steam. Subnautica is a great example of this. The game could have run its course from a sales perspective or it could have a lot of bang still once the marketing power of coming out of Early Access hits the newsfeed. Consider this though-- The console version still sells and that version is over 3 years old and has zero support in the way of marketing or software updates. I think there is probably still quite a bit of scratch to be made off of this IP over the next 2-3 years.
    1 point
  10. Unity games don't make their own render pipeline. You use the built in one or one of the new scriptable ones. The scriptable ones let you make a ton of changes, but Unity is still doing the heavy lifting. Unity is still what talks to the graphics API (DX, OpenGL, Metal, Vulkan). Not in A20. I think we all like it. Not sure why anyone would not. I think it is top secret at this point, so if I showed you, I would have to....
    1 point
  11. Probably he got robbed so he hadn't anything to sell left. 😁 Does anybody else find it weird that you can reach behind their desk and take their stuff? I mean you lockpick their safe while they stand there just staring at you? works with -Bob's safe (from the front) -Hugh's safe (from the side) ...well he clearly deserves it -Joel's bookshelf -Jen : no success so far...boobies too distracting -Rekt : can't remember now, I usually don't drive that far south a lot
    1 point
  12. New hiker zombie confirmed for A20
    1 point
  13. The more extremely divergent the gameplay you desire is from the designed intended gameplay the developers are creating, the less likely that there will be an official mode to support that fringe way of playing. However, the devs have provided the means through xml editing for people to get the extreme results they want. You purchased a game advertising itself as an open world survival vs zombies game. In the store description of the game by the developers it reads in part: "players must explore the open world alone or with friends to build tools, weapons and shelter against the dangers of the reanimated dead". The game you want is extremely divergent from what the devs are creating so if I were you, I would stop wasting time rooting for an official mode for the level of casual gameplay you are desiring or thinking that there will ever be a way to go as far as you want without modding. Modding is going to be the key to your type of fun. Period. This is a good thing and something to be grateful for because a lot of games cannot be altered in such extreme ways. I don't say this to bust your balls for wanting to play the game casual. I'm glad that it is possible that you can. But you should recognize that you have an extreme view and while anything is possible in the multiverse, I just don't see the devs spending resources making an official mode that is going to go as far as you want. There may end up being a few more options like what we have now that can be selected but you should plan on always in the future for as long as this game holds your interest-- needing to mod it to the level you are rooting for. It would be the same for someone who hates zombie games but bought this one anyway hoping and rooting for the devs to replace zombies with alien pirates someday. That is just not going to happen. Now, a modder who felt the same way might be able to go in and replace all the zombie models with alien pirate models and then it could be a reality but the developers aren't going to spend time and resources changing their own game into something completely different than they planned. Sorry if that is disappointing. I get it. I like playing without any indicators on the screen. No toolbelt, compass, time, messages, status icons, no HUD at all-- just the world. Madmole called that an extreme way of playing and flat out said they wouldn't spend any time creating an option for invisible HUDS-- but that that type of gameplay falls in the realm of modding. Would I love for a simple menu option to make all the screen indicators invisible and still be able to interact (F7 doesn't function fully all you smartypants)? Absolutely. But the only way that is going to happen is through mods and I think the way you want to play the game is even more divergent than mine, tbh. Thank goodness for modding!
    1 point
  14. @Sirillion Love the look of the Mod Suite, I initially installed them all via Nexus-Vortex and using vortex to install them messed things up badly(the UI Scaled so tiny it was unreadable, the inventory was 90% off screen ecta) but after removing the mods and manually installing them as you had laid out they work perfectly. The UI you've made gives the game a awesome feel and is exactly what I was looking for
    1 point
  15. Mine were ever so slightly damaged, but not broken. They hurt the heck out of us players.
    1 point
  16. We could start insulting him now... no sense wasting good paranoia.
    1 point
  17. I just objected to one of your claims. The other claim you made then was correct though IMO, there are expectations by (many) players that the time between alphas in EA is shorter. Though there are no rules from Valve how EA is supposed to work, how long between alphas, how many alphas, ... And here you are correct again, at least at the end: Yes, there is probably something going on in the back you might not know about. For example: 1) You probably don't know that at least the last three alphas took nearly a year. So what seems suddenly to you has been the norm for some time now 2) You probably didn't work as software developer, right? So here a few facts: The bigger a software project is the harder it gets adding features to it. Because inevitably there are a lot of cross dependancies all over the code base and adding one thing makes it neccesary to touch a lot of other places in the code. Changing old code makes it neccessary even for the writer of that code to first reread it to find out how it works in detail. Bug fixing gets more difficult for the same reasons. 3) Expanding the dev team is normal when a project increases in size. But it actually isn't a unproblematic fix, because any developer added needs someone to ease him into the code base so he is a liability at first. Then there are diminishing returns: Add one dev to a group and they spend 80% working and 20% coordinating among themselves. Add another dev and the group now spends 70% working and 30% coordinating (those are invented numbers, the principle is know in software development for decades). It is somewhat like the cores added to a CPU speed up the CPU less and less. 4) TFP added a lot of artists/designers to make more content like POIs or higher resolution graphics but good programmers seem to have been in shorter supply (according to TFP). Now designers can't help on the coding work or on the bug fixing, and bug fixing takes a long time now, each alpha now had ~2-3 months where we only heard about the number of critical bugs going down slowly. Naturally TFP could have decreased the feature size of later alphas to make it appear as if each alpha took the same time as the previous one. But they apparently have a few habits that are not easy to break or a feature list with many big features not easily broken up. And releasing an alpha to the players is partly extra work that would interrupt the work on the big features. So they might not be so happy to change their routine.
    1 point
  18. well i will give you example : this offical concept art from 2017 from twitter i think most of this stuff can't work like junk in this places cranes etc on so small place you honestly can't do this in 7dtd. in A20 we will get 100 new props so this is not problem. so base from concept art of @Rare Avantgarde Rat you can make in 7 dtd in creative mod with some changes - change generator , bus change into barracks ,barriers change into sandbags and you can do something similar
    1 point
  19. Dishong Tower, destroyed in minutes by a redneck with a 4x4! We need an achievement for this.
    1 point
  20. I've copied the version I have: https://www.dropbox.com/sh/iob0md76jza2tm4/AABm4EsIOdvT96mTHoqE0gJYa?dl=0
    1 point
  21. Well, it also means at least one of your next games (probably 7D2D 2) will be a Unity game, which will disappoint Unreal engine worshippers who think that other engine is the holy grail 😁
    1 point
  22. If you find out anything more on this you can keep us abreast of the situation.
    1 point
  23. As I can't think of any way the "airvent" right above Jen wasn't intended for that exact reason (perspective), I want to ask if we can hope for some additional "scoping options" on her in A20
    1 point
  24. It would be cool to have the Dunder Mifflin building from "The Office" with accurate interior details.
    1 point
  25. I for one absolutely love how the cooking system becomes more complex the further in game you get, but i feel like there's a lot of room for even more food recipes. I know that mods like Darkness falls often add extra food items and whatnot, but for me, i see that just adding like 1 or 2 new food items to the game can suddenly open just a LOT of different opportunities. One example would be something simple, processed cheese. Suddenly a whole new world opens up. Cheese + Large Beef Ration + Cornbread = Cheeseburger Cheese + Can of Pasta = Mac and Cheese Cheese + Cornbread + Animal fat = Grilled Cheese Cheese + Potato + Raw Meat = Loaded baked potato Let's get even weirder. Cheese + Beer + Large Chicken Ration + Cornmeal + Animal Fat = Nachos (because Beer cheese sauce) Mac and Cheese + Peas + Canned Tuna = Tuna Casserole Cheese + Chili Dog = Chili Cheese Dog Now that i think about it, there potential for things not cheese related too! Large Chicken Ration + Cornmeal + Animal Fat = Fried Chicken I could keep going but i think i've made my point. I'd absolutely love to see what else you guys could come up with as well.
    0 points
  26. This used to be fun. Then they decided to make it so tedious that its completely abismol. I hope Alpha 20 brings back the balance between fun and challenging. I can't even catch my breath anymore. The Fun Pimps, this ain't Dark Souls, chill the hell out on the difficulty. I'm literally on scavenger, it SHOULD NOT be this annoying just to do the most basic of tasks.
    0 points
  27. ... give yourself a knuckle rub?
    0 points
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