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  1. Hello Survivors! With A19.6 we bring to you localized twitch commands! The twitch commands now adapt to the language used when you start game. Default English commands will continue to work, if they are available. With this patch we hope to find and fix any localization issues for twitch integration for when A20 releases. If you find grave mistakes, please do report them. A19.6 b7 Added Localization support for our supported languages Fixed Set cooldown to 0 causes actions to not populate. Cooldown bar could get stuck if party members left while bar was mostly full. Queued Twitch Actions will auto refund after 60 seconds of not being able to be performed. Closing Twitch Options window too fast after connecting could cause an NRE. Re-ordered global cooldown settings to be lowest to highest
    4 points
  2. I did a hardware comparison once between my i7-3930k with different clock settings, and then my R9 3900X. https://steamcommunity.com/app/251570/discussions/4/2247803885925802071/#c2247803885925903682 GPU was a constant across all the tests. Pretty sure that was on Alpha 18.
    2 points
  3. I think TFP "coders" should have a look at this topic on Steam. Almost all players there are reporting they never had a crash while playing 7D2D! I think y'all should be proud of how stable an unfinished game is!
    2 points
  4. . . .just got outa bed. This is good, Brad - just what I need, and thanks for mentioning the Discord page - I'll be there sometime today. This pathing is quite a pita, and I imagine quite a number of people are experiencing this issue as well. I ran the a few HMs through Nitro too, and had similar results. Ok, I'll chew away at this today and see if I can dig more info on making those splat files. Many thanks, your info is great - as are the videos. I would never be doing as well as I am without them. Update: https://1drv.ms/u/s!AueVg7eVAeXMkxv2vpJJ9N6pvfdr?e=3A66Qv It hasn't necessarily followed each new path, but it's getting there - three maps this morning, with each improving over the previous: I reckon once it's 'right' it will make for lots of new ideas and new game strategies. 😉
    2 points
  5. items.xml apparelNightvisionGoggles <effect_group tiered="false"> <requirement name="IsLocalPlayer"/><!-- <triggered_effect trigger="onSelfItemActivate" action="ModifyScreenEffect" effect_name="NightVision" intensity="1" fade="0"/> <triggered_effect trigger="onSelfItemDeactivate" action="ModifyScreenEffect" effect_name="NightVision" intensity="0" fade="0"/> <triggered_effect trigger="onSelfEquipStop" action="ModifyScreenEffect" effect_name="NightVision" intensity="0" fade="0"/>--> <triggered_effect trigger="onSelfItemActivate" action="ModifyScreenEffect" effect_name="Bright" intensity="0.75" fade="0"/> <triggered_effect trigger="onSelfItemDeactivate" action="ModifyScreenEffect" effect_name="Bright" intensity="0" fade="0"/> <triggered_effect trigger="onSelfEquipStop" action="ModifyScreenEffect" effect_name="Bright" intensity="0" fade="0"/> <triggered_effect trigger="onSelfEquipStart" action="AddPart" part="HeadLightTPV" prefab="ScreenEffects/DeferredNV/NVGLight" parentTransform="Spotlight" localPos="0,0,0" localRot="90,0,0"/> <triggered_effect trigger="onSelfEquipStart" action="AddPart" part="HeadLightFPV" prefab="ScreenEffects/DeferredNV/NVGLight" parentTransform="CameraNode" localPos="0,0,.1" localRot="-90,0,0"/> <triggered_effect trigger="onSelfEquipStop" action="RemovePart" part="HeadLightTPV"/> <triggered_effect trigger="onSelfEquipStop" action="RemovePart" part="HeadLightFPV"/> <triggered_effect trigger="onSelfItemActivate" action="SetPartActive" part="HeadLightTPV" active="@!.IsFPV"/> <triggered_effect trigger="onSelfItemActivate" action="SetPartActive" part="HeadLightFPV" active="@.IsFPV"/> <triggered_effect trigger="onSelfItemDeactivate" action="SetPartActive" part="HeadLightTPV" active="false"/> <triggered_effect trigger="onSelfItemDeactivate" action="SetPartActive" part="HeadLightFPV" active="false"/> <triggered_effect trigger="onSelfChangedView" action="SetPartActive" part="HeadLightTPV" active="@!.IsFPV"/> <triggered_effect trigger="onSelfChangedView" action="SetPartActive" part="HeadLightFPV" active="@.IsFPV"/> </effect_group>
    2 points
  6. New video with yet another list of reasons to avoid Dell like the plague. Alienware used to be reasonably good gaming systems. Then Dell bought them out. At least this one actually has a PSU, and not a laptop brick.
    2 points
  7. Some say that this game cannot be won because it is never ending. That is pure nonsense. This game can be won and it is all about making it even more fun and challenging than it currently is. The developers have their standards they must meet to be responsible to their mass market but as consumers we don't have to abide by their standards. We can modify the game and if you modify the game to add more zombies to your biomes you win. I promise. There has been a lot of talk about this in various threads but I wanted to give a nice clear step by step set of instructions so that ANYONE who reads this can win. I want us all to be winners after all. Okay, now different computers will have different configurations but the following steps if followed is guaranteed to work on anyone's computer. Often I read threads on modding where the modder says, "just open such and such and edit the files". Well let me help you unerringly get to those files: Step 1: Open Steam and go to your library Step 2: Start the game like always Step 3: Choose to show game launcher instead of playing. Step 4: Once the game launcher window opens select the tools tab. Step 5: Select Open Game Folder Step 6: Double Click on the folder named Data Step 7: Double Click on the folder named Config Step 8: Scroll down the list of files until you get to the one named Spawning Step 9: Right click on Spawning and select Open with notepad or wordpad or notepad+ (whatever you have) Now you are in one of the most glorious option menus this game has to offer. Here is what you do next:
    1 point
  8. no bones about it huh
    1 point
  9. After the University I needed to make something quick, so I present this totally normal abandoned house with absolutely nothing secret in it. https://drive.google.com/file/d/1pZAuT5M8aVaiD_1ryGlfKE8zwbaFQj-t/view?usp=sharing I actually based this on a real house I drove by and took a picture of. Don't bother looking, nothing special there...
    1 point
  10. Thank you very much Deverezieaux for releasing this great prefab, I am still finishing looting the government office, I have played very little these days. Regards
    1 point
  11. Only if you play with the creative menu on...
    1 point
  12. haha no worries i get that, sometimes you just have time to skim😛
    1 point
  13. Yes out of the box you would get better performance because your cpu is already running the game with 4 cores since your i5 has 4 cores. However newer hardware can get the same 4 core advantage by simply assigning 4 core affinity and since the newer hardware is more powerful, it will perform better apples to apples. case and point another 4 core cpu
    1 point
  14. I'd rather they leave the UI alone and just make it more moddable so he can do his changes easier
    1 point
  15. you're welcome. I wasn't sure you really meant that one, because I can't see anything really impressive in that "poi" ...but I'm not that involved into archtitecture to judge, so no need to further explanation, just be happy with it and let me see it as 4 poles with flat roof and no walls, as I clearly have no inspiration.
    1 point
  16. No, but I found this nice video which shows a resume of the currently known A20 features:
    1 point
  17. Okay, here's what I've used in various versions of Alpha 18 and Alpha 19. There are some changes, so that the trees will drop seeds and you can plant them, etc. Also included are icons for the various trees/seeds, and localization. See if this works for you: Guppy's Trees for Alpha 19
    1 point
  18. Guess I went a little overboard with the mods, huh? Thank you for taking the time to look and give me advice, much appreciated.
    1 point
  19. Can't find the exact post/statement to verify right now, but I'm pretty sure it was said they would use the same ammo as the corresponding higher tiers.
    1 point
  20. I had a chat with Kingslayer the other day about road pathing in the discord page. I'm messing with a canyon map building land bridges across that start and end level with the peaks. The bridge bit is fine. Getting the roads to use them was a problem. The roads like to use certain points on the map. If you can access the discord have a look at the chat and you'll see pictures of the stages of getting it to work. TLDR; Try moving the 'road' slots 10 blocks to the side to catch the pathing that they algorithm is wanting to use. --- Here's something else you can try. Drop your preview.png over the top of your map in Gimp as a temporary guide as to where kinggen is happy to place roads. Then move your slots closer to where the roads have been placed.
    1 point
  21. I believe so, See posted changelog.
    1 point
  22. The Men of Letters bunker from Supernatural.
    1 point
  23. Appreciate the reply and thank you. I'll try doing that.
    1 point
  24. Ok, yeah that's a freaking huge log. I'm about 15 seconds into looking at it and holy crap your list of mods. There is about a 95% chance that's your issue right there. Some are even trying to load twice! You have the air drops set to land every 5 game hours. That's quite often already. Honestly though, the core of your issue is most likely a mod. You've got a real rats nest there. Then it starts spamming errors on zombie actions, so at a minimum your entities are corrupted, which is where the supply drop spawns from. Your log is so massive because it's a truckload of errors caused by your mods.
    1 point
  25. People say you can't hear pictures.
    1 point
  26. Hi guys, last year I set up a 24 hr livestream of 7 days, some gaming friends joined... we had a blast... we broke out the redbull, we made it through and we smashed our target and raised a pretty sum for Macmillan Cancer Support. Last year the target was £500 and we smashed it. This year I have doubled the target, There will be a few gamers joining for the full 24 hrs, some joining for a few days or a horde night... there will be key giveaways, zombie slaying, madness and mayhem! I hope some of you will join us and if you can... support this incredible charity: https://www.twitch.tv/queenbeeplayer https://www.justgiving.com/fundraising/queenbeeplayer-Beech
    1 point
  27. It was closer to 38k available to BASIC, at least. Plus there was about 4k in upper memory you could use for something under many situations. Been so long since I programmed on a C64.
    1 point
  28. It did not. I'll go try a few arrangements. Results: switches did not take any damage when on the far side of a solid concrete wall (1 block thick). I also tried with open holes to either side of the target block and there was no wraparound splash to the switches. (I stood in front of the target block [on the other side] and then God-mode phased backwards right as the cop spit, so the full effect would hit the block). For good measure I let the cop spit at the target numerous times. No damage to any of the switches. Target block was at 1600/2500 by that time.
    1 point
  29. This is the most important thing in any game, and is why I don't mind Unity locking me at 60fps. This isn't Unreal Tournament or Quake Champions. I can kill zeds all day at 60fps, and my GPU stays cool while doing it.
    1 point
  30. I tested with a 3-block thick wall of concrete and then again with wood. Only the surface blocks took damage from cop spit. Did not test for wrap-around splash, like if the spit hits near a corner, nor did I test with any type of doors or bars. Just wanted to confirm the wrongness of my impression that spit would penetrate solid blocks. 100% wrong.
    1 point
  31. Updated for A19.5 Can now be toggled on/off light a normal light and can be picked up if inside your land claim Edit: I forgot to add the recipe so there will be an update sometime tomorrow. It will be just one recipe and you select the sign you want in the shapes menu. Included Signs Open x 3 Gun Pizza Bowling Chinese Food Download Demo: Just reusing the old demo for now, I'll do a new video with all the signs in it when I get the chance.
    1 point
  32. 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.
    1 point
  33. Не исключаю что это крайне сложно,но в этом и интерес,во всяко случае для меня 😃 Такой же рисунок как и база торговца,сделал 3д базу (без текстур) для того чтобы не строить перспективу,после чего добавил текстур и дальше рисовал до финала. I do not exclude that it is extremely difficult,but this is the interest,at least for me 😃 The same drawing as the merchant's base, I made a 3d base (without textures) in order not to build a perspective,after which I added textures and then drew until the final
    1 point
  34. I had two of these computers, 1 floppy, 1 SFD1001 and 2 D9090 hard drives, ran a BBS for 5 years Played games on the other. The best IBM clone out there was a XT with no color and no sound. errr, what was the topic again ? 😛
    1 point
  35. Yes. Blood moon zombies are given targets. Senses don't matter.
    1 point
  36. But just to clarify, horde nights will override the "off" setting, correct?
    1 point
  37. Feral sense is currently just Off, Day, Night, All. We don't plan on more options changes for A20. Maybe by gold. For now you can change some of that in entityclasses.xml.
    1 point
  38. 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
  39. That was a slog, but here it is, the complete, dungeon pathed and sleeper volumed University Campus: https://drive.google.com/file/d/115nTXaAnLxPMX9hxyMfGBPJAnfJ_2Isv/view?usp=sharing I'm going to do more playtesting, but it's a solid prefab and I think feedback from players can help identify any tweaks. A few notes: It's tough and long, I used stacks of ammo playtesting. The fights toward the end are large and challenging. It's probably faster for me since I know the path already and what to expect. It has great loot, particularly books, even though I did cut out a lot of bookshelves. I've tried to make the entry point as obvious as possible, and the path clear. There are a few spots where you'll need to double back, and a couple of alternate paths. For clear quests it will require some poking around to make sure you've got everyone. This is by design. The open areas including the ball field and parking lot are not part of the dungeon path but do need to be cleared. I've tested and they will be marked if missed in a clear quest. There's more, but I'll let folks play and figure it out. Have fun.
    1 point
  40. Whatever you do, don't eat the honey made by the vultures. It's nasty!
    1 point
  41. Watching Jay's videos made me realize one thing sooner than later : no matter the industry, companies will always find a way to screw you over and make more profit off of you, the sooner you realize this, the better it will be for you as a consumer since you will be able to notice those schemes and work around them whenever it is possible. Shop wisely peeps!
    1 point
  42. WANDERING HORDES To increase your wandering hordes you do everything listed in the first post except that in step 7 instead of opening the spawning file you will want to find the file named gamestages and right click on it and open it using notepad or comparable program. Once you open gamestages you will scroll down past a bunch of notes and other stuff until you get to about line 216 which starts the wandering horde section. Here is what it looks like: <spawner name="WanderingHorde"> <!-- These will wrap around at 50. --> <!-- Will probably have to undo that later. Rev 19924 /19944 --> <gamestage stage="01"><spawn group="wanderingHordeStageGS1" num="05" maxAlive="30" duration="09"/></gamestage> <gamestage stage="02"><spawn group="wanderingHordeStageGS2" num="10" maxAlive="30" duration="09"/></gamestage> <gamestage stage="03"><spawn group="wanderingHordeStageGS5" num="06" maxAlive="30" duration="09"/></gamestage> <gamestage stage="04"><spawn group="ZombieDogGroup" num="04" maxAlive="30" duration="09"/></gamestage> It continues on through 50 different gamestage stages. All you have to do is increase the numbers I colored red. In vanilla the easiest horde is only 5 zombies which is hardly noticeable. Up it to whatever number you feel would be a fun horde size at that stage of the game. Make sure to read the spawn group name before the number to be sure you want to adjust that one-- such as the last one listed in the example. Changing an early game zombie dog horde from 4 dogs to 15 dogs might be a bad idea but it is your funeral. So just to illustrate, if I change that first gamestage stage 01 horde from its default setting it would look like this: <gamestage stage="01"><spawn group="wanderingHordeStageGS1" num="15" maxAlive="30" duration="09"/></gamestage> This change would make the horde be comprised of 15 zombies. Now I know that you've been eyeing that maxAlive="30" value and wondering why not just up that to 64 for some truly epic hordes. I'm almost certain that number is hardcoded in elsewhere in the code and changing it here won't matter but I could be wrong and someone will be along shortly to correct me if I am and then I'll change this part. But by all means give it a go and type 64 in there and then change the number to 64 and see what happens. That is the fun with experimenting with these settings. Just like with the spawning file, when you are finished changing the numbers for all fifty hordes makes sure to save and then close your files and game launcher and then start up your game. You will surely notice when a horde wanders by after this.
    1 point
  43. OUTDOOR SPAWNS As you scroll down the spawning document you will see lists of biomes followed by code that controls the spawn max count, the respawn delay, the time, and the group of entities it applies to. This is an example from the pine forest biome: <biome name="pine_forest"> <spawn maxcount="1" respawndelay="3" time="Day" entitygroup="ZombiesAll" /> <spawn maxcount="1" respawndelay="4" time="Night" entitygroup="ZombiesNight" /> <spawn maxcount="1" respawndelay="14" time="Any" entitygroup="EnemyAnimalsForest" spawnDeadChance="0" /> <spawn maxcount="1" respawndelay="21" time="Any" entitygroup="FriendlyAnimalsForest" spawnDeadChance="0" /> </biome> To change your game significantly all you need to do is increase the mumbers for maxcount and for respawndelay. That's it. You don't need to change anything else. For respawndelay you can use decimals to make them reappear sooner than a whole day. So... <spawn maxcount="4" respawndelay="1" time="Day" entitygroup="ZombiesAll" /> This will give you four times the number of zombies during the day and they will regenerate each day. <spawn maxcount="2" respawndelay=".5" time="Day" entitygroup="ZombiesAll" /> This will give you twice the number of zombies during the day and they will regenerate twice a day. <spawn maxcount="6" respawndelay="0" time="Day" entitygroup="ZombiesAll" /> This will give you six times the number of zombies during the day continuously. Slap a Ghostlight name tag on yourself and get to killing. All you need to do is go down through all the listed biomes and change the numbers as you please. Some of the biomes aren't used any longer but don't worry about it. Changing those numbers won't hurt anything. Once you are done save the file and close it. Exit the game launcher and then restart and this time go and play and win.
    1 point
  44. I guess mine is, too, lol. Stayed between 168-173 FPS everywhere outdoors. RX 480 8GB (with a -5% power limit) / R3 3200G (CPU wasn't even overclocked) running at 1080p. Sorry for the overlay I was too lazy to fix it and MSI afterburner was giving me issues.
    0 points
  45. Is the fun pimps looking into hiring the Modder Subquake? He has down a amazing job on the UI with is mod Undead Legacy. I would really like the improvements in his mod to come over to the original game. If not hire buy the assets that he's created for the UI changes.
    0 points
  46. I see. While I didn't mean to imply that Unity doesn't do the rendering to any or some extent, the change is tougher than I thought, AND a ton of work, as it means chopping a lot of already-done code to get ... cool brand-new script-managed graphics in C# ? that sounds like a punch in the gut. BUT You guys (probably) will eventually make the decision to chop your built-in one nevertheless. Why? 1-Because HDRP allows for a huge amount of graphics options for developers. 2-HDRP supports DLSS natively. And 7dtd needs all the performance it can get. 3-HDRP supports Ray Tracing. Downsides to HDRP are training for artists and programmers, which might take a few weeks. That's a big one.
    0 points
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