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Showing content with the highest reputation on 08/08/2021 in all areas

  1. Incidentally there is a stealth perk that greatly lowers the time after which enemies forget about you and you can be stealthy again. Coincidence?
    4 points
  2. 30 is not enough in an FPS game where your reactions matter, and they do in 7DTD for players who like insane, always run zombies. Personally, I tweak my settings for it to look "reasonable" but as close to 100fps as possible. I don't care about graphics. I think people need to stop with the nerd @%$#s over graphics. Minecraft and Rimworld are popular for a reason. They're fun games, with engaging mechanics, and "okay" graphics. We don't need ultra high end AAA crap for a game to be good and I really wish gamers would get off that train. EDIT: As a note, having OPTIONS is a good thing, but people are struggling to upgrade their PC's right now. Therefore, graphics definitely shouldn't be a priority... at all.
    4 points
  3. Well that went up a bit quicker than I thought. Might not have finished processing the HD version yet. But here it is anyway. I hope someone finds it useful
    3 points
  4. Dont be daunted by any of this. When I started doing maps in late a16 /early a17, there was literally nothing explaining anything at all documented on height maps that was tied directly to 7 Days to Die, only anecdotes from a few of the Senior modders who dabbled a bit in the editing process. There have been 2 or 3 instances where I would bang my head on my desk and have to put a piece to the puzzle down for a while because I had just gone as far as i possibly could. Roads, water, prefabs, biomes, especially prefabs, these are all pieces that make the maps what they are, and their importance in the overall process should not be under stated. If you are really committed to making these maps, dont ever despair, just switch gears for a bit and come back to your roadblocks, you will eventually succeed. Try and think of a height map as a giant block of clay. Create a png file, and fill it with the color rgb 40,40,40 and save it. Youve now got a block of clay that starts at rgb 0,0,0 and ends (the top) is at 40,40,40. Depending on where you set your water level, going below that water threshold 'replaces' the clay with water. The tallest you can make the block of clay is rgb 255,255,255, thats your ceiling. So generally, your terrain features, your 'map' is gonna live in that space between 40 and 255, and your water will live below that threshold. You can think of a stamp as a casting mold. The color you choose is how tall the mold will be, then however large you make it will determine the overall width. The attacked screens are from Gaia for Unity, which comes with a ton of stock stamps, which you can see ive used to create Mordor from the Lord of the Rings. The big difference here when we say mold, is that its a casting mold tied to a paint brush, and can therefore be dragged across the top of your clay block to give you things like mountain chains. Also it can be inverted, usually with the right mouse button, to give you craters and valleys. Once you have 'stamped' these features on to your block of clay, you save it and export it. You can either export to a png, which will give you a simplified height map, which you can use in a map gen like KG or Nitro, or in some cases, directly to a .RAW file. A little long winded, but it is Sunday. I hope this clarifies things somewhat for you. Just stick with it, you and I and a few other guys are going to collaborate soon on a giant 16k map for CP, and its going to be epic, so dont worry.
    3 points
  5. Maybe someone keep him somewhere and he wrote this post because he need help. anyone was studing cryptography? 🤪
    2 points
  6. 'Stamps' video should be available in roughly half an hour on my channel. Depending on my Internet! Krunch knows a lot more tha me about all of this but I hope my simplified video will help those that need a visual guide.
    2 points
  7. so..jaggies that will have has had been caused tomorrow don't show up today? Cool, but don't spawn unnecessary extra timelines while driving around in your DeLorean.
    2 points
  8. I like the large mouth
    2 points
  9. while i do kinda like the new look as she isnt suppose to be a glamour model.. i do have to wonder about your statement.. "Now she looks close to a normal zombie" ... what part of the world do you live in? as in my 63 years (outside of a game or tv/movies) have never seen a real zombie so i question the "normal zombie". just curious. (makes note to self stay away from where BFT2020 lives)
    2 points
  10. 7 Days to Die little review. Unique and/or nice things in this game: - The variety of different buildings (especially with the new ones we’ve seen coming in a20) - An entirely destructible open world - The possibility to choose from a default made map or a randomly generated world - The Random World Generation itself. I think it’s pretty good - Zombie/NPC AI. I think that’s actually pretty well scripted - The wide choice of building materials and blocks. (Altough I am a little sad that the upgrade path will be simplified in a20) - Schematics and books - The clothing system (a wide choice of unique outfits you can create with all of the clothing/armor) - Stripper zombie boob physics Things that, in my opinion, could be improved: - First and third-person player animations. - The lack of variety on certain visual aspects in the game, especially zombie variety. - Certain gameplay logic - For example, when looting a weapons bag, if it’s storage is entirely empty, the weapons are still physically in there. It would add immersion if the physical ‘lootable’ parts of a container wouldn’t be visible if the storage is empty. Detailed explenation: - First and third-person player animations sometimes look a little off and weird. I also think we should have a different animation on wether a melee attack hits or when it misses. Other details to animations which would be cool are player swim animations, ladder climbing animations or a short little animation that plays when you pick up a rock. - Zombie variety could be improved, as you will see a lot of clones of zombies in the game, quite often even in the same building or hordes. I think variety would be improved a lot if zombies could have a random hairstyle, hair color, skin color, and maybe even clothing color or a random chance that a zombie will wear a hat. The new zombie models look very great in my opinion, and they are an improvement. But I think that with these new models, every zombie will look more unique and especially because they look so unique from each other, clones will be noticed even easier. Because the old models looked closer to each other, clones weren’t noticed from far away that easy as they will be now. Apart from zombie variety, I also think that, for example, some more vehicles could be added. Both the static environmental vehicles as well as some new rideable vehicles. An idea I had was that we can build a 4x4 with an open backside part of the vehicle as well as a jeep with a closed backside part of the vehicle. The closed jeep being a little slower than the open 4x4, but having more storage. Another idea is to have 2 bicycle types, a BMX and the bicycle we have already. But it’s nice that vehicle paint will be added in alpha 20, tho. Also, why is every food a piece of meat? Lol. - Certain gameplay logic doesn’t make much sense. For example: aiming a weapon costing stamina, cooking 5 raw meat turning into 1 cooked meat, an entire building respawning once its quest marker is activated, etc. But these examples are a small little thingy (not important). - When looting certain containers, for example a weapons bag, even if the storage is empty, you can still see the weapons in the physical container (the actual 3D-model). It would be more immersive if the 3D-models (of in this case the weapons) would be disabled/made invisible once the storage is empty. Same goes for example for a refridgerator, a clothing rack, and some other lootable containers. Special note: I really really like this game and it truly is unique from other games, in a great way. Personally what I love is how realism/graphics aren’t a higher priority than gameplay. I think that it’s okay that the player model doesn’t look super high quality, that some textures aren’t full HD, or that in some models you can easily see the vertices. A game doesn’t have to look amazing in order to be amazing. Gameplay is more important than visuals, right? And that’s what TFP are doing really great: keeping gameplay as a higher priority than graphics/visuals/realism, although some visual aspects of course are great if improved, but that’s less important :). Also, don’t mind the people saying ‘wow I hate it that this game has been in alpha for such a long time’. That’s totally okay. You guys are making a great game, with a relatively small team. In my opinion, TFP is doing better than Wildcard or Bethesda. Thank you for reading.
    1 point
  11. After years of heated exchanges about learn by doing, simplification of the game, child zombies, food spoilage, digging zombies, death penalties, auto attack zones, A16 vs A17, less calories, great taste…. This brought you out of lurking???
    1 point
  12. Two things come to mind:
    1 point
  13. FTP would work.
    1 point
  14. That by far has to be the worst comment I've ever read while lurking the 7D2D forums.
    1 point
  15. Tfp do optimisations each release. But as we are in alpha the optimisations are just that as to what can be. Pointless doing optimisations when content and mechanics are still being added. The main optimisations will come in beta . Alpha = content and mechanics etc Beta = optimisation fixes and bug killing. Console won't be done til pc version has gone gold. But as stated they do some optimisations
    1 point
  16. I really like this new decorations but they dont blend with s surrounding and it looks artificial. I would like to see decorations with which we can interact and should be useful , e.g. a hanging weapon on the wall, radio with music and we can search for new music and add to the radio this game is about building so why we cant interact more with our home. Meaby you should update 7 days to die on the NEWEST CONSOLE SONY with new Dualschock 5 it could give you new possibilities and more players. The Game OPTIMALIZATION is so BAD this game is keep updating but optimalization is the same!!! WHY?! Meaby a deer head trophy on the wall as a decorations. Meaby you should add fog in the horde night?
    1 point
  17. It's not a bad mechanic. My first hord night, I got my ass kicked. The second time I got my ass kicked. The third time I figured it out. It was great, got my heart pounding, especially when they added the red skies and the lightning before the sun went down. I started in alpha 7. Sometime around alpha 18, hord became a distraction. I was spending more and more time on the base I was using for that one night, it was not my home base. Generally not very far from it. I turned it off. If you're getting tired of it, you can turn it off too.
    1 point
  18. I haven't heard anything about caves. Some sewer stuff in tiles were talked about. Maybe wishful thinking...😁
    1 point
  19. I've never seen anything close to that coming from a Dev. Sure you're not just making that up?
    1 point
  20. Hey Khaine Huge Fan of your mod! From my last playthrough I wanted to share some balancing ideas me and my friend stumbled across while playing your mod. Things like the Stun Baton I also veryfied myself looking at your xml files. 1. Weapon Crafting / Weapon Parts Currently I think weapon parts are a bit useless. They save up on resources, but that´s all. I think it would be cool, if there is a game phase, where you rely on finding weapon parts, (regardless having luck finding the Lathe or not) More Punishing Example: AK 47 crafting Level 1 allows you to assemble the gun in the workbench AK 47 crafting Level 2 (unlocked on a certain level cap) allows you to craft the parts in the Lathe Less Punishing Example: All weapon assemble recipes are always unlocked 2. The Stun Baton is a bit odd considering following topic: For the Action Skill it seems to count as Blunt Weapon but not for the Pummel Pete Skill, or maybe it was the other way around. And also you get the damage bonus from science crafting I think, but none of that is mentioned in the description of the Baton. 3. Antirad Like in the description of the item already stated, it would be cool, if it only partly removes radiation and doesn´t make you 100 percent resistant. My idea for the more complex fix: Instead of just getting the full radiation effect upon entering the radiated area, you could have radiation buff, which elevates your radiation value. On certain stages of the radiation buff you get more and more negative effects, such as health loss, the screen effect... Pills and all Radiation Protection just lowers the rate of which the value goes up. (To a maximum of full protection (or not)) 4. Starving Just a small issue my friends faced. You (sometimes?) don´t really get a warning when you starve. Especially since it goes really fast, sometimes they died because they didn´t keep an eye on the hunger bar. It´s also their fault, but maybe some hurt sounds just before you start taking damage would help. 4. Water Sources Just a small thing. Coconut and all other fruits should also give some water. Lead to a dramatic death, where normally a coconut would have saved your life. 5. Parkour Jump boost Should be removed and added to the Transhuman Perk. First- everyone wants the Resistance against mines, but nobody wants to jump that high. Second- it´s unrealistic to jump that high. 6. Rad Remover and Blessed Metal Very powerful Mods. They should require more advanced resources. For the Rad Remover maybe the Radiation Ores / ingots like Plutonium And for the Blessed Metal maybe silver or demonic essence or something which is harder to obtain, it is the most powerful Mod in the game. 7. Bread Very complex to craft. Gives just 5 hunger points, so no point in making it. Should provide around 15 hunger points. 8. Portals Maybe a bit easy to break. Maybe it would be more of a challenge if you need a specific explosive like C4 (or C4) to break it, which you need to place directly on the portal (so not from distance with the Rocket Launcher). 9. Clay It would be more realistic if you also needed to fire the pottery in a camp fire before you can use it.
    1 point
  21. quick question! What world should i choose? Navezgame or a randon?
    1 point
  22. Well, don't know whether this is of any use, but this is the most usual GIMP brush setting for me: opacity has a big effect, as does hardness and pressure. It really is a matter of experimenting with those three. The force in the pic below is a bit high for most purposes, but I do play with it all the time, as I'm not anywhere as experienced as the 'big three or four' in this forum. Do you zoom in much when trying to flatten out the shoreline?
    1 point
  23. @ AL: - "I think I did pretty good but not sure how practical they are " Well done!! and my "first" below. We all have our first steps, Lainey, and I'm still fumbling along. Sometimes it's frustrating, but once you're in and playing that new map, you'll not notice anything that looks "wrong" - but it will give you a sense of satisfaction, and it will spawn new ideas by the ton! ATB.
    1 point
  24. VanillaWotw I think I did pretty good but not sure how practical they are
    1 point
  25. honestly @meganoth problem is they will hold their line for all cost. i know i don't have right in every sitation so i'm looking for alternative solutions -for example madmole won't zombie teens in 7dtd? so maybe anymodder will and them @ErrorNull is working on it but maybe for example faatal with some artist will make mod to add them- this way only who want to be there can install this mod so there will be any problems with law and controversy because this is mod not offical update
    1 point
  26. Just follow Brad's video on making the heightmap, cities and biomes Lainey: In one hour you will have it! IN response to your edit:- yes and yes. As far as where to start, I launched GIMP, then the video, then watched it while doing pretty much exactly what Brad was doing and saying, while pausing so that I could repeat the bits I missed. It worked flawlessly.
    1 point
  27. For the containers, you can pickup most of the storages found in the world, cardboard boxes, counters, fridges and a lot more. For me, I find it rather easier because of this. And that also solves the multiplayer problem where you guys would search for what is is needed.
    1 point
  28. I like it the way it is. I will set hordes to every 14 days in some games so that each horde is much more difficult than the one before, but they are very spaced out. I will do every 3 days sometimes. I have played games where i set them to off. The available options offer a lot of custimization. Mods take care of other options. You might want to check out Khaine's Romero mod, which has blood moons disabled but has huge, huge wandering hordes every 6ish hours. You can try to avoid them if you want to, or try to pick them off from a distance, or wade in with a sledgehammer and go at it. You can also try to kite them to a horde base you have prepared, if one is close.
    1 point
  29. Aaaaaaahhh... thanks Brad - and thanks, too Cap'n! (We have crossed posts here, Cap.) This moves us 'ordinary folks' a bit further along the learning curve. Brad's videos have been a god-send (for me, at least!). So this 'stamp' can be created separately, and then added or imported; something like a new layer; blended in, then flattened as the png is exported? Y'know - some bits are easy to do and understand - like biomes; getting cities sized and where you want them to be - is not too difficult either: the splat is quite a jump, though, and with a lot more work and planning required: Cap'n Krunch is right when he recommends prepping the heightmap for the city/town layout before roads or cities are created. I've found getting the HM's roads - the flow; curves; the left-to-right 'levelness' of the road's surface along a hillside; smooth climbing curves; any height change gradients, and their routes - are a lot more complex, and I can see this as maybe being a tool that might be able to make that easier. - especially if it's taken from a real-world source. Anyway - thanks again for the interesting responses - and for all the work you both (and your other buddies here) are putting into KS's project - and I'm looking forward to this next video! ATB
    1 point
  30. Jost, stallions, I don't think you two made any real progress in understanding each other the last couple of posts. Maybe it is time to accept that you are from different planets and don't understand each others strange language.
    1 point
  31. I'm not twisting words, I think you're simply lying to prove your point. You said that playing stealth is like playing 7D2D with mannequins and that you like the AAZs as they are. So, what is it? Are you using stealth, or are you clearing POIs mostly by fighting in the open? If you do use stealth, then it means you've basically been criticizing your own play style all along, and that you're a hypocrite. If you're clearing POIs without stealth, then you prove my point, and you're also a liar.
    1 point
  32. Coincidentally I'm working on a tutorial for creating and using terrain stamps. In simple terms a 'stamp' is a ready drawn mountain, lake or terrain texture that you place on top of your existing heightmap to add the feature without having to draw it. I'm hoping to have the tutorial finished today and will share it here as soon as I can. A stamp can also be thought of as a brush, although typically you don't paint strokes with it. It's most effective just placing or stamping it onto/into your existing map.
    1 point
  33. Keep in mind that most of us won't have quantum computing for a long time. So the graphics card will be both anti-aliased and aliased until you open the box. (EDIT: that was actually supposed to be a response to Roland's quote. So, yeah. Jokes that you have to explain are always funnier.)
    1 point
  34. I love the new screamer. Less The Ring girl and more OMFG.
    1 point
  35. And it does indeed work like a charm. As part of testers gonna test (lol), one of the things I've tested a lot.
    1 point
  36. I'm alittle sad I didn't get included. Joking aside, I like attack volumes but would be okay with giving stealth players some love somehow as long as some effort is still involved. Also, I don't think anyone is asking for full loot room ninja clears although that statement has been made a few times now.
    1 point
  37. AFAIK, that is a confirmed issue and will be addressed when the new character outfits get put in which is A21+.
    1 point
  38. I hope that wood or iron sheets aren't removed. They were very effective at stopping zombie spawns in a POI you took over (if the LCB radius wasn't big enough), or to cover up the small gaps in between a block and a piece of terrain.
    1 point
  39. Yeah resist disease covered food poisoning. Also covers dysentery, for those times you want to eat 50 sham sandwiches and wash it down with toilet water
    1 point
  40. Related to Tiles and POIs... If we create a non-square POI Marker on a Tile, say with a width of 24 blocks and a depth (heading away from the front) of 50 blocks, will the RWG be able to correctly select POIs of the appropriate dimension _and_ orientation? Are there various TFP POI design considerations that you can share? For instance, is it common practice not to fill the outer ring of blocks on a standard size POI for fear of some Tile becoming a long solid wall? Or, are you leaving that entirely up to the Tile designer?
    1 point
  41. I lived in Las Vegas for 18 years and let me tell you...zombies are out there...from the run of the mill blue hair bingo zombies...to the cellphone zombies...to the downtown crack zombies and actual trolls! they live under the bridges...
    1 point
  42. Nah, she was a Samara copycat. Now she is truly a 7 Days to Die unique zombie.
    1 point
  43. I disagree, I love the new look of the screamer. The old model, she was nothing different from an ordinary zombie with the exception of her special ability. Now she looks close to a normal zombie, but has just enough mutations to her look to justify how she is different. She looks more Alpha than just the basic cannon fodder.
    1 point
  44. Raycasts are on the main thread, but all the code doing them are also on the main thread, so there is no issue with waiting. Other than a new bear run anim, it appears all the primary animation changes are for player weapons and tools usage (attack/aim/holding/reload/etc).
    1 point
  45. lol…I’m all for THAT being fixed. But have you been reading the same forums the rest of us are reading? The main complaint over the past year that comes up again and again is that in a small percentage of rooms, zombies wake up and aggro regardless of what the player does. What you are talking about is a separate issue and one that those who like to kill stationary targets….probably prefer.
    1 point
  46. That will be a sad day for gameplay variety if you succeed. People who like to only kill the unconscious will rejoice I suppose… hmmmm…maybe we should bring up horde nights and see if we can get stealth working for them by having all the zombies spawn in asleep so they can be one shot killed. Moving targets really need to be fixed. Zombie statues ftw!
    1 point
  47. Am I doing something wrong, or is the Farming Tips book bugged? I use it from the hotbar, and it just goes back into my inventory. Over and over, and it doesn't seem to unlock any of the seed recipes that are still locked.
    0 points
  48. i like live on the edge XD i'm like pizza knife - fully edge no point
    0 points
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