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Showing content with the highest reputation since 01/31/2014 in Posts

  1. 44 points
    Survivors, Avoiders, and Maniacs! Since a lot of people are sitting at home and are looking to kill some time, we would like to offer you guys a chance to bite A19's bugs before they even arrive on EXP. You will need to be able to communicate in english. Broken, fluid, native speaker, avid learner, as long as you can describe an issue, you are fine, fear not. Builds are coming regularly, having to start over up to several times a day should not be an issue, if you are interested. For communication we will provide a discord server where you can report bugs, talk to other people and maybe catch some of the QA team by chance. Here is what we would need from you: Steam name: Hours played: Started on Alpha: Discord name: Native language: Operating system : Hours played and community involvement will be big factors counting towards an invite. Added operating system, as we will need more linux and mac testers. If you already applied, please just edit your original post.
  2. 43 points
    Thought I'd make a single post for all my modlets that work on A19. Basically it's all the various A18 ones, tested and adjusted if necessary to make sure they work on A19. There's also a few new ones that I thought folks might like. All of these are XML only. Enjoy. 3 Slot Forge - Adds an extra input slot to the forge and moves the UI around a little so there's no window overlap. 12 Slot Crafting Queue - Increases the crafting queue from 4 slots to 12. Scrap everything! 60 Slot Backpack - Pretty self explanitory. 60 Slot Backpack (with Food/Water bars) - As above, but with food and water bars moved from under the toolbelt to under the Health/Stamina bars on the left. 96 Slot Backpack - Pretty self explanitory. 96 Slot Backpack (with Food/Water bars) - As above, but with food and water bars moved from under the toolbelt to under the Health/Stamina bars on the left. Food and Water Bars - Just the food and water bars from my above backpack mods so users can use larger backpacks if they so wish. Backpack Buttons - Moves buttons to the left of the inventory window (so sort is where it used to be) and uses custom icons rather than the ones provided by TFP. Backpack Buttons V2 - As above, but uses vanilla icons which is better for servers. Lockable Inventory Slots - Adds the "box" from the backpack buttons modlet that allows the user to lock slots so they won't be moved OR sorted. Also adds one to vehicle inventory that does the same thing. HP Bars - Remember the red HP bar that was shown off in A17? This adds that back into the game for folks who liked that idea. Log Spikes - Makes Wood Log and Iron Spikes craftable again. Pickup Plants - Allows the player to press the 'E' button (default. May be different for other languages/controllers) to pick up plants. This does NOT grant extra harvest based on perk. You have to punch for that. Max Animals/Zombies and Claim Blocks - Adds options to the main menu for the player to select max spawned animals/zombies in the world in SP. Also allows the player to have more than 1 claim block via menu option. Steel Ammo - Adds the steel ammo from A17 for players who enjoyed that option. Always Open Traders - Removed the open/close times from traders so they always remain open (tested with Trader Jen and seems to work). Bigger Bloodmoons - This is a mix of things. It removes crawlers from horde nights, increases the total number and the max alive (so you should have more zombies) AND uses new zombies with reduced AI for better FPS. Zombie Stutter Stop - Forces zombies to preload into RAM, which helps reduce the stutter while playing vanilla. How to manually install modlets tutorial video:
  3. 43 points
    Welcome to the Alpha 19 Dev Diary. As of this time we don't even know what to call Alpha 19. It might be small named updates like "The New Combat Book Update" which could start at "19.0", with the "Vehicle Update" landing on 19.2, etc. What we do know is we're working on some new books, a vehicle update, etc but how and when we roll out what is to be determined. Hopefully it can be several point release patches to get you guys more frequent updates over 6-12 months instead of one big drop in a year. Weapons Update All weapon types will have 3 tiers. (eg: Wood Club --> Baseball Bat --> Steel Mace) Each weapon still has 6 quality levels. New top tier Auto Shotgun New mid tier Machine Gun New low tier Junk Sledge New top tier Junk Drone Most pre-alpha 18 weapons have new models and textures New Steel Fireaxe, new Steel Club. New Books Tech Junkie Learn from MacDyver himself to build useful gadgets from common household junk! Grease Monkey Learn to modify and craft vehicles of all currently existing shapes and sizes Bar Brawling Learn from Irish legend "Lucky @%$*#!" himself and never get bested in a good ol' fashioned bar room brawl. Spear Hunter Get connected with your inner caveman and master the forgotten art of spear hunting. Perk tree reduction Many non combat perks didn't feel like they were worth investing into or the cost was too great for what they offered, so many perks are being reduced to 3 ranks instead of 5. Lucky Looter: removed all digging bonuses. New perception perk: Treasure Hunter: Become one of the greatest treasure hunters of all time learning tricks that would even make Blackbeard envious. Rank 1: Plunderer Narrow down treasure locations to 7 meters and find 10% more items in buried treasure. Rank 2: Maurader: 5 meters and 20% more items. Treasure Hunter: 3 meters and 30% more items. The Infiltrator, Animal Tracker, The Penetrator, Lockpicking, Sexual Rex, Well Insulated, Living off the Land, Rule #1 Cardio, Run and Gun, Flurry of Blows, Parkour, Hidden Strike, From the Shadows, Daring Adventurer, Charismatic Nature, Physician will all have reductions or changes made to them. Yeah science will be removed and its perks distributed to others. Candy Candy will be added to vending machines, making canned foods more scarce in the process. Candy has zero calories but will boost attributes or provide special abilities for a short duration, like recog and fortbites. Here are a few examples of over 10 new candy items coming to A19. Skull Crushers Rock hard candy: Gives you a rock hard punch. Increases melee damage 50% for 2 minutes. Atom Junkies: Atom sized candy and atomic sized power! Increase explosive damage 50% for 2 minutes. Sugar Butts: If ifs and butts were candy and nuts every day would be Christmas! Well now it can be with one tasty Sugar Butts Candy. Increases Better Barter one rank for 2 minutes. New super filling foods All new super foods have 0% food poisoning. Gumbo Stew Shepard's Pie Spaghetti Tuna Fish Gravy on Toast Improved Animations Player arms in third person will no longer be stiff when moving with one handed tools, fists or weapons, instead their arms will move more naturally when they walk and run. Zombies heads will turn to track the player. Loading Screen Tips Loading screens will come with interactive survival tips the user can advance or go back to read the next or previous tip. Random World Gen Improvements Random biomes! Points of interest 7 new or refurbished ranger stations Hardware stores reimagined Much much more. Traders All traders still sell everything, but now each one specializes in something. Joel sells armor, Jen sells meds, Bob sells vehicles and tools, Hugh sells weapons and ammo, and Rekt will sell food and seeds. After graduating to the next quest tier traders offer a special quest that will take you to the next trader. Traders have head tracking so they look at the player. Integrated Survival System Hunger and thirst bars returned to main play screen New Zombie vs player critical hits system give specific injury debuffs such as lacerations, arm sprains and breaks, etc Injuries cause a lowering of max health and/or stamina until they are remedied. Multiple injury effects stack. Vomitting removed. Bad food hurts health and has a chance for dysentery. Basic food heals a little and adds fullness. Advanced recipes give max stamina bonuses and greatly increases health and fullness. Vehicle Update - pushed to A20 Vehicle Mods Vehicle break down and collision system
  4. 39 points
    A20 NEWS!!!!!!! Started on the water overhaul this week. I'm working on the water chunk data and another programmer will be doing simulation/mesh changes. My plan is water will not be a block, but additional chunk data, which is a pretty big change. It makes more sense, since any block could have water in it while still being whatever block it is.
  5. 30 points
    Hey Everyone! This weekend we have A19.1 b4 for you to have fun with. If you want to continue your A19 b180 savegame, please make a backup, in case there is an incompatibility issue we did not find yet. A19.1 has: We found Tim the Toolman Taylor's toolbelt and gave it to players allowing you to carry 10 instead of 8 slots A fix for the robotic turret freezing games and servers when destroying a block as collateral damage Huge improvement to ladder usage Some new and shiny zombies, one of them with hair physics! Added Player side stepping while on ladders Players falling onto ladders will be slowed until they reach a reasonable speed to attach Support defining POI zones in Prefab Editor Set entity rigid body drag to .25 when spawned with 0 Death ragdoll physics set max velocities lower 20 Slot Toolbelt for Prefab Editor New Stripper, Utility, and Business zombies Changed Improved AI ladder use Ladder type blocks to only be climbable when vertical Increased player horizontal move speed on ladders and running boosts Jumping conflicts with starting to climb a ladder Console command replies on the Windows Dedicated Server terminal window same green as regular console output now Loot window of writable storage box shows custom text if assigned Reduced zombie flesh physics bounce and increased fat bounce Increased toolbelt size to 10 slots Increased value of cigars Reenabled docks_02 in Navezgane Fixed Switch lights do not seem to be working when they are placed. Switches that are turned on will be white when logging back into the game Fixed light source on player industrial light First person hand animation for block placing is faster and doesn't de sync with fast placed blocks Stone axe abledo brightness Trees are invisible from one side and not the other Object quality diminishes world object render distance too far Cops and Radiated Cops aim poorly (Increased vomit radius) Soldier zombie only shows head on fire Goldenrod seed uses full grown stage ghost when planting (and similar drawing bugs in other plants) Block placement would start rotated for certain blocks Broken glass looked white when holding AI jumping at you thinking the path to you was unreachable if you had moved AI could not jump while on a ladder AI obstacle check was disabled on ladder if not climbing AI pathing not making horizontal ladder connections AI pathing making unneeded inside drop connections "house_modern_03" has zombie trapped in tub if/when spawned Trader hughes poi has missing beam Terrain AirPocket in cave_04 House_old_victorian_10 fire place paint looks out of place Player jumping to a ladder block after having used a ladder would not attach unless jump was still pressed after entering the ladder block Player or AI moving down from air to a ladder would fall 1m Player moving down to ground while in a ladder block would keep you attached (slow) Holding jump after attaching to a ladder slowly slides you down Player does not use stamina when bunny hopping Ladder rung above hay bale negates hay bale protection Water makes moving dots effect HUD timers overlap icons with local language changes Prefab Editor nullref when toggling 'Show Stability Glue' "ERR Prefab loading failed" when clients join a world with a custom POI Toolbelt only remembers one slot per item type to return to (e.g. multiple spears) Controller unable to select player profile character onSelfEquip event consistency issues Harvest animation plays when out of range to harvest Healing other player is not working Food animation speeds up after firing any weapon Deployed robotic sledge animation doesn't have firing sound(s) for clients Deployed robotic sledge animation doesn't fire correctly for clients AP rounds not working as expected Robotic sledge placement can be rotated using reload key during placement process Junk Sledge dupe on 2 player pickup Auto turret and traps use mod of item held in hand. ie. burning shaft mod Spawning in a trader with ctrl num* causes nre Error if anim pause (ctrl num*) enabled when placing robotic turrets Dynamic resolution causes Z selection box issues Floating crawler stumble Zombies fall through floor/world when jumping over metalRailing blocks Knocked down Fat Cops play a weird ragdoll Bear corpse harvest ragdoll is excessive Bear ragdoll hips could keep moving and improved impact handling Lab and Hazmat zombie show no fire when burning Robotic Turret freezing game when shooting a block and having 0 BlockPenetrationFactor
  6. 26 points
    Welcome to the Alpha 20 Dev Diary. Here we will discuss upcoming features for Alpha 20. Alpha 20 Dev Stream Videos 1) Alpha 20 First Look with Prime and Madmole October 28th, 2020 2) Alpha 20 Developer Live Stream November 25th, 2020 Alpha 20/21 Roadmap 1) Unity Update TFP will be working with Unity devs directly 2) Random Generation Update New stamp tech that will allow artist created features such as mountains, hills, rivers, etc. to be placed in biomes. There will be a stable of different land features for the game to choose from. Additional controls in the map generation interface to give players more options for terrain generation such sliders to determine mountainous vs flat (for example). Biome selectors and city selectors to allow users to control the density of these map features. 6k, 8k, and 10k map sizes planned 3) Vehicle Mods Tinting mask will allow vehicles to have color details added to differentiate vehicle owners better 4) Shape Menu and Building Update Details Coming 5) Dynamic Imposters Changes to the world and player built forts will be represented in distant terrain 6) Micro Splat Improvements Details Coming 7) Feral Sense Game Option Set zombies to different states of awareness from dumb to feral 8.) Biome Difficulty Snow and Desert will have gamestage boost creating tougher enemies and better loot Wasteland will have a greater gamestage boost creating even tougher enemies and even better loot 9) Pipe Weapons for Primitive Tier Pipe Rifle Pipe Pistol Pipe Baton Pipe Shotgun 10) Trader to Trader progression Details Coming 11) Water Overhaul Details Coming 12) Loot Progression and Gamestaging Improvements Details Coming 13) Character Overhaul Replace UMA system with in-house custom system Thematic outfits will work like books. Wear the complete outfit and get a completion perk Current 10 armor/clothing slots reduced to 4 slots for outfits that will merge both clothing and armor values. No more clipping issues of wearing clothing under armor. Better balance on number of mod slots available to use with outfits. Foundation for Bandits 14) New POI's and Environment Art New Gas Station 15) AI and Sleeper Improvements Zombies can crawl through 1-meter holes Wandering Sleepers 16) Dynamic Music and Ambient Audio Improvements Details Coming 17) Animation Improvements Details Coming 18) Digging Quest Improvements Details Coming 19) Restore Power Quest Lights go out when rally marker is activated Find the generators and repair them 20) New Zombies/ Entities Nurse Drone Screamer Fat Cop
  7. 26 points
    A19 b177 will come to EXP soon. Here is what to expect: B174-b177 Added Office chair update Writable Storage Box Insecure to match textures when Writable Storage Box is downgraded New gun fire effects for weapons that had been sharing with others Missing tooltip for buffArmSplintedTooltip Added new icons for new inventory management buttons Create digging animation for crawlers Rusted Metal Roof Material "gfx texlimit" console command Move items buttons for containers<>inventory Added remnant_house_13 Changed Optimized loot container texture sizes Optimized vehicle texture sizes Optimized non HD zombie textures Optimized animal texture sizes Optimized appliances texture sizes Optimized commercial texture sizes Optimized crafting texture sizes Optimized decor texture sizes Optimized door texture sizes Optimized electrical texture sizes Optimized furniture texture sizes Optimized gore texture sizes Optimized industrial texture sizes Optimized outdoor decor texture sizes Optimized plants texture sizes Optimized plumbing texture sizes Optimized resources texture sizes Optimized remaining entity texture sizes Optimized UMA texture sizes Updated existing weapon effects Light from gunfire now has smooth fade in\out rather than abrupt click on\off Gun fire light adjusted for the new brighter first person lighting Removed Suitcase from RandomLootHelpers Sleepers always ragdoll on death Block ExcludeWalkType uses a name Increased duration of the Charismatic Nature buff Improved sky fog sun punch through and to work with dark fog colors Console command "weather fogcolor" to use red for green and blue if those params not given "gfx st budget" to disable streaming before setting budget Separated sort button on inventory/containers from the window icon "Water Particles" video quality option to "Particles", which now also decreases world particle count Deleted chunk water depth object creation, mat and shader Updated POIs with new broken concrete texture Enabled visual reflex sight for auto shotgun Fixed SI issue with entertainment center in house_old_ranch_01 Removed the cabinet texture from the backside of the wall oven House_pyrimid_05 has si issue with loot crate in garage House_old_modular_08 has an SI issue with trim around the farm plots House_old_modular_08 kitchen cabinet helper blocks facing wrong way Chair clipping in medium junkyard House_old_victorian_03 chandelier is floating Si issue house_old_bungalow_02 attic furnace loot cover Salvage operations harvest amount does not scale as stated. (removed salvage harvest if the same resource is also on general harvest) NRE when trash and car share the same space Missing loot timer on store freezers Prefab Editor: able to place blocks above workbench helper block Marksman and Sniper aim to idle transition fixed. Spear attack updated to prevent screen artifacts. Timed Charge goes to unholster anim if ammo is available. Prefab editor update imposter function causing NRE when prefab is loaded from mods folder Crits trigger differently for clients and hosts Misspelled credit fixed Change right side header text info color to white. Backpack should no longer disappear Ratchet localization says wrong scrap material given Adjusted meshes on trim01.fbx for woodHalfPlate painting issues Molotovs no longer explode when dropped. Particle System is trying to spawn on player mesh with zero surface area (player arms) The description for Lucky Looter Volume 5 is very unclear, Remove magnification wording from reflex site Localization wrong for inventory on fill (middle choice) button CntStoreShelfElectronicsDoubleBottomGoods04 is not lootable and has no hitbox (missing TBlock Tag) Building floating base on rockResource block All 3 bows polished reload anims, blend times and weapon/player is in sync. Sniper, Tactical, .44, Desert Eagle, Pistol and M60 with fixed blends from ADS to reload. Crossbows default to a "no ammo" idle after fire. Particles in snow and desert cause major FPS drops Bombshelter_01 rwgmixer.xml update It is not possible to scrap yucca drink and coffee Copy sleeper volume' misspelled in Prefab Editor Menu Concrete paint and shelving support in salon Zfighting in modular 7 Utility_celltower_01 SI issue Fixed Watertower_02 being 1 block too low in Navezgane Autoshotgun's holosight Texture Quality below Full having blurry streamed textures Fire only appears on Janitor Zombie's feet
  8. 25 points
    NitroGen, This is a random world generator. It will create customizable random worlds for 7DtD. Configure your own personal world.. You can select: -type of landscape (currently included are Forests, Alpine Mountains, Canyon Desert, Rocky Hills) -the number and size of cities and towns -the general number of POIs and smaller settlements (Farms, trailerparks, old western towns, etc) -4k, 8k, 16k (experimental) or custom dimension maps -the player start positions (far away, close to towns or random) -the number and position of traders (close to cities and towns, or far in the countryside) -even import your selfmade hightmap (play on a realworld terrain or a cat picture) -spawn together in Multiplayer, and spawn near a town if you want -the number of traders -[dedicated server, Ravenhearst, Darkness Falls (see bottom of the post)] DOWNLOAD: for Alpha 19: NitroGen v0.501 A19 (experimental) A19 experimental version for Alpha 18: NitroGen v0474 NitroGen v0.481 Experimental (new highway feature and ability to generate several maps at once) Performance: After you finished generating and installing the map, and want to play, close NitroGen, as it reserves a substantial amount of memory for the generation. In case you want to drop a small donation: A19: CompoPack temporary workaround for A19, prefablist by CrainBramp - removing some import errors of A18 POIs https://pastebin.com/raw/hf7mhe2D (overwrite the resources/prefablist.txt with this, or add a custom prefablist) Want more POIs? check CompoPack It will require you to have JAVA installed. (like old Minecraft...), you can get JAVA here https://www.java.com/en/download/manual.jsp !! Make sure the DEFAULT is the 64bit version, if you have multiple Java versions installed !! The world-generation will take around 4 to 5 minutes for an 8K map This is a playble 4k example map, if you want to see the generated output: Example 4k Map (Alpha 18) (unregular updates): https://twitter.com/TheDamocles [Overview by youtubers] English: German: https://7days2die.de/alpha-18-x-rwg-nitrogen-tool video by Survager (Russian) some streamers using NitroGen maps: stream by JonahBirch jonahbirch stream by the bearded guys gaming https://www.twitch.tv/beardedguysgaming [Quick Guide] Hit 'GENERATE WORLD' to create a default 8K map. The world data will be saved to a folder (map name) inside the output folder. You will have to copy the created world-files folder to your 'GeneratedWorlds' Directory for 7 DaysToDie It should be somewhat like this: C:\Users\--MyUserName--\AppData\Roaming\7DaysToDie\GeneratedWorlds Then you can start a new world from within the game (the generated world-name will show up in the selection when starting a new world) This is Version 0.21, please test if there are any problem when running a multiplayer game (only tested in singleplayer at this time) older A17 version: NitroGen for Alpha 17 (stable) ---------------- [HOW TO RUN NITROGEN] JAVA: You would need to first install JAVA on your machine. Its a Java App. You can check if you have Java installed and configured by typing java in the console .. something should pop up then The java Runtime can be easily obtained from https://www.java.com/en/download/ INSTALL: -just copy the NitroGen folder anywhere you like. All required files are included in its sub-folders. RUN: -doubleclick the nitrogen.jar file (if JAVA was configured to run it) -OR use the bat file, wich basically just runs: -OR type: java -jar nitrogen.jar into the console (Nitrogen should work basically on Linux too) COPY FILES: copy the generated map folder to your 7DTD GeneratedWorlds folder. If you select preview map you can have a look at the generated gamemap PNG file. -best is to delete a previous folder of the same map name, (especially the dtm_processed.raw file, wich would be loaded instead of dtm.raw) START NEW IN GAME: Go to NEW GAME and browse throug the gameworlds, the generated map should appear then. ----------------- Troubleshooting: #1 there where several issues discussed in this thread, you might find you solution when searching though the posts #2 Can not get it to run, how does that work? -The generator needs Java to be installed, preferably a 64bit version -you can check if Java is installed AND configured by opening a console (cmd in Windows) and entering: java -version this prints out details about Java (it should state 64-bit Server somewhere, so you know it is pointing to a 64 bit installation) #3 Out of memory error: -if you see a out of memory error, you either run a 32 bit Java version, or did not reserve high enough heap memory. You can edit the .bat files to start the generator with more memory (4 Gigabytes should be enough for a normal sized map, defined with the -Xmx4G parameter, increase it as needed) #4 It does not start generating: -check if you extracted everything from the .zip to a folder (can be started, but cannot operate out of the zip) -check if you already have an output folder with generated files, use the option "check folder" to allow overwriting ----------------- [more recent] Post by MelT regarding dedicated servers: https://7daystodie.com/forums/showth...l=1#post996818 Post by zootal regarding dedicated servers: A18 tutorial from the official server admin staff: A hint for hosting very large server maps: NitroGen creates several intermediary outputs during generation: -genHM.png -poiHM.png -previewMap.png They could be deleted before hosting the game, so the clients dont download those images (takes more time than necessary, and looking at the preview might spoil the exploration aspect.) Preview POI colors: (by EpicSpire) houses mountain alone farm citycenter industrial trader carlot --------------- Modding: Prefablists (Ravenhearst, Darkness Falls, CompoPack) by other users (MelT, Xylvier): All prefab lists in a single file (latest versions) https://github.com/NickPhaedra/7-Day...refablists.zip -> you need to manually replace / rename it to prefablist.txt in the resources folder Prefablist-Generator by Xylvier https://drive.google.com/file/d/1Wfp...hFInbvTuC/view links: https://7daystodie.com/forums/showth...l=1#post972744 https://github.com/NickPhaedra/7-Day...ee/Prefablists Compo-pack prefabs: https://7daystodie.com/forums/showth...for-Random-Gen McTaco Compo-pack prefabs-list for NitroGen:https://7daystodie.com/forums/showth...lt-gt-NitroGen
  9. 23 points
    ahoi hoi survivalists Please click the following link to go to continuing development of this mod:
  10. 21 points
    They mostly come out at night... (V3.2A) This is a mod I originally created to fix a few "issues" myself, my wife and some friends felt the game had. Turns out I really enjoy modding so I've expanded on it quite a bit. The intent is to drag out the early game, so it will take you longer than usual to get to Iron and Steel. I've also tried to inject a little realism by locking away quite a few recipes behind perks, since most normal folks wouldn't know how to do/make those things. Also, I started playing in Alpha 8, so I wanted to try and bring back a few things from that era. Hub city, sharp rocks and sticks are pretty good examples, and I want to try and incorporate more features from that era of gameplay. I will also be trying to add in new zombies/enemies to make the "end game" more difficult. Features. 8 Classes to choose from, with 6 quests each! 96 slot backpack! 12 slot crafting queue! Custom UI! Food/Water bars next to the hotbar. Increased zombie spawn/respawn rate! Night time is now dangerous. The ferals come out to play... Zombie Behemoth (male and female) added! Scrap Iron Tools added. Iron requires level 15. Titanium added! Can be found as trophies, underground and above ground. Used to make tools, weapons and blocks. Forge Ahead & Leather Tanning books are back! (can also be purchased as perks) Wrench is now a perk and a schematic, but crafted and repaired with Iron. All common books added as perks, so you have the choice of finding the book or spending points. Action skills are back! Skill books added for all 100 level skills. Generic skill point book added so you have ways to get skill points. Skill notes! Find a recipe you already have? Scrap it into a skill note and craft that into something more useful. Extra crops! Grow apple, orange banana and coconut trees, plus wheat, carrots and tomatos! More food! Way too much to list, but bread is now an option. So are sunday roast dinners. YUM! Animal Coops and Snares from Valmod added. Clay bowls are back, and used for more than just pretty plants! Craftable Small Engines and Lead Batteries! Several new guns! Like the P225 Pistol, AR-15 Automatic Rifle, Winchester Rifle and Combat Shotgun. Gun crafting! Gun parts are back and require the rare, find-only Lathe to be crafted. Arrows can now use cloth fragments instead of feathers. Sticks and Sharp Stones have also made a return! Tree sap is now a thing! Try left-clicking on non-dead trees with jars or bowls... Sterile Bandage! New healing item to fill the void between normal Bandages and First Aid Bandages. Working sinks and ovens! Both types craftable, so pick whichever matches your kitchen. 5 new workstations. The Advanced Forge (required to smelt steel, but no fuel needed!), the Mortar and Pestle and two workbenches! There is also the rare, loot-only, Lathe! Stone hammer added. Counts as a construction tool. Used only for repairing and upgrading. Lockpicks added! Now you can lockpick all safes and most doors. Steel crossbow added that takes steel, exploding and titanium bolts. Both crossbows can be scoped. Combat axe added. There's also a titanium version. Trader's are no longer protected! Take care of your local business! Guards added to the trader, with a Guard Captain NPC! Talk to them to buy quest starters, which can earn you skill notes! (Single player only due to server bugs) Larger player-crafted storage (kitchen cabinets, lockable!). Time REMOVED from under the compass and on the map. Added to the trader window (under restock time). Junction box added for invisible wires. Unlocked via electricity perk. Bomber zombies added! These @%$*#!s are designed to tear your base to bits. You have been warned! 7 Day hordes re-done (less game stages so difficulty should ramp up faster and ferals appear sooner). Writing Desk, Ink and Quill available! Used together, these halve the cost of creating skill books and class papers. Grass spawns reduced for better performance/easier to see things. Traders now have more basic materials for building. Localization HEAVILY edited to show where items are crafted, including if they can be made in multiple workstations (one will have a reduced resource cost) and what tools may be needed. Compo pack added! Hornet from A15 and earlier is back, with it's original sounds and model! Keep an eye out for them in forest biomes. Trader Caitlin has arrived! She has her own POI, her own voice, lives in the wasteland and carries the most powerful items.
  11. 20 points
    I have made a lot of data changes and code cleanup for water, but it looks exactly the same at this point, so nothing new to show currently. I am taking a break from water and have spent the last few work days deleting old shaders (50+) and related files (old mats/images/prefabs/code) and renaming shaders into proper Game/ categories. Shaders are a big chunk of the game's build time and many of the deleted ones were being included in the build.
  12. 20 points
    I added a new round arch shape today
  13. 19 points
    Here is a copy and paste of my notes that I took during the A20 Dev Talk stream tonight. A20 Roadmap notes. Many of these will get details in later A20 Dev Talk Streams Unity Update as we expected. RWG is getting more work. Vehicle Mods Shape Menu They are working on Updating Distant POIs/Terrain. Not sure if it will make A20 Microsplat terrain is getting some performance updates Feral Sense game option. Lets you set how easily zombies see/hear you. From dumber than now up to Horde Night GPS all the time Biome Progression. Some biomes will be harder than normal. Snow/Dessert with Wasteland hardest Pipe Rifle, Pipe Pistol, Pipe MG(???) Pipe Baton. Water is being redone Loot Progression/GameStage tweaking based off data from A19 Gamesparks telemetry. Trader will be Gamestaged but probably a bonus over POI loot. Character Model Overhaul. More POIs more environment art (aka new blocks shapes for POI designers) 1 meter entrances for crawling zombies.... scary Some "sleepers" will be walking around instead of just sitting/standing Ambient Music improvements Existing Quest improvements. multiple tabs of quests so you can run lower tier than the max you unlocked. 5 quests per tier instead of 5 total to choose from. Restore Power Quest More new Zombies (New Zombie Nurse with Jiggle Physics but on her dangling Jawbone ) Doors are getting reworked. new farm block model. Character Model Overhaul details (still in progress) --- old Clothing UMA system going away replaced with code they developed. There are themed outfit sets. Each piece gives you bonuses (with QL level making them better) Full Set bonus for wearing an entire set pure Clothing often have some armor value as well Example themes include Farmer, Lumberjack, Miner, Nerd/Crafting, Nomad, Scavenger. they still have Mod Slots. At least some basic ones will be craftable. Sounds like current armor sets will become their own clothing sets. So you might have to decide between bonuses from say a Mining Shirt vs a Steel Chest Armor. Restore Power Quest first look --- Hit the rally marker and all lights in the POI go OUT. looks go spooky at night or in bigger POIs that get dark inside. go inside and find the generators and fix them. Q&A answers --- Drone work is coming along All zombie models pre-A19 are getting either redone or replaced with a different new model Bandits still in progress. The new Player Model tech is a part of making them work since they can have their own visual cloathing/armor sets that can change with GS. A20 ETA="When Its Done (tm)" Probably no more complexity to the electrical system Steam Workshop when the game goes gold not before. (basically because right now mods break with every update and folks expect Steam Workshop to just work...) No shooting from vehicles in A20 (Faatal in chat) POI localization will be coming (aka nice names to show in quests instead of GasStation_05 ) Vulkan graphics support still not working well due to Unity issues. No Dual Wielding weapons/tools FubarPrime's Twitch Integration he has been working on in his own time will probably come to Vanilla 7days eventually. still a work in progress.
  14. 19 points
    TL-DR: I already expect over half you people to go "Get Gud Scrub" But seeing as Ive been playing this game for THOUSANDS of Hours, you can go F$%k Right off. Ive enjoyed this game since EARLY Alphas and Ive never honestly felt this terrible about the game. Even the alpha 17 update didnt make me feel this terrible about playing a game Ive LOVED. Early Game Play of Alpha 19: Spawns in, does the usual opening missions, scavenges for 20 minutes finding now rare birds feathers to make a buncha arrows. Preps self up to go to war with early zombies with a bow and arrows. Heads out to a near by town. Fights off a few dogs, a couple FERALS on day 1 and even a Cop zombie. Finds a Shot gun Messiah. Breaks in quietly and proceeds to attempt to snipe sleeping zombies with a bow. After the first one took 3 arrows to the head before dying, stops and puts a point into stealth damage. Kills the last few zombies with 2 arrows each to the skull totaling in about 7 zombies, 2 of which were ferals. Now that the building is cleared out.. Starts to hack into the couple pre-Apocalypse crates that are there... only to find a primitive bow.. stone spear.. and blunderbuss.. in.. Both.. uhm.. what? This game takes place in America, land of guns in a cereal box.. why are these pre-apocalypse still sealed boxes containing... Post apocalypse beginner weaponry? Ok so then... looting the gun store is worthless.. Lets go get us some tools.. After a bit of searching, killing a couple hordes and patching myself up, I find a working stiffs. Same thing as the first store. Go in quietly, stealth all 12 zombies in this place, have one or two wake up since they are ferals that can smell the fart I let out when I saw glowing eyes. Heads over to the crates Pre-Apocalypse still sealed crates and cracks them open... only to find 3 stone-axes and two stone-shovels in every single box... So... before the apocalypse happened.. this store ordered tools cheaper than you get made in china? Was Carl in the back of the store just making these by hand cause if he was, these things suck as they are all level 2... Damn Carl youve worked at this store long enough, havnt you figured out how to make a god damned stone tool? Ok so.. Looks like looting is out the window for tools and weaponry.. but I just noticed.. its been maybe 5-7 hours in game and.. well Im STARVING apparently.. at like 70 hunger and thirst.. @%$*#! guess I need to find me a food source. 2 small wandering hordes and a dog bite later.. Finds Shamway, repeats process from other two stores, opens crates.... Well I mean Shamway has always sucked.. No one cares. Ok, so looting ANYTHING in early game sucks now.. Meaning that theres no point in doing ANY Pois, no point in going into cities, no point in going into factories, the early in game seems to now be locked to.. kill zombies or do trader missions... what happen to the go anywhere, build kill and loot anything to survive? What happen to that joy you felt when you got lucky and cracked open that one crate in 20 that had your lv1 steel pickaxe on day 3~4 where you knew you couldnt do anything to make it better, but you no longer had to suffer breaking rocks with a stone tool? I'd rather have low level garbage loot than this primitive tool set. Why are primitive tools even a lootable object? Especially from before everything went to @%$*#!?
  15. 19 points
    No you guys are not players, you are back seat designers who want a grindy complicated sharp stick fest (well most of you anyway). Players are guys who just bought the game today, and maybe guys who play 20 or 100 hours. You guys are obsessed and have 5000 hours and because of that you want more and more challenge. If you could mind wipe you would just get in and enjoy the game more now than ever but because you are tainted with 18 alphas that cannot be undone. I think the game is way way way way way too easy. But I have 15000 hours so I cannot take my experience and pass that on to a new player. So you have to be smart and watch new players play without coaching them. If they get it you did a good job, if they need wikis and friends coaching them to do everything then you suck and need to change your designs or make it more user friendly. Anyhow I think it will be better. Instead of punishing players for cooking we're rewarding them. The best foods require canned foods to make and give very nice bonuses, like +40 stamina for 5 minutes. This pretty much makes power attacking more and mining much more enjoyable so for me its a new drive to get the better recipes instead of "oh I won't puke". natural healing is nerfed so you might need to eat for health which puts a dent in your food supply. At the end of the day its not done and you guys are bored so nit picking this is life right now I guess. I say wait til you play it as a whole with all the changes then judge it.
  16. 18 points
    I've found a client-side workaround for this AI problem that could save the development team a huge amount of time that could be spent elsewhere; Start a game as normal - any difficulty setting will do. Build a base as you normally would. The materials you use don't matter. Now, and I stress that you need to follow this next part EXACTLY, otherwise the AI fix won't work; Don't build exploits in your base If you follow these steps, you should find that the AI pathing issues resolve themselves and you get the survival experience you're looking for.
  17. 17 points
    Do you know that this is a team with many different skill sets, like pretty much every game team? Most people on the team can't fix FPS issues, so they do spent their time working on their "stupid" stuff. FPS issues don't have an "I Win" button you can press to make it all better. It takes lots of time to analyze performance and find bottlenecks, which then often have no easy fix, but to rewrite and retest something, which often results in minimal gains. Features have maximum limits at which they can be optimized to run. I've actually been spending half my time the last few weeks doing that and cleaning up the project of old/unused files. For example, I found an old unneeded water depth camera, that was rendering nothing each frame. After time spend researching it, removing and testing, I saw a 3% FPS gain. Not much. Path grid updates have also been optimized, which is not something increasing overall FPS, but reduces frame spikes. Terrain shader has been updated for good gains. Tree batching/instancing is being analyzed and tweaked. To get large gains, you have to do that over and over on many systems. Today I started moving many of those improvements to 19.2 for testing, so the next exp will have them.
  18. 17 points
    MM, add this block shape please. This shape is sorely lacking when you make walls from plates. Thanks. Guys, leave a like if you support the request 👍
  19. 17 points
    My semi legit castle:
  20. 17 points
    *** SEEDS FOR Alpha 19.0 Stable *** Huh... I'd have to spend a lot of time here to do this. I have about 200 different seeds for alpha 19 experimental, half 4k and half 8k. I have previews from all of them publicly available here: https://www.dropbox.com/sh/ljjksykyenytm3e/AAAh0mf_CBnXW92eVl5i-EF1a?dl=0 To generate and analyse these seeds I use scripts that are freely available here: https://github.com/dcsobral/seedGen All my 8k seeds have 10 traders, all my 4k seeds have 5 traders. To make it easy to figure out what seed you find interesting, I've added some of my analysis to a Google Spreadsheet anyone can look at. You can see the number of prefabs in the map, the number of unique prefabs, and the number of unique prefabs that are tier 4, tier 5, stores, skyscrapers or in my top 7 and top 15 lists. Once you find a seed you like, go to the drop link above, download the zip file, and you'll find a map preview there. Traders are marked in the map previews with pinkish outlines, though you might have to zoom in to spot it. The spreadsheet is at https://docs.google.com/spreadsheets/d/1E1abSNz0_rsoDd-3AVp6SzxY-AF7eVjMfVNhIXN3X20/edit?usp=sharing I also have a thumbnail preview of all seeds, with color coded buildings. Legend for the seed previews here: https://imgur.com/m1FatgC Thumbnails for all size 4096 seeds (100 per image): https://imgur.com/T9iIN1b https://imgur.com/e3y0NAd https://imgur.com/pK0IceU The best size 4096 seeds I've found are: Seed name: High-speedBuchan Screenshot: https://imgur.com/5JeVApF Pro: Highest in prefab variety, top 15 and stores. Con: No skyscraper. No Red Mesa. Two cities disconnected from the others (but very close). Special Feature: Huge city mostly in the desert with two traders. Seed name: HepaticPhaedra Screenshot: https://imgur.com/sZD1uZZ Pro: Highest in top 7. Second on top 15. High on stores, tiers 4 & 5. Crack a Book skyscraper. Con: Low variety. No Red Mesa. Extremely poor interconnecting roads. Too much on wasteland. Special Feature: One big city mostly in the wasteland, one city entirely in the wasteland, and one city two thirds in the wasteland. Seed name: GeodeticCorrosiveness Screenshot: https://imgur.com/OL6ggyJ Pro: Highest in tiers 4 & 5. Dishong skyscraper. Con: Middling (though not bottom) in other criteria. No Red Mesa. No Electronics stores. Poor interconnecting roads. Special Feature: Huge city mostly in the snow. Two cities in the desert. One city in the burnt forest. Seed name: FeministCellarer Screenshot: https://imgur.com/Ec0QH8s Pro: Dishong and Crack a Book skyscrapers. High on prefab variety. Con: No Red Mesa. No Books stores. No Gun stores. Not a lot of real estate in the forest. Special Feature: Huge city in the wasteland. Big city half wasteland, half snow. Big city in the burnt forest. Thumbnail for size 8192 seeds (100 per image): https://imgur.com/Rs0RdGi https://imgur.com/dDbVORd https://imgur.com/4FsEMn3 Best size 8192 seeds: Seed name: ClumsiestAbeles Screenshot: https://imgur.com/fS4fLQn Pro: All top 7 prefabs, tied first on top 15 and tiers 4&5 prefabs, second on stores, tied second on variety. Two Crack a Book skyscrapers. Con: One disconnected city. No good cluster of cities. Special Feature: Two big cities on the desert plus another, one big city on burnt forest, three cities on wasteland, two on snow. Seed name: StriateElizabethans Screenshot: https://imgur.com/iikJDap Pro: First in stores, tied first in top 15, second in top 7, high in variety. Crack a Book skyscraper. Con: Missing hospital, missing red mesa. Two unconnected cities. Special Feature: One big city in the wasteland, one big city half wasteland/half snow. One big city in the snow. One huge city in the desert. Seed name: HebephrenicDecimalization Screenshot: https://imgur.com/EVjbk1v Pro: Tied second in top 7, third in top 15 and stores. Only one prefab less than the highest seeds in tiers 4&5. Dishong and Crack a Book skyscrapers. Con: No red mesa, no high school, missing one of the gun stores. Too much urban area in the wasteland, too little in the forest. One disconnected city. Special Feature: One huge and one big city in the desert. One huge city almost entirely in the wasteland, plus a few others.
  21. 16 points
    I thought the deco writes were 0 as the log says, so it was confusing what was going on, but it turns out the list is cleared before the log happens, so it is writing out, in a 8k world, about 71000 entries, totally over 1 MB. Tried on my HD, but still not horribly slow, then on a flash drive, which gave a 7 second write time! The save timer is every minute, but there is a dirty check, so it does not always do the save. The deco save code was changed a few months ago by another programmer to fix a problem with old saves, so it might have been only doing partial saves before, but since it does the whole thing now in any event, and on the main thread, it does lead to a large frame spike. The simple solution was to write it into a memory stream, which is faster than a file stream anyway, then another thread does the actual file save, so minimal frame spike. This probably won't make 19.2, but hopefully 19.3. Thanks
  22. 16 points
    Hey guys! Small correction patch coming up! Changelog b5-b8 Added Ambulance, Mopower and working stiff service trucks Changed Removed simple rotations from POI decoration hubcapNoMine Fixed Toolbelt slots 9&10 do not have localization Exchanged Feral Hawaiian with old model
  23. 16 points
    Note: This Mod was built on A16.4 This is a relatively large mod pack I've gradually created over time. It's mainly a collaboration of all my smaller mods placed together into one larger file. Those individual mods you can find here: Valmar's Mod Collection The Valmod Pack comes in two different flavors. The Expansion pack and The Overhaul pack. The Expansion pack is meant to be viewed, as the name implies, as an expansion pack for the game. What this means is that it adds a bunch of new features to the game without dramatically changing the overall vanilla gameplay experience. Great if you're happy with 7DTD but just want to have more stuff to do. The Overhaul pack adds the same items and content to the game as the expansion with the key difference being that unlike the expansion the overhaul, as the name implies overhauls some basic aspects of the game. Mainly the recipe system is considerably locked down compared to vanilla. The overhaul is intended for those who want a new experience from the game. Features: Class System Overhauled Progression Skill System (Overhaul Only) Working Ovens and Sinks New Zombie Bosses New Cooking Recipes New Workstations New Plant Farming New Storage Containers New Weapons New Weapon Mods New Tools New Quests New Ammo Types New Traps New Armor New Clothes Dismantle or Convert Ammo Safe Lockpicks Legendary Weapons Animal Snares Chicken Coops More Vanilla Recipes More Dynamic Loot Custom Icons Custom UI UI Sample: How to Install: Right Click 7 Days To Die and select properties Click the Local Files Tab Click the Browse local files button. Open the Valmod zip. Open the first folder inside. Inside is a Data and Mods folder. Drag and drop these folders into the game's directory, overwriting when prompted. Example Install Photo: Class System When you start the game you will be given a Class Selection book and a Class Key note. With the Class Selection you able to craft/choose one of several classes. Search for “class” in the crafting menu to see the available options. After you decide on a class you get a class briefcase that you then place on the ground and open either with your class key or by breaking it. This unlocks the case which then can be looted to get all the class-specific recipes along with a bundle of starting items related to the chosen class. Note: Classes only determine your starting gear. They do not lock you out of learning anything else, you can still master everything. New Zombies Valmod features several custom, unique Zombies. Some are "boss" zombies while some are just for variety. These include: Feral Crawler New Lumberjack Burning Crawler Burning Spider Burning Runner Burning Boss (Spits fire) Trucker Boss Grave Reaper Ravager Monstrous Brute Expanded Cooking Recipes Now the bowl serves a purpose other than making decoration. All stew recipes now require a bowl of water instead of a jar of water and will return the bowl to you when you eat. Food recipes will require bowls of water instead of bottled water. Bowl's can be be used just like glass jars to gather water. Just like with the bottled water you'll have to boil the bowl of water to get a clean version before you can safely drink it or use it. (Bowl of Murky Water turns into Bowl of Water). Boiled food now uses a bowl of water as the cooking tool instead of cooking pot. Cornbread uses a bowl of water as the cooking tool instead of a cooking pot. Empty cans now serve a purpose as you can now pour your stews into them to get canned variants that have no smell. Pour your canned foods into bowls and warm them up for tasty wellness-providing variants. Survivor Notes: Skill Points You can find Survivor Notes on zombie loot and other various locations which can be read for skill points. You can also scrap recipe books you find in loot for survivor notes. New Weapons and Tools The following weapons and tools have been added to the game: Bolt Rifle Iron Crossbow Repeater Crossbow Combat Axe Boomstick Weed Cleaver Scythe Sniper High-Powered Scoped Legendary Weapons New Ammo Types All the guns now have alternative ammo types that you can use. You unlock these by investing to perk level 2 in the relevant ammo perk. New ammo includes: 9mm, 10mm, 762mm Hollow Point Rounds - The most damaging of rounds. 9mm, 10mm, 762mm Incendiary Rounds - These rounds deal a little extra damage and can set the enemy on fire. Blunderbuss Shredder Ammo - Deals more damage and causes bleeding. Incendiary Shell - Shotgun shells that set the enemy on fire. Loki Shells – Shotgun shells similar to the incendiary shell. Siege Shell - Shotgun shells that deal relatively little damage to enemies but a lot to blocks. Crafting ammo also requires specific shell casings. Such as 9mm Casing or Shotgun Shell Casing. (Overhaul) Note: There is a bug where the gun will not accurately display the correct damage the gun deals when you swap ammo. Do not worry, this is just a visual bug. Workstations There are a few new workstations added to the game. Armory (Overhaul Only) – This workstation is required for crafting armors. Each tier of armor requires a different tool in the workbench to craft. Cloth and animal hide require a sewing kit, leather requires a tanning rack and iron and steel armors require a welding torch. Merchant Delivery Box - Craftable vendor to buy supplies from. Quest Board - Craftable vendor to buy quests from. Misc Keep yourself in-the-loop for future updates by joining the Valmod Steam Group Servers and credits listed in below post.
  24. 16 points
    Happy Friday Everybody! Since so many cool castles have been shared recently, I figured I would try my hand at making one finally. Although its still a work in progress I wanted to share what I have so far. @madmole Used your tower design for my round towers. This castle is inspired by Chillon Castle in Switzerland.
  25. 16 points
    Due to changes to sleeper volumes it is recommended to start over. If you do not, you may experience a POI flagged as clear before you cleared all volumes. b170-b173 Changelog: Added Localization updated for destroyed concrete material Setup xml, localization, and icons for Gas Pump Remake Updated localization for Wild West Coffin helper Setup xml and localization for Bleachers Set Destroyed concrete material "gfx graph tex mem" and "gfx graph tex stream" console commands "gfx st reduction" console command "gfx st" b/d/f/r console command abbreviations WoodCross3x1, rustyIronCrossCtr3x1, and scrapIronCross3x1 3,1,1, multiblock variants for towers (solves issues with SI or not falling on collapse) Tppoi window can be opened from ESC menu, also autofocuses search box now HD Office Chair xml, localization, and icon setup. Object pool block entity preloading Bombshelter_01 A19 update. Changed Increased push up motion when player is stuck Increased chance of getting criticals on the 2nd hit Nerfed water cooler loot to drop 1 to 2 pure waters instead of 1 to 4. Player shader name to Game/UMA and removed 10 unused properties Increased chicken and rabbit run speed Command "killall alive" no longer kills turrets Biome generation now allows biomes other than pine forest to be in center Optimized Arlene texture sizes Optimized Big Momma texture sizes Optimized Biker texture sizes Renamed Arlene emissive to proper name and readded missing texture Blade trap repair cost reduced to not be more than its crafted cost Optimized Boe texture sizes Optimized Crawler texture sizes Optimized Darlene texture sizes Optimized Fat texture sizes Optimized player hand texture sizes (AO only) and fixed filtering Optimized Joe texture sizes Optimized Marlene texture sizes Optimized Mechanic texture sizes Optimized Moe texture sizes Optimized Steve texture sizes Optimized Yo texture sizes Optimized ammo piles texture sizes Optimized dropped backpack texture sizes Optimized Brute trash can texture sizes Updated xml to auto replace old officeChair01 (new icon WIP due to issues) Implemented Localization update from MOGI 07/21 Enabled new Loading screens, since localization came back Zombies falling 5m+ have a chance to stumble and rage Updated cave_01 with new art and to support fetch. Assigned broken concrete texture as default to appropriate concreteDestroyed block faces. Fixed Graph value updating on non repaint events First person weapon brightness values don't match third person Player hands brightness adjustment due to auto exposure fix Back side of both flags have an alpha issue Prefab editor Ctrl modifier shortcuts overlap with other shortcuts "Path node otherHeight bad" warnings by allowing a small overlap RWG only generating 1/4 maps on dedi Tree poking through in vic_03 Coal container no longer has winow frames blocking coal harvest Fastfood_04 is missing rally marker Shoe piles destroy after looting Missing backfaces on blueberry plant
  26. 16 points
    One of my favorite aspects of the game in recent alphas is how they took the focus off of the player as the center of the universe. You can see a horde and they aren't walking straight at you. Details like this really make you feel part of the world rather than that feeling that the world was created for you. Here is a small clip of Alpha 19 I was allowed to share. It shows a bit of the new music and there is this point where you can see what I'm talking about where you aren't the focus of the world. You might catch sight of one of the new zombies as well..
  27. 15 points
    Hello! A19.3 b3 is coming to EXP! Please as always start a new game and or make a backup of your stable savegame. With A19.3 we bring you: Better network package security A fix for SI exploits Have a good weekend everyone! A19.3 b3 Added Network layer encryption Connection rate limit More feedback for clients on why they are not allowed to connect Message on the client when they got disconnected because the server is shutting down Changed Improved supply plane drawing Replaced static NetPackage list with runtime dynamically assigned IDs for more flexibility Wandering horde zombies are not alert, so stealth attacks work on them Wandering horde 1 second delay between spawns Fixed Floating Frames and blocks Can't target, shoot or repair through Molotov Effects Set player made door stability support to false to prevent AI exploitable building Using admin/whitelist/ban on users with special characters in their name breaks the serveradmin.xml Console command "water" hidden by console command "thirsty" DecoManager large FPS drops when saving to a slow drive DecoManager written log always having a count of 0 and added duration ZombieOldTimer has no flame particles
  28. 15 points
    Thanks for your input. It has been received and taken under advisement. There is no further need to talk about this as the proper people who needed to see your feedback have seen it and will make their decision on the artistic representation of the zombies as well as the relative strengths and weaknesses between zombie types. Further discussion of how race, gender, ethnicity, sexual preference, religion, political persuasion, etc are represented or under-represented or over-represented in the game shall be considered political discussion and dealt with under that rule. Leave it and let TFP design what they will in this regard.
  29. 15 points
    As always we suggest you start over with this new build. Have fun with this one! Changelog for A19 b179 + b180 Added Utility_celltower_02 Allow the freezing of AI animations within the game (ctrl-num* toggles) Add chunk boundary markers (shift-num+ toggles) Changed Worlds' splat maps support PNG again to reduce world sizes Replaced collider and shadow caster on car parts ramp 40 prefab materials to use the crossfade shader 100 block entities to consistent LOD culling heights Top tier foods sell for more dukes, and no longer have economic bundles of 5 but 1, so single meals can be sold Wine kegs are not lootable Fixed Client view distance setting ignored for player render distance Blocks with simple rotation enabled cannot be reversed with R key Prefab editor client does not render terrain sometimes Z fighting and missing block in modern_01 Zfighting in modular 7 Clipping tree in cabin_15 Zfighting on house_burnt_02 Loot containers and store shelves aim\target fighting Zombies "popup" after knockdown stun while electrified Zombie electrocution anim starting late Zombie electrocution anim playing too long UpdateNPCStatsOverTime not playing damage effects (electrocution) if total health change was positive from regen POI Diner_01 shelving collider interrupts loot container Biker cannot fit under chain link pole in utility_waterworks_01 Cigar on Hotbar Adds Extra Str and Bartering Blunderbuss animates a flare from the muzzle when equipped Hands invisible when wearing Military Gloves Sticky projectiles prevent hitting blocks/zombies Perks that increase fire rate do not work until modification screen is opened and closed Steel armor parts are using same description as weapons and tool parts Journal updated for Treasure Map Journal Entry Arrows and bolts are not showing in weapons and not sticking to zombies properly Spears do not follow the entities they are stuck in 3 zombies can't go through cabin_11's doorway Zombies get stuck on trapSpikesNew Take all pulling items from containers in wrong order Replaced a misplaced destroyed concrete texture with the proper brick texture in business_burnt_02 Updated destroyed concrete textures in store_autoparts_01 Floating chandelier in vic_01 Skyscraper_04 has strange destroyed concrete textures Kinematic body only supports Speculative Continuous collision detection Zombies get stuck between 50 pillars Wrenching animations not working on POI radiators
  30. 15 points
    If that's a single player game then you are the one and only authority on what constitutes cheese. Or milk. Or vegetables.
  31. 15 points
    Hey guys! For this weekend we have A19 b178 for you! We here at TFP wish you a great and enjoyable weekend! A19 b178 Changelog Added High quality water depth transparency and improved edge transparency, edge foam, waves and undulations Changed Changed: Improved Low quality water transparency, waves and smoothness Fixed Container buttons on vehicle in different order than loot container / backpack Spear no longer flys slowly Low quality water was drawn too high in the world burntWoodBlock4 unpaintable Iron and Steel Knuckle reach reinstated Running, reloading or changing weapons would not zoom back in while holding the aim button Aiming while running would briefly try to aim Missing sign backface on street barricade Put resourceMetalPipe back in the salvage harvest of cars and other vehicles NRE on entity unload entity projectile Spears that hit a block and the player at the same time can’t be picked up Spears visual glitch between players
  32. 15 points
    Changelog for b155, b156 and b157: Added Added GameSparks opt-out option to game launcher Changed Demoted exception to error (no console popup) when country can not be retrieved Barrels are containers. Neon "Open" sign emits light now Loot probability templates normalised to 1 to make them usable in more situations White River Citizen quest now shows "No Trader", if no trader is in the world Added Item Type Icon to workstation tools. Fixed Blade and turret traps no longer cause standing AI for the client owners Wrong lootlist on Medicine cabinet with faucet Missing paint block in Skyscraper 02 Collapsing shower curtains in modern_06 Voxel blocks clipping through business_old_02 Tree helpers placed in ranch02,04,09, gambrel03 and tudor01 Infiltator 3 now allows landmine pickup again Removed 2m deep buried quest satchel from army camp 03 Blocked player movement in remnant_burnt_01 Paint issues in vic_09 Paint issue in treasure room of modular_06 Removed a dirt stripe in grocery_02 Corner cupboard incorrectly deleting faces Several inconsistencies with visible shotgun attachments Gamepad doesn't index trader inventory pages using right joystick Disabled K menu when not in world or POI editor Backpack loot bypasses the progression scaling Player's own turrets will shoot player's own robotic drone Junk turrets fall through stairs and any solid blocks below them when placed from a distance Business_old_08 upside down bookshelves. Prevent players from loading existing RWG worlds as they will be broken for A19 due to missing traders Business_old_05 upside down bookshelves. Corner cupboard culling faces incorrectly Prevent server DDoS
  33. 15 points
    Here you go pepsi man. https://captiongenerator.com/1844062/A19-is-not-out-yet
  34. 15 points
    This was a fun feature to do and took less than a day: Added AI head tracking to movement or target positions.
  35. 14 points
    This is a large amount of information in these posts. I'll be working on a full, properly formed tutorial as we get access to A17 and we can really make the xpath system shine. I've listed some examples here, and we'll be posting a ton more xpath samples over the coming weeks, as we port the SDX modlets over to use the native hooks. By all means, begin posting your comments, questions, or requests for clarity. Since we now know that xpath support will be built-into the vanilla base game, and discussions earlier were getting a bit confusing, I've decided to make a new thread to try to demystify xpath and what it'll mean for mods and modders going forward in A17. The information in this thread has been pieced together from forum and discord discussions. They may not be 100% accurate, but I will update this thread when we know the full implementation. XPath is a way of adding, changing, or removing XML lines and nodes, without directly editing the XML files. It allows you to apply patches to the XML files without manually editing the vanilla XML files. SDX has had partial support for this since its initial release, and a lot of the SDX Modlets are already written this way. We will be using some of the SDX's xpath as examples in this thread, but SDX is not required to do this in A17 and onwards. I believe in using examples to explain concept, so in the next few posts, you'll see a mixture of explanation, along with sample xpath code. The following Mod structure is expected for A17 and beyond: Mods/ <ModName>/ Config/ UIAtlases/ItemIconAtlas/ ModInfo.xml <ModName2>/ Config/ ModInfo.xml You will be able to have multiple mods loaded, and loading will occur as long as the ModInfo.xml exists. This is unchanged from what we've been doing doing with other alphas, with the exception of the Config folder. This Config folder will support loading XML files, written using xpath, in the following folder structure: Config/entityclasses.xml Config/gamestages.xml Config/items.xml The files in the Config folder will not be a full copy of the vanilla file with your changes. Rather, it'll contain the changes you want done to the vanilla files. The files under the Config must match the vanilla file name. You cannot create an entityclasses2.xml file, and expect it to work. Any changes in the entityclasses.xml will have to be done in the same file. However, each mod can have its own entityclasses.xml. During the game's initialization, it will perform the xpath merge in-memory only; no files will be actually be modified. This would allow us to remove mods we no longer want, without re-validating against steam, or previous copies of the xml. That's a big one. No more half merging of a mod, and not having it work, then trying to pull it back out. What this means for us is that we'll be able to make a variety of smaller mods, which I've been calling modlets, which can add, remove and change smaller pieces of the game. They can be used together, or they could be added to an overhaul mod, in order to style your game play easier. These modlets would also exists outside of the Data/Config folder, so if you have made direct XML changes in your Alpha 17.1 Data/Config files, and Steam updated the game to 17.2, you would have lost your changes, or would have to re-merge them in. We've all been there before. But if they existed as modlets, under the Mods folder, they would be safe. And as long as your xpath is still valid to the new XML, it should load up with no additional work on your part. If we could use xyth's JunkItems modlet, which adds random, scrappable junk items to loot containers, and add them to Valmod Overhaul. Likewise, if Valmod Overhaul did not have the No Ammo modlet (which gives you the ability to unload a gun and get its bullets back without disassembling it), you could drop the NoAmmo modlet into your Mods folder. Headshots only? Want to increase stack sizes? Same deal. With a properly constructed modlet, we'll be able to piece together new play styles for people to enjoy and share. A modder working on a large overhaul won't have to duplicate work. If they wanted to include the No Ammo mod, they wouldn't have to code it themselves, letting them focus on the bits that make their mod really unique. Let's get started on your journey...
  36. 14 points
    If scheduling is proving so hard, why not let the community help out with the baby sitting, errand running, and cleaning? Surely there is some calendar or spreadsheet that can be released, or some projected date that we can help brainstorm around.
  37. 14 points
    Hello! A19.2 b3 is coming to EXP! Please as always start a new game and or make a backup of your stable savegame. With A19.2 we enabled Steel Series's game sense feature, allowing Steel Series Mouse and keyboard users to have some ingame events tied to their hardware LED lights. We currently support (default settings): Time Progression: F1-F12 Ammo: 1-0 Health: Q-P Bloodmoon Warning: A-L Visibility Meter: CTRL - ~ Tool / Weapon Durability: Num - - Player Facing Direction: numpad 1-9 Bleeding: Del-Pause Being Hit: Mouse Duke Amount: Display We also updated to a new version of microsplat, improving performance. Changelog A19.2 b3 Added Console command "ai pathgrid" Console command "gfx dti" to set distant terrain instancing Console command "gfx dtpix" to set distant terrain pixel error Trees are set to consistent LOD transition values by code Support for Steel Series SDK Changed Renamed console command "ai path" to "ai pathlines" Optimized path grid move buffer copy Optimized path grid block checks and misc Reduced the effect of High and Ultra Object Quality settings Deleted WaterDepthRecorder that reduced FPS a bit Updated terrain shaders Improved terrain shader settings for better performance Prefab editor to use same tree LOD bias as game Our custom speed tree shader to Alpha Test queue Fixed Trees are not rotated correctly on the diagonal directions Desert terrain normal textures not set as normals FirMed01 tree popping in oddly Two trees not instancing 8 block entities not instance rendering You could see under the water plane when camera was close to it Unlit explosives can explode in hand after throwing a lit one
  38. 14 points
    Note: There is a chance that character progression will be reset, if you continue a savegame from b163, due to a change. As always we recommend starting over with a new savegame during experimental.. Changelog for b164-b169 Added Option to change size of FPS display Old Wild West Coffins Tough Guy Sunglasses that boost your fortitude. Found in loot and for sale at traders Allow XUi list ComboBoxes to be initialised with ints/floats from XML Allow enabling/disabling XUi SimpleButtons from XML/bindings Allow XUi controllers to react to binding changes at runtime Mem obj and mem objs console commands to list and shrink the object pool HD Biker Zombie Chainsaw/auger flesh impacts for melee & harvest. Added hits/grazes to all 3 tiers knuckles. Visual clue for text orientation on player storage crate Radiated vulture vomit attack sfx. Gfx st discard console command Janitor Zombie (final fixes in b170) Changed Increased amount of small animals spawning in the forests and decreased larger animals. All small game (rabbits and chickens) and large game (boars, and deer) spawn every day or night at any time. Small game has a high chance to spawn, large game has a low chance to spawn. Enemy respawn time is reduced in the wasteland. At night, Zombies will respawn immediately, making the wasteland harder to survive at night Shotgun damage and auto shotgun rate of fire reduced. Added floats so spawning of zombies and predators are less predictable. Reduced stamina cost on iron harvesting tools Bandolier mod increases reload speed by 15% Removed candy tins, hub caps and air filter items from the game. Land mines no longer use candy tins, hub caps or air filters in their recipes. Land mines now need duct tape to craft. Candy tin mine can now be crafted in a backpack. Hub cap mine uses a nail instead of a spring Deprecated candy tins and other redundant items Cooking pot mine is also crafted from basic resources Normal entities load their prefabs and meshes on demand instead of during world load Reduced distance to backpack after death if no respawn point is set Block entities to load on demand using the object pool The object pool large pools to active pools which will fully remove pool objects and non active prefabs over time Added various scales to zombies so they are different heights Texture streaming to only use the main camera Store_autoparts_01 updated to commercial standards. Updated lots of oldwest POIs with new art Art and new block update for house_old_abandoned_07 Large Predator animals such as bears and dire wolves only spawn at night in the forests. Wolves have a very small chance to spawn in forests during the day Fixed Underground airpocket in Ranch03 Collapsing railing in fire_station_01 Z fighting with trimblocks and paint issue in modern_07 Applied paint to block behind comfy chair in modular_05 Adjustment to zombie footstep sound playback Knuckles harvest too quickly ( use attack speed ) Breaching rounds do not work on the Shamway safe Ratchet, ImpactDriver, SteelClub must now be crafted at a workbench Steel spear shows proper unlock info Scope mods are now visible on tactical assault rifle Robosledge does not display a ammo count anymore Beer sign does not have a white line on texture Chest in funeral_home_01 now has loot Create world feature is functional again Can now place blocks around all lockers Identical look for XP bar and food/water bars Shovel hold animation is no longer used for all weapons and tools Upside down door frame in apartment_adobe_red_5_flr Bar_sm_01 no longer has false cabinets Animals can not die from infection anymore Weighted head mod is not compatible with blade mods on machete. Food does not heal after you eat broken glass. Also, please reconsider your diet. Fixed chainsaw and auger reload sound playback. Some farm plots cannot be planted due to stability Crate_storePrefab renderer was in TerrainCollision layer Gas_station5 billboard SI issue. Carlot_01 has beams that block entities Replaced deprecated Freezers with its new replacement Torch is now burning in roof area of house_burnt_02 Pathing issue with door of basement in Mansard_02 Wrong bookcase rotation in modern_04 Daring Adventurer level 2 and 3 now work again with T1 quests False cabinets in park_basketball Bungalow_05: Block behind boxes was painted and the shelf support replaced Not allowed to access triangles/indices on mesh while in prefab editor Disabled spider zombie looking at player Particle System is trying to spawn on player mesh with zero surface area, aka console spam when player is on fire Robotic sledge / repulsor mod ragdoll is extreme on players ActionRagdoll not using a consistent force
  39. 14 points
    This is what I'm testing now which will be in the next build unless I change it again: Changed: All small game (rabbits and chickens) and large game (boars, and deer) spawn every day or night at any time. Small game has a high chance to spawn, large game has a low chance to spawn. Large Predator animals such as bears and dire wolves only spawn at night in the forests. Wolves have a very small chance to spawn in forests during the day Changed: Enemy respawn time is reduced in the wasteland. At night, Zombies will respawn immediately, making the wasteland harder to survive at night
  40. 14 points
    BTW guys, just because the trader doesn't give you a dig quest right away doesn't mean there isn't any viable spots in the area, it is random. The next day there might be dig quests available. Yikes, I haven't seen ANY of that, that looks pretty bad. FYI, RWG will be a strike teams top focus for A20. We're going to give Robert all the support he needs to get it shippable once and for all. Closer quest POIs will be part of that improvement as well as fixing roads and issues like this.
  41. 13 points
    Some will be very similar to the original like the screamer and fat cop. Spider looks a little more monstrous now and slightly mutated. The screamer has more of a witch look to her and her mouth hinges very wide and has a glasgow smile and rows of sharp teeth, black eyes, etc. There is a radiated zombie with tumors all over his back like the hump back of notre dame almost and he can tear one off and throw it at players causing radiation damage and several others we can reveal as they progress. We are still working on visual design though so things can change some as we work through the iterations.
  42. 13 points
    I don't mind a healthy discussion but nerd polling is now off topic. It has been discussed a thousand times probably more than LBD so just stop already unless we officially make a change to it in a future alpha it is off topic in this A19 thread.
  43. 13 points
    Repainted the whole thing based on your recommendations and did a short video. It is much brighter and closer to the reference photo. Ill post it later once its done uploading. Here are some comparison photos for now.
  44. 13 points
    Nope. If anything this virus has taught me is that people are stupid AF and run around with no mask or regard for it. They would be killed by zombies for sure, the remaining would pvp kill each other or run out of ammo killing each other, then die from zombies. Then the proper survivors who were able to show restraint during covid would be all that remains, and they would certainly be playing coop because they were smart and realize working together with smart people is the only way to succeed, just like in business.
  45. 13 points
    Title. Reading the notes for A19 and all of the B's after it: they state they are nerfing alot of perks, and nerfing the ability to find high tier loot like shotguns early on, and have this overly convoluted thing about how they are going to make progress feel "more natural" I'll Tell you one thing that would make progress feel natural, is the "spam crafting" items back, and items levels 1thru 100 that slowly progresses as you use the skill more and more, the skill gets better. (remember athletics? that felt more natural, the more you run the better you are at running) but now with this new system its really lackluster and just annoying. If I search 5 different gun safes in the same building, or in the same day its old and repetitive for them all to have blunderblusses (early on) and literally nothing else save maybe some ammo. Hell, who the heck would even have a blunderbuss in a gunsafe, Blunderbuss is more of the "crafted makeshift weapon" that you craft to help you clear a path to the gun safes which SHOULD have pistols, shotguns, rifles ect. honestly I feel like TFP just enjoys ruining the game more and more, because I dont see the point in scavenging anymore if all im getting is level 1-3 blunderbusses and ammo for guns which are are virtually non existent
  46. 13 points
    Changelog for b158-b163 Added Writable Storage Box American Flag Version Flagpole Chair versions of plaid and leather sectional couches. Player stats UI shows values using tags if set Night is darker when the moon is not full Add POI name to dbs command screenshots Boars, coyotes, dogs, mountain lions and wolves can attack while moving forward Changed Items that cure a condition show 100% instead of an unspecified amount Updating steel club icon to match mesh changes Zombie bears drop testosterone extract Yucca juice recipe no longer needs water but is boiled in a cooking pot The stamina buff from cooked food does not count down while your food bar is full. Put a small weapon bag in survivor_site_02 Bullet casings now partially visible in iron sight aim Reworked laser attachment effect for desert vulture Boiled water does not cause dysentery Reduced excessive food value on super corn Merged heavy/light armor, all melee weapon and all ranged weapon loot groups for better performance due to fewer probability table lookups Schematics scaled in loot. Early on you will find more immediately useful ones like for a forge, basic recipes, seeds or medical bandages. Deployed sledge hit distance to be entity MaxDistance and aiming will start 1m earlier Physics push to not angle down and if not on a ragdoll use x5 force Traders sell tech 3 weapons in the higher secret stash inventories Robo sledge YawRange changed to 170°, making it easier to place in tight quarters. Reduced entity damage on robo sledge. Increased block damage and perkTurrets affects it. Loot abundance to effect each item in the container instead of the master count Tech 2/3 guns are not autounlocked by the weapon perk. Go find yourself a schematic. Chainsaw and auger are not unlocked by perkAdvancedEngineering Localization updated to support language to new blocks Slower recovery of the dynamic crit resistance that occurs when taking multiple hits from zombies Added more friendly animals to all biomes Enemy animals can spawn during the day in forests Chickens can spawn in forests now All animals respawn much faster than before 10% less resistance against stun and bleeding Blade trap hits don't prime the demolition zombie Food max stamina buffs will not overwrite if an existing higher value buff is above half duration. Stone block destruction doesn't fire heat events like wood or iron blocks Auto shotgun cannot use scopes for now Increased dog, dire wolf and mountain lion pain resistance Improved sleeper volume noise response Temporarily disabled reflex sight as a visible attachment on the auto shotgun Fixed PerkHealingFactor works while player is supposed to die from hunger or thirst Pyramid_05: Removed the locked lootchest at the end Repulsor mod is not working Steroids add 50% run speed instead of the stated 10% Regression from: Both random desk helpers are solid only on one side Missing documentation for how the "soft cap" on overeating works. Wrong oven paint in apartment_brick_6_flr Falling window pieces in modular_03 Replaced faucet with showerheads in fire_station_02 BuffElementCold, buffElementFreezing, drinkJarRedTea, perkSlowMetabolism have no effect on food. Put proper shelving support in vic_13 Removed windowsidings from vacant_lot_05 PerkTreasureHunter and/or Lucky Goggles are not speeding up treasure radius reduction 4x scope on AK47 placement issue Barbed wire mod not causing bleed buff New auto shotgun scope had no material Mannequin colliders shapes don't match mesh Stone axe fire anim moved up. Super Corn is now unlocked by rank 2 of living off the land Collapsing candle on bookpile in book_01 was changed Armor not resisting bleed buffs Factual and grammar errors in the Dysentery and Survival journals Wrong ingredient count on ammoBundleBlunderbuss Not allowed to access triangles/indices on mesh while in prefab editor Blocks have a model for 3rd person viewers Ragdoll Force parameter does not work for a deployed junk sledge Both robotic turrets/sledges jitter while aiming at their targets Deployed sledge fire delay not decreasing when no target and target could not be seen at certain angles Trader setups have nonfunctional item quality parameters Robo sledge displays an ammo counter Several items state wrong recipe unlocks. Molotov not applying burning when entering the flames Fast Food 2 has suitcase poke through bathroom hiding spot Added missing bock to cemetery_02's surface building's ceiling The new store freezers are cutting thru fog Pure mineral water cures dysentery? Transparent building mats not fogging correctly Candle light not illuminating surfaces when standing too close to them Another shelf in vic_13 was updated Cobwebs bright in fog Flagpoles did not have any harvest resources Wood texture seams on frames when upgraded are not lining up properly Better Barter 5 incorrect description Ranged weapons playing a second start sound on the last round False Max Stamina Buff from Healing Items
  47. 13 points
    Progress on my medieval style house:
  48. 13 points
    I just wanted to let you guys know that the Streamer Weekend is tentatively scheduled to start June 26th. I just gave that date to the streamers and know that many will begin hyping it to their viewers and then it would get back to here and then you guys would be upset that you had to hear about it from outside sources. So I'm telling you now that Friday June 26th is our hopeful date but it isn't guaranteed. If TFP feels they must delay another week then they will. But that means that Monday June 29th should be a VERY GOOD DAY. (knock on wood)
  49. 13 points
    I will take the blame for sharing my enthusiasm with the fans. Some TFP members agreed a shorter cycle was a great idea in principal so I said that on the forums, but nobody wanted to do the graphics overhaul in a side branch or to deal with merging 3-4 months later so we just did the work and now we are here. Things change so what we intend one month is not the intent the next. Game development isn't flipping burgers, nobody can predict how long something will take. I can predict that 19 will take much less time than 18 did, and 18 took less than 17 so things are getting better. We should be in experimental in June and stable before the summer sale if all goes well but if not, relax, its just a game and there are bigger things to worry about right now with this virus, the economy, etc. We were also reminded how short builds break save games and everyone was having a lot of fun with 18, and larger builds have that "whole new game" feel so there are benefits to it taking some time.
  50. 13 points
    Zombie swim animations are in, synced up with the motion and some bugs fixed. Looking pretty good.
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