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  1. 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 3) Twitch Integration Demonstration (19.5 but also relevant to A20) 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. The
    47 points
  2. 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 a
    47 points
  3. 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 --> Base
    43 points
  4. 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.
    39 points
  5. They mostly come out at night... (V3.5) 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
    31 points
  6. 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 sid
    30 points
  7. 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
    26 points
  8. 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 citi
    25 points
  9. ahoi hoi survivalists Please click the following link to go to continuing development of this mod:
    24 points
  10. KingGen v0.9.1 Random World Generation for 7 Days to Die This is the official webpage of KingGen, a tool to generate beautiful maps for 7 Days to Die. Give feedback here: google form Follow development here: trello board Downloads: Windows - 64 bit Linux - 64 bit Usage: Download KingGen. Run it. Choose your preferences and click “Generate world”. KingGen will create a folder containing the world. You have to copy it into 7 Days to Die’s worlds folder, usually: “%appdata%\Roaming\7 Days to Die\GeneratedWorlds”
    21 points
  11. 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.
    20 points
  12. I added a new round arch shape today
    20 points
  13. 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. Head
    19 points
  14. *** 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 som
    19 points
  15. 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 play
    19 points
  16. 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.
    18 points
  17. Hello fellow survivors! Today you can play with A19.5! What it holds for you guys: Twitch integration beta (download documentation here) Performance improvements Keybind to change vehicle controls on game pad while on a vehicle How to opt in: This is how you access the A19.5 build: 1. right click on the game in steam 2. click on properties 3. click the "betas" tab 4. the drop down menu will have latest_experimental available ← you want THAT 5. select that and wait for the game to download. A19.5 b
    17 points
  18. 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 Rep
    17 points
  19. 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
    17 points
  20. 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 👍
    17 points
  21. My semi legit castle:
    17 points
  22. ABOUT Overhauled User Interface Improved Journal User Interface with thematic topic header images Vehicles have custom UI, showing speedometer, encumbrance and more Map window now supports 40 custom POI icons to choose from Advanced Sorting and Searching feature in inventory and storage Optional Undead Legacy UI parameters in Options -> Video -> User Interface -> Undead Legacy Overhauled Encumbrance system where all items and blocks have certain weight, inventory limited by carry weight, slot limit 300 Overhauled attributes and perks
    16 points
  23. It's entirely different. All the shapes are in categories now, and unified no matter what material you are building with. So if I want wedge 60, it's always in the exact same category and same position regardless of if I'm building with wood/stone/concrete/steel/cloth etc. All shapes now exist in every material and are in the exact same menu location when using a different material helper. You can build steel tables if you want or cloth tables, we don't care. Having a powerful build system you can get creative with is better than using realism to determine what you can and can't make. Th
    16 points
  24. This is in afaik, and will allow for distant chunks to show changes, like player bases, or building and terrain blown up. It still needs tested and verified, and might get disabled if its too slow or buggy, but hopefully launches in A20 as I think it will be a nice touch and seeing your base in the distance will be awesome.
    16 points
  25. 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 si
    16 points
  26. 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
    16 points
  27. 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
    16 points
  28. 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.
    16 points
  29. 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 "gf
    16 points
  30. 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..
    16 points
  31. 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 dem
    15 points
  32. My favorite feature so far is the fact I can switch the editor to release mode, which produces optimized assembly code, but I can still run the profiler on it. That means I get the same timings I would get with a full build, which takes my PC about 6 minutes to make, so I don't. I've been spending a lot of time optimizing and cleanup up lately, so a very nice feature. I just finished this one, which is a big win: Optimized terrain control textures to not update with every mesh update. Those peaked at 2ms spikes on my PC, on several frames, when new chunks load, adding to
    15 points
  33. I am testing Unity 2020.2 currently. Only needed 3 code changes. Seems fine and is supposed to have some performance improvements. Feels a bit faster. 2020.3 (LTS) is supposed to be out soon, so A20 should end up being on that.
    15 points
  34. Fair enough, but I'd like to state the obvious... console gamers have MUCH lower expectations than PC gamers, as they are an inferior species. 😃
    15 points
  35. 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
    15 points
  36. 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
    15 points
  37. If that's a single player game then you are the one and only authority on what constitutes cheese. Or milk. Or vegetables.
    15 points
  38. 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
    15 points
  39. 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
    15 points
  40. Here you go pepsi man. https://captiongenerator.com/1844062/A19-is-not-out-yet
    15 points
  41. This was a fun feature to do and took less than a day: Added AI head tracking to movement or target positions.
    15 points
  42. What are the chances of getting some different map icons for the different shops? Like a book icon we can use to mark off crackabook, pistol icon for shotgun messiah, hammer icon for working stiff tools. We already have the tower icon to mark off the skyscrapers, so would be nice to have the others.
    14 points
  43. CreaturePacks Please Note: If your getting lots of spam warnings when some characters are set on fire, please load the 2-CharacterEffects pack which has the fix for that. It also contains random walktypes for all zombies, and enables humans to become infected. Also will be testing the method of turning some quest zombies back to humans. This goal of these new modlets is to provide core "Packs" that contains various vanilla compatible and fully featured characters such as bandits, survivors, animals, wandering traders, etc. without breaki
    14 points
  44. Yes, I want to add about 3 more Faatal's so we can get @%$# done. Good programmers please apply.
    14 points
  45. 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.
    14 points
  46. 14 points
  47. 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
    14 points
  48. 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 controll
    14 points
  49. 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
    14 points
  50. 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.
    14 points
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