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  1. Welcome to the Alpha 20 Dev Diary. Here we will discuss upcoming features for Alpha 20. RELEASE TARGET: October/November 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) Alpha 20 Developer Live Stream September 8, 2021 4) Alpha 20 Developer Live Stream September 15, 2021 5) Alpha 20 Developer Live Stream September 22, 2021 6) Alpha 20 Developer Live Stream September 29, 2021 7) Alpha 20 Developer Live Stream October 6, 2021 😎 Alpha 20 Developer Live Stream October 13, 2021 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 implemented City tile system randomly places city buildings into tiles so that they are aligned well with each other and city streets. Multilayered for sewer systems below groundlevel buildings and the ability for ends of one tile to match up with those of an adjacent tile so that everything generates looking consistent and aligned. 3) Vehicle Mods Tinting mask will allow vehicles to have color details added to differentiate vehicle owners better Fuel Saver Off Road Headlights Super Charger Expanded Seat allows 1 passenger on Minibike and Motorcycle and 2 extra passengers for 4x4 Reserve Fuel Tank 4) Shape Menu and Building Update Shapes are shown as shaded drawings of blocks Blocks from the shape menu are placed as particle board blocks that function the same as frame blocks Simplified upgrade path: Frame/Particle Board -> Wood -> Stone -> Concrete -> Steel Blocks destroy to air. They do not downgrade. 14 categories and over 1000 shapes 5) Dynamic Imposters Changes to the world and player built forts are represented in distant terrain 6) Micro Splat Improvements Better terrain blending 7) Feral Sense Game Option When turned on Zombies can sense the player from much farther away and stay focused on the optimal path to where the player is Stealth still works but zombie senses are heightened so stealth play is much more challenging Settings are: Off, Day, Night, All 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) Weapons Pipe Rifle Pipe Pistol Pipe Baton Pipe Shotgun Pipe Machine Gun Pipe weapons craftable from backpack without need for schematic Lever Action Rifle Tier between Bolt and Sniper Many weapons reskinned to apocalyptic art style 10) Trader to Trader progression Details Coming 11) Loot Progression and Gamestaging Improvements Details Coming 12) New POI's New Gas Station (shown to reveal Restore Power Quest Over 145 new POI's and many new props and environmental decorations New Tier 3, Tier 4, and Tier 5 locations Many legacy POIs updated 13) Dynamic Music and Ambient Audio Improvements Details Coming 14) Environment Weather changes more often and has more variety Wind dynamically affects leaves and plants and wind will gust Improved textures for environment art Temporal Anti Aliasing option with a separate sharpening option New mesh generation, shaders and lighting for plants and grass and optimized colliders Bedrolls can be recolored during placement Fuse Boxes updated and made into triggers 15) Quest Improvements Digging Quest improvements Tier 3 Digging Quest added Tutorial Quest uses the beacons to point out nests and rocks 16) Restore Power Quest Lights go out when rally marker is activated Find the generators and repair them A block trigger system added with multiple triggers, like switches, and can be on a layer. Blocks, like doors, can respond to them by doing something such as opening or closing. 17) New Zombies/ Entities Trader Hugh Nurse Drone Screamer Fat Cop Burnt Zombie (cold, hot, flaming) Hoodie Dude Lumberjack Radiated Zombie with AOE acid bursts All legacy zombies have been converted to new HD standard All traders have been converted to new HD standard Bandit models have been started for A21 18) Twitch Integration Streamers and Audience can interact through the game Chat commands to help or harm streamer 19) AI and Sleeper Improvements Zombies can duck and crawl through areas that are less than 2-meters but more than 1-meter Zombies include 1-meter holes in their paths and can crawl through them - pushed to A21 Wandering Sleepers - pushed to A21 20) Character Overhaul - Pushed to A21 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. Outfits are another feature that will help build the foundation for the future implementation of bandits Alot of this has been started already by those who have finished work for A20 and have moved on to A21 work 21) Water Overhaul - Pushed to A21 Details Coming
    58 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 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. Return of the Behemoth - Adds the unfinished A16 behemoth and the A17 unfinished radiated behemoth to the game. Random spawns in the wasteland and horde nights. Return of the Hornet - Adds the cut hornet from A15 (and earlier) back to the game. Spawns as an enemy animal in the forest biome. Does not spawn on horde nights. Kill Tracking - Tracks how many of each different type of entity you've killed in the game (zombie or type of animal) and with what weapon (guns only, may consider adding melee in the future). How to manually install modlets tutorial video:
    49 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 --> 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
    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... (V3.6) 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.
    37 points
  6. Worked on vehicle camera and stutter bugs and decided to add this: Added vehicle camera zoom in/out. Uses mouse wheel or controller d-pad up/down (30% to 120%). First person driving, if I get to it, would be an extension of zooming in. 30% is close, but not the same.
    29 points
  7. WARNING: This is a dead project. It was dropped before Alpha 19 went Stable, and compatibility has dwindled since then. As of Alpha 19.5 it is strongly recommended to avoid using this tool. - the forum moderators 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: 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. 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: 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://community.7daystodie.com/topic/21900-magolis-compo-pack-current-thread-by-wolfbain5-and-stallionsdenMcTaco Compo-pack prefabs-list for NitroGen:https://7daystodie.com/forums/showth...lt-gt-NitroGen
    25 points
  8. ahoi hoi survivalists Please click the following link to go to continuing development of this mod:
    24 points
  9. New plant changes (not finished):
    23 points
  10. 1. Yes, each district has a set of tiles in Prefabs/RWGTiles/, they can be overwritten or simply add a number to the end and you can have any number of variants. They can be any height (meaning you can add sewers and other things underground) and must be 150x150 in size. 2. Yes, there are 4 way intersection, 3 way intersection, striaght, corner, and dead end type tiles. 3. Yes, we have several tiles where the streets veer off and dead end, alleyways, etc. within the tile. only the edges have to match up 4. We are just calling them POI spawn markers as we also have something called Part spawn markers. 5. All town/city district tiles use an exact size, the rural edges of a town will take anything that can fit in the space (down to the next POI marker size). I will be adding an option to allow the same on the district tiles via the rwg mixer. 6. Yes, Extra Small = 25x25, Small = 42x42, Medium = 60x60, Large = 100x100 7. They can be directly next to each other as the POI will always fit in the dimensions 8. They are all at the same level, doing multi height tech will be a large undertaking and not something we'll be doing for a20 for certain. 9. Yes, parcels are 2d, no height requirement as we had no need for that with the current system 10. It's better to leave out anything that isn't part of a real world lot, sidewalk from the house to the edge is fine, but you wouldn't want to put a frontage on there (at least on residential) I've seen some downtowns with front sidewalks that blended well with the downtown tiles. 11. Yes, zoning is associated with the tile. The definition of a tile to be a zone type is in it's name. 12. Yes they will, we have city, town, country town, and another I'll leave as a surprise. 13. Nothing was planned as of yet as this tech is still new. We'll be fleshing it out after initial release as per usual.
    23 points
  11. Community heightmaps! Hello everyone! I am pleased to announce that KingGen finally supports community heightmaps. Users can share their creations with the community so that others can enjoy them too! How it works Community members can submit their heightmaps to this google form. Heightmaps will be stored on a server from which they can be downloaded by KingGen with just a click. Users can see them inside KingGen and they can select and download what they like. Everybody is welcome to submit heightmaps. Heightmaps Heightmap files must be grayscale png images, either 8bit or 16 bit. They must match the size of the world they are meant for. For example 4K, 6K, 8K, 10K, 12K, 14K and 16K use 4096x4096, 6144x6144, 8192x8192, 10240x10240, 12288x12288, 14336x14336 and 16384x16384 images respectively. Topics Heightmaps can be about anything! They can be countries, animal silhouettes, mystic lands, geometric shapes... Anything! Let you imagination wonder freely. Videos
    23 points
  12. 22 points
  13. 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 Perks no longer unlock new schematics, nor they level up crafting tiers Introduction of Action Skills, that level based on what you do Introduction of Research System New lockpicking minigame Overhauled crafting system and crafting progression Overhauled material progression Hundreds of new items, blocks, recipes, vehicles etc Fully scrapping vehicles will make them respawn based on new block respawn timer setting (More blocks will be added to use this feature later) Player crafted electrical lights support for full RGB customization More immersive world interaction, water sources require jars to interact, fuel barrels and pumps require fuel cans Pick up all wild plants and player crafted ones with action key A lot of slightly damaged vehicles found in the world can now be fully repaired More info about the mod can be found on my website (including screenshots): http://ul.subquake.com/ TERMS OF USE https://community.7daystodie.com/topic/4085-subquakes-undead-legacy/?do=findComment&comment=54613 LINKS DOWNLOAD DISCORD DONATIONS AND SUPPORT
    21 points
  14. 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
  15. I added a new round arch shape today
    20 points
  16. Yes, but you can add as many new stamps as you want. It will also blend them together, so you might see some things that look kind of familiar but when you're on the ground it doesn't look at all the same and I've ran many many many seeds. Also, modders can add to the terrain stamps using png files, there is a base height level (r:32 g:32 b:32) and anything darker will dig down, anything higher will build up. Once I go over how to use our r16 format you'll even be able to define lakes at certain heights IN a stamp. It's really nifty. a20 (gold) RWG has a LOT more content driven design than any iteration before it. I'm very confident people will be happy with how it generates and modders will be thrilled at having a fairly easy way to build customized random maps. (looking at you, total conversion modders ;)) Anyway, I'm trying to avoid talking about the details too much on here. I'm super excited to show off / talk about everything and have a whole list of stuff that I'll be going over on the dev stream on October 13th (this week is the other programmers).
    19 points
  17. I've really been enjoying A20. I think builders will have a blast with all the new toys. 1.) New shape menu 2.) Stability shader shows in real time which is really nice. 3.) Loads of new shapes... LOADS. 4.) Wood is decent to build with. 5.) Upgrade path is simple and less frustrating, less pounding/time wasted upgrading to a million materials. 6.) Land claim seems very generous, I don't know if this has changed though. 7.) All shape menus are the same. 8.) Building with particle board is a huge win versus the transparent frames. You can see exactly what you are building now, like before getting a wedged incline block rotated the right way was tricky because you couldn't see very well. Overall building is vastly improved. It's really nice not getting in the dev menu to get the blocks you want, and much easier to find/navigate IMO.
    19 points
  18. *** 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.
    19 points
  19. 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.
    19 points
  20. Can we go back to the point where someone is letting a small child play M-rated games? Of course there are reasons why they are rated as such.
    18 points
  21. Doing some biome testing and tried RWG.
    18 points
  22. I am going to drop a tiny bit of info since towns a tiles are being asked about. Custom townships are possible now, not just city, town, and country. We made an "oldwest" township that has street tiles that match that theme. In my dev stream in a couple weeks I will explain how that works and how modders can make custom towns using their own set of tiles.
    17 points
  23. 1 Looks great, but I was not playing the game. Just flying around 2 Not much. Crouching would be the main one 3 Crouching helps there, but there is a bug with them swiping as they walk 4 Hard to compare since there are other general optimizations that make up for it 5 May be better since chunk mesh/collider creation is faster 6 I was checking that optimization/cleanup to biome decoration code did not have errors 7 Seems fine to me 8 Should be the same 9 Same? 10 Don't think so 11 Probably tweaks to some, but a lot of different assets have LODs with separate settings 12 It should be used at some point
    17 points
  24. 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 b1-b50 Added First version of Twitch Integration. Voxel mesh pooling Chunk decal and model dither fading Distant terrain decreases mesh detail when farther gfx dtmaxlod console command Allow selection of steering mode on controllers by pressing DPad down Changed FindTagInChilds does not make garbage Improved Show Stability colors Distant POIs to use a shared material Improved chunk LOD update Optimized chunk object handling and frame timings Optimized terrain mesh generation Optimized terrain control textures to not update with every mesh update Optimized distant terrain tile size Optimized VoxelMesh AddMesh Optimized distant terrain render order Fixed Z fighting at barn_02 (window/loot container) Dedi servers fail to update bedroll locations after pickup Block previews have differences in shading at night Block preview for normal blocks leaking a mesh on each update ItemClassBlock CreateMesh having to destroy unneeded colliders Empty voxel meshes were being created Distant POI mesh and material leaks Distant POIs could load and leak extra invisible objects Chunk LOD update not using XZ center for distance
    17 points
  25. 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
    17 points
  26. 17 points
  27. 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.
    17 points
  28. 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
  29. My semi legit castle:
    17 points
  30. I play 7DTD with my wife, she doesn't care about it and didn't even notice it. Strip clubs exist, every town has one. I think the vast majority of women aren't offended by things like this and don't expect special treatment or protection. Yours is a fairly Victorian mindset in my opinion, the belief that women have more delicate sensibilities and must be protected from crass humor or sexual imagery. There are plenty of games nowadays that pander to people who are easily offended, you've got a huge lineup to choose from.
    16 points
  31. Welcome! You can search for the different mod categories with these: [--NPC and Events Mods--] [--Decoration and Utility Mods--] [--Weapon Mods--] [--POI Mods--] Here you can keep up with some of the stuff I'm working on. Not everything will be posted, just a few snips. [--Telrics Youtube--] You can also join my discord where I post even more snips. Here you can also help with giving requests or input on the mods being made. [--Telrics Discord--] If you find any issues with the mods, let me know and I'll do what I can to fix them. Thanks for playing! [--NPC and Events Mods--] Telrics Animal Husbandry [--Updated 8/22: Fixed error when using with the Horses 2.0 mod--] [--Single Player Only--] Find or purchase 36 new animals to start your own business breeding and raising. Each animal type has it's own growth and mating rates. A new baby will grow into a young animal, which will then grow into an adult. Once an adult, the animals can be butchered to get resources, or kept alive to reproduce, allowing you to continue the cycle. Alpha 19.5 b60 Picture1 Picture2 Telrics Assassin Assassins will start in stealth, with slower movment but a damage increase. This increase is based on which biome the assassin is in. If they attack the player, or player attacks them, they will get out of stealth. After about 20 seconds of no attacks, they will re enter stealth. Alpha 19.4 b3 Video1 Telrics Biplane and Helicopter Build your own helicopter or biplane by salvaging parts from crash sites. These will randomly happen around the world. You can also find an airstrip POI that will have parts to harvest, should you choose to restart your world. Alpha 19.4 b3 Picture1 Picture2 Picture3 Telrics Fishing A bit of a proof of concept mod, this one allows you to fish. Pretty simple. Craft a fishing rod, find some water, and step in it. You'll only be able to cast if you're standing in water. Cast with left click, and wait for a bite. Quickly reel the fish in by rapidly hitting F. You'll need 100 points or more to successfully catch the fish (this can be seen in your buff stack in the bottom left). Once you've reeled the fish in, simply right click to collect it. Alpha 19.4 b3 Video1 (Outdated) Telrics Horses 2.0 [--Requires New RWG Restart--] Seek out Maybell's farm and prove your worth to the NPCs there. Do quests to increase your reputation. Upon reaching a couple milestones, you'll be rewarded with your very own horse. Once you have a horse, and the proper reputation, the farm will allow you to participate in the horse course. Completing this course will give you the option to increase your horse's speed. Alpha 19.4 b3 Video1 Picture1 Picture2 Picture3 Picture4 Picture5 Picture6 Telrics Pokemon This mod has been updated from the Alpha 18 version. It should work the exact same way. You can see a more detailed post here: Telrics Pokemod. Alpha 19.4 b3 Telrics Spiders A new threat has arrived. Spiders will spawn more during the night. They are a good source of eggs as well as spider silk. This silk can be used to craft spider web traps which will slow and deal damage, over time. There is also a small chance to obtain a spider mount from harvesting these spiders. Alpha 19.4 b3 Picture1 Picture2 Telrics Thumper 2.0 This mod adds a new event. Seek out damaged Thumpers to wrench. Once you collect all the parts, craft a radio to contact Thumper Industries for a replacement. They will instruct you to go to a landing zone and defend the Thumper. Once it's defended, harvest with the wrench to collect your reward! Alpha 19.4 b3 Picture1 Picture2 Picture3 [--Decoration and Utility Mods--] Telrics Decoration Pack Adds a small pack of decorations. Some of these decorations can be interacted with, such as the faucets and shower blocks. Craft one of the master blocks and hold R to select which decoration you want to place. These are decorative blocks and are not meant to provide defenses, so they are quite cheap to craft, but have very little health. Alpha 19.4 b3 Video1 Telrics Healthbars 3.0 Adds a display just above the entity, showing it's health. This only activates when near the player. Alpha 19.5 b60 Picture1 Video1 (from another mod in progress, comparing the two health bars) Telrics Healthbars 2.0 Adds a simple healthbar above the enemy. This will activate once the player damages them. Alpha 19.4 b3 Video1 [--Weapon Mods--] Telrics Melee Weapons Adds a small pack of melee weapons. These can be looted or crafted once you've found the schematic. They will show in their description which perks they benefit from. Alpha 19.4 b3 Picture1 (Rusty metal pipe) Picture2 (Crowbar) Picture3 (Guitar) Picture4 (Golf Club) Telrics Flamethrower Adds a flamethrower. Nuff said. Find it in loot, craft it, or purchase from traders. It will not take modifiers, except dyes and some custom ones. These custom modifiers change the color of the flames. Flamethrowers are also good at burning wood with 75% additional damage to that material. Kudos to the creator of this awesome particle system! [--Flames of the Phoenix--] Alpha 19.4 b3 Video1 [--POI Mods--] Telrics Magisters Mansion [--Recommended to play at night time--] [--Requires New RWG Restart--] Meet and assist Siera Nightstalker in launching an attack on the mansion. Discover what secrets it may have. This mod adds a custom quest POI. This quest can only be completed one at a time, since certain objectives are not shared through a party. Alpha 19.4 b3 Picture1 Picture2 Picture3 Picture4 Picture5 Telrics Spy Party [--Requires New RWG Restart--] A spy has managed to infiltrate a zombie themed party, with an intent to kill. Armed with a large bomb, the spy will detonate and kill everyone should there be a disturbance. It's your job to find clues throughout the party to determine which party goer is the spy and take them out silently. Use the poison syringe to take them out before they can detonate the bomb! Alpha 19.4 b3 Picture1 Picture2 Telrics Survivor House A [--Requires New RWG Restart--] Adds a simple house that some friends and I created in a survival server. I exported it and converted it into a small dungeon crawl. There is a short custom quest that is obtainable at the mailbox. Alpha 19.4 b3 Picture1 Picture2
    16 points
  32. 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. The cool thing is once you memorize the layout of where each shape is you'll never have any trouble finding it, and the categories are pretty good so even if you don't know where something is, you have a good idea on where to look. On top of that all icons are now grey, shaded and rendered like art, similar to sketchup art. So they are very easy to read and tell what the shape is. The background of the icon has the material in it so you can tell what helper it is in your belt. Finally you can just build with wood, stone, concrete and steel. All the upgrades in between have been deleted, and wet concrete is gone too so less clicking and just build with steel if you want. Nothing downgrades to anything either, when the hit bar is gone the block goes poof. A fairly big change, but now each tier is meaningful and it won't be 1000 clicks to go from wood to steel now.
    16 points
  33. 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
  34. 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
    16 points
  35. 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
  36. 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
  37. 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...
    15 points
  38. Last night I thought I would try out a random world of A20. I chose to play Warrior difficulty, zombies jog during the day, Feral Sense activated, and 40 minute days. Everything else was default. I spawned in near a trader compound and so knocked out my opening quest in no time and took a buried treasure quest. As I traveled to the marker I noticed that zombies started populating the world and all of them zeroed in on me. By time I got to the quest location I had a mini horde tagging along that I needed to clear out before I could start digging. I got going on the finding the buried supplies but was constantly interrupted by wilderness spawns that now would jog over to me as soon as they came into the world. Worse...you now fail the quest if you leave the area and it is a pretty tight area to scramble around trying to kill without getting hit back with that starter club. Finally, they seemed to stop so I got back to digging and let old habits take over. I let myself get into that sweet rhythm of digging instead of coming up and looking around every couple of minutes. I heard a noise and whipped around just as three zombies jumped down into the trench with me. I tried my best to knock them down and run but they had me cornered and I died. Lesson learned: A20 with feral sense is like classic 7 Days to Die when everything just GPSed to you. Back to the days of paranoia! Tonight I spawned anew with a firm commitment that I was going to be ultra aware of my environment and not let anything eat me within the first three days. I almost returned zombie speed back to walk but my pride wouldn't let me. The extra bit of speed that jogging gives is very deceptive. You see that dude in the distance and think you have time to look in the car but he is coming up faster than you think he is..... scary. Anyway, this time I spawned near a full fledged town with a well defined residential area. I decided to skip the tutorial and just start exploring a POI I had never seen before. Nearby, was a culvert with a dead body and duffel bag and when I opened the duffel inside was a pipe machine gun! Awesome!! After a year of blunderbusses and stone weapons, this was like finding the holy grail. Oh man it sucked as a machine gun but I figured it would be good for any spray and pray situation I might find myself in. I took some time after all before going in to the house to quickly do the opening quest up to the point of making a bow and plenty of arrows. So armed with my stone axe, a club, a bow and about 40 arrows, and a pipe machine gun with 18 rounds I went in through a 1 1/2 block opening that I needed to duck through to enter. As I walked forward a zombie fell through the ceiling and ragdolled hilariously onto the floor. Even a year later since they put that in it still never gets old...haha. I shot a couple arrows at it and then hit it with my club before backing out of the opening. It did some dumb typical AI reaction of walking to a nearby window inside and started bashing to get out. I ducked back into the house and hit it from behind and it whipped around and smacked me good so I backed out of the house. IT BENT DOWN AND CRAWLED THROUGH THE OPENING AFTER ME! It was super creepy seeing it do that. However, we were outside now with plenty of room so it had no chance. I explored the new place and it was pretty cool going through somewhere new. The way to the treasure room was cool but no spoilers and when I got into it there were two zombies inside that I hadn't seen. They killed me. So much for the 3-day goal. I spawned in at the other end of the city which was a commercial district that looked....AMAZING. It had those awesome intersections that we've seen and more that I won't spoil but I will say that the commercial districts of cities are just fantastic. I wanted to stay and explore a bit but I wanted my pack and the loot from that room and the death of those two zeds that griefed my goal. By time I got back to the house it was getting late and yet again thanks to Feral Sense I had tag alongs. I just ignored them and ran into the house and back to the loot room. I was able to off the two spoilers and get my gear and loot the room but I heard several zombies all around banging on walls trying to get to where they could sense me. It was a very nostalgic feeling right then that I haven't felt for quite awhile in this game. Night fell so I worked my way up to the roof and just listened to all the banging and growling going on below me as I sorted and combined and managed my stuff. Then things sounded closer than they had. I walked over to where there was a hole and I saw that a mass of zombies had worked their way up to the attic even though I had chopped the ladder that led up there. In another moment they had torn through a wall that gave them access to the roof and they were on me again and I was dead. Wow. A17 anyone? I LOVED IT!!! Feral Sense is everything that people who just wanted to be left alone by the zombies used to complain about. Now, it is a feature you can turn on if you want and believe me it makes a huge difference. If you played this game back in the day when zombies always seemed to know right where you were and so it was completely unsafe to venture out at night, well...you'll either avoid the option or bask in the nostalgia of it all. I think it will be a very popular setting that will result in some pretty amazing stories-- mostly about dying horribly.
    15 points
  39. They won't all be glowing and on fire. The original one that was shown a few months back is the regular burnt zombie, the glowing one is a higher tier and the ignited one is highest. It sort of aligns with normal -> Feral -> irradiated. I've played with the normal ones and although they are the weakest of the three, they are super creepy and hard to see in the dark. I've experienced more jump scares from them than any other zombie because in dark interiors they are easy to miss skeletal creepy nightmares. These new guys will be tougher to kill but hard to miss seeing in the dark.
    15 points
  40. 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 the FPS drop that already happens when building meshes.
    15 points
  41. 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
  42. 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
  43. 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.
    15 points
  44. Here you go pepsi man. https://captiongenerator.com/1844062/A19-is-not-out-yet
    15 points
  45. This was a fun feature to do and took less than a day: Added AI head tracking to movement or target positions.
    15 points
  46. 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 breaking EAC or requiring the DMT utility. Included in this test version are samples of each type of character with very basic xml to get them working in game. No balancing of spawn rates, weapon power, etc was attempted. There are 5 creature packs: 0-CreaturePackAnimals - Things like animals, birds, insects etc. 0-CreaturePackHumans - Various bandits, traders, and survivors and other humanoid rigged entities 0-CreaturePackMechs - Robots, drones and other mechanical things like SphereBot, the avatar of my modding partner SphereII 0-CreaturePackZombies - Zombies, you know, dead things that used to be human. Humanoid rigged. 0-CreaturePackFantasy - Everything else that doesn't fit in the 4 other categories. Swarms, Orcs, Pokemon etc. Other character modders have committed to contributing additional characters to this pack like they do to the POI (Buildings) collection called CompoPack. Want to join them? Start here: (A18 version - working on A19 version, but the how to is the same) The methods used to make this vanilla compatible were researched and developed over the past 2 years and finally it seems to be working well enough to test. However, this is something very new and challenging to develop so expect imperfections as we work out all the issues. Once initial testing is complete I plan to teach the development workflow to others. Features: Most characters support all vanilla character features. These include Humanoid rigging, root motion animation, collision with vehicles, rag-dolling, 100's of animated reactions (including hit locations, limping, etc.), limb decapitation and gore, and even the ability to spawn the characters with vanilla or custom weapons just by editing xml. These can also be retextured in xml to offer even more variety. There are some exceptions, especially on animals, as I just started to explore that controller. They also work very well as sleepers in POIs, but stumbling onto a bandit that has a MP7 at close range isn't something you will live to enjoy. Hopes and Dreams: Beyond hoping that this pack someday contains 100's of new characters, I hope some folks develop custom quests and story lines for some of the characters. Bandits are one thing, but earning a positive faction with the bandit leader by doing some hit jobs for him makes for a better end game. Known issues: There are currently no footstep sounds when these guys walk or run. Vanilla footsteps require a C# script to trigger sound events and we can not use scripts without breaking EAC. I expect to create a work around for that at some point but for now, look around more. Installation: Just drop the modlets into your MODS folder and have fun. They are not dependent on each other so load the ones you want. If your using a dedicated server, you also need to load this into your dedi server Mods folder. So a copy in both the clientside Mods folder and also on the servers Mods folder. Compatibility: The modlets are named with a prefix of 0- to insure they load before other modlets that will edit the basic xml provided in these core modlets. Nothing in these modlet's xml should change vanilla in a way that collides with other modlets but let me know if it does. Testing was done on A19 exp and 18.4 stable. Each submitted Unity.3d file (multiple entities in one file) should have a size less than 100 megs for Github compatibility. Terms of Use: The goal of everything SphereII and I do is to share information and examples of how to make this game better. So use this for yourselves or as part of a mod you develop for others to enjoy. Giving credit to the author is always a class act, but at least don't be that guy who spends an hour editing someones work and then claims to be the original author. You can use the .unity3d models only by referencing them inside the creaturepack but you may not copy those files as they usually contain one or more copyrighted, paid assets. Any derivative modlet must ensure compatibility with the base creaturepacks, and cannot directly break them. If you don't know how to make compatible mods, just ask for help. Download: https://github.com/7D2D/A19Mods Look for the 0-CreaturePacks, but there are other fun things there too, like No Potty Mouth. There is also a character effectspack modlet that adds infections (humans turning to zombies) and new walktypes to humans and zombies
    14 points
  47. Yes, I want to add about 3 more Faatal's so we can get @%$# done. Good programmers please apply.
    14 points
  48. 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
    14 points
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