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Showing content with the highest reputation on 01/16/2021 in Posts

  1. Good Evening! A19.4 is now coming to EXP. We have for you: a new ambient sound system with new content the long awaited fix for AP rounds the fix for the bed shared by everyone, at least nobody had to freeze! we also disabled christmas items being found in loot, everything you have will stay with you of course! This is how you access the A19.4 exp 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 - unstable build" availabl
    2 points
  2. @madmole Hey, I wanted to bring up something that I have been thinking about for a long time and probably suggested once before. Seeing as people keep asking if more basic zombies will be added, its safe to say players want more variety in terms of zombies. Have you considered adding a clothing / hair color system for zombies? Basically all zombie models would be with only basic clothing and individual zombies spawn with different clothing items on, similar to how Minecraft zombies can spawn with different armor items on different slots. This way a horde of zombies of the same type would still
    2 points
  3. 1 This week: Fixing holes/overlaps in block meshes/colliders (added shape ModelOffset). Testing (using) Unity 2019.4. Changes to skin quality settings, so can change on a per entity/LOD basis. Fixed a playtest load bug. Improved shape loading. Improved chunk debug grid drawing. Improving chunk mesh generation. 2 That will probably be A21 3 Saw some new screenshots today. New POI placement system is looking cool. 4 Artists are working on new weapon, block and zed/animal content, but nothing that has needed programmers for, other that the skin change I made.
    1 point
  4. Thank you for all the hard work, its modders like you that make games great! I am having a small problem and I apologize in advance if it is a user error. I downloaded the file from github....when i try to unzip it, i get an error message that it cant open as archive. I have attached a picture of the error message. Thank you for the help its much appreciated.
    1 point
  5. If you post this again as its own question rather than part of a post that is continuing the dog conversation with Adam, it will remain in the dev diary.
    1 point
  6. I strongly disagree here. The player should definitely have total freedom to choose whereever and whenever he wants to get settled. It's a sandbox game. If you don't like to make your base in the middle of a city to have short ways...then just don't do it. Another thought on that: I could get along with "the players choices are limited/influenced by environment" (which is already the case considering biomes...wasteland harder than forest/green... no one would initially go there and make a base. So considering that, how about bandits would pref
    1 point
  7. Any word on town sizes in A20 RWG? The largest cities (i.e. 100 POI's or larger) should be removed entirely. From my perspective it's poor game design to allow the player to settle in one location literally forever, especially if they have two or more of these cities generated in the local area like in A19/A18. The player should be forced to be a nomad until the end-game, travelling from location to location, bringing resources with them and harvesting more if needed, building a temporary base that can hold down the horde, and when they exhaust the region of resources the move on to a new loca
    1 point
  8. It won't happen. Decent melee and ranged bandits needs done yet and that itself is more than a handful. We don't want to go further, mining is shippable. Pretty much no to every "any chance for" question. We're adding bandits and some quests and polishing old content and going gold. Lots of great ideas to push to 7 Days 2 once we ship 7 Days. Bandits with guns will be hard and we have some special infected designed if we get time could be a nice later game challenge. No 7 days has 5000 more features than Left 4 Dead, so we need to polish what we have instead of adding e
    1 point
  9. The surface treatment seems lacking. The whole surface looks like skin: blackened rubbery skin in some places, but nowhere does it have a furry texture. The whole surface glistens, which is fine for the bloody parts but the coat should have a more diffuse reflection. The way it catches the light will stick out even when seen from long range and not scrutinizing a static image. And with a body that's been that bloodied and torn, we expect to see some fur matted with blood. I know it's a short coat, but is this going to get the fur shader we've seen on other animals? By the way, @Astronomi
    1 point
  10. Last night i had a blood moon in game , i was in a fairly new game 28 days in . I've amped up the difficulty to survivalist because for some reason i always find ways to trick the AI but it looks very silly , so i decided not to do silly stuff this time. I had a small base , made out of iron bars and an iron door , i usually fortify alot the door because zombies usually love my doors. This time though 1 zombie everytime was doing its own thing , he went for a random iron bar and once he had it a little bit damaged the whole horde went there , and this time there was no ending to
    1 point
  11. Day 12 Horde is complete on my Fire Series on Sorcery Mod!
    1 point
  12. i uses a controller so. lol I like the model but like i said i would choses something more generic. i would say Wolf but the dire wolf will be a zombie wolf
    0 points
  13. Sup Madmole? What you gonna do about it, Roland?
    0 points
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