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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 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 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 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) Pipe Weapons for Primitive Tier Pipe Rifle Pipe Pistol Pipe Baton Pipe Shotgun Pipe Machine Gun 10) Trader to Trader progression Details Coming 11) Loot Progression and Gamestaging Improvements Details Coming 12) New POI's and Environment Art New Gas Station (shown to reveal Restore Power Quest Over 100 new POI's and many new props and environmental decorations 13) Dynamic Music and Ambient Audio Improvements Details Coming 14) Animation Improvements WInd effects leaves and plants dynamically 15) Digging Quest Improvements Implemented but not yet revealed 16) Restore Power Quest Lights go out when rally marker is activated Find the generators and repair them 17) New Zombies/ Entities Trader Hugh Nurse Drone Screamer Fat Cop Burnt Zombie (cold, hot, flaming) Hoodie Dude Lumberjack Radiated Zombie 18) Twitch Integration Streamers and Audience can interact through the game Chat commands to help or harm streamer 19) AI and Sleeper Improvements - Pushed to A21 Zombies can crawl through 1-meter holes Wandering Sleepers 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 21) Water Overhaul - Pushed to A21 Details Coming
    52 points
  2. 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
  3. Hey Everyone! This weekend we have A19.1 b4 for you to have fun with. If you want to continue your A19 b180 savegame, please make a backup, in case there is an incompatibility issue we did not find yet. A19.1 has: We found Tim the Toolman Taylor's toolbelt and gave it to players allowing you to carry 10 instead of 8 slots A fix for the robotic turret freezing games and servers when destroying a block as collateral damage Huge improvement to ladder usage Some new and shiny zombies, one of them with hair physics! Added Player side stepping while on ladders Players falling onto ladders will be slowed until they reach a reasonable speed to attach Support defining POI zones in Prefab Editor Set entity rigid body drag to .25 when spawned with 0 Death ragdoll physics set max velocities lower 20 Slot Toolbelt for Prefab Editor New Stripper, Utility, and Business zombies Changed Improved AI ladder use Ladder type blocks to only be climbable when vertical Increased player horizontal move speed on ladders and running boosts Jumping conflicts with starting to climb a ladder Console command replies on the Windows Dedicated Server terminal window same green as regular console output now Loot window of writable storage box shows custom text if assigned Reduced zombie flesh physics bounce and increased fat bounce Increased toolbelt size to 10 slots Increased value of cigars Reenabled docks_02 in Navezgane Fixed Switch lights do not seem to be working when they are placed. Switches that are turned on will be white when logging back into the game Fixed light source on player industrial light First person hand animation for block placing is faster and doesn't de sync with fast placed blocks Stone axe abledo brightness Trees are invisible from one side and not the other Object quality diminishes world object render distance too far Cops and Radiated Cops aim poorly (Increased vomit radius) Soldier zombie only shows head on fire Goldenrod seed uses full grown stage ghost when planting (and similar drawing bugs in other plants) Block placement would start rotated for certain blocks Broken glass looked white when holding AI jumping at you thinking the path to you was unreachable if you had moved AI could not jump while on a ladder AI obstacle check was disabled on ladder if not climbing AI pathing not making horizontal ladder connections AI pathing making unneeded inside drop connections "house_modern_03" has zombie trapped in tub if/when spawned Trader hughes poi has missing beam Terrain AirPocket in cave_04 House_old_victorian_10 fire place paint looks out of place Player jumping to a ladder block after having used a ladder would not attach unless jump was still pressed after entering the ladder block Player or AI moving down from air to a ladder would fall 1m Player moving down to ground while in a ladder block would keep you attached (slow) Holding jump after attaching to a ladder slowly slides you down Player does not use stamina when bunny hopping Ladder rung above hay bale negates hay bale protection Water makes moving dots effect HUD timers overlap icons with local language changes Prefab Editor nullref when toggling 'Show Stability Glue' "ERR Prefab loading failed" when clients join a world with a custom POI Toolbelt only remembers one slot per item type to return to (e.g. multiple spears) Controller unable to select player profile character onSelfEquip event consistency issues Harvest animation plays when out of range to harvest Healing other player is not working Food animation speeds up after firing any weapon Deployed robotic sledge animation doesn't have firing sound(s) for clients Deployed robotic sledge animation doesn't fire correctly for clients AP rounds not working as expected Robotic sledge placement can be rotated using reload key during placement process Junk Sledge dupe on 2 player pickup Auto turret and traps use mod of item held in hand. ie. burning shaft mod Spawning in a trader with ctrl num* causes nre Error if anim pause (ctrl num*) enabled when placing robotic turrets Dynamic resolution causes Z selection box issues Floating crawler stumble Zombies fall through floor/world when jumping over metalRailing blocks Knocked down Fat Cops play a weird ragdoll Bear corpse harvest ragdoll is excessive Bear ragdoll hips could keep moving and improved impact handling Lab and Hazmat zombie show no fire when burning Robotic Turret freezing game when shooting a block and having 0 BlockPenetrationFactor
    30 points
  4. A19 b177 will come to EXP soon. Here is what to expect: B174-b177 Added Office chair update Writable Storage Box Insecure to match textures when Writable Storage Box is downgraded New gun fire effects for weapons that had been sharing with others Missing tooltip for buffArmSplintedTooltip Added new icons for new inventory management buttons Create digging animation for crawlers Rusted Metal Roof Material "gfx texlimit" console command Move items buttons for containers<>inventory Added remnant_house_13 Changed Optimized loot container texture sizes Optimized vehicle texture sizes Optimized non HD zombie textures Optimized animal texture sizes Optimized appliances texture sizes Optimized commercial texture sizes Optimized crafting texture sizes Optimized decor texture sizes Optimized door texture sizes Optimized electrical texture sizes Optimized furniture texture sizes Optimized gore texture sizes Optimized industrial texture sizes Optimized outdoor decor texture sizes Optimized plants texture sizes Optimized plumbing texture sizes Optimized resources texture sizes Optimized remaining entity texture sizes Optimized UMA texture sizes Updated existing weapon effects Light from gunfire now has smooth fade in\out rather than abrupt click on\off Gun fire light adjusted for the new brighter first person lighting Removed Suitcase from RandomLootHelpers Sleepers always ragdoll on death Block ExcludeWalkType uses a name Increased duration of the Charismatic Nature buff Improved sky fog sun punch through and to work with dark fog colors Console command "weather fogcolor" to use red for green and blue if those params not given "gfx st budget" to disable streaming before setting budget Separated sort button on inventory/containers from the window icon "Water Particles" video quality option to "Particles", which now also decreases world particle count Deleted chunk water depth object creation, mat and shader Updated POIs with new broken concrete texture Enabled visual reflex sight for auto shotgun Fixed SI issue with entertainment center in house_old_ranch_01 Removed the cabinet texture from the backside of the wall oven House_pyrimid_05 has si issue with loot crate in garage House_old_modular_08 has an SI issue with trim around the farm plots House_old_modular_08 kitchen cabinet helper blocks facing wrong way Chair clipping in medium junkyard House_old_victorian_03 chandelier is floating Si issue house_old_bungalow_02 attic furnace loot cover Salvage operations harvest amount does not scale as stated. (removed salvage harvest if the same resource is also on general harvest) NRE when trash and car share the same space Missing loot timer on store freezers Prefab Editor: able to place blocks above workbench helper block Marksman and Sniper aim to idle transition fixed. Spear attack updated to prevent screen artifacts. Timed Charge goes to unholster anim if ammo is available. Prefab editor update imposter function causing NRE when prefab is loaded from mods folder Crits trigger differently for clients and hosts Misspelled credit fixed Change right side header text info color to white. Backpack should no longer disappear Ratchet localization says wrong scrap material given Adjusted meshes on trim01.fbx for woodHalfPlate painting issues Molotovs no longer explode when dropped. Particle System is trying to spawn on player mesh with zero surface area (player arms) The description for Lucky Looter Volume 5 is very unclear, Remove magnification wording from reflex site Localization wrong for inventory on fill (middle choice) button CntStoreShelfElectronicsDoubleBottomGoods04 is not lootable and has no hitbox (missing TBlock Tag) Building floating base on rockResource block All 3 bows polished reload anims, blend times and weapon/player is in sync. Sniper, Tactical, .44, Desert Eagle, Pistol and M60 with fixed blends from ADS to reload. Crossbows default to a "no ammo" idle after fire. Particles in snow and desert cause major FPS drops Bombshelter_01 rwgmixer.xml update It is not possible to scrap yucca drink and coffee Copy sleeper volume' misspelled in Prefab Editor Menu Concrete paint and shelving support in salon Zfighting in modular 7 Utility_celltower_01 SI issue Fixed Watertower_02 being 1 block too low in Navezgane Autoshotgun's holosight Texture Quality below Full having blurry streamed textures Fire only appears on Janitor Zombie's feet
    26 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.
    25 points
  6. Community heightmaps! Hello everyone! I am pleased to announce that the next version of KingGen will support community heightmaps. Users will be able to 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 will see them from within KingGen and they will be able to 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
    22 points
  7. 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
  8. I added a new round arch shape today
    20 points
  9. 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 or various boulder resources will make them respawn based on new block respawn timer setting 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 And more features for You to discover Adventurer! TERMS OF USE https://community.7daystodie.com/topic/4085-subquakes-undead-legacy/?do=findComment&comment=54613 LINKS DOWNLOAD DISCORD SUPPORT If you like the mod, you can support me and it's development through PayPal or Patreon:
    17 points
  10. 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
  11. 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
  12. 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
  13. 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
  14. My semi legit castle:
    17 points
  15. 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
  16. 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
  17. 16 points
  18. 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
  19. 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
  20. 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
  21. 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
  22. 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
  23. 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
  24. 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
  25. 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
  26. As always we suggest you start over with this new build. Have fun with this one! Changelog for A19 b179 + b180 Added Utility_celltower_02 Allow the freezing of AI animations within the game (ctrl-num* toggles) Add chunk boundary markers (shift-num+ toggles) Changed Worlds' splat maps support PNG again to reduce world sizes Replaced collider and shadow caster on car parts ramp 40 prefab materials to use the crossfade shader 100 block entities to consistent LOD culling heights Top tier foods sell for more dukes, and no longer have economic bundles of 5 but 1, so single meals can be sold Wine kegs are not lootable Fixed Client view distance setting ignored for player render distance Blocks with simple rotation enabled cannot be reversed with R key Prefab editor client does not render terrain sometimes Z fighting and missing block in modern_01 Zfighting in modular 7 Clipping tree in cabin_15 Zfighting on house_burnt_02 Loot containers and store shelves aim\target fighting Zombies "popup" after knockdown stun while electrified Zombie electrocution anim starting late Zombie electrocution anim playing too long UpdateNPCStatsOverTime not playing damage effects (electrocution) if total health change was positive from regen POI Diner_01 shelving collider interrupts loot container Biker cannot fit under chain link pole in utility_waterworks_01 Cigar on Hotbar Adds Extra Str and Bartering Blunderbuss animates a flare from the muzzle when equipped Hands invisible when wearing Military Gloves Sticky projectiles prevent hitting blocks/zombies Perks that increase fire rate do not work until modification screen is opened and closed Steel armor parts are using same description as weapons and tool parts Journal updated for Treasure Map Journal Entry Arrows and bolts are not showing in weapons and not sticking to zombies properly Spears do not follow the entities they are stuck in 3 zombies can't go through cabin_11's doorway Zombies get stuck on trapSpikesNew Take all pulling items from containers in wrong order Replaced a misplaced destroyed concrete texture with the proper brick texture in business_burnt_02 Updated destroyed concrete textures in store_autoparts_01 Floating chandelier in vic_01 Skyscraper_04 has strange destroyed concrete textures Kinematic body only supports Speculative Continuous collision detection Zombies get stuck between 50 pillars Wrenching animations not working on POI radiators
    15 points
  27. 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
  28. Hey guys! For this weekend we have A19 b178 for you! We here at TFP wish you a great and enjoyable weekend! A19 b178 Changelog Added High quality water depth transparency and improved edge transparency, edge foam, waves and undulations Changed Changed: Improved Low quality water transparency, waves and smoothness Fixed Container buttons on vehicle in different order than loot container / backpack Spear no longer flys slowly Low quality water was drawn too high in the world burntWoodBlock4 unpaintable Iron and Steel Knuckle reach reinstated Running, reloading or changing weapons would not zoom back in while holding the aim button Aiming while running would briefly try to aim Missing sign backface on street barricade Put resourceMetalPipe back in the salvage harvest of cars and other vehicles NRE on entity unload entity projectile Spears that hit a block and the player at the same time can’t be picked up Spears visual glitch between players
    15 points
  29. 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.
    14 points
  30. 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:
    14 points
  31. 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
  32. Yes, I want to add about 3 more Faatal's so we can get @%$# done. Good programmers please apply.
    14 points
  33. Hello everyone! A19.3 b6 is going stable today. We have improved the network package protection enabled Christmas items again for the time being, so get your candy canes and santa hats! fixed the toolbelt so slot 9 and 10 can use challenges notes now TFP wishes every single one of you Merry Christmas and a great start into 2021! A19.3 Changelog Added Network layer encryption Connection rate limit More feedback on clients on why they are not allowed to connect Message on the client when they got disconnected because the server is shutting down Wandering horde zombies are not alert, so stealth attacks work on them Wandering horde 1 second delay between spawns Changed Replaced static NetPackage list with runtime dynamically assigned IDs for more flexibility Deleted old player StealthScreenOverlay and goggle eyed effects Improved supply plane drawing Optimized MinEvents finding of tranforms Optimized MinEvent ActionRemoveParticleEffectFromEntity Enabled Christmas themed loot items Fixed Can't target, shoot or repair through Molotov Effects Set player made door stability support to false to prevent AI exploitable building 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 Weighted Head can Still go into Machete/Knife/Bone Knife Using admin/whitelist/ban on users with special characters in their name breaks the serveradmin.xml ItemActionQuest now respects the current toolbelt size Large localization mods breaking client connects
    14 points
  34. 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
  35. Hello! A19.2 b3 is coming to EXP! Please as always start a new game and or make a backup of your stable savegame. With A19.2 we enabled Steel Series's game sense feature, allowing Steel Series Mouse and keyboard users to have some ingame events tied to their hardware LED lights. We currently support (default settings): Time Progression: F1-F12 Ammo: 1-0 Health: Q-P Bloodmoon Warning: A-L Visibility Meter: CTRL - ~ Tool / Weapon Durability: Num - - Player Facing Direction: numpad 1-9 Bleeding: Del-Pause Being Hit: Mouse Duke Amount: Display We also updated to a new version of microsplat, improving performance. Changelog A19.2 b3 Added Console command "ai pathgrid" Console command "gfx dti" to set distant terrain instancing Console command "gfx dtpix" to set distant terrain pixel error Trees are set to consistent LOD transition values by code Support for Steel Series SDK Changed Renamed console command "ai path" to "ai pathlines" Optimized path grid move buffer copy Optimized path grid block checks and misc Reduced the effect of High and Ultra Object Quality settings Deleted WaterDepthRecorder that reduced FPS a bit Updated terrain shaders Improved terrain shader settings for better performance Prefab editor to use same tree LOD bias as game Our custom speed tree shader to Alpha Test queue Fixed Trees are not rotated correctly on the diagonal directions Desert terrain normal textures not set as normals FirMed01 tree popping in oddly Two trees not instancing 8 block entities not instance rendering You could see under the water plane when camera was close to it Unlit explosives can explode in hand after throwing a lit one
    14 points
  36. 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--] 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 [--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 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 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 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 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
    13 points
  37. Today's work. New tech that should stop loot containers from floating by attaching them to what is below. We had that happening in the new sewers, so needed a fix.
    13 points
  38. A large amount of my optimizations targeted worse case performance. As in reducing frame spikes for smoother game play. I don't care much for peak FPS. Who cares if sometimes you get 120 FPS, when most of the time you get 40 FPS and then randomly dropping to 10 FPS. I'll take 60 FPS most of the time. Lathan did a lot of iteration and testers a lot of testing to get to 50 builds.
    13 points
  39. Because he is busy working. Nav will have changes to fit new features and the plot of the game, but that is not a20. It may be both. Yes. They are cranking out new and refining existing POIs. Saw some cool new ones today. How about small POIs randomly inside bigger POIs? That seems to be working now.
    13 points
  40. -=TacticalAction=- Hello everyone, I'm from china, and not good as English. About this mod plese see the video : https://www.bilibili.com/video/BV12X4y1M7r6 This mod add a lot of guns and gun mods to the game. Right now, you can use EOTechG33 + AimpointM3 + PVS22 three scopes on one weapon. Or, ACOG_ECOS + PVS22, Or just G33 + PVS22, without Reticle. All those scopes use "C" or "Ctrl"key to change state. There have many other things in this mod. And the best, a huge display of fireworks. Noted LavenderManor : when you planted Lavenders, they have a chance to grow up to LavenderManor, it was more beautiful. TαVirus : when you get hit by zombies, you may infect TαVirus. at first , you feel nothing, then in a while, the symptom will show up. And dont ask again, this virus has no cure. That's why the whole world end. Download link A19.x : DownLoad Old versions : DownLoad Have Fun
    13 points
  41. Not yet, but we do have some stuff in the works. I've been doing a lot of cleanup in the chunk system, so some moderate gains there and fixed some mesh/material leaks, but there is plenty more to do. Today I worked on improving the chunk mesh LOD update (really just hides meshes). Chunk decals/models now dither out, so I can reduce the ranges they get hidden at while having no popping. Yesterday I added the xml for the burnt feral zombie, which has the flames. He is tougher and faster than the normal one.
    13 points
  42. I'm curious why you believe that. Do you guys want to be like EA? Release games that are visually pretty, but fundamentally garbage? If so please reconsider because almost nothing that AAA publishers @%$# out is worth the time, let alone money, to play. This is just like, my opinion man, but the things that are holding you back are: The lack of variety as well as the hard tiering of weapons and armor. For example the sniper rifle is strictly better than the marksman rifle, and there are only 3 rifles total. Bugs, especially the gamebreaking ones like vehicle duping, item loss in vehicles, vehicle loss, crippling FPS hitching during weapon fire, zombies' attacks clipping through walls, jerky zombie movement (the micro rubberbanding not the pathing that attempts to juke the player, that's cool), the game deciding that you don't have a bedroll or that your bedroll is actually someone else's, etc. Things that perhaps aren't bugs, but are super irritating like the almost random autosort order, inconsistent reload and draw with bows, camera position not staying the same when exiting a vehicle so you are always disoriented, inability to consistently pick up a thrown spear, respawning "near your bed" can place you on the roof of a nearby POI (like a Shamway), the cancerous amount of I-beam debris in the wasteland making the 4x4 unusable there, gaining zero exp from cooking food or from zombies dying to traps/bleeding/fire. Lack of special zombies. Only the demo, and to a lesser extent the vultures, present a threat. Everything else is a bullet sponge to one degree or another. Game progression, especially loot not being better in harder POIs and harder biomes. I understand you're working on this one, so this may not be valid for long. Low worth/Worthless game content like stealth, gillie suits, knives, spears, batons, buried treasure perks, etc. Terrible FPS, especially during BMs, even with the graphics turned way down. My PC isn't a potato, but I never saw my frames break 30 on a BM after night 14. Lack of features common in other FPS games such as different mouse sensitivity settings for different zoom levels, autorun, configs stored in a universal and portable .ini/.cfg file instead of the damn windows registry (really guys?), and changeable crosshairs. Not enough "knobs and dials" to customize the game without mods. For example you can't turn off the death penalty, nor can you remove the noobie weather protection. There are a LOT of settings that should be configurable when creating a new world that aren't there. These are the things keeping you from greatness, not how pretty your models are.
    13 points
  43. Did you miss the stream? I mentioned we hired Unity to help optimize and coach us on best practices. We have full source code too so if anything they did is holding us back we can change it.
    13 points
  44. You think I don’t know the rules for this thread let alone the whole forum and that I just go off assumptions based upon emotional outbursts by Madmole and never have direct conversations with him where he says, “Roland, let’s try and do a better job keeping the mod talk out of the dev diary”? When you say that sometimes a mod brings better balance, what you mean is that a mod sometimes makes the game feel better and more fun FOR YOU. But by all means keep bring up mods in this thread and see what happens...
    13 points
  45. Some will be very similar to the original like the screamer and fat cop. Spider looks a little more monstrous now and slightly mutated. The screamer has more of a witch look to her and her mouth hinges very wide and has a glasgow smile and rows of sharp teeth, black eyes, etc. There is a radiated zombie with tumors all over his back like the hump back of notre dame almost and he can tear one off and throw it at players causing radiation damage and several others we can reveal as they progress. We are still working on visual design though so things can change some as we work through the iterations.
    13 points
  46. I don't mind a healthy discussion but nerd polling is now off topic. It has been discussed a thousand times probably more than LBD so just stop already unless we officially make a change to it in a future alpha it is off topic in this A19 thread.
    13 points
  47. Repainted the whole thing based on your recommendations and did a short video. It is much brighter and closer to the reference photo. Ill post it later once its done uploading. Here are some comparison photos for now.
    13 points
  48. Nope. If anything this virus has taught me is that people are stupid AF and run around with no mask or regard for it. They would be killed by zombies for sure, the remaining would pvp kill each other or run out of ammo killing each other, then die from zombies. Then the proper survivors who were able to show restraint during covid would be all that remains, and they would certainly be playing coop because they were smart and realize working together with smart people is the only way to succeed, just like in business.
    13 points
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