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  1. New Alpha, new modlet post! This is all the modlets that will work on A20. Basically it's all my A18/A19 ones updated and adjusted as required. Also added some new ones that are now possible thanks to A20 and it's ability to load custom C# without patching anything. Modlets will be seperated into sections. XML only (for folks who want server-only), XML + Assets (needs to be installed on client and server) and C# (needs to be installed on client and server). If anyone wants to buy me a coffee as a thank you, then you can do so on Paypal. This is not required OR expected. Enjoy. XML Only Modlets (can be installed on servers with no client download). 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. 96 Slot Backpack - Pretty self explanitory. Always Open Traders - Removed the open/close times from traders so they always remain open. Dangerous Cities - Increases the amount of zombies in cities and towns, while lowering the amount in the wilderness. 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. Headshot Only - Zombies take 0 damage from non-headshots for most weapons. Explosives, electric batons and molotovs still work normally, and animals still take full damage. 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. 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). Lockable Inventory Slots - Adds the "box" 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. NightVision Goggles Change - A few folks said they wanted the NVG effect from DF in vanilla, so it's more red than full green. This modlet will do that. 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. XML + Assets Modlets (cannot be server only). Log Spikes - Makes Wood Log and Iron Spikes craftable again. 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. Chicken Coops - Adds a chicken coop to the game that works the same way as the Darkness Falls one. Unlocked with Living off the Land 1. Craft, place, wait, loot. Once you've looted it, hold animal feed in your hand (so toolbelt and select it), then right-click on the chicken coop to "feed the chickens" so they can start producing again. See end of file for terms of use with this modlet. C# Modlets (cannot be server only, EAC must be off!!!). 15 Slot Toolbelt - Increases the toolbelt to 15 slots. Extra Tool And Output Slots - This is mostly for other modders. It increases the maximum amount of tools a workstation can have to 6 (so stops duplicating anything after slot 3) and the maximum output slots to 12 (was 6). Larger FOV - Increases the max FOV to 150, though anything above 90 is a bit distorted. Might be good for folks with motion sickness. Vehicle Damage Patch - Increases the amount of damage a zombie takes when you run it over. Amount of damage depends on how heavy the vehicle is and how fast you hit the zombie. Vehicle Sound Fix - This is more for modders. It fixes that horrible noise when driving custom vehicles. Wandering Horde Frequency - Folks may know this from JaWoodle's "Anywhere, Anytime" series. It creates random wandering hordes, of a random amount of zombies, a random amount of times per day. How often (in terms of in-game hours) and how many zombies are configurable in the blocks.xml included in the modlet. Zombie Fall Damage - Removes the cap on the amount of damage zombies take when falling from heights, so drop pits from older alphas are now a semi-valid form of defense. TERMS OF USE. Modlets are provided as-is. I bear no responsibility if you break your save, your back, your PC, whatever. They've been tested on both of my machines and my wife's and are working as intended when installed correctly. No restrictions on personal use or mod use, just give me a thank you, except for the following modlets. Chicken Coops - These use purchased assets. The modlet is available for personal use (even for servers). However, anyone including this modlet in their own modpack needs to make sure they purchase the following assets in order to have the correct licence. Chickens - https://assetstore.unity.com/packages/3d/characters/animals/animal-pack-deluxe-99702 Chicken Coop - https://www.turbosquid.com/3d-models/henhouse-modeled-games-3d-model/986709
    43 points
  2. Welcome to the Alpha 20 Dev Diary. Here we will discuss upcoming features for Alpha 20. Official Release Date: Monday December 6, 2021 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) Terrain Improvements Better terrain blending Quality setting effects basemap distance and mesh density Basemap renders faster and terrain size is in smaller chunks for quicker updates 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 Progression Trader goods offered tweaked to better match gamestage progression Trader prices re-balanced Improvements made to quest progression. Lower tier quests will remain available Improvements to quest tier completion reward and trader to trader quest 11) Loot Progression and Gamestaging Improvements Biome gamestage modifiers added for loot and enemies 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 More tracks and better segment mixing for wider variety New bloodmoon track 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
    33 points
  3. 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.
    30 points
  4. Alpha 20 will be released to experimental* on Monday December 6, 2021. We wish to remind everyone that this will be an experimental release through Steam's beta opt-in interface. On Friday December 3, 2021, streamers around the world will showcase the experimental build and we hope that you will tune in and participate in the fun. Keys for a free copy of the game will be given away and many of the Twitch based streamers will be utilizing Twitch Integration which will allow you to participate in their gameplay in fun and often hilarious ways. It should be a great weekend long celebration of A20's long awaited arrival! The release notes for A20 have been posted if you wish to look at all the official changes and additions in detail: https://7daystodie.com/a20-official-release-notes/ Happy Days are Here Again, Survivalists!!! *A20 will be named "latest_experimental" in the list of opt-ins. It is usually at the bottom of the list so keep scrolling down. It is necessary to start a fresh game for A20 and advisable to use the cleaning tool in the game launcher UI in order to clear out any and all old saves and maps which might interfere with the new build once you download A20 experimental. To use the cleaning tool you will do the following: 1. Start the game normally 2. Select Show Game Launcher instead of Play Game 3. Click on the Tools Tab 4. Click on the option to clean and then select everything that can be selected 5. Click clean. To be on the safe side, when you generate a new map for A20, please do not name it the same as any previously named maps you have done. Same with the name you choose for your save. Pick something new. Please note that the pregen maps are brand new for A20 and so are excellent maps to start with if you want to get playing right away. They are completely different than the Pregen maps of the past.
    25 points
  5. Hello survivos! We are happy to release our Alpha 20.0 b238 stable version to all of you in time for the holidays! Alpha 20's release brings a truckload of new features with it, if you have not seen them yet, check them out here. If you have been playing during experimental, but dropped out at some point, you can read up here on what you missed in between builds. If you want to participate in bug reporting, consult the known issues list before posting, please. After Christmas break we will start deprecating 19.x betas on Steam. We do not like to do this, but due to Steam's limitations, we do not have further beta slots available. Please use this time to make sure your save games and/or mods run fine in Alpha 19.6 b8 since that build will be the only version of Alpha 19. We are keeping the public TFP3 server (steam://connect/185.209.179.61:25008) open for people to play on over the holidays to see if we can reproduce chunk or region problems. TFP wish all of you a Merry Christmas and a Happy New Year!
    23 points
  6. New plant changes (not finished):
    23 points
  7. 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
  8. 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
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  10. 22 points
  11. Changelog A20 b234-b237 Added Shape MaterialHitpointMultiplier scales a blocks upgrade, repair and harvest values Block LODCullMin to override culling minimum (2% default). part_trader_tile_filler_03 Changed Adjusted AI destroy area values Switched the capsule collider to a box collider and adjusted the size to prevent floating arrows on large ammo piles Set landmines to .1% min cull Block shapes with 25% and 50% HP are now back to 100% Suppressors attached to pipe pistols now suppress Suppressors attached to .44 magnums now suppress, a little Reduced sleeper count in volume in rwg_tile_countrytown_intersection Updated part_trader_tile_filler_01, removed player sleeping bags and replaced them with the POI versions Fixed Car block can throw error when exploded AI not attacking when blocked above a ladder Regression in vehicle headlight toggling with a controller Reduced AI trying to crouch when pushed into walls AI uncrouching when someone above them which could push them through colliders NRE ItemActionEntrySell HandleRemoveAmmo with a junk sledge when selling Rwg_tile_gateway_cap with new part_trader_tile_filler_03 Terrain and road bumps in Navezgane. Drone locks out owner, if anyone opens keypad window Holding E to take the drone and then spamming E will cause an XUI error On servers and MP sessions, drone repeats cut-out VO when shutdown Robotic Drone only allows the first mod to be added via Shift + Click
    20 points
  12. One of the first things I noticed on Friday. I've spent many hours this weekend analyzing and fixing. Found our block entities were the issue with no culling or bad culling distances. Code now adds missing culling, enforces a minimum and warns us if devs don't set any renderers for a LOD level. Got big FPS boosts. Ultra Object Quality has also been reduced a bit, since this was hurting their FPS for little visual difference. MP paint bug was also fixed. Saw TexCubSF having trouble with his group not seeing each other's paint. Perfect examples of how streamer weekend allows us to watch real players test the game and fix stuff before a ton of people get hit with the issues, which would make for lots of complaints and duplicate bug reports. Now we could have our own testers play the game and somehow stream it, so we could watch and do the same fixing, but it would still release on Monday either way. Our own testers would also have to stop playing to repro the bug and make a report. No fixes yet. This alpha I've not spent a ton of time on AI and with all the new blocks combined with ducking, it needs more work.
    20 points
  13. I am a long time player, I have thousands of hours invested in this game and that's because I love it. I love what you guys are doing with the scenery, textures, roads, cities, POI's, you have made a fantastic game. Having said that, I get very frustrated with being forced into a certain play or build style because you guys don't like the way I do things. You give me these tools and then you try and dictate how to use them. I'm pretty sure you already know what I'm talking about, the no more building underground, the block strength being changed on some blocks, the farming, the zombie pathing - please, stop stuffing around with this stuff. If I want to build a base underground out of poles that is my decision, it is not for you to decide that is not how I should play, I will play how I want to play and if I can't then I will look around and find something that I can. There are many other things you guys can stuff around with for example fix the blocks and items that go invisible. Sort out the optimisation. Fix the stability issue. Get the story line going. There are many things you could be getting on with without annoying me by telling me how I should build and play the game. Honestly guys, with the current world situation and our governments telling us what to do and how to do it how about you give us a break and just let us play how we want to play, not how you want us to play. I don't know how to make this any clearer - just please stop.
    19 points
  14. I'm so happy to hear everyone is enjoying the new challenges of A20. I really enjoyed feral sense and the extra spawns downtown has. Random gen cities/towns have some areas that are sort of closed off so you can take a wrong turn and have to back out and be in serious trouble, where before it was so spread out you could always turn a corner and lose the pursuing zombies so having some dead ends was a great improvement. Traveling at night on foot with feral sense on is pretty risky. Food management feels great to me and farming is a short bandaid to a constant problem. Eventually I got a lot of food, but I never was able to eat unlimited stews, I had to make whatever I could scrounge up, buy every can in every vending machine, kill every chicken, etc for at least the first 30 days. It feels good when you are constantly worried about honey/antibiotics/food. I never did get a surplus of big med kits or casts in my 70 some day game, and I had so many times I was beat up with 4+ crits on my screen and very close calls, that to me is what makes a memorable play through.
    19 points
  15. 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
  16. 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
  17. Today we deployed A20.1 b4 to EXP for you all to enjoy! Savegames should be compatible, but as always we recommend a fresh start. We have updated a few POIs that will only show up in a newly created world with A20.1 b5 To participate: 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. The changelog: A20.1 b5 Added Show Stability makes a clearly different green for max and darkens colors every 1m of world space Changed Updates to downtown_strip_05 based on player feedback (e.g. texture issues, sleeper adjustment, etc.) Updated to house_modern_18 made path more obvious, added torches, added triggers so sleepers aren't left behind, etc. Updates to remnant_skyscraper_01 based on QA feedback. Updated house_construction_01 and house_construction_02 with new art props Updated remnant_business_0205, updated with new art and shapes Updated store_book_01, store_clothing_01, store_electronics_02, store_grocery_01, store_gun_02, added new art and new shapes House_modern_23 Changes made based on feedback Updated restore power and sleeper configuration for countrytown_business_04 based on player feedback. Warehouse_04: added floor trims inside warehouses, fixed mispainted textures in bathrooms and kitchen's floor, replaced shelfs to prevent z-fighting. Remnant_waste_01 replaced sinks for sink shape inside ice cream store. Improved destroyed ceiling Updated downtown_strip_10 based on player feedback. Downtown_filler_27 removed door frame simulating door that was permanently closed to avoid confusion House_modern_23: changes made after level designers meeting feedback Reworked all couch harvests to give some of the main resources on the destroy event instead in the middle of the harvest Slightly increased the probability of books found in book piles and crackabook shelves Enabled graphics jobs Downtown_filler_23. Replaced bank upper windows for bulletproof. Replaced old fuse boxes. Fixed trigger not properly linked to door. Updated loot probability and quality templates to better align with the new loot stage system Added and updated loot probabilities with a ProbT2Cap template to prevent empty loot containers and/or missing loot items at high loot stage where ProbT3 is not available Mailboxes now have a higher chance to spawn archery, spear, and needle and thread books early game Reworked tiered chest loot to better reflect POI difficulty Reduced the amount of aloe cream found in backpacks Increased the chance to find acid in sinks and chemical sets Added another low chance to find vehicle wheels in Pass-N-Gas crates Warehouse_04: final loot room sleepers volumes rearranged to hold at least two feral. Replaced fake scrap metal rollup doors for steel ones. Fixed mispainted texture in perimeter wall ) Reorganized the furniture helpers to prevent unwanted block rotations hiding adjacent block faces due to mixed block types/properties Moved cabinets, cupboards, and bookshelves to a new player crafted helper block (same recipe as before) Moved the storage crate and writable storage crate to their own recipes (same recipe as before) Moved the old chair out of the furniture helper and gave it its own new recipe Added produce baskets, pallets, and empty clothes shelves to furniture helper Updated preview thumbnail JPGs for part_loot_t1 through t5. Updated house_old_tudor_06 to new RWG standards. Updated house_old_bungalow_08 for new RWG country residential. Updated large_park_01 moved kiosk 1 block to the back, added extra floor under it Farm_04 made changes so it's no longer easy to reach and kill final sleepers before triggering. Fixed mispainted textures. Changed quick exit for roll up door. Farm_08 locked front door. Added light pointing at the quest's entrance. Removed restore power quest from lot_downtown_filler_01 Cut Game Stage Achievements in half Penetrator Perk now references the Lever Action rifle instead of the Marksman rifle Updated Localization for furniture helper blocks Drone description no longer references the ability to fight Reduced ammo loot counts by ~15 to 30% Reduced amount of ammo found in yellow zombie loot bags from large to medium group Reduced amount of ammo found in blue zombie loot bags from 2 large rolls to 1 Fixed Remnant_downtown_12, mispainted textures Terrain density covers satchel in warehouse_04 Missing paint behind curtains in house_old_ranch_01. Missing paint in gas_station_07. In body_shop_01, loot room sleepers on rooftop spawn within players view Terrain water blocks can be broken and sent flying in block shape by the splash damage from Rocket HE rounds. Distant and/or low resolution reflections/lighting on arrows are pink Inaccessible cabinets in house_old_ranch_06. In POI oldwest_business_12 sleeper stuck between 2 bookshelves. In POI house_old_victorian_05 nightstand and bed clipping into window ledges. House_old_modular_06 z fighting on exterior. Diner_03 density issue on roof. Diner_03 bathrooms need stall art update (restaurant booths, commercial sink, mirror, easy exit, etc.) House_old_modular_08 z-fighting on exterior windows POI canyon_gift_shop has extra blocks. Survivor_site_09 z-fighting on watch tower. Fastfood_04 terrain hole under car. Treasure maps calculate location from 0,0 Confuse does not affect vehicle controls. Drone can fall under bedrock and get stuck Junk Drone stay command sync error with clients that could cause multiple drones. Remove the "and fight" from the Robotic Drone's information localization Junk Drone case where teleporting away was not creating a nav object for the unloaded chunk. Handled a case where picking up the junk drone was not fully cleaned up from the player data. NRE caused by highlighted text in inventory search field UI button hover scale effect only playing once per button per game session Playtest and give feedback on countrytown_business_13 The Dead Rooster HUDStatBar not working with "statcurrent" for "ActiveItem" when holding a paintbrush Playtest and give feedback on countrytown_business_06 Ruby's Downtown_filler_30 (TIER3, clear, search): sleepers showing through ceiling and birdnest clipping through awning Workbench not crafting multiples of items correctly if output slots full and placed directly into player inventory. Workbench duplication bug Can not shoot through bunkBedFrame Pathing incorrect ladder height check if open to sky SMG and Desert Eagle holosight location update. Adjusted collision to close out gap between the door and the frames of all cellar doors and shutters that allowed player interaction behind them Inconsistent resources and scaling on military armor recipes AK47 and Pump Shotgun holosight location update. Tactical AR holosight scope offset for dot alignment. Holosight dot position updates for Iron Crossbow and Compound Crossbow Holosight dot position updates for Lever Action Rifle and AutoShotgun Structural Integrity is not recalculating when block pillar is recreated Slightly tweaked Scope Camera offsets and dot placement for Reflex scope on pipeShotgun Playtest and give feedback on countrytown_business_13 The Dead Rooster Missing textures and sleeper volume issues in downtown_filler_13 based on player feedback. Sniper Rifle holosight dot update. Attempting to generate a world with Seed: ActableCravings results in a KeyNotFoundException Scrolling too fast in part selector causes NREs Show Stability could show old colors Playtest and give feedback on commercial_strip_01 Using Advanced Generation to generate a 4k world results in an Argument Out Of Range Exception Cellar door and shutter open/close issue Explosion of water fix would cause chunk regen to never resume ChangeBlocks handling of clusters with recursion Farm_07 mispainted texture in kitchen cabinet next to stove Achievements aren't working Switching between Steam offline mode and online within one save game results in different player profiles/saves Restore power host melee desync Z-fighting on exterior windows at house_old_bungalow_11. In POI motel_01 sleepers in final room do not spawn until after player is inside room Door unlocked in house_old_victorian_01 House_mansard_06 unstable cellar door Z-fighting and missing paint at POI bank_01 Exit sign in courthouse_med_01 is too low. Floating TV's in bank_01. Bank_01 z-fighting Action_time_shift index out of range. Using Twitch teleports while in a workstation UI does not close the UI. Added missing IndexName property for chandelierLight to work with restore power quests Origin shift could cause objects to fall through world Vehicles and drones are using repair kits without showing the minus inventory icon on the HUD Path node otherheight bad in cabin_11
    18 points
  18. 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
  19. Doing some biome testing and tried RWG.
    18 points
  20. Already changed that today. Upgrade, repair and harvesting all scale. We are still testing and thinking about these changes like many parts of the game. I'm currently leaning towards two buckets. 25% (or 33%) and 100%. The 25 being the obviously flimsy/weak/small blocks that should not be stopping anything from breaking through and anyone should be able to look at and say that is not going to protect me. Bars were intentionally excluded because they are primary window and elevated defenses. Plates would probably move back into the 100%, but we are still discussing. Changing stuff to see what happens is what game development is about and some major changes can and do happen during experimental.
    17 points
  21. You know, when the auto resprout function was first announced all the farmers were upset that farming had taken another hit. The manual action of planting the seed was seen as one of the essences of "farming" just as manually hoeing the ground to make it garden sod used to be. What if they removed planter boxes and went back to hoeing the ground with a hoe? Would that suddenly be more tedious gameplay having to physically hit the ground instead of being able to have plots crafting in the background while doing other actions and then placing them quickly and tedium-free? Hit the ground, plant a seed, chop a tree, mine an ore, hit a zombie, accept a quest...It's all the same button press. People who really enjoy farming want to hoe the ground by hand, plant the seeds by hand, provide water, add fertilizer-- I mean those are the pimp dreams requests for farming we've been getting for years and the the complaints we got when it no longer mattered if you planted near a water source or needed fertilizer or hoed the ground or planted seeds after the initial planting were from people who legitimately liked the farming aspect of the game. Now you guys against this are calling it tedious-- but you'll spend all night banging a pickaxe against the subterranean walls or upgrade 150 frames to better blocks pressing the exact same button the same number of times if not more. Its only tedious if you aren't really into it. People who don't care about building much find it tedious. People who don't care about mining find it tedious. People who aren't into farming find planting seeds tedious. You'll have to see-- but for every one of you who finds it tedious there will be others who love being able to plant each time and reconfigure their crops by grouping how they plant their seeds differently and they will be glad of the change because they don't find it tedious. There are some that would love for a blueprint feature to replace brick by brick building because they find it tedious. Gather the resources and feed it into the blueprint and voila automatic base without any of the tedious block crafting, placing, and upgrading. Do you think our builders would like to get rid of the "tedium"? I think some of the suggestions I've read are great and I wouldn't be against the devs adopting them if they decide to step away a bit from this change and compromise somewhat. But if they don't change it then what I really suspect is that teams will be sharing the farming load more. There won't just be that one guy designated as the farmer dude. He'll be like--I'm not planting this entire field myself. Everyone come help and then we'll go do a quest. That would be less tedious for sure.
    17 points
  22. Finished a wish list item today. Early tester feedback seems good. More zeds in towns. Added biome spawning supports disabling spawn types using POI tags in an area. Added commercial, industrial and downtown biome spawning types (more and faster respawning zombies).
    17 points
  23. 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
  24. 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
  25. 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
  26. Current Version: 20.1.01.01 The NPCMod is a community modding project. While initially started by Sphereii and Xyth back in A16, the team continues to grow in size every alpha. The goal of this project is to provide "Core" functionality and templates that can be reused by modders to add high functioning characters to their mods. There are 2 core modlets, both are required for this mod to work. The 0-SCore modlet contains C# code and the 0-XNPCCore contains the xml and templates. By design this mod encourages expansion through expansion packs. Character packs focused on a entity type, for example, a 1-soldier pack or a 1-spider pack add new characters to the 0-XNPCCore. A 2-soldierfactions pack might add different factions to the 1-soldier pack, reusing those same soldier models. The sequence 0-, 1-, -2 etc. indicates there is a dependency on another modlet with a lower number prefix. Other character modders have committed to contributing additional characters that leverage this mod pack like they do to the POI (Buildings) collection called CompoPack. If you would like to join this community team, or have some features or characters to contribute, we would love to hear from you! Features: This mod includes a Unity Tutorial Project (available separately) containing the mods controller and templates and scripts so making new characters is easy. NPC 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. These can also be retextured in xml to offer even more variety. There are some exceptions, especially on animals, which typically do not have ragdolls. NPCs use a new Artificial Intelligence system called UAI. Unlike zombie AI (EAI), this system allows for advanced tasks and real time decision making based on considerations. Should the NPC attack, run, loot, follow, backup to optimized weapon range? All tasks and considerations. Work very well as sleepers in POIs, respecting all of the POI volume properties. Can be setup to attack on bloodmoons! Spawn with vanilla or custom weapons just by editing xml. Can be hired, becoming loyal companions, sharing your adventures and challenges. Hired NPCs can be ordered to follow and stay, with new features like looting and guarding coming soon. Animals can also be hired, though don’t accept Dukes. Try meat. NPCs have factions. Some like you, some don’t. Beware of bandits! Hostile NPCs have additional AI so they will hunt you down more than zombies can, be warned! No more losing your NPC. They will teleport to you if stuck, get too far away, or if configured, to your bedroll when you die. They will follow you on foot, keeping up with you, and if you get into a vehicle, they will hide and reappear once you exit the vehicle. They can heal themselves when its safe to do so, and there is a medic package for characters that can heal and mend others. Low maintenance, no need to feed or water these folks, but that is a feature that could be available later. Lifelike Idle animations while chatting and wandering were added to improve immersion. Many more will be added after initial release. When the player/leader crouches, so do the NPCs Scalable, modular architecture, so expanding character and new behaviors is much simpler. Customizable pathing per NPC will be available but requires implementation details not yet available. Stay tuned. There are craftable player commands that will control your hired NPCs as a group. You can craft these commands by typing in NPC in your crafting menu. Tutorial Video: NPCMod: Controlling Hired NPCs through Player Actions - YouTube There are currently three commands: Mode: This command is a toggle between various control modes: Hunting (default): In this mode your NPC swill automatically target anything that it sees as being hostile towards it or yourself. You have no control over their actions besides stay and follow. Threat Control: In this mode your NPCs will only automatically target entities that are not flagged as being threats. At the moment, all hostile animals (including zombie) are identified as threats. This will allow you to avoid having them fire at a dire wolf or bear, which can get you in quite a bit of trouble, especially early game. For anything seen as a threat, your NPCs will only engage if: a) you are damaged by one of these threats b) you attack one of these threats Full Control: In this mode the NPCs will not automatically target anything. It will behave as if all hostiles are threats and will only engage as per the above, if you are hurt or if you start attacking one of the threats. Stop: This command is a toggle and when paired with either Threat or Full Control will make your NPCs halt or resume attacking their targets. This becomes especially useful when you feel like you or your NPCs will not survive an encounter and you want them to simply follow you so you can avoid the encounter altogether. It is also useful when you wish to travel without engaging any targets. Help: This command is useful when you are Either in Threat or Full Control and want your NPCs to engage targets within 20 meters of you. If you are without ranged weapons, you want to be able to have your NPCs help you without having to either take damage or attack the hostile. FAQ's What happened to the CreaturePacks and NPC mod? They have been merged, combined and obsoleted. Now that code can be natively loaded by the game, there was no reason to keep those two separated. This version is simpler to load, maintain, and has more features than either one did. Can I run this with EAC enable? NO, EAC must be turned off. Can I learn how to add my own characters? Sure, its never been easier to learn to make characters. Lots of work went into simplifying the process, and scripts can do most of the work for you now. There are videos available to assist. I have great ideas for more features, where do i make suggestions? This thread works or on Guppy's modding forum in the NPC-mod channel I found a bug! Where do i post that? Please provide the info requested in the bug form found below, and post it here or on Guppy's modding Discord under the npc-mod-bug reports Does this work on dedicated servers? It should, the current version tested well on dedi. All mods, cores and expansion packs MUST be loaded into BOTH the Dedi and all client Mods folders. Have a good question? Maybe you will see it listed here soon! Known issues: Always use a fresh game if you update Score or NPCCore. Strange things can happen updating the cores on an existing game. The UI needs work, some overlapping text, Sirillion has volunteered to refresh it. Hired NPCs might Leroy Jenkins on aggressive animals, use the command interface to gain more control. Melee NPC detection of crawlers in the grass isn’t as good as ranged, but works. NPC ranged can sometimes not hit as well as other times. Let us know if you see a pattern. Might be debuffs accumulating. It’s a very new mod, expect bugs we didn’t find yet, and please report those. Bug Tickets: NPCMOD-SP-0034 Hired NPCs will despawn at times (ex: using vehicles) NPCMOD-SP-0037 Ranged Hostile NPCs stop being able to damage you when you are close and lower than them NPCMOD-SP-0039 Friendly NPCs spawned in "passive" sleeper volumes will not move if hired NPCMOD-SP-0044 Melee NPCs can properly hit crawlers when on the road but cannot always see them when in grass NPCMOD-SP-0048 NPCs can talk to the player while fighting, until they are hit by an enemy NPCMOD-SP-0049 Setting the respawn CVar to 0 still respawns NPCs next to their leader. Possibly change SCore so CVar value of 1 would respawn them. No CVar or value of 0 would not NPCMOD-SP-0050 NPC ranged can sometimes not hit as well as other times. Might be debuffs accumulating. NPCMOD-SP-0051 NPCs will use the trader voice set at times NPCMOD-SP-0052 NPCs in passive sleeper volumes turn to look at the player when they're not active NPCMOD-DEDI-0006 NPCs can be hired by another player after you've hired them - fixed NPCMOD-DEDI-0008 A hired NPC does not know who to focus on when two players are around them. Focus should be on the leader - fixed NPCMOD-DEDI-0015 NPCs no longer have the walking anim, float when walking away from you and you chat with them : Only occurs when you press "E" quickly before they enter chat action. NPCMOD-DEDI-0016 Hired NPCs will path to another player then path back to the leader NPCMOD-DEDI-0021 When you hire a dynamic spawned NPC, their spawner source is supposed to be changed to static. It seems that's failing BUG REPORTING FORM Summary: (a short description of the bug) Game Version: (A20 bxxx) Platform: (PC / Mac) Video Settings: (Low / Medium / High / Ultra / Custom (Custom has many combinations, so just list the settings you think are relevant to the bug if any)) Game mode: (MP host / MP client / SP / Client on Dedi) Did you start a new game? (Yes/No) Note: do not submit a bug report until you retest your issue in a new game. Did you validate your files? (Yes/No) Are you using any other mods? (Yes/No) Note: Please retest without any mods loaded in a new game. EAC off? Note: Needs to be Off. Bug Description: Detailed steps to reproduce the bug: Actual result: (description of what is occurring) Expected result: (what you expect to occur) Installation: Turn EAC Off! Option 1: Download 0-XNPCCore.zip and SCore using the links below. If the download is a .zip or .7z file like the 0-XNPCCore.zip is, then unpack that compressed file and place the mod found inside into your Mods folder. SCore isnt compressed, so download that folder directly. Then load as many expansion packs as desired, unpacking the file if needed. If you are using a dedicated server, you also need to load both Core modlets into your dedi server Mods folder. So copies in both the client side Mods folder and also on the server Mods folder. Option2: Use the modlauncher to load the 2 cores. Here is a helpful video to get you started: Terms of Use: You are allowed to use the NPCMod, its NPCCore, Unity Controller and expansion packs without any kind of direct modifications. All modifications and/or derivative works of NPCCore, controller and expansion packs are restricted to private use only unless those modifications are done in expansion mods that have a dependency on the unaltered Core mods being loaded. The mod and expansion packs contain purchased assets, including animations in the included character controller, so any derivative use of the models or controller is also contingent on purchasing those assets first. You are encouraged to use the NPCMod as part of your own mod, public or private. However, you must provide credit to the community team by adding the “Powered by Score and NPCCore” logo to your mods opening screen and forum posts. (Resize as appropriate) or The team is not responsible for any damage, including damaged savegames, by using this mod. Unity Tutorial Project Download: A20 Tutorial project: http://drive.google.com/file/d/1DsFR0e1V-f0bNiZDAuVd0kb7_iYtyNqL/view?usp=sharing This is only needed if you want to teach yourself how to make your own characters. Core Mod Downloads: (also available on the ModLauncher) SCore: (0-SCore) https://github.com/SphereII/SphereII.Mods/releases/tag/score NPCCore: (0-XNPCCore) https://github.com/7D2D/A20Mods/blob/main/0-XNPCCore.zip Expansion Packs: By: Xyth 1-NPCXBirdPack: https://github.com/7D2D/A20Mods/blob/main/1-NPCXBirdPack.zip Adds birds to the sky 1-NPCXSpiderPack: https://github.com/7D2D/A20Mods/blob/main/1-NPCXSpiderPack.zip Adds giant spiders to hostile biomes 1-NPCXDogPack: Coming soon By: DarkStarDragon 1-RaiderGurlzPack: https://github.com/7D2D/A20Mods/blob/main/1-RaiderGurlzPack.7z Adds 50’s style Gansta gals 1-RaiderzPack: https://github.com/7D2D/A20Mods/blob/main/1-RaiderzPack.7z Adds several nasty bandit type foes 1-SoldierPack: https://github.com/7D2D/A20Mods/blob/main/1-SoldierPack.7z Basic military types 1-VaultDwellerzPack: https://github.com/7D2D/A20Mods/blob/main/1-VaultDwellerzPack.7z Vault 99 is waiting... 1-RobotzPack: https://github.com/7D2D/A20Mods/blob/main/1-RobotzPack.7z Mechs and more! 1-ZombiezPack: https://github.com/7D2D/A20Mods/blob/main/1-ZombiezPack.7z DarkStar's first zombies, wasn't gonna happen until it did. 1-PitFighterzPack: https://github.com/7D2D/A20Mods/blob/main/1-PitFighterzPack.7z MMA at its finest By: Mr.Devolver 2-RaiderGurlzPack-Friendly: https://github.com/mrdevolver/7D2D_Alpha20_Mods/tree/main/2-RaiderGurlzPack_Friendly An expansion for an expansion pack! Adds friendly, hirable versions of DarkStar's RaiderGurlz. You need to load the cores AND the RaiderGurlz expansion when you load this mod. By: Arramus 2-NPCXSpiderPack-ColonyExpansion: https://github.com/arramus/A20-NPCMod/raw/main/2-NPCXSpiderPack-ColonyExpansion.zip An expansion for an expansion pack! Adds more spider variety. You need to load the cores AND the 1-NPCXSpiderPack expansion when you load this mod. By: GanTheGrey 1-GansStandardZombies: https://dev.azure.com/pouellette25/_git/Gans Standard Zombies?path=/1-GansStandardZombies.zip Gan is back with some of his A19 favorite normal zombies 1-GansSpecialZombies: https://dev.azure.com/pouellette25/_git/Gans Special Zombies?path=/1-GansSpecialZombies.zip Like zombie oddities? Look no further. By: Khzmusik 1-khzmusik_Zombies: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/tree/main/1-khzmusik_Zombies As if you have enough zombies.... By others: Coming soon, the team is growing! Meet the Team (Historic and Current, in no particular order) Sphereii: C# wizard and modding community teacher. Famous for his mod launcher and other code bits Xyth: Unity guy and modding community teacher. Not very famous. GuppyCur: Discord master and sometimes zombie maker. Hope to see him active in A20 TSBX: TFP tester and previously a zombie creator DarkStarDragon: Active creator of NPCs, maker of great expansion packs Sirillion: The UI master himself, creator of screens and menus. FuriousRamsay: Lead tester and contributor of NPCCore xml code Khzmusik: C# code contributor and local math wizard Mumpfy: Graphics and character retexturing guru Khaine: very helpful input on mod design Arramus: POI/sleeper tester and designer Mr. Devolver: longtime tester and advocate Magejosh: Tester GanTheGrey: Zombie maker I’m sure I’m missing several others who helped along the way, please let me know whos been missed! Videos that might be useful
    16 points
  27. No reduction in upgrade costs though? - Confirmed So now we have to go back to uglier bases and ignore all the good pieces that were put in because not only are they weaker, but they cost way more given their weaker state.
    16 points
  28. Changelog b219-b231 Added City_center_01 tier 4 "Olgiddy & Brother" ad agency POI. Held candle light visibility VoteRequirements for buff and progression. Random pitch support to sounds played at a position (like impacts) or in head LighLODHeld flickerRadius which does algorithmic motion (added to candle) Changed Removed infinite blocks/paint from cheat mode Added missing random loot counts to some raw food crafting ingredients Iron Bars now upgrade to concrete Increased player's held light visibility when world darker Lowered the max texture quality VRAM requirement to 3 GB Living off the Land level 2 now has a 50% chance to harvest 1 additional crop Updated the verbiage referencing the land claim block in the game mode tool tip Slightly lowered the stamina use of the pipe baton Improved wording on LandClaimExpiryTime and BedrollExpiryTime comments in serverconfig.xml Increased sound clip randomness and don't repeat the same clip In A19 items got increased scrapping speed when scrapping to iron. Updated all other scrap actions to the same speed. Rare or progression relevant items can not be scrapped or smelted. This includes crafted workstations, vehicles and their assembled parts, workstation tools like an anvil or beaker and sewing kits. Reduced the magazine size of the pipe machine gun Lowered the Max Durability of all ranged pipe weapons Most pole and smaller sized shape HP values reduced by 75% Most plate and similar sized shape HP values reduced by 50% Added missing light opacity property to "most" block shapes that have holes or do not fill more than 50% of the voxel space to allow indoor or underground farming Commercial_strip_02 tier 2 questable. .44 magnum rounds are now found earlier in loot progression Reworked the loot found in caskets and coffins Updated LiteNetLib to 0.9.5.2, includes some disconnection fixes House_modern_05 updated Additional changes to store_autoparts_01 Fixed Teleporting from the boss horde fails the event. Running from the boss hordes no longer rewards you a crate. Boss hordes should stay focused on the target player. Boss hordes could fail if someone leaves the party. If any of the boss horde despawns, despawn the rest. Incorrect wording in twitch settings for custom events. User created map waypoints do not display text Some new blocks like shutters have a stack count of 1 Issue with UV's on scaffolding_plank_supported_center Brawling perks and books can be in effect while driving a vehicle since the player is technically using hands during that Advanced Generation RWG GC Memory Allocation Crash Player placed light sources did not increase visibility of player except on dedi Rain can be seen inside POIs Radiated and feral Mutant zombies don't have spit attack Zombie dogs missing flame effect #reverse now flips the velocity of the vehicle as well. Traders protection buffer area overlapping into POIs outside of the tile Fixed remnant_oldwest_07 z fighting Drone mods of the same type stack. Cargo mods are allowed to stack. In current RWG Oldwest towns can spawn in water NRE when generating 2 worlds without closing the client Party member with shared quest for same restore power location causes current restore power quest to break. Issues in current RWG including Generated World name Removed recognizable credit card logos from ATM Custom POIs added via the "Mods" folder are not spawning in Random Gen Docks_03 in navezgane is almost full of water now. Pregens Trader space adjustments and oldwest_corner fix KeyNotFoundException in advanced gen on 2nd consecutive generation Town tiles can overlap one another, including/cutting in half POI's Missing red tint on cntBuriedLootStashChestInsecure Wrong icon for wedgeNarrowTipLeftTrim2SidedRail 3rd person arrows are pink Vehicle headlight and personal flashlights had different actions, making it impossible to assign the same keyboard button when reassigning TerminalWindowEnabled setting not respected when starting a dedi server No flame on candle when equipped Zombie AI gets stuck attacking 1/2 block pillar EntityLootContainer "unloadEntity !dict" can cause NRE Flipped normal on cube_half_bottom_pole_1m_top collider allowed entities to fall into it Improved PathAbstractions performance during game sessions Timed charges arming audio Burning buff now plays burning sounds. Burning Shaft mod causes pink & different lighting effects Spears missing material when in midflight Multiple restore power quests at the same location cause a corrupted quest Businessman zombie head flopping around during ragdoll
    16 points
  29. The team meeting finished up this morning and the decision was made to not try and crunch and force the release this weekend. The new goal is the first part of December since we have the Thanksgiving holiday taking out a significant portion of the team for the following weekend. On a side note, I'm selling pitchforks and torches on the cheap. Message me privately for a good deal.
    16 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. 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
  32. 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.
    15 points
  33. Hello! We are happy to share Alpha 20 with all of you today. To participate: 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. We also suggest you clean your old data out before starting a new game: 1) start the game from your library 2) select show game launcher 3) click in the tools tab 4) click on clean game files and check all circles 5) click clean We hope everyone enjoys it! Cheers! With the introduction of the shape menu and other block changes, user's custom POI's will need to be converted before they can be used in A20. Please follow the simple instructions here to get your buildings updated to work in A20. For bug report, please go here. Here are the known issues for A20. Mac crash workaround for ARM64, please use Rosetta to run the game, until a fix is available. Here is what changed to the version the streamers were playing: Changelog b214-b218 Added gfx be console command gfx lodbias console command Chunks add LODGroup to window block entities when spawned Block entity minimum cull for FPS boost Changed Fixed an issue that would allow drones and drone mods to be found too early Increased Medium and decreased Ultra Object Quality Fixed UpdateLightOnAllMaterials running unneeded Update Clients do not see zombies on fire unless facing them Mutated Feral and Radiation versions are spawned at the same gamestage as the standard Molotov and Timed Charge now have proper use anims Heavy FPS drop in city centers Exception when trying to bind cursor up/down/right to any action in the controls UI section Hammer of Sledge Turrets disappears when it touches the screen edge
    15 points
  34. Speaking of the shape menu...I noticed there is enough space down bottom for one more tab. I would love if they had a favorite tab down there. With so many choices now it would be nice if we could favorite blocks we use often and have all of them in one spot like we do when we favorite items in crafting menu.
    15 points
  35. This is an interesting principal. I just pitched yesterday how to make looting your 45th cooking pot more interesting, and all workstation mods to be more specific. Lets give them quality so they reduce cooking time by x%, or do whatever %better as the quality goes up, then cooking pots beyond the first one are interesting to check the stats on and useful for more than scrap iron. Because that first cooking pot is a hell yes, and the 2nd and everyone after that you feel meh about and wish it wasn't even in loot any more and you had found something else. This solves that and makes late game cooking / forging even better because all the mods would be rescaled.
    15 points
  36. 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
  37. 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
  38. 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
  39. 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
  40. Stability fix is done. The second issue we found was actually just a display issue with the show stability view, which is now fixed. All or most of the issues with players/zombies/turrets/vehicles falling through ground appear to be caused by the world origin shift. It happens about 4 times more often in a20, so these bugs are more apparent. It seems to be a random Unity physics update problem after the origin changes, causing physics casts to fail. I've tried a ton of stuff and added a rapid origin shifting mode to repro it quickly. I now have the Origin code doing extra physics updating that reduces the problem to one frame and a raycast which detects when it happens, so I can try even more adjustments to fix it. I've not started on it yet. There are bugs that need fixing first for a20.1 and we are still sorting out what is going into a21 and who is doing what as we have added several new programmers to the team.
    14 points
  41. Just want to say again, as a player since Alpha 9, as someone who both loved and argued with @madmole over changes etc, as someone who HATED alpha 17. Good F%&%ng Lord am I having an amazing time playing Alpha 20. This is such a huge leap from A17 to now. It has reaffirmed my love for this game and this company. Every choice matters, every corner has dangers, every minute in the world feels important and scary. The pois and generation are mind bogglingly great. Cities are amazing. Realistic. It is everything I was hoping for when I began this journey with you guys. Just wanted to point that out. Many times have I posted when I did not like things, so I owed it to make sure you guys know just how much this old school player has fallen in love with this world once again.
    14 points
  42. Quick answer: There is no way in hell anyone official is going to answer that quick question. Congratulations to TFP: They broke their previous record today on number of players concurrently playing the game. https://steamcharts.com/app/251570 Lathan also mentioned that we broke our record on Twitch a few days ago with 677 people streaming 7 Days to Die. (normally there are 100-200 streamers playing the game)
    14 points
  43. Thanks to @Khalagar we have 4 new reaction emojis for the forum. Oh...I guess thanks to Prime as well....haha These emojis are also available in the emoji interface when posting. Simply click on the emoji icon in your tool bar then select categories and select Prime. The image above was added to my post as an emoji.
    14 points
  44. If anyone is unironically crying/@%$#in because they have to wait 2-3 more days to play they seriously need to go outside and touch some grass.
    14 points
  45. To Whom it may concern My uncle, a man who I loved incredibly passed away yesterday on 9/26 to COVID. Its so hard to write, or speak and try to compose things to tell you all. But i wanted you to know how much he loved 7DTD. When he got me on it, that was it for him, he was already hooked. He would grind out this game so incredibly hard! if there was a way to check, you'd be impressed at just some of the wild and bizarre, but working idea's he'd come up with! He had me constantly getting hounded on by my wife because we were playing so much at one point. hah! (Tears in my eyes smiling while trying to write this.) But I think of all the amazing adventures we had together playing, and I want you to know as i'm sitting here with tears streaming down my face, you guys brought me some of the best memories i've ever had together with him. He was so fun, the stuff he would come up with in the game in order to try to get loot fast, or kill some zombies were out of this world, I promise! What I wouldn't give one more day to have him with me to play again. I just can't begin to tell you how much I appreciate you all, because even though I'm crying, I'm smiling knowing I have awesome things to share and think about always. I love you guys/gals out there. Keep doing the amazing things you do. Thank you. RIP Hawkeye11871. Scott Lowe. #GonetooSoon #FUCOVID
    14 points
  46. Looking good https://youtu.be/hOetrAomDnM
    14 points
  47. 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
  48. Yes, I want to add about 3 more Faatal's so we can get @%$# done. Good programmers please apply.
    14 points
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