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  1. Welcome to the Alpha 20 Dev Diary. Here we will discuss upcoming features for Alpha 20. RELEASE TARGET: October/November Alpha 20 Dev Stream Videos 1) Alpha 20 First Look with Prime and Madmole October 28th, 2020 2) Alpha 20 Developer Live Stream November 25th, 2020 3) Alpha 20 Developer Live Stream September 8, 2021 4) Alpha 20 Developer Live Stream September 15, 2021 5) Alpha 20 Developer Live Stream September 22, 2021 6) Alpha 20 Developer Live Stream September 29, 2021 7) Alpha 20 Developer Live Stream October 6, 2021 😎 Alpha 20 Developer Live Stream October 13, 2021 Alpha 20/21 Roadmap 1) Unity Update TFP will be working with Unity devs directly 2) Random Generation Update New stamp tech that will allow artist created features such as mountains, hills, rivers, etc. to be placed in biomes. There will be a stable of different land features for the game to choose from. Additional controls in the map generation interface to give players more options for terrain generation such sliders to determine mountainous vs flat (for example). Biome selectors and city selectors to allow users to control the density of these map features. 6k, 8k, and 10k map sizes implemented City tile system randomly places city buildings into tiles so that they are aligned well with each other and city streets. Multilayered for sewer systems below groundlevel buildings and the ability for ends of one tile to match up with those of an adjacent tile so that everything generates looking consistent and aligned. 3) Vehicle Mods Tinting mask will allow vehicles to have color details added to differentiate vehicle owners better Fuel Saver Off Road Headlights Super Charger Expanded Seat allows 1 passenger on Minibike and Motorcycle and 2 extra passengers for 4x4 Reserve Fuel Tank 4) Shape Menu and Building Update Shapes are shown as shaded drawings of blocks Blocks from the shape menu are placed as particle board blocks that function the same as frame blocks Simplified upgrade path: Frame/Particle Board -> Wood -> Stone -> Concrete -> Steel Blocks destroy to air. They do not downgrade. 14 categories and over 1000 shapes 5) Dynamic Imposters Changes to the world and player built forts are represented in distant terrain 6) Micro Splat Improvements Better terrain blending 7) Feral Sense Game Option When turned on Zombies can sense the player from much farther away and stay focused on the optimal path to where the player is Stealth still works but zombie senses are heightened so stealth play is much more challenging Settings are: Off, Day, Night, All 8.) Biome Difficulty Snow and Desert will have gamestage boost creating tougher enemies and better loot Wasteland will have a greater gamestage boost creating even tougher enemies and even better loot 9) Weapons Pipe Rifle Pipe Pistol Pipe Baton Pipe Shotgun Pipe Machine Gun Pipe weapons craftable from backpack without need for schematic Lever Action Rifle Tier between Bolt and Sniper Many weapons reskinned to apocalyptic art style 10) Trader to Trader progression Details Coming 11) Loot Progression and Gamestaging Improvements Details Coming 12) New POI's New Gas Station (shown to reveal Restore Power Quest Over 145 new POI's and many new props and environmental decorations New Tier 3, Tier 4, and Tier 5 locations Many legacy POIs updated 13) Dynamic Music and Ambient Audio Improvements Details Coming 14) Environment Weather changes more often and has more variety Wind dynamically affects leaves and plants and wind will gust Improved textures for environment art Temporal Anti Aliasing option with a separate sharpening option New mesh generation, shaders and lighting for plants and grass and optimized colliders Bedrolls can be recolored during placement Fuse Boxes updated and made into triggers 15) Quest Improvements Digging Quest improvements Tier 3 Digging Quest added Tutorial Quest uses the beacons to point out nests and rocks 16) Restore Power Quest Lights go out when rally marker is activated Find the generators and repair them A block trigger system added with multiple triggers, like switches, and can be on a layer. Blocks, like doors, can respond to them by doing something such as opening or closing. 17) New Zombies/ Entities Trader Hugh Nurse Drone Screamer Fat Cop Burnt Zombie (cold, hot, flaming) Hoodie Dude Lumberjack Radiated Zombie with AOE acid bursts All legacy zombies have been converted to new HD standard All traders have been converted to new HD standard Bandit models have been started for A21 18) Twitch Integration Streamers and Audience can interact through the game Chat commands to help or harm streamer 19) AI and Sleeper Improvements Zombies can duck and crawl through areas that are less than 2-meters but more than 1-meter Zombies include 1-meter holes in their paths and can crawl through them - pushed to A21 Wandering Sleepers - pushed to A21 20) Character Overhaul - Pushed to A21 Replace UMA system with in-house custom system Thematic outfits will work like books. Wear the complete outfit and get a completion perk Current 10 armor/clothing slots reduced to 4 slots for outfits that will merge both clothing and armor values. No more clipping issues of wearing clothing under armor. Better balance on number of mod slots available to use with outfits. Outfits are another feature that will help build the foundation for the future implementation of bandits Alot of this has been started already by those who have finished work for A20 and have moved on to A21 work 21) Water Overhaul - Pushed to A21 Details Coming
    57 points
  2. 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.
    24 points
  3. New plant changes (not finished):
    23 points
  4. 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
  5. 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
  6. 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.
    21 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. 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
  9. 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
  10. ABOUT Overhauled User Interface Improved Journal User Interface with thematic topic header images Vehicles have custom UI, showing speedometer, encumbrance and more Map window now supports 40 custom POI icons to choose from Advanced Sorting and Searching feature in inventory and storage Optional Undead Legacy UI parameters in Options -> Video -> User Interface -> Undead Legacy Overhauled Encumbrance system where all items and blocks have certain weight, inventory limited by carry weight, slot limit 300 Overhauled attributes and perks Perks no longer unlock new schematics, nor they level up crafting tiers Introduction of Action Skills, that level based on what you do Introduction of Research System New lockpicking minigame Overhauled crafting system and crafting progression Overhauled material progression Hundreds of new items, blocks, recipes, vehicles etc Fully scrapping vehicles will make them respawn based on new block respawn timer setting (More blocks will be added to use this feature later) Player crafted electrical lights support for full RGB customization More immersive world interaction, water sources require jars to interact, fuel barrels and pumps require fuel cans Pick up all wild plants and player crafted ones with action key A lot of slightly damaged vehicles found in the world can now be fully repaired More info about the mod can be found on my website (including screenshots): http://ul.subquake.com/ TERMS OF USE https://community.7daystodie.com/topic/4085-subquakes-undead-legacy/?do=findComment&comment=54613 LINKS DOWNLOAD DISCORD DONATIONS AND SUPPORT
    18 points
  11. 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
  12. Doing some biome testing and tried RWG.
    18 points
  13. 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
  14. 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
  15. 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
  16. 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
  17. 17 points
  18. 16 points
  19. 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
  20. 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
  21. 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
  22. 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
  23. 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
  24. 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
  25. 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
  26. 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
  27. 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
  28. Sure, that 2 ton backpack you are carrying does not fit. No changes. No weapons in A20. Not decided, so yes there could be more.
    14 points
  29. Looking good https://youtu.be/hOetrAomDnM
    14 points
  30. No. We have a while to go yet, but lots of cool work is getting done. I started working on some grass mesh improvements last week, since I have the time and I noticed the code. Hard to unsee code I don't like.
    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. I think we should choose the media we like rather than dictate media be to our liking. If this was a gameplay mechanic I would have have that debate, but this is a game rating debate. Devs decide that. I personally don't want anyone's art to be restricted based on a minority of people that won't deem it acceptable. Art isn't for everyone Music isn't for everyone Movies aren't for everyone Games aren't for everyone Allow creative expression or you risk making creators second guess everything they do, and in turn water it down until we get a homeopathic dose of a zombie apocalypse.
    13 points
  36. You are asking the wrong guy. I don't really know what they are planning with any of that. Yeah, that could go either way. I usually just make stuff up as I go based on what someone might have wanted modified by what I want. This guy needed something different, so today he got a vomit burst attack. Artists may change those particles, since those are just mine.
    13 points
  37. Vehicle driving changes are not planned and feel fine to me. The gyrocopter is technically an airplane and they do not fly like a helicopter. Someday I would like to add a helicopter that will fly like a helicopter. It will hover and be easier to fly than the gryo, which I never intended to be easy to fly, since it is the starter crappy flying vehicle.
    13 points
  38. 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
  39. 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
  40. 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
  41. -=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
  42. 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
  43. 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
  44. 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
  45. I knew it there must be some sort of relation to Londo Mollari!
    12 points
  46. For those who don't want to check the 2 hour stream, these were the highlights: -The current internal version of A20 is b51. -Random Gen is going to be better than ever, with better district distribution in cities, better performance and more and more deterministic procedural landscapes. It will be similar to Nitrogen in many ways, with some new options too. - New map sizes for RWG will be : Same as Navezgane (6k X 6k), 8K and 10K. 4k will be out of the game due to it being too small. They are aiming at 1minute of generation time per square km, so a 10k map shouldn't take more than 10 minutes to create. Bigger sizes than 10k result in issues, so they are not in yet. Kinyajuu didn't discard bigger than 10k sizes for the future, he just said that they need polishing, so maybe in the future we will see bigger sizes. That's what she said. -Deterministic procedural landscapes will result in more landscape features and maybe some mountains having secret pathways, ponds, loot sites and also : -Rivers WILL make it to RWG eventually. There is a high chance of them being in a20. -More POIs (they show a couple of new ones in the video). -Burnt forest is going to be combined with the Wasteland biome into a big "art set" in a similar theme than the previous pine forest/normal forest merge, adding beefier gameplay with seamless merged burnt/radiated areas. TheFunPimp argues that the impact of this change will hopefully result in MORE variety due to the granular design approach of the RWG and also better gameplay overall (less repetition, more good stuff, better weather handling and straightforward progression). This is still a WIP. -A little talk about radiation zones and radiation suits. Basically the same mechanic as in Fallout 3,4 and NV, with poisoning, dedicated medicine and danger zones. -Pipe weapons will be revealed when they are gameplay worthy. They are WIP at the moment. -Biomes, Pois, items, gamestage, effects and the survival aspect of the game will get many improvements, like biome progression improvementes (for example higher gamestage in POIs for Snow biome, highest for Wasteland POIs). -A little talk about quests. Quests are as per the OP (quest listing so you can pick any of the 5 tiers when you unlock them and also the new Generator quest). They are still ironing out some stuff like "quest bonuses for doing it at night". Nothing is set in stone for that last one. -VEHICLE MODS. Paint is in. There are currently 10 mods for vehicles in a20. No talks about what they do yet. They are also WIP at the moment. -Characters and Armor Sets are also currently a WIP. That's mostly it. A big hug to everyone.
    12 points
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