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cmills

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  1. Been kinda curious lately, What has been a bigger struggle when it comes to porting 7DTD to console, different API's, software etc, or lower processing resources available on console that keep it from running smoothly? Or is it just a general mix of both?
  2. Lol no, I'm not a new player. It's just that a lot of people are chirping about this or that being added in without being cognizant of the design philosophy the Fun Pimps seem to have - Just use mods like most active players do if you really want something. This philosophy is the same reason they're more conservative about zombie variation and gradually gutted portions of the crafting/building/survival mechanics over time. Since like a17, They've been trimming the fat on what might be deemed trival or redundant, and focusing on progression and streamlining/refining impactful, prominent features - I'd put some money down that the only "big" content addition they'll make before gold is the inclusion of bandits and a storyline. Maybe I'm wrong and a Fun Pimp will correct me, but it's been a pretty obvious progression over time in my eyes on the direction of the game.
  3. Yea I meant terrain slider, just misworded it. My point is that a new biome only differentiated by terrain doesn't seem as impactful as something like a swamp one, which would definitely be pretty sweet.
  4. I mean, you could just set the biome slider for plains to 100% lol. IDK If its worth the time to design and code in its very own biome though.. I feel like re-implementing this would be great for further implementing a progression system. There could be a larger skew of tier 4/5 POI's in the wasteland or unique ones that fit the environment and offer something special. It would also be pretty cool way to improve world building design, like having a ski lodge/plow truck POI in the snow biome, or roofless style restaurants/wrecked dune buggy POI's in the desert biome, etc.
  5. Hey guys, filthy mac gamer here. I just have a few questions regarding A21 using Apple. I've heard Alpha 21 properly supports Metal now, but I've searched every corner of the internet and these forums without finding any info on the topic, or if it actually provides a measurable benefit for ARM based Macs since I am using an M1 Macbook Pro. I also wasn't able to find any information on the technical/performance differences between running 7 days on Mac, and running it on Windows. As far as I know, restriction of resolution size options is the only difference outside of FPS I've noticed on the Mac-based version, but maybe something else is causing it that I'm not aware of. If someone has information regarding improved A21 support for metal, and/or can provide any differences between Windows/Mac versions (performance, graphics, settings, technicals, etc.) it would be super helpful.
  6. Ha! Yea I meant voxels. But then again I'll take frame rates over pronunciation any day😂
  7. I know that since this is a vowel game it is very cpu intensive. With all of the high res textures of a21 and memory requirements, that come with it, would the game benefit more from a processor with higher clock speeds or a greater amount of cache?
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