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Crater Creator

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Posts posted by Crater Creator

  1. We’ve done another round of cleanup, moving off topic posts to the overflow thread. We’re glad people are (also) excited about the 7 Days: Blood Moons game recently shown at PAX. But as a reminder, that will be a separate product, and this is the A22 dev diary thread. At least for now, discussion about Blood Moons should go in the General Discussion forum.

  2. 8 hours ago, BFT2020 said:

     

    You might not have realize just how difficult it was for me in the A22 developer thread not to be smartass and kept responding to the OPs post about chatter with meaningless chatter  😅

     

    I appreciate the restraint. 😊 Truly, it helps a lot. Here, the topics can drift more.

  3.  

    On 2/27/2024 at 4:25 AM, Gronal said:

    Ah yes back to checking the dev diary daily cos I don't want to miss anything just to have to scroll through pages of irrelevant chatter and bickering. Love it.

     

     

    14 hours ago, Syphon583 said:

    I didn't realize the difference between hopping and jumping was going to be a focus of A22, but here we are. 🤷‍♂️

     

    We’re doing the overflow thread again to maintain organization/topicality. This is directed at everyone: if the subject of your post isn't mentioned in the top post of the dev diary, or by a developer, then please find or create a more appropriate thread to discuss it. Where to draw that line can be tricky, so please mind where you’re posting so we don’t have to move your post.

  4.  

    On 2/27/2024 at 4:25 AM, Gronal said:

    Ah yes back to checking the dev diary daily cos I don't want to miss anything just to have to scroll through pages of irrelevant chatter and bickering. Love it.

     

    14 hours ago, Syphon583 said:

    I didn't realize the difference between hopping and jumping was going to be a focus of A22, but here we are. 🤷‍♂️

     

    We’re doing the overflow thread again to maintain organization/topicality. This is directed at everyone: if the subject of your post isn't mentioned in the top post of the dev diary, or by a developer, then please find or create a more appropriate thread to discuss it. Where to draw that line can be tricky, so please mind where you’re posting so we don’t have to move your post.

  5. The largest designed curves in the game are the 13 meter radius sidewalk tiles used in places like residential cul-de-sacs and traffic circles. I went into the prefab editor to see what’s available and how useful they’d be. It turns out the only version of these shapes I see are the plates, which are suitable for sidewalk tiles but not for a banked turn. And more surprisingly, they’re not even available from the shape menu. They’re dev only blocks.

     

    So it seems the largest radius you have specific blocks for is 7 meters. For a race track curve, this is probably the gentlest/most forgiving wall you can create.

    racetrackcurve.thumb.jpg.d4386593f4dfadd39361277c29f6060a.jpg

     

    Now I know you weren’t looking for a wall. You were looking for a banked curve, as in a sloped road surface. Options here are even more limited, and theFlu is probably right that the 5 meter radius “dome” shapes are the least sharp shapes you’re going to find. There are all sorts of ramps/wedges but their corner pieces tend to make the turn within one block.

     

    As it turns out, a banked turn doesn’t work anyway. I drove a motorcycle around some steep terrain in Navezgane, and it confirmed my suspicion that the physics aren’t there. The bike will pitch up and down to match the slope, but it won’t roll. There is no centripetal force pushing you into the curve. So really all you can do to actually constrain the vehicle’s movement is to put up a wall like the above, whether out of terrain or blocks. Curves via terrain are somewhat easier now with the dev terrain modeling tool, but I would still find blocks to be cleaner to use.

  6. On 2/21/2024 at 3:57 PM, Matt115 said:

    Who knows? maybe it will be like - 30% more crops during harvesting so you will be forced to change for that armor. So you will put it on just for harvesting

     

    On 2/22/2024 at 12:56 PM, Matt115 said:

    But without crafting it you won't get set bonus. So... pretty force you to craft it

     

    4 hours ago, Matt115 said:

    (short background - i think nobody like to be forced to doing something + i don't like someone wearing them because many people who were toxic/bad was wearing them). 


    That’s three times you’ve said players will be “forced” to wear the shoes, so I’m going to call it out.

     

    If I go to a fast food restaurant, they typically have prices resembling this.

    Entree: $5

    Side: $3

    Drink: $2

    Combo meal (entree, side, & drink): $9

     

    All of the items separately have a combined value of $10, but if you buy them all together it only costs $9. To phrase it a different way, the restaurant gives you 10% off as a ‘set bonus’ if you have all the parts.

     

    I usually don’t want a drink. I only want the entree and the side.

     

    Do I get the combo meal anyway for the sake of the discount? Do I grumble that the restaurant is forcing me to get the drink, because otherwise I don’t get the set bonus?

     

    No. I just don’t get the drink that I don’t want. I pay $8 for the entree + side and I’m happy.

     

    You’re free to not like the shoes, and you’ll be free to not wear them. But no one is “forcing” anyone to wear anything (besides the underwear the base model has). The bonus is a player choice and choosing whether to miss out on it is not the same as being forced.

  7.  

     

    Welp, my hat goes off to Morloc. He figured out how to make Discord skip over all the images I posted when previewing a link to this thread, and make it look like A22 is about horse girls. Well played, sir.

     

    Edit: it's grabbing whatever the last posted image is, regardless of the spoiler tags. So as a temporary fix, enjoy this encore presentation of the collage I made for the top post.

    collage.thumb.jpg.5f2922a7b21664cdeeacf0a06a1add0b.jpg

  8. 3 hours ago, XCOUNTRY said:

    You can’t even see your feet in 1st person anyway…unless…feet are back for A22!

     

    You can see your hands, though, and I know I’m not the only one that was excited to learn the hands change to reflect your character and armor. It’s nontrivial to do, and it’ll be a nice immersion feature.

  9. 32 minutes ago, Matt115 said:

    Remove flip flops or add option to show them off pls

     

     


    Speaking for myself here, I see no issue with this style. You want something to protect the bottom of your foot, and you need some way to keep it attached. Ergo, simple toe thong sandals. They’re one of the oldest forms of footwear, seen in many different cultures. They’re exactly what a primitive survivalist would make if they wanted footwear.

  10. 13 minutes ago, doughphunghus said:

    Are the "original clothing items" going to still be in game as "scrappables"? Just wondering what it woukd be like to loot a drawer or clothing bag and get "special armor" vs "hey its a white t-shirt and only worth cloth"

     

    It seems unlikely since everything that can be worn will be integrated into one system. Historically they’ve eliminated nearly all the items whose only use was to be scrapped. If the old clothes were kept, it would beg the question from players “Why can’t I wear this?” From the screenshots, we see that some options appear more like armor and others appear more like clothes.

  11. 9 minutes ago, Adam the Waster said:

    This interests me. Skin color and hair! Maybe we will see Boe at last with a sick set of hair.

     

    The hair Boe doesn’t have can now come in a full range of invisible colors. :tongue:

    8 minutes ago, doughphunghus said:

    Is this going yo be implemented in any of the vanilla a22 POis ?

     

    Unclear. Info on that feature is coming from recent posts right here on the forum from @Laz Man. You can check the source links for what he’s said.

  12. 45 minutes ago, beerfly said:

    A beginning of a new era. Lets do it ! 

     

    Btw, I think we have to thank @Adam the Waster for how he began the topic about A22, and the new dev dairy layout. 

    Thanks, buddy, hats off for you. 

     

    Here, a beer !

     

    Absolutely! I want to thank Adam the Waster and SylenThunder for their unofficial dev diaries. Both were useful in pulling together what was already publicly known about A22... especially with Twitter/X being harder to mine for information than I would’ve thought.

  13. The Alpha 22 Developer Diary is for discussing features and content coming in Alpha 22. Discussion in that thread should be limited to A) items mentioned in the top post; or B) topics a developer may bring up in the diary.

     

    If your post gets moved here, it wasn’t one of those two things. It may have been thoughtful or funny or of great interest, but it was off topic for the dev diary. This is not a punishment. We do this because when we haven't, the dev diary balloons to a size where it's too unwieldy/watered down, both for the devs and for the readers that want to keep up with the thread as an actual diary of development.

     

    This overflow is still a discussion thread, so feel free to continue discussions you see here. Again, the reason it exists is to keep the other thread focused.

  14. Gallery

    Note: Alpha 22 is not finished (obviously), and some content was labeled as a work in progress at the time it was shown.

     

    New armor & player character systems

    Spoiler

    FcfEyY7WYAMPG2M?format=jpg&name=medium

    F1CDqy6WYAApLmb?format=jpg&name=medium

    F32dhxgWcAAMKui?format=jpg&name=medium

    FVzh4t6WIAUwNm1?format=jpg&name=large

    F6FDCXRXsAAKkUP?format=jpg&name=medium

     

     

    New zombie variants

    Spoiler

    F15j2w2WABMnNOk?format=jpg&name=large

    F15j2w1WABMiX76?format=jpg&name=medium

    F15j2w3WEAErD58?format=jpg&name=900x900

    F4tS2VrXEAERq1F?format=jpg&name=large

     

     

    New animal art

    Spoiler

    F_98D-CXcAAYchx?format=jpg&name=4096x409GF_pUKdWwAAQ2Q8?format=jpg&name=mediumGFEFvBYWcAAIocm?format=jpg&name=large

    GGuw03oXIAAbr32?format=jpg&name=4096x409

    GGuw03oXwAAngnk?format=jpg&name=4096x409

    GGuw03yXwAAh1eq?format=jpg&name=4096x409

     

     

     

    New vehicle art

    Spoiler

    F4yRoN6W0AA67ev?format=jpg&name=4096x409

    F4yRoN5XkAElFIX?format=jpg&name=4096x409

    GBMPnTAW0AAwL1t?format=jpg&name=4096x409

    GBMPnS_XEAACuYs?format=jpg&name=4096x409

    F-U4PqOX0AETspR?format=jpg&name=4096x409

    F-U4Q_zXkAAtQY7?format=jpg&name=4096x409

    F-U4SQsWEAAUVzt?format=jpg&name=4096x409

    F-U4Tx1W8AAMgUc?format=jpg&name=4096x409

    F2Ux3aqXYAEJbs5?format=jpg&name=4096x409

    F2Ux3aqXcAA9bu4?format=jpg&name=large

     

     

    New points of interest (POIs)

    Spoiler

    Tier 4 army camp

    F2eyAJ1bQAokIOk?format=jpg&name=large

    F2eyAJTXwAELiGZ?format=jpg&name=large

    F2eyAJTXoAE49nO?format=jpg&name=large

     

    Tier 5 school

    GE3IW7hWQAAfNL5?format=jpg&name=4096x409

    GE3IW7hXwAAsgMv?format=jpg&name=4096x409

     

    Haven Hotel

    F8M4AreXYAA1ZRq?format=jpg&name=4096x409

    F8M4Bx0WsAEimML?format=jpg&name=4096x409

    F8M4C5AWEAAM2Y2?format=jpg&name=4096x409

    F8M4EIiXUAAJFSp?format=jpg&name=4096x409

     

    Tier 2 commercial business strip

    F6zrUbbWIAAvAnM?format=jpg&name=large

    F6zrUbcW0AAc_1T?format=jpg&name=large

    F6zrUbcW8AEHgQi?format=jpg&name=large

    F6zrUbcW8AAKvmW?format=jpg&name=large

     

    RWG improvements

    (no media)

     

    New props/world art

    Spoiler

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    F1RhnYSWIAAAAMK?format=jpg&name=medium

    GFginBhWMAAwz2n?format=jpg&name=large

    GFginBdWAAA3a1a?format=jpg&name=large

     

     

    New graphics & visual effects

    Spoiler

     

    image.jpeg.e296a4baae4f42586783b819f5ac5

    image.jpeg.8239786968594aef0f8a601409605

    image.jpeg.ade03affc9d861959365cf5dd1715

     

    Optimization/Performance

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    Console

    Spoiler

     

     

  15. After much anticipation, I’m happy to kick off the Alpha 22 Developer Diary. Here you'll find a compilation of confirmed features and content for Alpha 22. Fun Pimp devs may occasionally post updates here on what they're working on, answer questions, and give us sneak peeks into the future of 7 Days to Die.

     

    Like in previous diaries, we want this thread to stay focused on discussing the following features and content, and other things TFP devs want to discuss. We’ll make an effort to only list confirmed features and content, not rumored or merely contemplated features that haven’t seen proof of development/implementation. Please limit discussion in this thread to these topics, so that the diary doesn’t become bloated. Chatter not pertaining to Alpha 22 may be moved or removed.

     

    collage.thumb.jpg.5f2922a7b21664cdeeacf0a06a1add0b.jpg

     

    A22 Target Release Date: 2024 (source)

     

    Confirmed A22 Features

     

    • New armor system
      • All new art
      • Replaces old clothing & armor systems
      • Themed armor sets like farmer, lumberjack, commando
      • Armor sets still consist of pieces that can be mixed & matched
      • Acquire and wear the complete set for a bonus
      • First person hands reflect what you’re wearing
    • New player character system
      • All new player character base models to choose from
      • Customize appearance with different parts like face, eyes, hair, facial hair
      • Redone animations to support the new characters & armor
      • New shaders for hair, eyes, and skin
      • Updated player profile editor (source)
    • New zombie variants
      • Individual zombies will spawn with one of several albedo texture variants
      • Tech allows for one zombie model to have different clothing designs, hair colors, skin colors, etc.
      • Performs better than old UMA zombies
    • New animal art
      • Animals use a new fur shader
      • New stag
      • New cougar with new animations
      • New bear
      • New pig and/or boar
      • New coyote
      • New wolf
      • New rabbit
      • New Grace (mutated boar)
    • New vehicle art
      • Vehicle appearance changes depending on the mods installed
      • New bicycle
      • New minibike
      • New motorcycle
      • New 4x4
      • New gyrocopter (source)
    • New points of interest (POIs)
      • Tier 4 army camp
      • Tier 5 school
      • Haven Hotel
      • Tier 2 commercial business strip
      • Tier 5 football stadium (source)
      • Tier 2 apartment building (source)
      • more wilderness POIs unconnected to roads to discover
      • new POI trigger improvements, like AND/OR logic for doors (source 1) (source 2)
    • RWG improvements
      • reduced memory usage
      • improved stamp performance
      • faster road generation (source)
      • improved road smoothing
      • roads carve through mountains
      • improvements to RWG preview camera
      • improved UI layout for RWG creation
      • new biome generation algorithm places less blocky biomes, insures all biomes are present, and may put one biome in the center (source)
      • burnt forest biome is back in RWG
    • New props/world art
      • Pallets of recycled cans and cardboard
      • Campsite tents
      • Road decals
      • Can place blocks on top of road paint (source)
    • New graphics & visual effects
      • Fire barrel
      • New blood effects when bleeding
      • New blood effects when dismembered
      • New gore art/tech for dismembered zombies
      • New contact shadows and ambient occlusion (source)
    • Optimization/Performance
      • A new window tinting system makes window glass opaque until you get close. Occluding the interior improves performance, especially for skyscrapers.
      • Game updated to Unity 2022 LTS with better Vulkan and DX12 support (source)
      • New lighting update manager
      • Ambient occlusion better handles large amounts of props (source)
      • Block entities (props) spawn over multiple frames (source)
      • Gameplay balancing is ongoing.
    • Console
      • Alpha 22 will be released for PlayStation 5 and Xbox Series X/S along with Windows/Mac/Linux.
      • It will be the same game on PC and console, with the same features & content.
      • TFP are in talks hoping to offer a discount for players that own the old 2016 console release.

     

    Known to be coming, but not ready for Alpha 22

    • Bandits
    • Weather improvements
    • Improved biome progression (source)
    • Story & factions
    • Steam Workshop support

     

     

  16. As you probably know, 400 zombies is far above what the game officially supports. And there are no known plans to raise these limits. So there is no expectation that performance would be tolerable, after you mod the game that way. If you want to post your specs or output log, somebody could dig in and get a better sense if the results you’re getting are expected.

     

    I don’t know if I should go here but... @faatal does a lot of work on optimization, and sometimes he’s gracious enough to spend his free time engaging with users on the forum, especially on more technical topics. He might have something to say about your concerns on hardware utilization, which admittedly do sound low. Or he may be quite understandably busy working on the base game.

  17. 15 hours ago, theFlu said:

    Heh, now I want to see how you are turning your head tbh.. :)


    image.gif.54ea371a055d336a73b28fb0de6eb63e.gif
     

    15 hours ago, theFlu said:

    For the OP, I'm assuming it's a perception issue learned from console games, where the character rotates separate from the camera - the character has a turn rate limit (while the camera may not) and the "action direction" is based on the character direction etc etc. Couple examples I've tried and hilariously failed at: early Spyros, Witcher 2; has a whole different feel to it.


    That seems less like a console game thing and more like a third person game thing. Some first person games may have the hands lag behind a little to the left or right when the ‘head’ turns, to impart a sense of inertia, or feel more loose/natural. But so long as the crosshairs are locked to the center of the screen, and pressing M1 is instantly responsive, it doesn’t make a lot of sense to have the hands fall off screen. Plus you temporarily lose the benefits of seeing the hands in the first place, e.g. identifying as the player character instead of as a disembodied camera, and remembering what you have equipped.

    If we want to talk about earlier games, the idea of looking left or right without turning the whole body in a first person game immediately brought to mind Marathon. It was rare in that you could ‘glance’ left or right, turning the upper body 90° while the lower body didn’t rotate. It was as if your waist was on a swivel, so the hands stayed in lockstep in first and third person. But that was 1994, before mouselook, when devs were still figuring out this whole moving in 3D in first person thing.

  18. 12 hours ago, bdubyah said:

    So is that the plan? To move all the new road marker stuff to decals instead of blocks? That could be nice as it would open up more space for new blocks, as there isn't a ton of space left for mods at this point with all the new shapes and stuff.

     

    I hope so, because it’s annoying to have those markers take up the voxel above the road. There are probably other cases where a decal would be preferable. The artists recently mentioned needing to remake the existing decals (sometime).

  19. 13 hours ago, Blake_ said:

    A polite question to the devs:

     

    Why is it that 7dtd has everything renewed, like in assets, POI structures and design, items, weapons, animations, animals, textures, roads, RWG, zds, trees, grass, flowers!, every prop,  shadows, postpro effects, complex LODs and LOD tunning, heavy optimized area loading, memory and CPU optimization to make the Pentagon cry in awe, a skyline to die for and npcs on the way with Skynet-like intelligence and WE STILL HAVE ROAD DECALS (blood, newspapers,cardboard) FROM ALPHA FREAKING ONE?!! (is he shouting? he IS shouting, what an unpolite forum user, good heavens ! -sips tea-).


    The artists haven’t forgotten about the road decals. It’s just as well that they’ve waited to address them. Now there are other considerations, namely the lane markers and other painted markings, that could hopefully all be accommodated in an improved decal system.

     

    So long as the game is in alpha, we’re going to see imbalances like this, where some things are noticeably more finished than others.

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