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About ZehMatt

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  1. If its just an error on exit I'm not exactly sure what I should look for, if theres a hidden exception that stops the A.I. tasks that would explain why they stop moving but without any errors/exceptions I'm clueless on whats wrong. I might install those mods eventually but I need to prioritize on fixing bugs in my own code first. I will look into having active quests disable spawning from the simulation that are nearby.
  2. Can u paste me the logs?
  3. Are there currently issues running both together? I thought the the idea of DMT is that multiple mods can be used at once.
  4. I'm still working on this mod and I will eventually look into why hostile animals don't spawn, my current guess is that they are considered normal zombies and that no slots are available for them to spawn. Also I believe that the clearing is pretty hard currently as the zombie speed might be too high. I want to add a few modes to the simulation so instead of every zombie being a loner I want some of them to follow another fellow zed instead which would create some groups. My plan is to refactor most of the code which I already started, the main reason for this is I want to be able to test the simulation without being in the game since the offline simulation doesn't require players until the zombie spawn is requested. Also glad people enjoy this.
  5. First of all I'm grateful about the feedback, this is the kind of stuff I need to have the default configuration enjoyable. Most of the simulation is parameterized so I can just tweak the values for what it needs adjusting for. Right now the default population density size is 125 per square km, this is a huge density. You can change this to to a lower number lets say 35, which is about what the United States has. To do so you need to copy the "WalkerSim.xml" into "%7DaysToDiePath%\Mods\WalkerSim\WalkerSim.xml", there you can change "<PopulationDensity>120</PopulationDensity>" to "<PopulationDensity>35</PopulationDensity>", this should create a new simulation when you change the parameters. Also clearing areas should be no problem for as long you dont shoot around, silenced weapons have a really small radius of who gets notified. Also with the reduced density this should feel way more natural, what you are playing against right now is probably something like Hong Kong where a lot of people are close to each other Also feel free to mess around with the other parameters and use the viewer to inspect whats going on.
  6. Screamers are still unaffected as far as I know, you might have not seen any sleepers wake up if you exhausted the maximum zombies that can be alive. I need to look into a potential issue here. I might need to reduce the maximum zombies that are outside by preserving a certain amount for sleepers or something. Regarding game stage, it might be a bit overwhelming when you are at a game stage like 300 and have about 4k zombies roaming, I need to experiment with this. Thanks, ill look into it.
  7. If you can provide a log for when it happens that would be great, I'm unable to reproduce this here.
  8. Make sure you use the latest DMT, I've been testing this with DMT 2.1.7533.22426
  9. Update 8/27/2020, Version: 0.2.1 - DMT support, you can now play this mod without a dedicated server. Download: https://github.com/ZehMatt/7dtd-WalkerSim/releases/tag/0.2.1
  10. At the moment yes. I was considering supporting this for clients only but I'm not sure how to approach it yet.
  11. Update 8/25/2020, Version: 0.2 - A19 support. - Fixed visibility zone not being calculated correctly. - Fixed exceptions being thrown when new players join. - Removed the need to disable enemy spawning via serverconfiguration.xml. - Removed sleepers from the simulation, uses the builtin system instead now. - Added audio events, offline zombies will be attracted towards gunshot sounds. Download: https://github.com/ZehMatt/7dtd-WalkerSim/releases/tag/0.2 NOTE: Now that the simulation will be aware of your gunfire you need to re-think on how you play the game, making a ruckus will just attract more zombies, so think carefully what weapons you will use now, its recommended to use silenced guns if you don't want to attract large quantities of zombies.
  12. Imagine the old Mario games had enemies suddenly pop into existence, I bet no one would have liked the game as much as it they did. Its a bit different just knowing they are "off-screen" vs "may or may not show up"
  13. No. Also it seems that the time I posted this A19 was updated to B180, I will probably update this today or the next coming days. I've also discovered some code that saves about 300 MiB memory, no idea why its done like that.
  14. I can assure everyone saying that this is hardware specific, it is not. You can open the console and find messages about sleepers spawning, this is unrelated to how powerful your PC is. POI's have different sleeper volumes that once you enter they will simply spawn. Having too small boxes or boxes placed infront of doors is exactly what the problem is, you can not expect every player to pick the same route. Also my PC is considered high-end by current means, so I would highly doubt that my hardware is the problem.
  15. This mod should improve some micro stuttering by using a R/W lock rather than the generic lock. I've modified the classes: ChunkManager, ChunkCluster, Chunk. I've also eliminated some redundant locking by moving the code around a bit, like in 'task_CalcChunkPositions' or in 'thread_Regenerating', it locks multiple times while it only needs to do it once. You may also notice a small improvement in FPS when you have a lot of zombies around as they also access the chunk data a lot, since the game has no builtin Benchmark its near impossible to get accurate numbers. I will maybe do more profiling and other smaller optimization where possible. Give it a try and let me know if it improves the stuttering for you. NOTE: Disable EAC when you want to use this. Assembly-CSharp.zip
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