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ZehMatt

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Everything posted by ZehMatt

  1. For me this game runs butter smooth. Intel i7-8700K, GTX 1070 8GB, 32GB RAM. The only noticeable drop is still when there is a lot of zombies around, but I still stay above 60 usually, not the best on 144hz screen but its not the worst either, otherwise I usually maintain 140+ at 1080p High/Ultra/Medium range, I'm not using a preset. There is still a very minor spike when I stumble into POIs that have a few zombies that need spawning which is an unfortunate thing as that usually gives away that there is some form danger around the corner.
  2. I think some sort of higher level simulation would solve this issue. Spawning them in randomly can feel strange at times, especially in a scenario where you cleared the area just to return with a bunch of more zombies waiting. I've sort of circumvented this issue with I'll have to look into getting this to work for A20 also. Now with much better C# mod support this shouldn't be too difficult anymore.
  3. ZehMatt

    Ai gets stuck

    Its just clicking "Start" no preview was used.
  4. ZehMatt

    Ai gets stuck

    Its just clicking "Start" no preview was used.
  5. I wanted to try out the new RWG and selected 10k size. It took roughly 7 minutes and left the process with some unused memory. After doing a restart and loading the same map.
  6. Well that was me assuming no one would actually work at the weekend, looks like I'm wrong 😄 Glad to see that however
  7. Usually they don't fix the bug the same day someone reports it, it would hardly make a difference. But I'm not really complaining, its just "unfortunate".
  8. A bit unfortunate to release it after the weekend and not prior
  9. The animal spawning should be unaffected by this mod in general. Screamers should be still triggered by the heat map, I don't recall them being part of wandering hordes, I might be wrong here, so in theory the Mod should not influence it either. And for the dedicated setup only the server requires the mod, clients can play with vanilla client.
  10. I've been thinking on how to add the game stage into the mix, the issue remains primarily on having multiple players in the same area. I want to keep the system more natural with less rules, if you clear an area you should be fine but there is always the chance more of them stumble upon that area and gun sounds have a way of attracting them all in all pretty simple rules. I have however different roaming models planned for the future, one example being actual waves spawning at the border and just crossing through the map from one random map border to another random map border of the opposite direction, this just being one example. Another thing I definitely want to look into is terrain elevations, there are so many things I wanna try out eventually but I have only so much time sadly. There is also always the option to simply fork the source code, the code is under MIT license so you can pretty much do whatever you want.
  11. Update 1/24/2021, Version: 0.3.0 - A19.3 support. - Fixed potentially locking up the server. - Fixed initial population not using 'POITravellerChance'. - Added option to make sound distance configurable. - Added sound event vizualization support to the viewer. - Added option 'PauseDuringBloodmoon'. - Added option 'ReservedSpawnSlots'. - Added option 'WalkSpeedScale'. - Improved offline walking behavior. - Improved zombie spawning to avoid lag. - Improved despawn when backtracking, they have a minimum lifetime of 1 in-game minute. - Reduced network bandwidth for viewer. - Reduced default server update rate from 60 to 40 Hz. - Reduced 'PopulationDensity' from 120 to 60. - Increased 'POITravellerChance' from 0.25 to 0.65. Download: https://github.com/ZehMatt/7dtd-WalkerSim/releases/tag/0.3.0 This is what the new sound visualization looks like: For demonstration purposes all zombies not inflicted by the sound are standing still in this gif.
  12. 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.
  13. Can u paste me the logs?
  14. Are there currently issues running both together? I thought the the idea of DMT is that multiple mods can be used at once.
  15. 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.
  16. 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.
  17. 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.
  18. If you can provide a log for when it happens that would be great, I'm unable to reproduce this here.
  19. Make sure you use the latest DMT, I've been testing this with DMT 2.1.7533.22426
  20. 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
  21. At the moment yes. I was considering supporting this for clients only but I'm not sure how to approach it yet.
  22. 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.
  23. What kind of zombie is spawned is driven by the biome data. I did not implement game stages as I find that rather game breaking, assume player 1 with level 3 is with player 2 that is level 300, even if I average both levels it would be still way too high for player 1, getting this right in multiplayer is too tricky, the plugin focuses right now more on wandering zombies. Also regarding the maximum zombies, it still obeys the server settings to how many active zombies there can be. To make it more balanced for players every player zone can activate the maximum allowed amount divided by the player count, so during bloodmoon and in general players will have equal chance to encounter zombies. So if your server is set to 72 max zombies and it has 4 clients connected then each client will be able to have 72 / 4 = 18 alive zombies around them, this changes when players are close to each other, it will combine the maximum in this case. Regarding performance, this plugin should do equal or better as most of the logic runs in the background, it would be terrible to simulate massive amounts in the main thread.
  24. If you see them pop in thats most likely because of draw distance, thats what I've gathered from testing the maximum size of the box. I've actually not seen them spawn infront of me yet.
  25. Most assumptions are correct. To clarify the definition of "offline": Zombies that are offline will use a primitive 2d simulation to walk across the map, no obstacles or terrain height are considered, they are not real entities yet. Also the world is divided into a grid and in their offline state they pick a random grid block and walk towards it with some added noise in movement, if the destination is reached it just picks another random grid block. If the player box activates the zombie at the border of the named box it will spawn the zombie at the current offline location by reading the world chunk data to obtain the height and see if the spawn would be blocked. If the online zombie ("active in-game zombie") goes into the offline state it will continue to roam the map in the 2d simulation from the last position, if the player re-activates the specific offline zombie the player will meet the same zombie again. There are some configurations in the XML that also change their roaming behavior, as an example: There is a configuration to how big the chance is that the offline zombie picks a POI zone rather than a world zone to walk towards, the default setting is currently 25%. I hope that answers your questions.
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