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dcsobral

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Everything posted by dcsobral

  1. I'm pretty sure he lied and the answer is "when it's done". Particularly when you realize he said it may be less than 3 months, more than three months, but not exactly three months.
  2. I just got another one. One thing in common is that this is a b122 world played in b123 (that is, world and game version differ). Here it is: 2021-05-26T10:33:25 2951.211 INF SectionType change from TraderBob to Exploration 2021-05-26T10:33:25 2951.211 INF Fading out TraderBob 2021-05-26T10:33:25 2951.211 INF Played Exploration 2021-05-26T10:33:25 2951.211 INF Fading in Exploration InvalidOperationException: Queue empty. at System.Collections.Generic.Queue`1[T].Dequeue () [0x00008] in <aa976c2104104b7ca9e1785715722c9d>:0 at DynamicMusic.ContentQueue.Next () [0x00000] in <3dd2d3b546ca4c91af62cd8abc0ff1cf>:0 at DynamicMusic.LayeredContent.Get[T] (MusicUtils.Enums.SectionType _section, MusicUtils.Enums.LayerType _layer) [0x00056] in <3dd2d3b546ca4c91af62cd8abc0ff1cf>:0 at DynamicMusic.FixedLayerMixer+<Load>d__4.MoveNext () [0x0006f] in <3dd2d3b546ca4c91af62cd8abc0ff1cf>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <eaed1887017646508aa3fd7a8edf50d6>:0 2021-05-26T10:33:28 2954.259 INF Saving 58 of chunks took 42ms 2021-05-26T10:33:28 2954.259 INF Paused Exploration 2021-05-26T10:33:28 2954.272 INF Paused TraderBob
  3. Nope. I wasn't even going to report it, but Alan wanted to pass it along anyway.
  4. Honestly, scrap iron is pretty useless in a19. It's not in the wood upgrade path, and though it provides extra structural integrity you can't upgrade them if you use them for that. Also, let's be realistic. Reinforced Wood and Metal Reinforced Wood are extremely rare. If people want durability they go with Flagstone, if not they just keep to Wood. Flagstone is uncommon -- you'll keep structures at flagstone if you don't have enough cobblestone. As soon as the supply catches up to demand, you move on to cobblestone. Concrete is only common because it's so expensive. If you had enough concrete, you'd just make everything reinforced concrete to begin with. The main reason to choose wood or cobblestone or concrete in my own experience and with the streamers I watch is the lack of shapes in one or the other. If all shapes are available for every material then people will pick the material based on the supply available. Upgrading the material is just busywork. Gaining experience from upgrading is going to take a major hit, though. Being a builder is going to suck in this particular regard. I'm more interested in what shapes are going to be available? The currently available shapes are a big improvement over, say, alpha 16, but there are still all sort of "holes" on the shapes I'd like to use for base building. It got to the point that ever since I stopped playing modded -- which usually unlocks a lot more shapes -- I have reduced my bases to cubes, ramps, wedges, half blocks, plates, stairs and ladders.
  5. Mind you, it is possible to turn on stability on playtesting. Either that, or it used to work. I know I have used playtesting to check stability in the past, to fix some POIs from compo pack for Ravenhearst. That said, playtest should have stability enabled by default in my opinion.
  6. If pathing was decent pre-A17, I'd agree. Pathing was bad, and zombies went more or less in a direct line (unless running in circles). Pathing to a player that can be seen or to a location a sound is coming from but only through blocks that are within LoS of the zombie is not something that was ever done. Regardless, this is a strawman argument. The AI was no more trivially gamed then than it is now, minus a few exploits that have been removed since. Furthermore, it doesn't matter how many exploit bases exist: if a single one exist within common knowledge, then any player who desires an exploit base will make one. The argument above boils down to "many exploit bases existed before, and now there's less exploit bases", to which I reply: who cares? What I do care about is that there were many more ways of making non-exploit bases before than now, but I am not advocating going back to pre-A17 AI. Go back and read again without the "he wants A16 AI" filter on your monitor. The current AI leads to a single optimal approach, and one which becomes quite boring since 7d2d isn't going the way of Night of the Dead with multiple traps with which to design a killing maze. Side note about the trail thing: yeah, players could remove the path if it was ever implemented for horde night, just like players could remove the path in pre-A17 AI and like players can remove the path on current AI. Absence of a path is a problem common to all pathing approaches.
  7. On the feral sense thing, I'm sad that it is just about how easily zombies detect you. When I first heard of it on dev stream I thought it was about how zombies approach the player. This sophisticated path finding being used has reduced the diversity of effective bases a lot, and it is a bit absurd -- not even google maps is that good! The now-abandoned idea of player's making a "trail" would have been my favorite pathing solution, and my second favorite would be path to player through line of sight. I don't like how zombies will see you and then move away from you because they know how to path to you to avoid obstacles.
  8. Fun fact: Ravenhearst added a shark back in... alpha 17, I think. Vicious beast. Unfortunately, it was perfectly fine with leaving the water to chase players, which got it the nick "land shark". Sadly, it didn't make the cut for the public release... But we sharknado aficionados remain hopeful! These pesky testers, wrecking up perfectly good concepts with irrelevant considerations such as common sense and gameplay mechanics!
  9. FYI, the world was created on b117 and I was playing on b118 when it happened.
  10. As in more recently than b118? I want to make sure there hasn't been a misunderstanding of what the issue is.
  11. It provides an incentive for people to interact with the stream (which benefits the streamer). Like, spawning zombies on top of the streamer, or sending him a health crate. That said, it was not a priority for TFP, but one of the devs has been doing it as a personal project and TFP decided to incorporate it. Gaming streams have a big impact on a game's popularity.
  12. Any updates on this? I'm not sure a new gas station is even worth mentioning, so I assume there's more stuff in the works.
  13. Confirmed 7 Days to Die / Star Wars crossover on alpha 21! Congratulations on your partnership with Disney! 🤣
  14. I saw it move forward twice (at most inconvenient times, of course).
  15. Generation has changed on b110, so there's no way to regenerate it.
  16. Sorry, I don't have the log anymore. I suppose I could reproduce the error but the log looked rather normal. Let me paste the lines still on my history: Mono path[0] = 'C:/Users/Daniel/Desktop/BranchDownloader/testing_trunk-windows-client/7DaysToDie_Data/Managed' Mono config path = 'C:/Users/Daniel/Desktop/BranchDownloader/testing_trunk-windows-client/MonoBleedingEdge/etc' Initialize engine version: 2020.3.1f1 (77a89f25062f) [Subsystems] Discovering subsystems at path C:/Users/Daniel/Desktop/BranchDownloader/testing_trunk-windows-client/7DaysToDie_Data/UnitySubsystems GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: NVIDIA GeForce GTX 1080 Ti (ID=0x1b06) Vendor: VRAM: 11127 MB Driver: 27.21.14.6089 Begin MonoManager ReloadAssembly - Completed reload, in 0.091 seconds D3D11 device created for Microsoft Media Foundation video decoding. <RI> Initializing input. <RI> Input initialized. <RI> Initialized touch support. UnloadTime: 0.717000 ms 2021-04-14T11:14:04 0.017 INF [Steamworks.NET] SteamAPI_Init() ok 2021-04-14T11:14:04 0.161 INF Localization language: english 2021-04-14T11:14:04 0.180 INF Texture quality is set to 0 2021-04-14T11:14:04 0.181 INF Precaching... 2021-04-14T11:14:04 0.182 INF Precaching file: 7DaysToDie_Data/resources.assets 2021-04-14T11:14:04 0.238 INF [EAC] Not loading, not started from launcher 2021-04-14T11:14:05 0.482 INF Precaching file: 7DaysToDie_Data/sharedassets1.assets 2021-04-14T11:14:05 0.494 INF Precaching file: Data/Bundles/blocktextureatlases 2021-04-14T11:14:05 0.749 INF Precaching file: Data/Bundles/terraintextures 2021-04-14T11:14:05 1.000 INF Precaching done 2021-04-14T11:14:10 5.917 INF Loading main scene Unloading 6 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 1.701900 ms 2021-04-14T11:14:10 5.978 INF [GSM] Singleton Initialized... 2021-04-14T11:14:10 5.986 INF Awake IsFocused: True 2021-04-14T11:14:10 5.987 INF Awake 2021-04-14T11:14:10 5.999 INF Version: Alpha 20 (b109) Compatibility Version: Alpha 20, Build: Windows 64 Bit ...skipping... 2021-04-14T11:16:43 158.901 WRN No POI Markers found for street tile 'rwg_tile_{0}t'! Falling back to simple placement. 2021-04-14T11:16:43 158.924 WRN No POI Markers found for street tile 'rwg_tile_{0}t'! Falling back to simple placement. 2021-04-14T11:16:43 158.939 WRN No POI Markers found for street tile 'rwg_tile_{0}t'! Falling back to simple placement. 2021-04-14T11:16:43 158.958 ERR TownID '8' failed getting prefab with requred_tags 'industrial', desired_tags '', township_tags 'city,town', lotMaxSize:'1, 1', lotMinSize:'0, 0', streetTile:'rwg_tile_{0}straight' 2021-04-14T11:16:43 158.999 WRN No POI Markers found for street tile 'rwg_tile_{0}corner'! Falling back to simple placement. 2021-04-14T11:16:43 159.049 ERR TownID '8' failed getting prefab with requred_tags 'industrial', desired_tags '', township_tags 'city,town', lotMaxSize:'1, 1', lotMinSize:'0, 0', streetTile:'rwg_tile_{0}straight' 2021-04-14T11:16:43 159.307 INF 3 Total Districts for Town township of size 17 2021-04-14T11:16:44 159.396 ERR TownID '24' failed getting prefab with requred_tags 'industrial', desired_tags '', township_tags 'city,town', lotMaxSize:'1, 1', lotMinSize:'0, 0', streetTile:'rwg_tile_{0}straight' 2021-04-14T11:16:44 159.452 WRN No POI Markers found for street tile 'rwg_tile_{0}t'! Falling back to simple placement. 2021-04-14T11:16:44 159.500 WRN No POI Markers found for street tile 'rwg_tile_{0}cap'! Falling back to simple placement. 2021-04-14T11:16:51 167.050 INF 3 Total Districts for Town township of size 12 2021-04-14T11:16:51 167.089 WRN No POI Markers found for street tile 'rwg_tile_{0}t'! Falling back to simple placement. 2021-04-14T11:16:51 167.145 WRN No POI Markers found for street tile 'rwg_tile_{0}t'! Falling back to simple placement. 2021-04-14T11:16:51 167.221 ERR TownID '7997' failed getting prefab with requred_tags 'industrial', desired_tags '', township_tags 'city,town', lotMaxSize:'1, 1', lotMinSize:'0, 0', streetTile:'rwg_tile_{0}straight' 2021-04-14T11:16:51 167.254 WRN No POI Markers found for street tile 'rwg_tile_{0}cap'! Falling back to simple placement.
  17. RandomGen changed between b97 and b99, and that may explain why these two now work. I did get an error with a 6144 seed on b99: Single-phaseAutarkists
  18. I got the same error again with the seed MagianAloeswood
  19. One thing I should have remarked on: the random 0 might be necessary to reproduce it -- or not, I don't know -- but it doesn't cause it. I got this error while automatically creating the same seed with different parameters and I use random 0 by default, so I know it works with random 0 and plains 5.
  20. Tobii issue, not 7d2d. Move this to the trash pile.
  21. Those are the worlds already created. You can also select "New Random World" and pick a seed when starting a new game, or go to Editing Tools / Random Gen Previewer and generate a new world from there.
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