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Gipothegip

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Posts posted by Gipothegip

  1. It's been a decade for me which is crazy to me because I was in school back then.

     

    I'm looking forward to it, but I was basically not expecting it to happen for a couple years. It does kind of feel like they're just slapping 1.0 on it though. The game does feel well fleshed out in what's there, but lacking bandits and story stuff in release seems odd.

     

    Then again, like Roland stated, we weren't getting those in the next update (formerly A 22) anyway.

  2. 13 hours ago, XCOUNTRY said:

    IMO, the typos make it more real. Have you read a newspaper or online article these days? Editing is for chumps. It’s all about volume these days. Gotta earn that sweet ad revenue somehow. 

     

    It was obviously written by the AI overlords, but Navezgane being kind of podunk couldn't afford the cutting edge stuff.

     

    12 hours ago, Matt115 said:

    This trash looks like trash! (but it's in good way)

     

    BUT : HOW THE HELL 7DTD WORLD WORKS LIKE 

    it's 2033 in game but it's more like our world  2010 year. 

    Just... it's would have sense to see drons everywhere, AI cars , AI turrets ( not this scrap ones but COD like) , NGSW guns, much diffrent clothes style etc.  While we have 2008-2012 ! HOOOW 

     

    Madmole PLS Buddy - expain it.

    future looks like past, schools and daycare but not  zombie kids, AK instead M16, lever action instead m14.  Paper Magasines still exist in 2033. Just... HOW! 😂

     

    I'm fairly certain there will still be books and magazines in less than a decade. Kids these days.

     

    Though I guess the game does look more 2013 than 2033. Otherwise I think we're following rule of cool here.

  3. The biggest thing I miss is the old biomes,  they added more variety to the terrain generation; I also miss having caves.

     

    I kind of miss how farming used to work as well.

     

    Some of the old zombies such as football players, bees, and climbers.

     

    I miss jars too, they were probably too numerous and easy to make, but being able to collect and boil water from lakes and rivers made sense.

  4. Bigger maps in general would be cool, although I haven't played in a while so I don't know how big they are these days.

     

    I do recall there being technical issues the further you are from the origin, like animations being off or something of that sort.

     

    I'd probably never utilize a huge map, but it's fun to explore and even be a little nomadic.

  5. @Gipothegip If you are deleting roads and the road is returning then, you need to check the setting in the app you are using, you are not deleting the layers. Easiest way to verify is , create a png same size as the splat 3 with "transparency background" save and put it in your folder. no roads, but your edited one has them. means you didnt edit the correct layer. second way, save your png as a tga, edit te 3 rgb layers save open that file then save it as png.

     

    What do you mean by "layers"? Are you talking about channels?

     

    I do see that something is still there looking at the rgb/a channels. I'll have to figure out how to delete those, clearly they aren't being erased.

     

    Hi guys for some reason, im not generating the dtm.tga file in my worlds folder, just the raw file. Im running single player local install, same directory as the video, even searched the whole directory and couldnt find it. Any ideas?

     

    I've noticed that too, it must be a change to one of the recent builds, as when I was first fiddling with it the game did generate a TGA file.

  6. Don't know if this helps, but I've noticed with the biomes PNG if I save it as 32 bit in paint.net it throws a null reference error with chunk generation. If I do the auto detect setting, it then saves it as 8 bit and I run into the issue that Guppy did in his video, that only snow biomes work.

     

    I also noticed that after saving in paint.net the file size is notably smaller, even saving as 32 bit. It seems to me paint.net borks something in the way it saves files that is important for 7 Days to Die. Perhaps something to do with file compression? Probably what Kam was saying.

     

    Anyone get the Biome editing to work yet? I can get it to load using the edited biomes.PNG but the areas of burnt forest I replaced with normal forest appear as holes in the map.

     

    Edit* Got it working

     

    Edit : This isn't relevant anymore.

     

    Might I ask how? Did you use another program, or is there a setting somewhere I missed?

     

    Edit : I tried Krita, but am still having issues. The stuff I don't change works fine and I can get into the game, but when I ran into an edit it created a hole and threw the null reference error, which ended chunk generation as well.

     

    A brush setting maybe? I sampled the color, so I don't know why it didn't paint the exact color it needed.

     

     

    I sorted out what I was doing wrong, it was the brush doing blending and anti-aliasing. The pixel art brush works fine.

     

    However, I've ran into a problem with the splat3 png, I can't seem to erase roads. The game still generates roads even if they aren't drawn in the file. The ones I do draw show up, but the ones I delete remain.

     

    I am editing a random gen file though, so maybe it has something to do with that? Anyone else having this issue?

  7. Isn't there already a videos and images section? I mean, that's most of what's in that section anyway. (I mean content creators promoting their channels, not Guppy's "bootleg Snickers").

     

    Edit : And no Guppy! We don't need an unofficial How It's Made!

  8. Thanks for sharing, it's always nice to hear an honest story of how someone got somewhere far simply by exploring and pursuing their dreams and passions.

     

    Sometimes it seems like it takes luck, opportunity, and even being handed things to be successful. However The Fun Pimps and their stories serve as an inspiration and a testament that you don't need things to line up nicely and have the opportunity to get where you want. You just have to find your way there and make the opportunity.

     

    It reminds me of some things I need to do in my personal life too. After I graduated High school I focused only on getting a job and things have recently gotten a bit stagnant for me. I need to follow your example.

     

    Firstly, something I have thought of doing, is just writing some programs and working on some 3d models. Work on some ideas and concepts and implement them. Both to serve as a refresher and so I don't lose my skills, and to gain some practical experience and possibly learn something new.

     

    I also need to get back to playing my guitar. Something I've kind of put off. My brother, his best friend, and I are more or less in a band. However we've all kind of put the band to the side, we stopped doing our weekly sessions and stopped practicing our instruments. We've gone off track. We need to get back on that.

     

    My only concern is if I ever have to choose between music and programming. Though I suppose I wouldn't be the first person to achieve multiple things in their lifetime.

  9. Hi guys,

     

    I've been reading this thread, and many like it, and scratching my head about the goals. There are countless people defending the developers but let's put this up in the open. Many time people have asked about this or that or whatever but there's no clarity on what was promised (and I do use the word promised here because it shouldn't IMHO be treated like a flippant statement) vs. delivered. There has been a "checklist" of sorts but nobody has created one. Hopefully this might serve as one, or at least a catalyst for one.

     

    The aim here is not to call anyone out or bash the developers over feature creep or whatever. It's plain and simple. There were a set of features listed and goals promised and it's been a year since the initial release and the Kickstarter surpassed the $500,000 mark (although the original KS page says it didn't meet it in the goal list, the funding amount surpassed it).

     

    So have the goals/features listed been delivered? You be the judge but consider this a checklist to help the team keep on track (yeah, I know, they are big boys and girls and can do fine themselves with that however are they? where are some of these features asked for? is there a timeline for any of them? do we want to keep seeing new ones introduced because of shiny object syndrome or do we want the team to deliver the original goals, the ones you paid money to because you were told they would be coming).

     

    I'll start with the list of Kickstarter "features" (the blurb above the goals). While these can be more vague, there are things mentioned here that have yet to surface. For example I don't see motion detectors, auto-turrets, or potions mentioned in the looting section. No skyscrapers in the city (although you could build one). There's mention of domesticating animals which isn't there. The dynamic story generation using note quests seems to be absent. There's really no sign of the XP or skill trees mentioned (and I haven't noticed if I get faster at crafting things over time).

     

    For the goals themselves I'll put them here in point form (with the ones I think are delivered crossed out)

     

    $200k

     

    • Part-time artists and programmers join full time (I'm assuming this happened)

     

    $250k

     

    • Existing worlds expanded, more locations added (I see a new hotel in the 9.2 release)
    • More items and weapons (vague but seems to have delivered on this since the early alphas)
    • More special infected enemies, with more abilities! (delivered but kind of an ongoing goal, again vague and intangible)
    • Skill tree and exp system enhanced further (the original skill tree has yet to be delivered)

     

    $300k

     

    • Additional player characters (I don't recall if new ones have been added?)
    • Seasonal weather effects implemented (other than snow in the snow biome I don't see this)
    • Temperature based survival effects (not delivered as far as I can tell)
    • Occuls rift support (has this been delivered?)

     

    $350k

     

    • Enhanced, professional soundtrack (it sounds good, is that met?)
    • More wild animals! Mountain lions, coyotes, cats and dogs living together, mass hysteria! (zombie dogs only)
    • Animals can turn into zombies too! (zombie bears!) (but sadly only dogs and they didn't turn)

     

    Post release goals. The goals above were release goals and while it's labelled "alpha" I guess they can claim they're still working on these ones? In any case, the funding amount for all of these was met.

     

    $400k

     

    • Character customization tools (you can change clothes, is that this goal?)
    • Interchangeable clothing system (delivered I guess, but then is this a duplicate goal of #1?)
    • Expanded story/missing programming (since the original story element isn't delivered yet, nothing to expand on here)
    • NPC characters and merchants (nope)
    • NPC controlled safe houses added (nope)

     

    $450k

     

    • Professional voice actors hired to record lines (what lines?)
    • Multiplayer mode expanded with new features (pretty vague so can't tell what this is)
    • Random world generated expanded (delivered)
    • World building tools expanded (again vague but they have been getting better)

     

    $500k

     

    • Major world terrain enhancement (I left this in but it mentioned "world remains fully destructable and buildable, but it already is by design so what's the delivery here?)
    • Drivable and customizable vehicles added (no)
    • New additional NPC characters to discover (I guess once the first ones are delivered)
    • Expanded story missions (once the first one is delivered)

     

    Apologies if this sounds harsh and feel free to reach out and criticize me if you wish, but lets keep our eyes on the prize. A community funded project like this should be first and foremost accountable to the community that funded it.

     

    Hopefully some of you agree with me and even more so, hopefully someone from The Pimps will chime in here specifically. A timeline, an explanation, or are we all comfortable with whatever they deliver and this type of thread just needs to stop?

     

    Thanks for your time.

     

    I find it worth mentioning myself that they are starting to pave the way for a lot of the stuff on the list within the next several Alphas. They are working on new character models and animations, a new clothing system, and vehicles in the next update. There also has been talk of weather effects and surviving against the environment. It's also a bit distant, but NPCs might be on their way as well.

     

    Personally I think by the time they reach Beta they'll have a lot of the original stretch goals done. The only things on here left for Beta I see is the workshop and map creation tools, the story, professional voice acting, and Oculous Rift support, and maybe a character creation tool if it doesn't make it in Alpha (The current character creation looks like presets and clothing). It actually makes me curious what they plan to do in Beta if Alpha does end up finishing most of the list. In fact, I didn't know there was going to be a Beta, I thought the use of the term "Alpha" was a misconception (still kind of is, and Alpha is technically in house production and testing), but it appears there will be more in due time.

     

    I will however mention that a road map would be nice to see, as I'm not sure what the entire direction of things are, though the Pimps are making good progress and adding in things that weren't planned as well. I kind of feel like I'm going from update to update, which is fine, but knowing where the game is going long term if they have any ideas on that would be nice.

  10. I'm really excited for the npcs and quest system. I'd like to see some bandits and some friendly survivors running around and having established bases. Perhaps bandits could have camps that have special loot that the player can go and raid, while non-hostile npcs could have a trading system; npc establishments could range from simple camps for small in-advanced groups, to more secure strongholds for larger groups with better equipment.

     

    As for the quests I'd like to see perhaps a bit of background and story for the game, as well as leading the player to other survivors, points of interest, or bandits. I think it would be interesting (depending on how quests are implemented) if when the custom map creator comes out the map creator could implement their own custom quests for the map. In addition, I think it would be cool if there were generated quests that had the player do simple objectives, like the radiant quest system implemented in Skyrim.

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