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Everything posted by SylenThunder
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Alpha 22 TO THE FUN PIMPS (PLEASE READ)
SylenThunder replied to Nicholas dAvout's topic in Pimp Dreams
As it stands currently, you would need for the consoles to offer about twice the RAM they currently have, include separate dedicated VRAM for the GPU, and provide much beefier CPU's. Would also need to be added to the PC version, in which case most systems don't support this, and the minimum spec for the game would have to be changed, thus alienating a large portion of the current player base. -
Do note that the game does not care about your RTX with 16GB VRAM. It relies on the capability of your CPU. If you want to get assistance with your issue, start a thread in the correct location after following the instructions. This is not a discussion topic for the dev diary.
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Version 1.0 (Alpha 22) Dev Diary
SylenThunder replied to Crater Creator's topic in News & Announcements
Been paying attention to the details coming out of the PAX event, and have heard from a few people who got answers to questions while they were there. Yeah, I figured that would be the case. I had hopes the upper-tier PS5 and X could manage 10k, but wasn't going to hold my breath on it knowing that their RAM is shared with the GPU. -
Initial connection to the server is not showing issues. I will note however that when your laptop gets a wee bit warm it no longer meets the minimum hardware requirement for the CPU. This could cause delays in processing data, which may end up looking like poor network connectivity due to the CPU taking too long to process. Make sure you are up to date on Windows and drivers. Also note that you have an odd RAM configuration. The amount doesn't make sense for it being shared with the GPU, so I would ensure you don't have mis-matched pairs. It is almost like you had 8GB, and then added 16GB. If that is two separate chips, then they will not be able to run dual-speed. So 3200MHz RAM would only be capable of running at 1600MHz with that setup which would doubly impact your performance. Especially with larger maps, and because your GPU is weak with no VRAM. And honestly, not trying to crap all over your laptop. This is just @%$# you have to live with when you decide to play a very hardware-intensive game on something that can barely support it. At least you aren't trying to run it at 4k with maxed graphics. There really isn't a lot more log to see more than that though. I would run a traceroute to the host server when you have the issue. You might also try using the network helper option in General Settings.
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File is not available. Please just use something simple like Pastebin. At a guess, you likely are either facing an issue with poor network connectivity, a poor route to the server, or something like security software or firewalls blocking the data. I do cover some of these issues in the Pinned Support FAQ thread.
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Version 1.0 (Alpha 22) Dev Diary
SylenThunder replied to Crater Creator's topic in News & Announcements
Console play is peer to peer without cross-play. Once cross-play is released then you could log on to a dedicated server running on a PC/Linux OS. I am not working on any of that, but I believe that is how it will be. From what I have been able to gather, the consoles will be peer-to-peer 4-player caps when it releases on the console. At a later date cross-play will be enabled, and the player cap on consoles will be increased to 8. The consoles will also be able to join any PC-hosted dedicated server. I have also heard that the available RWG map sizes on the consoles may be smaller than the PC. Which makes a lot of sense when you consider the memory limitations the consoles have. -
No we close the thread. Issue is that the OP Double-posted both in the correct section, and in General Discussion. The post from General Discussion was moved to the correct section, which created two threads here. @Stryker848 Please be less spammy.
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It's also why we generally leave stuff like this to the modders. There are quite a number of mods that add weaponry for your pleasure.
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Version 1.0 (Alpha 22) Dev Diary
SylenThunder replied to Crater Creator's topic in News & Announcements
To be fair, the current TellTale release on the console is almost half a decade behind where the current PC version is. Most of those issues have already been resolved or re-designed. -
I cannot imagine why it wouldn't. Especially with KB and mouse being natively supported on the system hardware and OS. Likely this is going to be a "try it and find out" feature though.
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Adrenalin reports the FPS correctly only if you are not using FMF. Enabling FMF makes Adrenaline show the FMF framerate, and not what is actually going to your display.
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Need the whole log. This only shows Choco joining the game, attempting to issue a lot of console commands they don't have permission to use, and then the game being shut down. There is one odd line that seems to refer to a problem with an installed mod, but since you didn't post the whole log, it is really hard to say what is going on there.
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Also take a good read here. I will also mention, that much like my laptop with a 12th-gen Intel CPU, you don't have a full deck of cores. Your i7-13700KF has 16 cores. Of those 16 cores, only half of them are useful. Windows is extremely stupid, and will stick programs on the useless E-cores. Unlike most games that only utilize a single CPU core, 7 Days can use several. If some of its processes get stuck on the pathetic half of your CPU, then you are just at a loss. If you want your processer to actually perform like a real CPU, disable the E-Cores or manage their use with 3rd-party software like Process Lasso. Software isn't designed for the small number of CPU's that are different from all the others. So far I am only aware of a single game that even has an option to force it to run on the performance cores of your chipset, and even then it only works properly on the latest builds of Windows 11. Developers don't code for the "1%" because wasting time on small numbers doesn't make money. Your situation with the fake CPU is only shared by about 3-4% of players on Steam. So when you think about performance in games, remember that half of your "high-end" chipset is utter rubbish and about as useful as a Pentium PC in today's gaming world.
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There is a 3rd party hack tool that can do this. It was never a feature of the game on the PC. Do note that you will need quite the powerful computer to pull it off in the current version. I have not heard of anyone using that tool in a few years.
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I believe it is in the description of the item. I am unable to open the game to look while at work though.
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The instructions are even Pinned, and tell you to read them before you post.
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Version 1.0 (Alpha 22) Dev Diary
SylenThunder replied to Crater Creator's topic in News & Announcements
I don't know why you can't believe it. It fits entirely with the way they do other things. Take a look at some of the POI's and nods to other titles already within the game. The way some of the skill perks have been named in the past and current versions. This kind of display is exactly what I would expect from the Fun Pimps, and is exactly the kind of things that makes this game so absurdly unique. -
When it was added it was plus or minus.
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Version 1.0 (Alpha 22) Dev Diary
SylenThunder replied to Crater Creator's topic in News & Announcements
When it first releases they will not. Cross-platform play won't exist either, and the max number of players will still be limited to four like it is in the TellTale version. However later cross-platform play is planned to be supported, as well as making the same supported 8-player count as it is on the PC. I cannot imagine not supporting mods on the Console editions once they are 1:1 with the PC version. Though initially it may be limited to xml mods on PC hosts or dedicated servers. We won't know for sure until information is given. I speculate that mods will be supported on the Console edition the same as they are on the PC version. The difference is that you cannot just freely edit the files on consoles like you can on PC, so there will need to be a method configured for that. Since such a method has already been planned for the PC version since the Kickstarter, I cannot see why they would not work to find a method that benefits all platforms instead of just Steam. -
I just set up desktop shortcuts for each set of mods I want to run, and each set of mods has a different userdatapath. For example, the properties for my Darkness Falls shortcut is "D:\Games\SteamGames\steamapps\common\7 Days To Die\7DaysToDie.exe" -UserDataFolder=E:\SaveGames\DF -logfile=E:\SaveGames\DF\logdata.log Notice how I am using the -UserDataFolder=E:\SaveGames\DF argument. The DF mods go into E:\SaveGames\DF\Mods When I play Origins, I have a shortcut where the argument is -UserDataFolder=E:\SaveGames\Origins And so on. The only reason I need different game client folders is for playing an older version. Like UL on Alpha 20.
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This is already an option in the game. You can set it anywhere from one to twenty days. It will randomly add or subtract that many days from your set frequency.
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Version 1.0 (Alpha 22) Dev Diary
SylenThunder replied to Crater Creator's topic in News & Announcements
TFP has always supported modding, and plans to have official mod support when the game is finalized. Though Steam Workshop does not support it, I could see where they use something like CurseForge in a fashion similar to how it is done with Ark Survival Ascended. That would allow a unified source for mods that function on all platforms. -
Most likely it is because of the limited hardware across all consoles. All three of them are lacking in RAM because it is shared with the GPU. Series S also has a third of the processing power of the X or the PS5. When the devs say they have had to move worlds to get optimization done to the point where it is playable on the consoles, they aren't kidding. Though the specs look similar to a current mid-range PC on paper, not having a dedicated GPU with dedicated memory puts some huge limitations on how well they are actually able to perform. You end up with something comparable to a mid-grade laptop with inbred graphics.
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Initially only four players just like the current version. Later it will be the same as PC with eight players and cross-platform play will be supported so you would be able to connect to PC hosted servers. There will not likely be a dedicated server client for the console.