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madmole

Alpha 18 Dev Diary!!

Alpha 18 Dev Diary!!  

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  1. 1. Alpha 18 Dev Diary!!

    • A18 Stable is Out!
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If you introduced spoilage where fresh food/meat/eggs spoils (gains food poisoning percentage) at the rate of the stack size it is in, it would entirely solve this issue. That way, if people want their carried food to spoil slower, they will carry smaller stacks and store it in a functional cooler or fridge when not on them. The larger the stack, the faster it spoils. This actually happens IRL based on gasses released by decaying matter causing decay to spread, and is where the idiom "one bad apple spoils the whole batch" originates.

 

And how do you propose this information is communicated to the player? This system would be needlessly complicated (from a gameplay perspective) despite its basis in reality, not to mention complications with implementation details. I think we all need to accept that food spoilage is not going to happen. There has been zero interest shown from TFP and it has been stated many times that they'd rather fix this BALANCE issue by BALANCING the game instead of introducing an entirely new systems.

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@Fatal.....nice on the current bug fixes. Can you tell me if the campfires/forges no longer giving heat buff bug is going to be fixed or was that purposely removed?

 

I'm not aware of any bug with that. In 17.4, my campfire removed the cold from my player and increased the temperature. Turning it off made me colder again. Works as I'd expect and 17.3 should be the same.

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OMG!.... that is.... all the distant blocks are first drawn in the frame buffer, and then just closed by nearest? ....no work z-buffer?

ie the entire array of blocks that are in front of the player - drawn on the screen?...

ie, nearest blocks that obstruct the subsequent do not exclude rendering those who follow them?

 

this.... is a enormous loss of performance........

 

Well, it does use the z buffer and Unity draws Opaque renderers in a non sorted order, but yes, all chunks (blocks) in the view frustum are drawn by Unity. Static world games will spend many minutes processing a world for what can be seen from all the general locations in the world. We can't do that because the world can change drastically at any moment and when it does, players would be mad if we paused the game for 10 seconds to figure out the new visibility.

 

Our new occlusion system tries to do that in a realtime fashion by rendering simple occluder versions of objects and turning off renderers that are behind stuff, but there are latency issues, so things pop in and offscreen shadow casters not showing and it does add its own overhead, so it needs more work.

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Hello guys, will we get the infinite rwg back again, or atleast sizes like 50kmx50km? Even the current 16x16 feels like a afternoon stroll once you have vehicles. Also generating anything beyond 16x16 can take days. I tried generating a 64x64km map and it never finished.

 

Would be great to hear from you guys! :)

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Huh? So, I guess that' why sometimes my game would crash. Though, sometimes would simply crash to main menu. Guess that's fixed, now.

 

If your game used up all your ram, it would shutdown. That is what the fix addressed. Depending on how much free RAM you had and how much you moved around in the world, that could happen probably every 2 to 10 hours.

 

Going back to the main menu is not a crash, since the game is still running. That would happen if you were disconnected from a server.

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What exactly is the performance concern regarding objects and stuff? My computer is several years old and was midrange to begin with, six cores amd, haven't seen the game use more than 60% of one core, apart from some spikes. The gpu is maxed out constantly, but CPU is mostly asleep and I'm compiling kernels in the background while playing and use damocles map tool (only uses one core) while playing, watching Netflix and have pycharm run my bot in debug mode.

Not an attempt to troll, but I wonder why block calculations and pathing pose a performance problem when a three year old 500€ computer isn't even running at 20% of its computing potential.

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What exactly is the performance concern regarding objects and stuff? My computer is several years old and was midrange to begin with, six cores amd, haven't seen the game use more than 60% of one core, apart from some spikes. The gpu is maxed out constantly, but CPU is mostly asleep and I'm compiling kernels in the background while playing and use damocles map tool (only uses one core) while playing, watching Netflix and have pycharm run my bot in debug mode.

Not an attempt to troll, but I wonder why block calculations and pathing pose a performance problem when a three year old 500€ computer isn't even running at 20% of its computing potential.

 

After analyzing stats on both Linux and Windows, I'm going to say the game has bottlenecks in the engine that are neither CPU nor GPU bound. OpenGL is hamstrung at 1.6 on Linux, but that is the only issue I've seen thus far and that can be bypassed easily by Steam Proton.

 

That being said, I think the engine developers should shift their efforts to Vulkan, even if it's just a shader port. Most cards in recent years support Vulkan just fine. Once Vulkan support is in place then they profile the engine and improve performance. Maintaining multiple APIs is NOT a great solution.

 

If your hardware is 6 years old with no upgrades at this point then you need to save up some greenbacks and consider a new build. If you aren't scared you can do a custom build for pretty cheap. Just stay away from hard drives. an m.2 1 TB SSD is approaching the $100 range and is MORE than enough to handle a few steam games.

 

If I had to recommend a "Medium" build personally I'd go with:

 

(All prices are from Amazon)

 

Ryzen 5 2600x - $174.99 - https://amzn.to/2HqMum4

NZXT H500 Case - $69.99 - https://amzn.to/2YDl2Hg

Seasonic FOCUS 550 Gold - 74.99 - https://amzn.to/2EjDgGp

Sapphire Radeon RX 590 - $199.99 - https://amzn.to/2VOJtEI

MSI ProSeries AMD Ryzen 1st and 2nd Gen - $69.99 - https://amzn.to/30vqsGg

Kingston Technology HyperX Fury Black 16GB - $114.99 - https://amzn.to/2HsS2g0

Muskin Pilot M.2 1 TB SSD Drive $134.99 - https://amzn.to/2LQJm7a

Thermaltake Flo Triple Riiing AiO $185.34 https://amzn.to/2LU1fCa

 

If it's not, well, you can turn off the lighting. Grand total as of right now: $1025.27. You can make compromises on your build, but compromises now mean replacing parts down the road. If you have the extra money I'd upgrade the graphics card, but this build should last you quite a while. If you don't have that kind of money, I put together 1 more build below.

 

 

Ryzen 5 2600 - $149.99 - https://amzn.to/2VPC8F2

XFX Radeon RX 570 RS XXX Edition - $159.99 - https://amzn.to/2Hp2CUV

MSI ProSeries AMD Ryzen 1st and 2nd Gen - $69.99 - https://amzn.to/30vqsGg

NZXT H200 Mini-ITX Case - $69.98 - https://amzn.to/2VwlZzu

Kingston Technology HyperX Fury Black 16GB - $114.99 - https://amzn.to/2HsS2g0

Crucial P1 500GB M.2 SSD - $62.95 - https://amzn.to/2EjxbJR

Seasonic FOCUS 450 Gold - $64.90 - https://amzn.to/2YF1ToK

PC Cooler 1200 Fan Pack - $39.99 - https://amzn.to/30tq0rT

 

Grand Total: $732.78

 

If you don't even have THAT much to spare, shoot me the specs of your current rig, and I'll brain storm a way to get more umph out of your machine.

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Just stay away from hard drives. an m.2 1 TB SSD is approaching the $100 range and is MORE than enough to handle a few steam games.

 

$110 usd on Ebay, free shipping.

 

I saw some under $100 last week, they are now gone.

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you, Sir, just made the whole of Germany and Belgium and Czech your enemy!

 

 

I am not a sir at all.

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I am not a sir at all.

 

It's high time we abolish slavery. Free Kalex!

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What is the current version of Unity what be use in 7 Days To Die A17.3? The exact version of Unity. Where can I see it? If possible, please give a link to the current version.

 

Thank.

Edited by Orsey (see edit history)

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The current public build is 2018.2.0f2,

you can see that in the output_log

 

Its good practice not to change engine versions until the next major revision.

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If your game used up all your ram, it would shutdown. That is what the fix addressed. Depending on how much free RAM you had and how much you moved around in the world, that could happen probably every 2 to 10 hours.

 

Going back to the main menu is not a crash, since the game is still running. That would happen if you were disconnected from a server.

 

I have been having the " crash to desktop" problem too and have already reported it in the bug section. what i have noticed though is that the game window crashes. the sound still runs and the game is still running. if i do actions there is a sound corresponding to that action but there is no graphic window. ctrl-alt-del to task manager and stop the task is the only way to stop this. when i do this i get a small bar with ' seven days to die" and the minimise maximise and x . so the title bar of the window however it does not respond to mouse clicks.

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Just a need to say >> and Not Sure where to say it .. So it is Here

 

Fun Pimps

 

Hope you are having a good Laugh with RGW Maps .. A 17.2 the map were Good .. Except for roads being all weirded out of shape … BUT NOW the Maps are crap .. Yes you flattened the roads .. but now I have tried at least 12 different maps and they are all Flat and so broken up with Biome's .. no rhyme to reason what goes where .. (maybe I'm just having Bad Luck)

BUT .. I HAD 2 Great maps in A_17.2 and I tried the Same Seed with a Fresh install in A_17.3 and they are total Garbage Now ..

I Sure this is a issue to BE Fixed and with over 3800 hrs in 7d2d .. I'm about to give up, until some serious fixing is done.

 

Still .. Thank you for a Great .. Just fix it please … the Old Gamer ..

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OMG!.... that is.... all the distant blocks are first drawn in the frame buffer, and then just closed by nearest? ....no work z-buffer?

ie the entire array of blocks that are in front of the player - drawn on the screen?...

ie, nearest blocks that obstruct the subsequent do not exclude rendering those who follow them?

 

this.... is a enormous loss of performance........

 

Yes, which is why would like to implement an occlusion system but it is not easy since the world is fully destroyable.

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Aw... of course. So speaking of bandits and I know this a longs way off. How will they be implemented? Like if I were a new a player that simply skimmed over the description of the game and bought this solely for zombies. How would the bandits be shown as a possible threat? Simply only during quests or will there be a chance of encountering some sort of bandit scout. Since I know for me personally, if I were to be attacked by a bandit that could use melee and do the same the actions as me, I would definitely be caught off-guard.

 

They should be managable in smaller groups, but kind of an oh ♥♥♥♥ moment like when you encounter a dog, but you have a better chance to outrun them.

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Hello guys, will we get the infinite rwg back again, or atleast sizes like 50kmx50km? Even the current 16x16 feels like a afternoon stroll once you have vehicles. Also generating anything beyond 16x16 can take days. I tried generating a 64x64km map and it never finished.

 

Would be great to hear from you guys! :)

 

No plans for infinite worlds or anything larger than 16k. Gas needs to be more scarce so if you want to drive everywhere you will probably be actively looking for gas like you for ammo and ammo resources. I honestly don't see the value in super huge worlds because as it stands one city out lives my entire play session for looting. Why would I travel to another city when there is 75 real time hours of looting right here.

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Yes, which is why would like to implement an occlusion system but it is not easy since the world is fully destroyable.

Thanks for the clarification, that explains a lot to me!

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No plans for infinite worlds or anything larger than 16k. Gas needs to be more scarce so if you want to drive everywhere you will probably be actively looking for gas like you for ammo and ammo resources. I honestly don't see the value in super huge worlds because as it stands one city out lives my entire play session for looting. Why would I travel to another city when there is 75 real time hours of looting right here.

Being able to walk as much as you want is freedom, it's worth a lot.

Even if i don't use it - i need to know that i have the opportunity.

This gives 1000 points for a sense of the reality of the world!

 

Despite the fact that you say that the size of the sufficient - but on practice, i see that people very often face with his invisible walls.

Аnd the placement of cities close to each other - worsens the situation. Exploration, journey - is lost.

Maybe it makes sense to make it exclusive to SP, if MP puts limitations on it ?

Edited by n2n1 (see edit history)

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Being able to walk as much as you want is freedom, it's worth a lot.

Even if i don't use it - i need to know that i have the opportunity.

This gives 1000 points for a sense of the reality of the world!

 

Unfortunately it comes with a lot more data to manage and time to generate, and undesirable game play. I wouldn't want to walk 50 miles to the desert to find aloe.

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Guest Rassilon
No plans for infinite worlds or anything larger than 16k. Gas needs to be more scarce so if you want to drive everywhere you will probably be actively looking for gas like you for ammo and ammo resources. I honestly don't see the value in super huge worlds because as it stands one city out lives my entire play session for looting. Why would I travel to another city when there is 75 real time hours of looting right here.

 

For me, its the temptation of exploring, sometimes living as a Nomad and traveling from town to town.

While im exited for 16k maps, everything above really is an overkill.

 

As you stated, for a normal session an 8k map allready is enough.

Only on MP Servers like i manage one, we want to have some distance from other players and then make tours with the minibike/Jeep :)

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