spud42 Posted August 26, 2021 Share Posted August 26, 2021 16 hours ago, hiemfire said: Never been in Dishong Tower? The distribution center (bottom left with the Shamway trailer backed up to it) and the 3 warehouses across the culvert from it are new I think. As is the Pass & Gas just "above" it. I'm liking the looks of where the random gen is going. the brick poi across the culvert and to the right of the road is the standard waterworks poi. Link to comment Share on other sites More sharing options...
Fanatical_Meat Posted August 26, 2021 Share Posted August 26, 2021 51 minutes ago, Roland said: You can go in just fine. The question is whether you will come back out. They are often.....inhabited. So you’re saying the pipes are more than one block high... Link to comment Share on other sites More sharing options...
hiemfire Posted August 26, 2021 Share Posted August 26, 2021 1 hour ago, spud42 said: the brick poi across the culvert and to the right of the road is the standard waterworks poi. Wasn't what I was talking about. The 3 storyish ones in middle of the image, right next to the culvert, in line with the distribution center (bottom left poi) and across the road from the refinery. Those are new. The water works is one more cluster to the right of them. Link to comment Share on other sites More sharing options...
hiemfire Posted August 26, 2021 Share Posted August 26, 2021 1 hour ago, dcsobral said: That Pass&Gas is not new. The one on the left edge of the image, right? It's in the snow biome in Navezgane, NW of Hugh on a east/west road iirc. This is the one where you described. Doesn't match. None of the Pass & Gases in the snow biome on Navezgane match the one in the random gen teaser image posted by faatal. The other 3. Scratch that. First in the spoiler does match it, it's the one across the street from the mountaintop mansion's driveway. West of Huge. The other two are the two other Pass & Gas's in the Navezgane snow biome that I found. Spoiler Link to comment Share on other sites More sharing options...
Jost Amman Posted August 26, 2021 Share Posted August 26, 2021 As soon as A20 comes out, I'll go set up base in the nearest city, BM off but "feral sense" on ALWAYS. In my imagination, that should be great fun, like in the ol' times! Link to comment Share on other sites More sharing options...
faatal Posted August 27, 2021 Share Posted August 27, 2021 17 hours ago, Annihilatorza said: Thanks for the screen shot , its looking great. I just have some questions if I may be so bold 1. Can we go into those tunnels? 2. New bridge and can we build it? 3. New Under construction building? 4. If we put down a bed in a large POI will we have to keep clearing it out? 5. New POI's? 6. Love the blending of the snow and dirt looks really good 7. Can see the zoning at work seems to go from Heavy industrial, to home to business district 1 Yes 2 Just blocks 3 Don't know 4 Same as a19 5 Don't know Link to comment Share on other sites More sharing options...
Games'n'Grumble Posted August 27, 2021 Share Posted August 27, 2021 34 minutes ago, faatal said: Is there some new zombie hiding there? Soldier zombie? 🤪 Link to comment Share on other sites More sharing options...
Roland Posted August 27, 2021 Share Posted August 27, 2021 1 hour ago, faatal said: 3 Don't know Why don’t you walk on over there with the camera rolling….? Link to comment Share on other sites More sharing options...
dcsobral Posted August 27, 2021 Share Posted August 27, 2021 1 hour ago, faatal said: 1 Yes 2 Just blocks 3 Don't know 4 Same as a19 5 Don't know I think there's something different about the ends on that catwalk. Link to comment Share on other sites More sharing options...
TSBX Posted August 27, 2021 Share Posted August 27, 2021 On 8/25/2021 at 9:44 PM, unholyjoe said: a bit more then that and they are still pumping them out that tower IS Dishong tower. just looks bigger compared to others and in the populous like it is. Usually thinning out the foliage at the base will make it look bigger. Link to comment Share on other sites More sharing options...
Demonoid74 Posted August 27, 2021 Share Posted August 27, 2021 11 hours ago, SnowDog1942 said: By CHUDS? Thankfully they are only in the New York version of 7 Days to Die...just be thankful we are in Arizona...between C.H.U.D. and Cuomo zombies...we would all be $%#ed!!! Link to comment Share on other sites More sharing options...
Blake_ Posted August 27, 2021 Share Posted August 27, 2021 City screenshots are amazing. The Art team is doing a great job and Robert did shuffle them nicely this time (understatement of the huge 8-year code work involved). Blending seems better too. @faatal, 1- In your opinion, how good is RWG in general after testing? (meaning Plz give us 1 more screenshot, plz lol). 2- Did AI get some tweaks in a20 (meaning tiny fixes for some rare wall-lingering behaviours and the like)? 3- How good is AI pathing inside sewers? Do some of them tend to headbutt against the roof and corners or are they more centered and engaged to the player's meat bootie in those instances? (I find randomized behaviour too randomized in some niche close-quarter cases, hence the question) 4- How good is performance within cities compared to any situation in a19? Is the Occluder king in that case ? I'm nervous about that particular burning CPU sensation . 5- I remember instances of heavily modified/destroyed (by the player) POI that get updated for a quest and fail to load fast enough for clients (when doing a shared quest) resulting in a phantom/bugged POI (big ones, like Red Mesa with huge tons of wrenchable stuff can cause those package failures in slow systems and or slow networks ) The question is: Are there improvements to server-client or even client-client performance in a20? (to ensure correct updating for those big chunks of data, even if a bit delayed) 6- What were you testing in RWG at the moment of the screenshots (apart from teasing us, lol) ? 7- Have you tried the Shape menu/block "retunning" performance-wise ? How better does it run vs the old one? (meaning did the latest huge block deletion/renewal/redesign/reasortment pass made a noticeable positive mark on performance?) 8- What about a20 landscapes? Do they load faster than a19 at those crazy mountain ranges? 9- Do Sleepers perform better in a20? 10- Are there any changes to wandering hordes in a20? If so, can you elaborate? It ticks me (get it? lol). 11-Are there any improvements to Level of Detail pop-ins and pop-outs ? (This question is asking in the lines of the believe that Pop-ins and outs should never happen, only pixelated sprites, and no quality option should rule "poppy" behaviour) 12- Do you plan to revisit the door-break physics pet project at some point for a20? It was ridiculously cool for gameplay and I kind of look forward to that at some point. Thanks in advance. Link to comment Share on other sites More sharing options...
geengaween Posted August 27, 2021 Share Posted August 27, 2021 On 8/22/2021 at 5:20 AM, LordoftheKitten said: @TFP The dynamic imposters increases the distance that you can see player built structures and changes to POIs further away, is there going to be any change in the distance we can visually see players being rendered in? As of right now, it feels like the distance is about 80m-120m before they start popping in and out of render. Another example is being in a gyrocopter with a friend below on a motorcycle will usually show just the motorcycle being visible so it is a bike driving itself They could easily fix that by updating the model with a low-res stick figure sitting on the bike Link to comment Share on other sites More sharing options...
Matt115 Posted August 27, 2021 Share Posted August 27, 2021 13 hours ago, faatal said: 1 Yes 2 Just blocks 3 Don't know 4 Same as a19 5 Don't know @faatal well some of them will have water or all canals will be dry? Link to comment Share on other sites More sharing options...
unholyjoe Posted August 27, 2021 Share Posted August 27, 2021 1 hour ago, Matt115 said: @faatal well some of them will have water or all canals will be dry? yes and no Link to comment Share on other sites More sharing options...
Blake_ Posted August 27, 2021 Share Posted August 27, 2021 2 hours ago, unholyjoe said: yes and no I'm sure you meant doubtfully sure, probably. Link to comment Share on other sites More sharing options...
unholyjoe Posted August 27, 2021 Share Posted August 27, 2021 45 minutes ago, Blake_ said: I'm sure you meant doubtfully sure, probably. i'll break it down a tad bit more. key word here (SOME) key word here (ALL) Link to comment Share on other sites More sharing options...
faatal Posted August 28, 2021 Share Posted August 28, 2021 15 hours ago, Blake_ said: City screenshots are amazing. The Art team is doing a great job and Robert did shuffle them nicely this time (understatement of the huge 8-year code work involved). Blending seems better too. @faatal, 1- In your opinion, how good is RWG in general after testing? (meaning Plz give us 1 more screenshot, plz lol). 2- Did AI get some tweaks in a20 (meaning tiny fixes for some rare wall-lingering behaviours and the like)? 3- How good is AI pathing inside sewers? Do some of them tend to headbutt against the roof and corners or are they more centered and engaged to the player's meat bootie in those instances? (I find randomized behaviour too randomized in some niche close-quarter cases, hence the question) 4- How good is performance within cities compared to any situation in a19? Is the Occluder king in that case ? I'm nervous about that particular burning CPU sensation . 5- I remember instances of heavily modified/destroyed (by the player) POI that get updated for a quest and fail to load fast enough for clients (when doing a shared quest) resulting in a phantom/bugged POI (big ones, like Red Mesa with huge tons of wrenchable stuff can cause those package failures in slow systems and or slow networks ) The question is: Are there improvements to server-client or even client-client performance in a20? (to ensure correct updating for those big chunks of data, even if a bit delayed) 6- What were you testing in RWG at the moment of the screenshots (apart from teasing us, lol) ? 7- Have you tried the Shape menu/block "retunning" performance-wise ? How better does it run vs the old one? (meaning did the latest huge block deletion/renewal/redesign/reasortment pass made a noticeable positive mark on performance?) 8- What about a20 landscapes? Do they load faster than a19 at those crazy mountain ranges? 9- Do Sleepers perform better in a20? 10- Are there any changes to wandering hordes in a20? If so, can you elaborate? It ticks me (get it? lol). 11-Are there any improvements to Level of Detail pop-ins and pop-outs ? (This question is asking in the lines of the believe that Pop-ins and outs should never happen, only pixelated sprites, and no quality option should rule "poppy" behaviour) 12- Do you plan to revisit the door-break physics pet project at some point for a20? It was ridiculously cool for gameplay and I kind of look forward to that at some point. Thanks in advance. 1 Looks great, but I was not playing the game. Just flying around 2 Not much. Crouching would be the main one 3 Crouching helps there, but there is a bug with them swiping as they walk 4 Hard to compare since there are other general optimizations that make up for it 5 May be better since chunk mesh/collider creation is faster 6 I was checking that optimization/cleanup to biome decoration code did not have errors 7 Seems fine to me 8 Should be the same 9 Same? 10 Don't think so 11 Probably tweaks to some, but a lot of different assets have LODs with separate settings 12 It should be used at some point Link to comment Share on other sites More sharing options...
faatal Posted August 28, 2021 Share Posted August 28, 2021 Link to comment Share on other sites More sharing options...
khzmusik Posted August 28, 2021 Share Posted August 28, 2021 1 minute ago, faatal said: This looks really nice. Quick favor since you're posting pictures - can you show a little more detail of the overpass/walkway in the middle background? That's one thing that I always wanted to see in RWG. Thanks! Link to comment Share on other sites More sharing options...
Blake_ Posted August 28, 2021 Share Posted August 28, 2021 25 minutes ago, faatal said: Wow, amazing RWG. I'm impressed. Thank you for this. It looks like it's time to fill those streets with 512+ entities. What could go wrong? Link to comment Share on other sites More sharing options...
unholyjoe Posted August 28, 2021 Share Posted August 28, 2021 33 minutes ago, khzmusik said: This looks really nice. Quick favor since you're posting pictures - can you show a little more detail of the overpass/walkway in the middle background? That's one thing that I always wanted to see in RWG. Thanks! thats actually just a simple bridge (no frills unless you plan to jump from one when the zombies are chasing you) Link to comment Share on other sites More sharing options...
khzmusik Posted August 28, 2021 Share Posted August 28, 2021 10 minutes ago, unholyjoe said: thats actually just a simple bridge (no frills unless you plan to jump from one when the zombies are chasing you) Is it part of the tile, or part of a POI? I'm hoping the former. The lack of 3D roads (including subways) was one thing that a lot of folks want, including me, and actually having that in game would be fantastic. Link to comment Share on other sites More sharing options...
Laz Man Posted August 28, 2021 Share Posted August 28, 2021 Looks like there are some angry construction workers on top of that construction building that don't appreciate people buzzing around....:p Link to comment Share on other sites More sharing options...
3vTAC Posted August 28, 2021 Share Posted August 28, 2021 are there any plans to expand the lore of 7dtd ? maybe readable notes/journal and newspapers scattered around the map that tells a story about the inhabitants of pre-apocalypse and post-apocalypse Navezgane (similiar to Fallout) or maybe more pois designed in a certain way that tells a story (like the snow biome mansion) would be great ! Link to comment Share on other sites More sharing options...
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