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Version 1.0 (Alpha 22) Dev Diary


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19 hours ago, DocRussel said:

TFP have provided other such roadmap timings and none of them were on time.  😊  They have already stated at least one more update before Storm's Brewing and we are already in November.  And frankly, no need to rush it before the holiday buying season.

 

1.0 didn't really "make time", they just released what they had so that console could be released.  It had a lot of what they wanted but not everything.  A roadmap is just that, a map, not a promise.

 

I hope for 1.2 by the end of the year and Storm's Brewing in Q1 2025.  Just look at the timing for 1.x:

June 24 - PC release of 1.0 experimental

July 25 - 1.0 stable released

Aug 7 - 1.1 b4 experimental

Sep 24 - 1.1 b14 experimental

Oct 1 - 1.1 b14 stable

Update 2.0 won't be as big as 1.0. Its development obviously didn't start yesterday. In addition, all the main forces of developers will be directed to 2.0. There were probably fewer people working on 1.1, and they had less time for 1.1.

So I still think 2.0 will be released either in December or January, if more time is needed😃 After all, they called it a "holiday patch".

Postponement to February and especially March seems unlikely to me. In addition, then all other updates will move forward by 1-2 quarters if 2.0 is very delayed. I don't think that in such a case TFP would be so optimistic about the roadmap.

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On 10/20/2024 at 4:22 AM, meganoth said:

 

I was only talking about the general case. This specific warning may still be a warning, but points to a misuse of the graphics library that ultimately leads to the game failing. The problem may even be that the warning is just spammed so often that the fps go far below 20 which leads to actual failure states happening.

 

In the general case programmer can misjudge what is an error and what is a warning. That doesn't change what warning and error means though.

 

Here some warnings in 7days that have absolutely no harmful consequence:

 

WARNING: Shader Unsupported: 'Legacy Shaders/Diffuse' - All subshaders removed
WARNING: Shader Did you use #pragma only_renderers and omit this platform?
WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off?

 

an error is not about whether it will have harmful effects or not. I am confirming to you that a 'warning' is still an error whether it crashes the game or not. That's what a warning means, you have an error, and then it goes on to tell you exactly what your error is. In the example you provided, the error is the programmer unsupported shaders/diffuse   and cured the 'error' by removing them. Hope this make sense to you now.

On 10/19/2024 at 3:14 PM, Grandpa Minion said:

what does the WRN Parameter 'IsMale' not found in animator and rigconstraint WRN mean? are these errors to?

rigcon.webp.401b85aa808ceb7ea8aa38f03526222d.webp

 

absolutely.   I don't see the "isMale"  but what you're showing is an error. While it may not have any effect in the game, does not exclude it from being erroneous and unfortunately it cannot be remedied due to the way the programmer set this up. He made a mistake and he obviously felt it wasn't important enough to correct his error. His rig constraints is not included in his animator hierarchy to allow this to happen. ie an error

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On 11/1/2024 at 8:33 PM, Adam the Waster said:

New bloodmoons stuff. I like that they are going for cell shaded but still would rather have some of this being added in the base 7dtd..like the scrap weapons and grandma zombie 

Screenshot_20241101_152941_Chrome.jpg

Screenshot_20241101_152946_Chrome.jpg

Screenshot_20241101_152952_Chrome.jpg

20241031_002236.jpg

And looks like there's a new pistol kind of looks like a 1911

This like so much like Asian F2P game like CS Nexus or COD ONLINE zombie mode

Geez : let me know when they decided make something serious finaly XD 

BTW. Anyone miss me?

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On 11/1/2024 at 3:09 PM, Riamus said:

They work fine for me.  Make sure the host has the max land claims set to 3 (or whatever) per person and not to 1.

Yeah, I do and we still can't put down more than one lcb in peer-to-peer but have no problem doing so in dedi.

 

Maybe I edited the wrong location xml files. Where is the one we are supposed to change for the for a peer-to-peer save?

Edited by Kalex (see edit history)
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1 hour ago, Kalex said:

Yeah, I do and we still can't put down more than one lcb in peer-to-peer but have no problem doing so in dedi.

 

Maybe I edited the wrong location xml files. Where is the one we are supposed to change for the for a peer-to-peer save?

 

serverconfig.xml in the game's EXE folder of the host:

    <property name="LandClaimCount"                    value="3"/>                    <!-- Maximum allowed land claims per player. -->


 

Edited by Riamus (see edit history)
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1 hour ago, Riamus said:

 

serverconfig.xml in the game's EXE folder of the host:

    <property name="LandClaimCount"                    value="3"/>                    <!-- Maximum allowed land claims per player. -->


 

Yep that's the file I edited and the way I edited it and it isn't working for me. HMMM

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20 minutes ago, Kalex said:

Yep that's the file I edited and the way I edited it and it isn't working for me. HMMM

When this was first added, someone mentioned needing to click on the Defaults button in the save's settings to get it to work properly.  Maybe try that, though you'll need to adjust the settings to what you normally use afterwards.

 

Also note that it's possible to set a different serverconfig.xml file to use.  There are tutorials that suggest creating a copy of the file and naming it serverconfig-SP.xml for use with single player/P2P maps to keep the file different from server maps (or just to have an original unedited version of it).  If you did something like that, you might need to edit a file with a different name.  That probably isn't the case, but just something to be aware of.

Edited by Riamus (see edit history)
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17 hours ago, Brutus911 said:

an error is not about whether it will have harmful effects or not. I am confirming to you that a 'warning' is still an error whether it crashes the game or not. That's what a warning means, you have an error, and then it goes on to tell you exactly what your error is. In the example you provided, the error is the programmer unsupported shaders/diffuse   and cured the 'error' by removing them. Hope this make sense to you now.

 

Last try to get to some sort of common ground: The word error means different things in different context. In the "computer science" context a warning is not an error, though you could consider it an error, misjudgement, fault or carelessness of the programmer in the "general language" context. In the general language sense we could view it an error to let a warning message occur, it is usually considered a bad practice in programming. If you wanted to say this then I partly agree.

 

In the "programming" context most warnings are either informational or just loose threads hanging there that could generate problems in edge cases or after other code changes, or they are even expected to happen. Or they actually lead to a failure state, which makes them an actual error but that is something a programmer has to judge. Same in the "operating system" context

 

The most common warning in programming is happening because programmers use implicit conversion of numbers. This is obviously not an error because the compiler creates exactly the same code whether you use implicit conversion or not. But it is considered bad pactice because it could theoretically lead to errors if you change code at some other place later and don't remember that this conversion would not be working correctly anymore. The compiler warns you that it has to guess what the programmer means and its guess could be wrong.

 

The warnings that some shaders are unsupported for example is coming from the library that something unexpected is happening that someone should be aware of. But the library has not the context to know if it is expected or not. The programmer using the library knows a lot more context, for example that the program was started as a headless server or the shaders are never used. And in those case this is fully expected. It is cutting corners, sure, it is saving time at the cost of safety. But to the programmer it is not an error. Every programmer inside TFP must know those shader warnings and they are ignored.

 

You might consider this behaviour an error in the "general sense", but in the computer science context it is not. And TFP likewise does not see a warning as an error. Try reporting a warning as a bug and you'll see that they will refuse to act on it unless you also report something not working (which is the bug or error they act upon).

 

 

Edited by meganoth (see edit history)
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I got an example of a warning not being an error that supports meganoth's definition.

 

I had a mod where I was making changes and cleaning up the code to make it easier to following.  I copied a line of code that was close to the end of the file and posted in further up in the section I made for that portion of the changes.  However, I forgot to delete the original code.

 

When the mod was loaded, the game tried to apply both lines of code, and gave me an warning message for the second line of code (since the changes were already made and that code it was trying to change didn't exist anymore).  There was no error in the game, since it didn't do anything...but the warning was out there letting me know that I had unused code in my mod.

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4 minutes ago, Matt115 said:

Any news about workshop?

Steam Workshop ? It is supposed to be added after gold, because if we have it before that the updates will bring chaos with compabilities and issues, making the game bad for us and new players. 

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2 hours ago, BFT2020 said:

Post 1.0 roadmap

 

  • The Road Ahead (Q4 2025)
    • Trader overhaul
    • Story mode
    • Steam workshop support
    • New quest type

Hello. from your honest opinion when do you think storms brewing well release?.. Im trying to gauge if our server has enough time to reset a new seed  before it releases or wait it out untill it does.... We like to run seeds for at least 2 months but i just don't know if there is enough time to get another one going, thanks.

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4 hours ago, Grandpa Minion said:

Hello. from your honest opinion when do you think storms brewing well release?.. Im trying to gauge if our server has enough time to reset a new seed  before it releases or wait it out untill it does.... We like to run seeds for at least 2 months but i just don't know if there is enough time to get another one going, thanks.

 

It's been about one major patch per year and they have already met their quota for 2024

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