beerfly Posted Sunday at 12:47 PM Share Posted Sunday at 12:47 PM 14 hours ago, Zombiepoptard said: A beer ! Link to comment Share on other sites More sharing options...
Adam the Waster Posted Sunday at 02:31 PM Share Posted Sunday at 02:31 PM 15 hours ago, Zombiepoptard said: 15 hours ago, Zombiepoptard said: A toast for you Link to comment Share on other sites More sharing options...
Chaton Noir Posted Sunday at 07:07 PM Share Posted Sunday at 07:07 PM 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. Link to comment Share on other sites More sharing options...
DocRussel Posted Sunday at 07:35 PM Share Posted Sunday at 07:35 PM 26 minutes ago, Chaton Noir said: After all, they called it a "holiday patch". Valentine's Day is a holiday, as is Easter. Link to comment Share on other sites More sharing options...
Chaton Noir Posted Sunday at 07:47 PM Share Posted Sunday at 07:47 PM 11 minutes ago, DocRussel said: Valentine's Day is a holiday, as is Easter. The developers obviously meant New Year and Christmas. Link to comment Share on other sites More sharing options...
HB_H4wk Posted Sunday at 07:52 PM Share Posted Sunday at 07:52 PM How about adding some new zombies to the base game as well. Use the Farmer Cheerleader and Football player and reskin them.. Also what ever happened to the new Gracie model?? Link to comment Share on other sites More sharing options...
Brutus911 Posted Sunday at 08:47 PM Share Posted Sunday at 08:47 PM 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? 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 Link to comment Share on other sites More sharing options...
Matt115 Posted Sunday at 09:44 PM Share Posted Sunday at 09:44 PM 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 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? 2 Link to comment Share on other sites More sharing options...
Adam the Waster Posted yesterday at 04:14 AM Share Posted yesterday at 04:14 AM 6 hours ago, Matt115 said: 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? I did 1 Link to comment Share on other sites More sharing options...
Kalex Posted yesterday at 04:44 AM Share Posted yesterday at 04:44 AM (edited) 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 yesterday at 04:48 AM by Kalex (see edit history) Link to comment Share on other sites More sharing options...
Riamus Posted yesterday at 06:07 AM Share Posted yesterday at 06:07 AM (edited) 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 yesterday at 06:07 AM by Riamus (see edit history) Link to comment Share on other sites More sharing options...
Kalex Posted yesterday at 07:55 AM Share Posted yesterday at 07:55 AM 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 Link to comment Share on other sites More sharing options...
Riamus Posted yesterday at 08:12 AM Share Posted yesterday at 08:12 AM (edited) 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 yesterday at 08:15 AM by Riamus (see edit history) Link to comment Share on other sites More sharing options...
meganoth Posted yesterday at 01:19 PM Share Posted yesterday at 01:19 PM (edited) 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 23 hours ago by meganoth (see edit history) 3 Link to comment Share on other sites More sharing options...
Catdaddy Posted yesterday at 01:25 PM Share Posted yesterday at 01:25 PM 7 hours ago, Kalex said: Where is the one we are supposed to change for the for a peer-to-peer save In the registry. Use the Tools tab in the launcher to access settings. The serverconfig.xml is for the dedi. Link to comment Share on other sites More sharing options...
BFT2020 Posted 21 hours ago Share Posted 21 hours ago 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. Link to comment Share on other sites More sharing options...
Matt115 Posted 20 hours ago Share Posted 20 hours ago Any news about workshop? Link to comment Share on other sites More sharing options...
beerfly Posted 20 hours ago Share Posted 20 hours ago 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. Link to comment Share on other sites More sharing options...
BFT2020 Posted 18 hours ago Share Posted 18 hours ago 2 hours ago, Matt115 said: Any news about workshop? Post 1.0 roadmap The Road Ahead (Q4 2025) Trader overhaul Story mode Steam workshop support New quest type Link to comment Share on other sites More sharing options...
Grandpa Minion Posted 15 hours ago Share Posted 15 hours ago 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. Link to comment Share on other sites More sharing options...
beerfly Posted 15 hours ago Share Posted 15 hours ago 2 hours ago, BFT2020 said: Post 1.0 roadmap The Road Ahead (Q4 2025) Trader overhaul Story mode Steam workshop support New quest type Lots of beer Link to comment Share on other sites More sharing options...
falloutcloud Posted 10 hours ago Share Posted 10 hours ago 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 Link to comment Share on other sites More sharing options...
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