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Developer Discussions: Alpha 17


Roland

Developer Discussions: Alpha 17  

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  1. 1. Developer Discussions: Alpha 17

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Interesting, that's news to me. I was only aware of the "virtual surround sound" headsets which use mix amps, DSP, or whatever.

 

In any case, his model isn't true surround sound, they're noise cancelling headphones. Pretty good ones apparently, but they still have only two speakers. The "surround sound" is virtual.

https://www.sony.com/electronics/headband-headphones/wh-1000xm3

 

My cheap 20$ gaming headset has 4 speakers. 2x front and back respectively. So I think it's hard to find gaming headsets with only 2 speakers today... I could be wrong though.

 

With front a back speakers, it kinda let's me tell, if sound is comming from the front or back. But a better headset would ofcause do wonders.

 

Just a note: In order for "virtual surround sound" to work, the headset must have more than 2 speakers. But if you see it on a headset (can only imagine its an old pair), then DONT turn it on. It ruins the sound clarity, and is only really useful for music. And even then, its crap.

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When will STEAM show A17 Stable? right now it still only shows A16.4 and Experimental.

 

***************************************

 

(edit added comment by QA Tester-unholyjoe)

 

the Beta drop down menu shows only experimentals and testing branches not the public stable. when players opts out they will already be in stable build.

 

try this on another game (i checked in Doom) click on the beta tab and nothing because they dont offer backend builds.

 

new player will only see install when they buy the game and will only see options in the beta tab if they opt in to such tests.

 

thanks :)

 

***************************************

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You're not listening in surround sound then. It is simply impossible to listen in surround sound with only two speakers (in your case, the two speakers in your headset).

 

Surround sound means sending discrete signals to all the speakers. If they are analog signals, this means separate physical outputs.

 

You probably have some kind of software that simulates surround sound in headphones, that's very common to include in drivers these days.

 

i'm not specialist. there may be software for that, but with mi old headphones i hear only stereo. with sony i can say direction and distance of sound. i believe, each side of headphone is multiple speakers in it. and if i move mouse (turn my ingame character) sound direction changes too. i defenately can tell, if sound comes left or right and most times if front or behind. if sound direction is not clear, i turn bit left or right and that fixes it.

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I cant see A17.0 on beta tabs, only latest experimental. It means that when I play this latest experimental, and then A17.0 will show on tabs, and I will switch between them, my game will still work, or I will need to restart my world for the last time?

 

 

***************************************

 

(edit added comment by QA Tester-unholyjoe)

 

for those who forgot how to opt out of experimental and get the stable build.

 

https://www.youtube.com/watch?v=qqoMGAaoVjY

 

ONCE YOU OPT OUT, you WILL be in a17 stable (that's it... now play the game and Happy Holidays)

 

***************************************

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Does 7DTD use any kind of sound caching? If Yes, how can one increase the amount of RAM used for such caching?

Reason:

I ve noticed more often than not a stutter when a new sound is ABOUT to be played. Example, see walking along, see zombie spawn on road (still a thing they spawn right in front of you on the road when walking on a straight road). As I said, walking along see the zombie spawn, no stutter. Get near zombie as I keep walking on the road. It notices me and stutter right before it plays the alert sound.

VERY COMMON. Too common to be a coincidence. Same thing when say opening some containers, etc. Seems like sound lookup for a sound not in memory is very stutter causing.

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FIRST OF … MERRY CHRISTMAS and thank you

 

I Do Hope you Fixed the Terrain on the RWG Maps as of Last Night it was unplayable in exp B240 … on 8 different map seeds.

 

Have not tried the Stable version yet today ..

 

AS always … Have Fun and Enjoy … the Old Gamer … with over 3000 hours in Game .. :02.47-tranquillity:

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FIRST OF … MERRY CHRISTMAS and thank you

 

I Do Hope you Fixed the Terrain on the RWG Maps as of Last Night it was unplayable in exp B240 … on 8 different map seeds.

 

Have not tried the Stable version yet today ..

 

AS always … Have Fun and Enjoy … the Old Gamer … with over 3000 hours in Game .. :02.47-tranquillity:

 

you have the stable version already, there was no changes from experimental b240 to stable... you can opt out but you still have b240. :)

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We have rented a server over Nitrado for years now but I cant pick any MP Random game in the options there

 

Has this been disabled? I see lots of ppl playing other 'maps' when I look into the multiplayer section but where can I adjust that on a dedicated rented server??

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I cant see A17.0 on beta tabs, only latest experimental. It means that when I play this latest experimental, and then A17.0 will show on tabs, and I will switch between them, my game will still work, or I will need to restart my world for the last time?

 

 

***************************************

 

(edit added comment by QA Tester-unholyjoe)

 

for those who forgot how to opt out of experimental and get the stable build.

 

https://www.youtube.com/watch?v=qqoMGAaoVjY

 

ONCE YOU OPT OUT, you WILL be in a17 stable (that's it... now play the game and Happy Holidays)

 

***************************************

 

Thank you! btw I have noticed that silver nuggets have way more value then gold nuggets, I dont have any clue why, anyone?

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MOD request: Maul head mod for Sledge hammer that would increase its damage to wood blocks/trees and allow you to harvest animals like an axe does.

 

I got this idea while splitting wood this morning (yes in real life - I live in the country) I use an 8lbs Maul on the 16" Oak blocks.

PS: IRL this is a great workout and stamina takes a hit.

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Surround Sound / Headphones discussion:

 

Headphones can have 'surround sound'. For quite some time. (Although recent VSS headphones have come a really long way.)

Good easy to understand article:

https://www.ign.com/articles/2010/08/02/surround-sound-headphones-explained

 

In order of progression from stereo to best:

 

Stereo Headphones (speakers). DUH.

 

Noise Cancelling Headphones. Introduce 'negative' waves to counteract waves from outside the headphones. Does not affect 'surround sound'.

 

So-Called 'virtual surround sound' headphones: (like Sony's wh-1000xm3 mentioned earlier.) Not really virtual surround sound. Does not modify spatial separation. Sony claims their Noise-Cancellation is so good for some environments it will 'seem' like 'virtual surround sound'.

 

Btw - it's currently not normally possible to get surround sound from a stereo jack. There are a few companies that have produced VSS type technology utilizing a stereo jack, but the the signalling is completely proprietary.

 

'True' 'virtual Surround Sound' headphones (some tv's and dual speaker systems have this as well. - but, imho, headphones do it better.): Use complicated driver algorithms to play tricks on the shape of the ear to produce virtually spatial separated sound.

 

I have some Kingston Hyper-X Cloud Revolvers (based on many reviews that have placed them at the top for quality and surround) to go with my Vive HTC VR system. (Although they are excellent for FPS type gaming as well.) They DO surround sound. Sounds in FRONT are in front. Sounds in REAR are in rear. (Of course they do all directions, but front and rear are the true test for speakers on the sides of your head.) (And they do use the 7.1 jacks from the Sound Blaster Recon 3Di card.)

 

'True Surround Sound headphones': Use actual discrete mini speakers along with a 'normal' speaker for each ear. This was a 'rave' for a while but it got somewhat expensive. And, a lot of audiophile type people (me included) thought that the sound was way too 'muddled' (busy?) Not much of a market any more.

 

'REAL' 'TRUE' 'SURROUND SOUND': really needs to use a speaker system. That's because of the distance involved from the speakers to the ears. Headphones can get really close, but the sounds for each ear are physically separated, and don't allow for ture complex interactions between all of the sound waves emanating from several discrete sound sources not near the ears. (close to 'real')

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Has anyone been able to generate a usable/not horribly messed up map?

 

Clean fresh wipe and install. No saved games, no mods, etc. etc.

 

Every RWG map I generate is filled with crags, roads going all over the place in weird ways, straight up and down, crazy biomes transformations straight from snow to desert to wasteland, all within 100 meters. Only one trader per map, etc,. etc, etc. It seems that I am not the only one having this problem.

 

Has anyone managed to fix this with a rwgmixer edit or by some other means? The b221 map gen was much better. Why is the current map generation so screwed up and how can we fix it? Does anyone have a solution?

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No feet will not be returning. Nothing but clipping bugs. I never fall off. All you do is creep slowly at an angle until the raycast hits on the sidewall, its not hard. or make frame scaffolding.

I'll just put never falling in the same bucket as never miss hitting grass, and if you did there would be a lawnmower next build. Still waiting on lawnmower and a beard eating. :p

Just busting your chops based on some past comments. :)

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Has anyone been able to generate a usable/not horribly messed up map?

 

Clean fresh wipe and install. No saved games, no mods, etc. etc.

 

Every RWG map I generate is filled with crags, roads going all over the place in weird ways, straight up and down, crazy biomes transformations straight from snow to desert to wasteland, all within 100 meters. Only one trader per map, etc,. etc, etc. It seems that I am not the only one having this problem.

 

Has anyone managed to fix this with a rwgmixer edit or by some other means? The b221 map gen was much better. Why is the current map generation so screwed up and how can we fix it? Does anyone have a solution?

 

There are some mods to change the mixer. Check the mod forum. I’m currently playing around with a mod to help clean up some of the mixer settings. Not sure when I’ll have it ready though.

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I'll just put never falling in the same bucket as never miss hitting grass, and if you did there would be a lawnmower next build. Still waiting on lawnmower and a beard eating. :p

Just busting your chops based on some past comments. :)

 

I would love a lawn mower (see earlier post.) And while I don't normally rush a forge (I tried and I actually don't like it) I WOULD rush for a lawn mower. Quantum Blue's (Lawmower Man's) Diersville would be the envy of all (and I mean everyone in the universe) by end of month. (punching grass / empty frames almost makes it two...)

 

But, now that I think about it, since laying empty frame removes grass AND levels the land, we need some kind of auto frame placer/remover. (kind of like the tunnel borer in RailCraft for MineCraft)

 

; - )

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Has anyone been able to generate a usable/not horribly messed up map?

 

Clean fresh wipe and install. No saved games, no mods, etc. etc.

 

Every RWG map I generate is filled with crags, roads going all over the place in weird ways, straight up and down, crazy biomes transformations straight from snow to desert to wasteland, all within 100 meters. Only one trader per map, etc,. etc, etc. It seems that I am not the only one having this problem.

 

Has anyone managed to fix this with a rwgmixer edit or by some other means? The b221 map gen was much better. Why is the current map generation so screwed up and how can we fix it? Does anyone have a solution?

 

Still some of the issues you named but the map i choosed, with some edits

A465EB6F2AC6769F881CB0B0CB3DED4C2158E3F2

https://steamuserimages-a.akamaihd.net/ugc/939462889627844901/A465EB6F2AC6769F881CB0B0CB3DED4C2158E3F2/

X:\SteamLibrary\steamapps\common\7 Days To Die\Data\Worlds\Hazeja Mountains\spawnpoints.xml

<spawnpoints> 
<spawnpoint position="-2600,50.6,2550" rotation="0,185,0"/> 
</spawnpoints>

E:\SteamLibrary\steamapps\common\7 Days To Die\Data\Worlds\Hazeja Mountains\prefabs.xml

<decoration type="model" name="settlement_trader_05" position="-2380, 44, -1915" rotation="0" /> 
<decoration type="model" name="settlement_trader_01" position="-2909, 49, 2517" rotation="0" /> 
<decoration type="model" name="settlement_trader_03" position="33, 52, 1634" rotation="0" /> 
<decoration type="model" name="settlement_trader_03" position="780, 47, -2793" rotation="0" /> 
<decoration type="model" name="skyscraper_03" position="206, 47, -2734" rotation="1" /> 
<decoration type="model" name="skyscraper_01" position="-938, 47, 1495" rotation="1" /> 
<decoration type="model" name="skyscraper_02" position="-224, 46, 690" rotation="0" /> 
<decoration type="model" name="gas_station3" position="-2800, 51, 2408" rotation="0" /> 
<decoration type="model" name="gas_station9" position="-2195, 49, 2505" rotation="0" /> 
<decoration type="model" name="store_hardware_lg_01" position="-2237, 49, 2445" rotation="2" /> 
<decoration type="model" name="store_gun_lg_01" position="-2196, 49, 2449" rotation="2" /> 
<decoration type="model" name="store_pharmacy_sm_01" position="-2132, 49, 2505" rotation="0" /> 
<decoration type="model" name="store_autoparts_01" position="-2080, 49, 2505" rotation="0" /> 
<decoration type="model" name="store_book_lg_01" position="-2151, 49, 2449" rotation="2" />

 

Has some smaller flaws, but in general so a really nice map

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