7 Days To Die

7 Days To Die Dev Tracker




20 Nov

Post
    Hated on Forums - Thread - Direct

Hello Survivors!

Just in time for the extended Thanksgiving Weekend, TFP is proud to present A21.2 Stable! With the entire 7 Days to Die team working tirelessly to roll out A22 as soon as possible, we've implemented numerous fixes and changes that we know you'll love!


This latest release adds a much anticipated feature: Death penalty options! You can now choose from Nothing, Classic, Injured (respawn with most debuffs still active), and Perma-death (your entire profile is wiped, and you start fresh in the same savegame).


We've also added the ability to lock inventory slots. Click the arrow buttons to indicate how many slots to lock, starting from the top left-most slot in the Player Inventory. Those locked slots will be unaffected by the Sort Inventory, Fill Stacks, and Move all buttons. This is a great way to ensure you have your required Ammo, Food and Water, or Medical Supplies on you at all times...

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15 Nov

Post
    Hated on Forums - Thread - Direct

Hello Survivors!


Today we bring A21.2 b30 to EXP.
This patch will help with drone issues, reduces the RAM used during RWG creation, and plenty of other changes, fixes, and additions.


Changelog A21.2 b30


Added

Lockable inventory slots are now enabled by default


Proper exception message when more blocks are defined than allowed


Loadingscreen.xml to dumped XMLs when running ‘exportcurrentconfigs’


Allow overriding the maximum wire length when using the wiretool in the item's action definition with the MaxWireLength property, defaulting to 15


Console command "visitmap full" version


Doors can have a trigger collider that pushes players out of the doorway as it closes


Push away trigger to iron garage door


Default gfx preset...

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11 Nov

Comment
    faatal on Forums - Thread - Direct

I don't know. I guess both.


10 Nov

Comment
    faatal on Forums - Thread - Direct

Something has to be at the bottom of the list.

Comment
    faatal on Forums - Thread - Direct

That looks interesting, but their FSR 2 asset had issues in 7dtd with motion blur that require rendering/shader changes that we have not yet tried to do.


We have more important rendering issues we are working on now. Enabling our old block AO for A22 required me to write a light update manager and change how we apply AO as it was slow with the much larger amount of props we have in the world now.

Sure, it might be possible, but we are working more on improving our general performance, not finding ways to slow it down


Excluding the new character outfit and animal redesigns as that is art requirements to get those up to the standards of zombies.

Comment
    faatal on Forums - Thread - Direct

We don't use FindObjectsOfType in any code requiring performance, but yes there are some tools and init code that use it.


We already do object and data pooling. Our object pool is more advanced than Unity's.


Vector math is even faster if you change the individual variables directly (x y z), which is what we do in our higher frequency code.


Thanks


01 Nov

Post
    Hated on Forums - Thread - Direct

Dear Survivors,


We are pleased to announce the release of A21.2 b26 Experimental Patch. Our dedicated team is working tirelessly on A22, and in the near future, we will introduce another set of fixes, currently undergoing rigorous testing, to enhance your A21 experience.


Without further ado, here is what you can now test in the latest_experimental:


Changelog A21.2 b26


Added

Checks for network data to mitigate some possible attacks

Changed

Updated V2, V3, and V4 commercial doors that were missing the EntityCollisionRules script so the frames are not interactable


Removed the legacy downgrade path for steel ladders


Removed the bonus wood block damage from Shotgun Slugs


Updated colliders on all facade shape blocks to prevent camera shake wh...

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19 Oct

Comment
    faatal on Forums - Thread - Direct

Not planned for A22 as was basically said in that video.


18 Oct

Comment
    faatal on Forums - Thread - Direct

There is a lot of work to do.

Comment
    faatal on Forums - Thread - Direct

I was satisfied, so I stopped messing with it. I do tweak stuff for a good amount of time and generally have to make myself stop and call it good enough.


It is basically a few numbers, but the problem with changing tuned numbers is you often unleash some other bad edge cases.

1 Last thing was some Vector3i and 2i inlining optimizations. Have a few similar ones in chunk code for next.

2 Sure. Probably a few times a week.


11 Oct

Comment
    faatal on Forums - Thread - Direct

It would seem those type of D3D errors are typically either Unity or gfx drivers. Alpha 22 should be on a newer version of Unity, which may fix the crash.


20 Sep

Comment
    faatal on Forums - Thread - Direct

Unity's wheel colliders are fairly basic. They are not a racing game simulator.


Two wheeled Unity vehicles fall right over as soon as you turn. The wobbling is simply vehicle balancing forces keeping you upright otherwise you would be laying on your side most of the time.


Unity vehicles in general would be upside down or on their side a fair bit of the time if not for the side and front/back forces pushing the vehicle upright.


06 Sep

Post
    Hated on Forums - Thread - Direct

Hello Survivors!

Today we bring to you A21.2 with an all new "Death Penalty" setting, allowing you to choose between different penalties for someone's demise, including a total wipe of your character.
For dedicated servers you will need to have this line in the serverconfig to start fresh or continue an old save:



To opt in and give feedback follow these steps:

Right click on the game in steam


Click on properties


Click the “betas” tab


The drop down menu will have latest_experimental available


23 Aug

Comment
    faatal on Forums - Thread - Direct

...I could change the protection size or add new ones like the placement protection and not have to care that all your chunks have the wrong data in them.

The seed is always 0, so you would get the same result each time. Count changes would give you more or less of that same result.

Comment
    faatal on Forums - Thread - Direct

respawndelay is parsed as a float and multiplied by 24000 to convert to a world time delay. World time is a long, so the delay being an int is correct.

The x24000 gives it plenty of precision.



I think it is a 4 piece system with mods. Two other programmers are working on it, not me, so I don't know the details.


22 Aug

Comment
    faatal on Forums - Thread - Direct

It adds 2 at level 1 and that number goes up to 10 at level 5 like so:

There are some that only have 3 or 4 levels.


The base value is 1, so if there were 10 items in the list, each being 1 they would add up to 10, with each being a 10% chance. Adding 1 would make it a 2 out of 11, so now a 18% chance and so on. I think there are 23 magazines in the full list.


Your sample size of you vs them is not large, so randomness could be a big factor in what you saw.


21 Aug

Comment
    faatal on Forums - Thread - Direct

Yes, I generally do, but I have not been keeping up with this thread for about a month now, as I am busy elsewhere.


Some topics I am not going to say much about and tend to skip over, like art style or design directions as I don't make those decisions or contribute much to them. I may complain about them like anyone else on the team but those are not my call.

Comment
    faatal on Forums - Thread - Direct

Trader area data is no longer stored inside chunks. It calculates if a position or bounds overlaps a trader when one of those functions gets called by using each trader bounds. That is the dynamic part. Not pre storing it in chunks.


09 Aug

Post
    Hated on Forums - Thread - Direct

Hello Survivors!

Today, we are excited to announce the official launch of A21.1 Stable. During our extensive testing period, we have not identified any reasons that would require anyone to restart their savegame. In order for the newly added POIs to appear, new worlds will need to be created. Kindly refer to the detailed list of bug fixes, changes, and improvements provided below.


The Fun Pimps wish everyone an enjoyable experience with A21.1!


A21.1 b16 Changelog


Added

Tier 5 hotel_ostrich


Missing localization for buffBatterupStealingBasesName and buffBatterupStealingBasesDesc


Moderator OzHawkeye to credits


Nest Audio open/close/destroy


Ability to change prices for twitch actions through Twitch Info Screen.


Ability to reset prices for all tw...

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08 Aug

Post
    Hated on Forums - Thread - Direct

Hello Survivors!


While testing we were able to unearth and fix a few more issues.


Here is what changed since b15:


Changes

Trader POIs are now excluded from the chunk reset system. This avoids issues with resetting player-rented vending machines


Increased the block range of spears


Fixes:

Error while saving player file in some disconnect scenarios


Argument Exception from hitting object with vehicle


NRE with GameManager+ freezes zombies and other entities on dedicated servers