7 Days To Die

7 Days To Die Dev Tracker




01 Jun

Comment
    faatal on Forums - Thread - Direct

He submitted a fix, so hopefully it is fixed in testing.

Comment
    faatal on Forums - Thread - Direct

Things are looking pretty good at this point bug wise. Most of the current must fixes can be done during experimental. We only have one major bug that needs to be fixed before experimental, which causes the server to hang from what appears to be POI resets triggering water updates. The water sim programmer is working on that one. Granted we may find other nasty bugs as the testers continue testing.

Comment
    faatal on Forums - Thread - Direct

That is not new to A21. A20 has the same chance (I don't remember the exact numbers), although it is a lot easier to get your vehicle to the destroyed state in A21.


The solution is not to trash your vehicle, and if you do, then repair it. Like lots of things in the game, it will be open to tweaking based on long term play and not knee jerk reactions.


20 May

Comment
    faatal on Forums - Thread - Direct

We have the list of must fixes every alpha. It has been trending down. Currently at 30 tickets across 15 different people, but that is not 2 per person as some people, like programmers, tend to get more of the bugs. I have 7, of which 3 appear to be the same issue, but that is a non trivial issue with stray floating terrain possibly caused by a terrain corruption bug fix I did last week.


19 May

Comment
    faatal on Forums - Thread - Direct

It depends. We are often main thread CPU bottlenecked.

I think FSR would most benefit heavy rendering situations, like running at higher resolutions with higher settings on weaker GPUs.

Comment
    faatal on Forums - Thread - Direct

Eh, 10 minutes. I'm all for checking things.

I've been working will a developer of another FSR solution, but we have bad motion blur with animated plants that needs to be worked out, so it is on hold for A21.

I'll check than one out sometime...


Thanks for the info.

Exactly. In no way, shape or form was the team committed to any date. We simply have guesses.

Comment
    faatal on Forums - Thread - Direct

A lot of game development does not work like that. Bugs are often their own unique tasks with many unknowns which makes time estimates vague. Many bugs are also not yet discovered, so how do you estimate time for something you don't know exists? Right now we know about x amount of bugs we want to fix, but each day testers may find zero or 5 more that are must fixes, which then takes of x amount of time each. One could be 10 minutes, another 3 days.

Except when we say 80% of bugs fixed and then the next day say 76% of bugs fixed as new ones are found. They will LOVE IT!

Comment
    faatal on Forums - Thread - Direct

I got it to do the same thing. It is totally normal. Shadows are not cheap to render. Looking into the building, you have all manner of objects near you, rendering with all their shadows. We do not have a static world where we can precompute visibility, so there is a lot of overdraw in that situation. Also, the occlusion manager does not disable shadows, as it does not know where they will be projected to and shadows are draw calls.

Yes. 2022 LTS should be out soon and I hope to have A22 using it.


10 May

Comment
    faatal on Forums - Thread - Direct

Probably. Planned are more biome progression type mechanics.


09 May

Comment
    faatal on Forums - Thread - Direct

Yes. Wasteland is death. You should only be going there if you are well prepared.


06 May

Comment
    faatal on Forums - Thread - Direct

There have been some changes to lighting. I would not use the word "lot". FPS is better somewhat. PC hardware, your settings and what the game is doing and rendering vary greatly, so it all comes down to what your current bottleneck is.


Changing a Unity light's settings is exactly the same.

Yes.

Comment
    faatal on Forums - Thread - Direct

1 Is the same. Shopping carts are blocks. Blocks don't move. Would need to be a prop and with lower health or special hit rules....

2 At some point vehicles are supposed to get separate parts to represent mods, so they can be turned on/off, but we did not have the time in A21.

Comment
    faatal on Forums - Thread - Direct

Sure, it could be better, but most of us have like 5 things we are working on and we have little time left for when we would like to release. Different methods take different amounts of time to do and often require different combinations of people to work on them.


New cement mixer model is not done. Bellows were not made to animate.


The new campfire with the 3 parts turning off/on is in, but art is being adjusted. It does glow brighter during crafting and looks fine.

Sure, I can dream about a thousand features, but we shall see what we have time for.

Yes. Vehicles do a lot more damage to zombies and you take it as well.

Comment
    faatal on Forums - Thread - Direct

1 Hit damage is scaled by angle of impact, so glancing blows do much less. There is also a minimum impact amount, below which there is no damage.

2 I, not Steve talked about that. Chain on bike is the only disappearing part. Moving very slow without gas or at 0 health is the same as A20. No one seems to know that as they never got their vehicles to 0 health!

3 Probably, but I don't know when that will get added.

Damage numbers were not changed. That is how they currently are. The damage scaling is easy change by us and like many things, we will adjust it as necessary to achieve the balance we want.

Comment
    faatal on Forums - Thread - Direct

Possibly, but there is other enemy related optimizations that need to be looked at as the throttling is pretty specific with what it is doing currently.

Comment
    faatal on Forums - Thread - Direct

A20 vehicles explode the same way. I don't think zombie damage to vehicles has changed either.


You damaging your vehicle by hitting things is what has been increased.

Comment
    faatal on Forums - Thread - Direct

Sure. The system was set up to use particles. Anything else would be additional work and I have other things to work on now.


04 May

Comment
    faatal on Forums - Thread - Direct

Oh, it will blow up, it just does not do it at 0 health. There is extra negative health and after that it becomes a random chance on each hit.


03 May

Comment
    faatal on Forums - Thread - Direct

Dev Stream 4 will be Robert, Steve, Me and Lathan in that order.


Robert plans on showing a lot of RWG.

Maybe, but we are a ways off from making that determination. In any case, mods could remove them from spawning.

We could make the story work in RWG by simply spawning what we need at various places.


30 Apr

Comment
    faatal on Forums - Thread - Direct

It increases the spawn counts and game stage. It also enables extra spawn locations if present in the volumes.

No news.