7 Days To Die

7 Days To Die Dev Tracker




25 Feb

Comment
    faatal on Forums - Thread - Direct

Many, plus many console programmers, but we all have our areas we work in. We lost two successive programmers working on player body/outfits/equipment, leaving Lathan and I to finish it. We have a new graphics programmer doing skin/hair shaders and mesh work and other gfx tech, but that is a different area.


23 Feb

Comment
    faatal on Forums - Thread - Direct

What happened to a quick A22 was what often happens to an alpha. A single large feature ends up taking a long time. The new player models, shaders, hair, animations and outfits was a big undertaking and has caused a lot of bugs. We have had two major programming issues and now the game play programming portions of it are left to Lathan and I to finish. I am currently fixing helmet lights that got screwed up by how equipment objects are built vs events being fired. Player hand/feet IK is broken on vehicles due to using a new Unity IK system, which I need to port our code over to. We have a ways to go.


Burnt forest was never removed. The biome was removed from RWG and adding it back only took a few hours and that includes code cleanup, so there is that benefit too.


17 Feb

Comment
    faatal on Forums - Thread - Direct

Maybe someday, but not for A22.

Comment
    faatal on Forums - Thread - Direct

That would be nice. We talked about it the other day, but I have not looked at it yet. The spawn percents also need testing for accuracy/correctness.

Comment
    faatal on Forums - Thread - Direct

Someone suggested it and it can work with progression. I could do forest in the center with a few changes and that would work for progression too. It could end up as an option.


16 Feb

Comment
    faatal on Forums - Thread - Direct

Because some of us like it and as it was never removed from xml and still in Navezgane it was decided to just keep it and if we keep it, then RWG should use it.


15 Feb

Comment
    faatal on Forums - Thread - Direct

Don't think plains are happening.

Comment
    faatal on Forums - Thread - Direct

I've not heard mention of that.


My goal is good clean random worlds from any seed that meet our long term biome progression goals and generate fast.

Bug fixing and polish is primarily what it needs. A few new features may sneak in.

Comment
    faatal on Forums - Thread - Direct

RWG uses tiles for many things. Biome tiles were 1024 squares. Now 256.

I added the burnt forest back to RWG today. Seems to be generating correctly now after a few bug fixes.


14 Feb

Comment
    faatal on Forums - Thread - Direct

Not planned for A22, but would be nice someday. I did remake the biome filler stamp today to go with the new biome gen algorithm.

These are my recent RWG changes:

Added RWG preview camera moves 10x speed with shift key and clamps near ground.
Changed RWG preview camera move up/down to camera relative and C key also moves down.
Added RWG preview left click resets camera.
Fixed RWG preview camera jittering when looking past down and move rate varying with FPS.
Improved RWG Creation UI layout.

Added RWG highways can path across and carve into mountains (steep slope check often made no road!).
Added RWG country road corner smoothing (50% of highway).
Improved RWG road smoothing, blending and processing speed.
Fixed RWG road pixel precision (was offset and dirt edges not consistent).
Fixed RWG road line segments adjusting the same and/or missing pixels (starting point circles now in line...

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25 Jan

Comment
    faatal on Forums - Thread - Direct

They are doing preset parts, so you would pick a head and body and then vary some aspects like hair.

Roads are not planned to be changed unless we stumble on something or need to fix a bug. I did speed up road gen speeds about 3x, so I can now make an 8k world with default settings in <50 seconds. I do have a fast PC.

Looking better, but running worse is often how it goes. In this case it may cost a few FPS, but it is not a final tweaked feature yet. The lower quality shadow settings may have contact shadows disabled.


23 Jan

Comment
    faatal on Forums - Thread - Direct

I have not posted in a while, so here is some info for January:

RWG is getting some improvements for A22. Alloc and I have reduced memory use a huge amount. I have also been working on performance with stamping now many times faster. I plan on looking at road generation speed next as is the slowest system now. Better messaging. Some fixes for seeds not being consistent and possibly other bugs like biomes not matching percents.


I started prototyping sleeper volumes having a simple embedded scripting system for more control over spawning.


Our gfx programmer is adding new hair shaders, contact shadows and ambient occlusion.


The player profile editor has been updated for the new player models.


Console features are getting more functional and refined each week.


18 Jan

Post
    Hated on Forums - Thread - Direct

Hello Survivors!


We have a small hotfix patch for you all that solves an issue for Microsoft Store users being unable to start the game and some other small adjustments making life easier for our modders.

There should not be any impact on your savegame or currently used mods.


Changelog for A21.2 b37


Changes:


Allow descendants for fetch quest objectives to not require the quest code as meta value on the item


Log messages for executed/denied commands from clients


Fixes:


Inconsistency in XUi stamina reporting


Game launcher having issues creating data directories on Windows Store version


20 Dec

Comment
    faatal on Forums - Thread - Direct

No one currently. May not be changed much for A22.


20 Nov

Comment
    faatal on Forums - Thread - Direct

Development is not slower. Releasing information is slower as it is not wise saying X is coming at the beginning of an alpha, only to find months in that there was some big problem delaying the release. As we get closer to release, then features should firm up to where we can say here is a list of X, Y, Z that should be in A22.


A good example is DLSS support. I have it kind of working for Windows, BUT it has a variety of problems working with our multiple cameras and postprocessing steps, so there is a lot of trial and error getting it finished. As I don't know if this will be shippable with A22 or ever, I would not want it on any list of coming features yet.

That appears to be terrain, if so, then that is a core issue with how terrain works, so it may not be something that changes.

I have seen that and have some prototype shader changes I tried many months ago, but Unity was being a punk and it was just...

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Comment
    faatal on Forums - Thread - Direct

Nice to hear.


There are still more coming. A recent one I did, is block entities (props) spawning from a chunk can now happen over multiple frames which helps with tall buildings trying to spawn many hundreds of them in one frame leading to a big FPS frame spike.

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.