7 Days To Die

7 Days To Die Dev Tracker




06 Dec

Comment
    faatal on Forums - Thread - Direct

Yes, but in its current form it is really biome progression via biome survival by several stages of overcoming a biome. It has a way to go before being done and is changing as we test and discuss it.


Weather itself has not changed, but it could.

Comment
    faatal on Forums - Thread - Direct

I just fixed this one. Should be in next exp update.
Was hard to track down as it was a stale position value in vehicle camera code after a world origin shift happened.


05 Dec

Comment
    faatal on Forums - Thread - Direct

Now that 1.2 exp is out, I can say that crossplay was approved on console for peer to peer games. Joining dedi servers is in the works.

w

Well, it really just depends on what new bugs we find and how fast they get fixed.

Comment
    faatal on Forums - Thread - Direct

No storage mod in 1.2 or probably 2.0 either.

Most of those are in. Not pig.

Mostly been working on optimizations for 1.2 and some bug fixing.

We are working on 1.2 and 2.0. 2.0 will be next year.


04 Dec

Comment
    Hated on Forums - Thread - Direct

Hello Survivors!


Here we have a small patch for you for our existing V1.2 EXP.


TFP wishes all a great weekend!



Added


Blood moon party maximum active enemy count with increased game stage scaling based on the full count


Changed


Optimized vehicles to not use a container object


Increased blood moon party distance to add players


Fixed


Invisible character when being transported out of trader on vehicle


Vehicle camera position glitches when origin shift happens


EntityFactory GetEntityType warnings from missing types


b25 Hotfix:


Fixed


Moving animals appear almost invisible with certain FSR settings

...
Post
    Hated on Forums - Thread - Direct

Hello Survivors!

Here is V1.2 b22 EXP for you all.
While the team is all hands on deck working on V2.0, we wanted you all to get the fixes, optimizations and console crossplay preparations sooner rather than later.
With this build we introduce various optimizations to all platforms, but also unleash the ability to generate RWG maps to our Console fans.
Crossplay will be fully enabled once experimental ends, V1.2 goes STABLE and our Console users get access to V1.2. Until then there will be no-one to crossplay with.


This will open up crossplay between PS5, Xbox Series X|S and PC clients, however no dedicated servers just yet.


V1.2 should be compatible with existing save games, but we recommend starting a new game for the very best experience.


Here is how you participate:


Right click on the game in steam


...

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23 Nov

Comment
    faatal on Forums - Thread - Direct

Wind does not have a direction in game and being gimped in speed, because wind, does not sound fun. That is not how weather survival will work. It is actually designed as biome survival.


22 Nov

Comment
    faatal on Forums - Thread - Direct

I don't know about WASD back then as I joined the team at the start of A17.


One of the console programmers is working on adding a console Performance or Quality choice and a toggle for FSR.


Crossplay is nearing completion.


Glad you two are having fun!


19 Nov

Comment
    faatal on Forums - Thread - Direct

It was a gamma setting on a post processing effect, which is the only thing it is doing in v1.1 at <50%. I disabled that for less than 50% brightness.


18 Nov

Comment
    faatal on Forums - Thread - Direct

I've never heard anyone say day is too bright. There is way to fix that for any game. Turn down your monitor brightness/contrast. Now having two settings in game would be more flexible, but I don't know when I would get to that.

Comment
    faatal on Forums - Thread - Direct

1. Day looks exactly the same as day now does. Turning it below 50% does nothing to day lighting.

2. I thought about it, but I think this is fine for now. I have other things to be working on.

3. This should be in 1.2.

4. Maybe.

5. Sure, if we had some major bugs.

Comment
    faatal on Forums - Thread - Direct

Brightness 0%

Comment
    faatal on Forums - Thread - Direct

1 - The default is not changing as some of us want to see at night. For those of us like me that want it darker, I fixed how brightness works below 50% as it is basically broken.
"Changed video brightness setting to darken interiors and night when set below 50%."
At 0%, it is very dark.

2 - 2.0 should still be on 2022 LTS. 3.0 might be on Unity 6.


3 - I don't think graphics quality will be changing much.

That is up to artists and designers to determine. Programming wise, I would only be involved if it needed new features, or was broken or was a performance issue.

FOV is vertical.


16 Nov

Comment
    faatal on Forums - Thread - Direct

I do not know.

DLSS has not been worked on and don't know if it would ever be finished. FSR has had improvements as part of merging the weapon camera into the main camera and for console use.


15 Nov

Comment
    faatal on Forums - Thread - Direct

The weather update is for survival aspects, not graphics. Like you will slowly die from heat or cold based on various new rules we are adding. Now there will be a few graphical additions to go along with survival, but these do not change lighting.

We have been working on many features, bug fixes and optimizations. Some of these may be out by the end of the year, the rest in an update early next year.

Comment
    faatal on Forums - Thread - Direct

Warnings may or may not be a problem. I use warnings all the time in testing as the messages are easily filtered in Unity from normal messages, but those warnings are normally removed in submitted code, but may be left in accidentally.


The angular velocity one is Unity telling you that your set velocity is doing nothing because kinematic rigid bodies are manually moved by code, not physics. When I last fixed those is vehicles, some cases were causing no issues, but a few were effecting an actual change of velocity that was getting ignored.

Comment
    faatal on Forums - Thread - Direct

I finally got to testing this and yes there was a bug with the smaller random rolls leading to a zero count being returned.

Fixed loot abundance settings below 100% would give less loot than it should.

No plans that I know of.


03 Oct

Comment
    faatal on Forums - Thread - Direct

I've seen some confusion on the net effect of the stealth changes in 1.1, so for clarity:

Overall player stealth was nerfed as it was OP.

buff - "Stealth is less affected by player movement and ramps up over time"

nerf - "Balanced stealth effectiveness for all combinations of perks, armor and light levels"

nerf - "Reduced distance from and radius that AI picks to investigate near the target"
nerf - "Balanced stealth world and block ambient light"

nerf - "Balanced player stealth enemy search duration reduction from perks and armor"

buff - "Increased Assassin and Rogue outfit sneak effectiveness based on other stealth calculations and balancing adjustments"

nerf - "Increased bear and dire wolf sight and hearing"

However a zombies get somewhere away from all players, the effect is the same. They despawn. Zombies also don't hunt you. They may come at you initially if they see you...

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02 Oct

Comment
    faatal on Forums - Thread - Direct

There is another game that will probably be U6+/HDRP, but that is years away, so don't get excited now.

Comment
    faatal on Forums - Thread - Direct

When I say 15% to 20%+ boost, that is typical FPS boost, not some special case. Each camera uses a lot of main thread CPU for setup and culling.


Unity 6 LTS update is the plan. Much of those U6 perf gains are for SRP (HDRP), which would require a full graphics system update (shaders, lights, postprocessing), so not anytime soon for 7days or maybe ever. We are doing HDRP in our next Unity game, so we are going through those issues now and they are huge.