7 Days To Die

7 Days To Die Dev Tracker




01 Oct

Comment
    faatal on Forums - Thread - Direct

1 There could be a 1.3.

2 There are big and small optimizations we are working on. A big one is the merging of the weapon camera into the main camera, which is giving a 15% to 20% performance boost or even higher in some cases. The merge effected a variety of things with hands/weapons poking through walls and FOV and shadow differences, but is mostly complete and should be in 1.2.

3 People on the team did not like the smaller numbers and I don't care as those numbers are free.


Thanks, I was laying low, recovering from 1.0 and getting some of my days off.

Comment
    faatal on Forums - Thread - Direct

I don't see any reason why we would not want to support newer consoles if their performance is equal or better than the current gen.

Comment
    faatal on Forums - Thread - Direct

That bug is one of many things I am working on currently, but it is not a simple fix. Basically you can't get too far away (about 30m) from min script spawned zombies or they will despawn while min script is still waiting for them to die. They do need to despawn in some cases, so it gets complicated. Hopefully fixed in 1.2.

Comment
    Hated on Forums - Thread - Direct

Reserved slot

Post
    Hated on Forums - Thread - Direct

Hey Survivors, we're pleased to announce the release of v1.1 b14 to our Stable branch. This update features several changes to stealth mechanics, as well as a multitude of fixes and optimizations to improve performance and enhance gameplay.



Check out the full change log below!




b1-b14 Changelog


Added


Player stealth meter is green when no alert entities are near you otherwise it turns yellow


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


Controller support for the 3D map preview on the RWG window


(PC Only) Controller Icon Style combo box added to controller settings menu, allowing players to override automatic controller detection and Steam Input to display either PlayStation or Xbox icons


New explosion ...

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24 Sep

Post
    Hated on Forums - Thread - Direct

Hello Survivors!


Here's the b5-b14 changelog:

Added


Player stealth meter is green when no alert entities are near you otherwise it turns yellow


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


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Controller support for the 3D map preview on the RWG window


(PC Only) Controller Icon Style combo box added to controller settings menu, allowing players to override automatic controller detection and Steam Input to display either Playstation or Xbox icons


New explosion particles for Propane Tanks, Barrels and Vehicles


Ne...

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15 Aug

Comment
    Hated on Forums - Thread - Direct

Should this still be an issue in V1.1 ..

V1.1 will have a bug report feature for console, which would grant us access to the output log and see what is going on on your friend's end, so this can be addressed rapidly.

Comment
    Hated on Forums - Thread - Direct

The savegame fix is already in V1.1 EXP, the Xbox stability fixes not yet, but will be deployed with the next build released to V1.1 EXP

Comment
    Hated on Forums - Thread - Direct

This should indeed be fixed in b336.

We were able to reproduce this bug and confirmed it no longer occuring in b336.

Affected savegames we prepared were also fixed after the fix was implemented.

We hope you continue to enjoy your savegames again!

Post
    Hated on Forums - Thread - Direct

Hey Survivors!


We're back with our latest hotfix, v1.0 b336. This update fixes a major bug causing characters in saves with the 'Enemy Spawning' setting toggled off and back on to become fully encumbered and unresponsive. This was part of a larger problem related to an NRE involving sleeper volumes in specific POIs. This hotfix will also correct save files affected by this issue.


For our console users, this update also includes some stability improvements, specifically on the Xbox X/S platform.


While summer vacation may be almost over, we're STILL hard at work on optimizations, bug fixes, Roadmap updates, and getting v1.1 Experimental to you.


Be sure to follow us on X for more updates!

www.x.com/7daystodie


07 Aug

Post
    Hated on Forums - Thread - Direct

Hello Survivors!
After another successful round of bug fixing and balancing based on all of your tremendous feedback, we are pleased to announce our latest release for experimental testing, v1.1 b4.


This update addresses some problems related to vehicle interaction with player colliders, as well as some audio issues, and a TON of smaller fixes to various POIs. As such, a new game is highly recommended in order to experience these updated POIs in all of their glory.


We didn't forget about the modders, bringing a fix for an NRE related to custom sign text in custom POIs, adding a GameShuttingDown mod event, and have updated the rwgmixer to allow custom district names via XML.


For our console users, expect to see these changes and more once v1.1 Stable is released.


What's next? Our efforts continue to be focused on squashing bugs and working har...

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01 Aug

Comment
    faatal on Forums - Thread - Direct

If you don't play multiplayer, then you would not see the message. Being that it is a warning, you would never see the message unless you look at the console or log for them.


Unity used to not care about you setting velocities on a kinematic RigidBody and then in 2022 they added a warning to tell you the velocity does not do anything because kinematic objects are not moved by velocities. Warnings don't break the game. I log plenty or these every day for all manner of testing. They are the same as a normal log message except they say "warning". Now, if there is a lot of spam of any type of message then it may cause a small performance hit, but it should not crash.


I found two places in vehicle code where it happens and fixed them. One seems to be an actual bug where the vehicle would not have its velocity transferred when the server resumes ownership of the vehicle.


30 Jul

Comment
    faatal on Forums - Thread - Direct

Your controller turning off when using keyboard and mouse is not under control of a game. That is what the Xbox OS does. Allan discovered that if you removed the controller batteries and plug it into the console, the controller will stay on.

Smell would be nice to have again, but there is a giant pile of things that would be nice to do. The pile is always bigger than the amount of time we have, so we have to prioritize what we work on.


29 Jul

Comment
    faatal on Forums - Thread - Direct

Sorry, but the data seems to be gone, so there is no getting it back. It stinks, but games have bugs. This was a rare bug that required just the right timing between multiple threads for it to happen. Even when we knew exactly what we were looking for, we only saw it happen once between several different people testing just crates loading and unloading for hours.

Comment
    faatal on Forums - Thread - Direct

Curse those multiverses!

Comment
    faatal on Forums - Thread - Direct

If it says b334, then that is the fix.

Comment
    faatal on Forums - Thread - Direct

That is why we are switching to the Omega versioning system. It involves time travel, where you go back in time to fix bugs before they can be born.


"They would reshape the Future by changing the Past. The plan required something that felt no pity. No pain. No fear. Something unstoppable. They created the Terminator."


The Buginator will be unleashed soon, but since the past will change, we will no longer remember this conversation..........

Comment
    faatal on Forums - Thread - Direct

The game has to allocate the world storage estimate up front due to how the console file systems work. The size is based on the Chunk Persistence setting. Lower the value to use less save space. You can also archive worlds which converts it to the basic files without the padding, so it is much smaller. It is very fast as these consoles have SSD storage.

Comment
    faatal on Forums - Thread - Direct

That does not sound like the same issue with empty storage chests as the only thing changes with that bug is the loss of what was inside the chests. That sounds like chunks being reset. Chunks reset based on the Chunk Persistence setting unless there is a bed roll, land claim or players being in the area more often than the timer. Did you have any bedrolls or land claims near them? Did you place bed rolls in another area (there can be only one active)? What is persistence set to? Were both of you away from the area for an extended amount of time?


28 Jul

Comment
    faatal on Forums - Thread - Direct

Should be fixed.