7 Days To Die

7 Days To Die Dev Tracker




28 Jul

Comment
    faatal on Forums - Thread - Direct

We have spent many hours looking at this and have yet to determine why it happens on Xbox. PC/Mac/Linux and PS5 seem fine. Consoles have profanity filter code as required by MS/Sony that adjusts the text. XBox does it very differently from PS5. I think it is a timing issue with tile read/write vs profanity threads, but have yet to see it fail for me. If the name is blank, then no filtering, so if the bug does not happen in that case, then we know it is the filter, else it is something with the read/write code.

Comment
    faatal on Forums - Thread - Direct

Yes, we have cross play working in testing. Due to the additional time required for testing and fixes and getting the required permissions from MS and Sony, it was delayed until after the 1.0 release.

Comment
    faatal on Forums - Thread - Direct

I have heard of no plans for new weapons or ammo or books, but it is possible. No plans for fishing, but someday I could see the game or a sequel having some water based creatures. Paid DLC has been talked about, but nothing specific that I know of yet.


26 Jul

Comment
    faatal on Forums - Thread - Direct

Correct. The current roadmap for biome progression, bandits and story are normal free updates to the game. I saw someone on Steam shouting that it was all paid DLC. Clearly they could not read.

Any feature we release should be seen in an experimental beforehand. I believe I said before that I was not doing it for 1.0. I have had way too many other things to deal with. Possibly for a 1.5 or 2.0 version.

Comment
    faatal on Forums - Thread - Direct

b333 was experimental and since it tested fine, was switched to stable. As far as I recall, every stable update we have done in many years is preceded by experimental versions, which once we are done and the final one tests fine, it then turns into the new stable.


Testing experimentals tells us that those exact builds, for all 3 platforms, each with client/dedi versions, tested well for a variety of people.


25 Jul

Comment
    faatal on Forums - Thread - Direct

The brightness change had nothing to do with streamers. As you said, streamers could already turn up the brightness. It was changed because it was thought to be a more practical play experience. I actually like it dark and have thought we could have day and night brightness settings, but we shall see where the team opinions lands after more testing and feedback.

Comment
    faatal on Forums - Thread - Direct

There was a change in the throw code to a line that compares if the item value was the same reference, which was changed to Equals. That compares all the values of an item, which did not match after lit, so it would cancel the throw as soon as you clicked. I changed it to a type compare to fix. That is old code and it may not even be needed anymore, but removing could cause some other bug. Fixing bugs can be dangerous as you often make new ones, which happened several times this week.

Comment
    faatal on Forums - Thread - Direct

All these sounds are played as Unity Audio Sources. They have a curve for falloff with distance. Footsteps were just adjusted recently. This is footsteps, which has 0 volume at 20m.

Post
    Hated on Forums - Thread - Direct

Good evening Survivors!
Another round of fixes before you.


b333 Hotfix:


Changed


Next throw starts charging after the cooldown instead of being ignored


Made the throw charging bar more opaque



Fixed


ItemClass collide with entity NRE if itemClass or MadeOfMaterial is null


Unable to throw explosives if drag dropped into the selected toolbelt slot


Clients in a p2p game are immune to zombie attacks


b332 Changelog:


Added


Chimney Cap Large Smoke Ambient Sound


Inventory UI Audio - Plant Fibers & Crops


Inventory UI Audio - Various Resources Batch 1


Changed


Moved player, chest and trader spawn point in playtest 20m close...

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24 Jul

Comment
    faatal on Forums - Thread - Direct

There is no concept of a floor. It is just a lot of blocks. You have to scan blocks/colliders to know what is in the way. Then you have to figure out what things you hit and what they should do to the sound. You have to do that on every sound call, which is a lot.

Comment
    faatal on Forums - Thread - Direct

Audio occlusion is not simple. We have old code from before my time at TFP that looks like they tried it and it was disabled. Maybe someday if we run out of other stuff to add, but it would probably be a performance hit.

Comment
    faatal on Forums - Thread - Direct

The discount goes through Microsoft's and Sony's stores. I can't see them wanting to give discounts for anything bought from a competitor or having any reasonable way to know you bought it from someone else.

Post
    Hated on Forums - Thread - Direct

Greetings, Survivors!
b330 comes with one new POI and plenty of fixes.


Changelog b330:


Added


Zombie Audio Source Distance Filters


remnant_hospital_01


Changed


Default QuestProgressionDailyLimit from 3 to 4. Make sure to hit the defaults button on your game settings, change the limit before starting your save game, and/or update the serverconfig.xml.


Inconsistent block property "BuffsWhenWalkedOn".


De-Reverb Base Zombie Female Audio


Mountain Lion is no longer extending from Dire Wolf and using its own hand item


Slight increase to bear entity damage to be slightly harder than little bear


Removed 2nd infested chest from gas_station_10


Fixed


Quest Tier Complete could not b...

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23 Jul

Comment
    faatal on Forums - Thread - Direct

Spawning yes, the loot bag no, which was from them extending from the dire wolf and getting their health too. That is fixed.

Comment
    faatal on Forums - Thread - Direct

I can't, because I don't know, because there are many decisions still to be made.


22 Jul

Comment
    faatal on Forums - Thread - Direct

It was fixed in my testing.

Each forge had a burning light and a crafting light. I merged them into one light and with a reduced radius, which improved performance of each forge. I also reduced smoke particles by 25%, which also improved performance. This rendered with less than half the FPS drop on my 3070 TI.


You can also try lowering the graphics Particles setting which will scale down the amount of smoke particles.

Comment
    faatal on Forums - Thread - Direct

We test changes, but with limited time, there is limited testing. This is why we tell people it is experimental and to expect a variety of issues. I am surprised the save games actually made it this far being still playable.


It may seem like a lot of players playing experimentals, but actually a large majority of players do not play experimentals.


21 Jul

Comment
    faatal on Forums - Thread - Direct

1 No plans, but it could change.

2 They could use them, but not happening for 1.0.

Comment
    Hated on Forums - Thread - Direct

Additionally a screenshot of the Pregen08kA folder please.


20 Jul

Comment
    faatal on Forums - Thread - Direct

I never said we planned allied NPCs. Apart from bandits, we have no specifics on what other NPCs may or may not be added to the game.

Are you using mods? Inventory data was changed to track each slots lock status, so mods may be breaking that.