It's called explosionresistance, a material property.
It's called explosionresistance, a material property.
Hello Survivors!
Today we have V1.0 b316 EXP for you all, please find the changelog at the end.
Survivors!
We are deprecating the existing EXP Pregens with the next EXP update. New ones will be provided and named differently to prevent accidental savegame issues.
To preserve your current progress, please copy your currently played Pregen and paste it into your generated worlds folder:
%APPDATA%\7DaysToDie\GeneratedWorlds
Locate your existing world here:
:\SteamLibrary\steamapps\common\7 Days To Die
Alternatively, find it by:
Right-clicking on the game in Steam
Selecting "Properties"
Going to the “Installed Files” tab
Clicking “Browse…”
Opening the “Data” folder
Opening the “World” folder
We’ve ...
Fixed RWG did not reset usage data for the next generation.
Fixed RWG was not clearing generation data when done.
We are taking 2 days off for 4th of July. Thx!
It is subtle blurriness. It looks even better now. I also use FSR ultra.
No one said it was unsolvable. We have lots of bugs to look at, many of which seem more important to me as we have been playing the game just fine with jumping the way it is.
Edit: And ironically, some of us even like the auto jumping. Go figure.
I just finished testing SMAA and for FSR I turned it off as it is somewhat better with less flicker and blurriness. For TAA I left it on as TAA flickers more and has more jagged edges which SMAA reduces.
I also increased the sharpening defaults and divide them by 5 for TAA as TAA's sharpening is about 5 times stronger that FSR's.
Yes. The circle order will probably be changed to always be the same regardless of biome size. It may also need to seed each biome near the center, so they are near each other and would grow outwards to their percents.
When you have a big team, there are always a lot of moving parts and differences of opinion or available time.
There are ideas. Stamps are meh and need replacing/editing/adding. We have talked a bit about running water like roads, but would be problems with roads and having to do bridges, so may never happen.
Yes, TAA sucks and the settings were lowered because of heavy blurring on animated plants. The blurring was considered unacceptable. TAA settings were increased in 1.0 as we now have motion vectors for plants, but TAA is still not great, which is why I use FSR. FSR does have some artifacts of its own, but better than TAA.
Loot % added to todo.
A enemy health slider is not out of the question. Todo.
1 Exact percents would not actually matter as there is limited granularity in how the code/data works.
2 Dynamic caves is something I would like to do someday.
Gazz no longer works on the game. Allan does numbers for loot, items, armor and lots of other stuff.
Wasteland is the city biome. It is the nasty end game place where lots of people used to live (for now, unless it gets changed).
RWG mostly does not generate content across biomes. Biomes are each their own place.
Fixing all the bugs in RWG is not simple.
Fun.
1 Years ago...make small bear because I can, but ragdoll broken by scaling, so commented out.
2 I fixed ragdoll scaling for 1.0.
3 Allan says "why do we have small bear?". I say "because why not". Allan enables because it now works.
4 You see in game.
I don't work on stats/perks on armor or items. That is mostly Allan. Balance is ongoing as we continue testing.
The order is currently by sorting the biome percents, so if you change the default percents to not be forest low to wasteland high, you will get a different order. The sorting may be removed in the future.
FSR Ultra is native. I use that, but drop screen res from 4k to 1440 as it looks better and get higher FPS than 4k with FSR high.
Sharpness does work with FSR, but 100% for FSR just does not do that much sharpening and that is as high as it allows.
Shadow quality high is using contact shadows, which is not cheap, but fixes light leaks on players and through blocks.
SSAO is now using 3rd party code and I don't know if it can run faster, but still look fine.
Gfx jobs crashed on some people's computers the last time we enabled it, so we are not yet supporting it.
1. I don't know. Books is Allan.
2. Correct. I did not add it as the model was done in 2 separate pieces, which code does not support and I think bicycles with armor is weird.
3. Punted to the future as no time for coding that.
Technically a bug from changes to the new player models/anims. There were actually many jumping bugs and it finally got to the state it is in now. It may be changed at some point, but I just adjusted to pressing the space bar and quickly letting go.
I have considered that, but have had no time for it. I actually have more bug tickets now, than before experimental and they keep coming in. There is always more ideas than time, so not everything can be done.
There is no way to activate it. The image generated often freaks out and is a mess, so it is NOT usable.
That should work.
Hello Survivors!
Today we have the 1.0 b312 EXP update for you.
How to participate:
Right click on the game in steam
Click on properties
Click the “betas” tab
The drop down menu will now have latest_experimental available <— you want THAT
Select that and wait for the game to download
b313 Hotfix:
Fixed
Client Argument Null Exception on loot bag drop
Missing tags on trash piles and rubbish decor preventing silent sneaking form Urban Combat Vol 3 to not work correctly
Wrong operation used in requirement for lockpick magazine boost
UserIdentifier serialization support
Hair Color should not default to green
Here is what changed from b309:
Added
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