7 Days To Die

7 Days To Die Dev Tracker




17 Dec

Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by DeathCaller 1 · 9 · 8 · 6: bring back the horrific 7 Days... Alpha 19 and 20 were really bad! Sorry to say that, but please bring back the true Horror the true 7 Days it´s gettings worse and worser with each update to be honestly, I hope Alpha 21 will change also much in the boring gameplay!!!
The true horror? Of what version? I can't think of a single version where there was any significant horror value to it- Except back when I was a newbie, before I learned all the intricacies of the game, and even a single zombie was a scary threat to face.

That kind of horror can't come back- Your mind adapts, and you can't go back to when you were a newb. Even the scariest games in the world stop being scary a... Read more
Comment
    faatal on Forums - Thread - Direct

We have a few big vehicle changes coming in A21. Killing the weaker zombies and animals or smashing through weaker blocks in one hit is now possible, but your vehicle will take significant damage and each repair kit will only restore a portion of the vehicle health. The higher health a vehicle has, the more kits you would need.


I enjoy working on particle effects and just today made the blood splatter and got it hooked into the hit velocity, so it flies around. Satisfying seeing blood on the street or wall after you nailed a zombie. Is a variation of the corpse eating blood splatter effect I added several months ago to make that look more like they are actually tearing into the corpse. Zombies be hungry.


Added: Vehicles are repaired a fixed amount by repair kits and each level of Grease Monkey adds 10% (of max vehicle health)

Changed: Increased vehicle block, terrain and entity damage given and received by var...

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Comment
    faatal on Forums - Thread - Direct

We make builds almost every weekday evening. Our internal and external testers play those every day. They are no different than what we would release to the public. It is just a matter of, are the features working the way we want and the nasty bugs fixed for release to the public?


Content lock has not happened as there are things we are adding that are still in progress. We don't really do a 100% content lock anyway. Something could be added a month or week before experimental if it fit in with our plans.

Comment
    faatal on Forums - Thread - Direct

Correct. Not happening in December.


16 Dec

Comment
    Crater Creator on Steam Forums - Thread - Direct
I see. It's true that previewing a map means generating the whole thing now. I'm having trouble imagining what corners it could cut to make a preview faster.

Speaking for myself, for a preview to be worth examining I would want to know where the different biomes are, where the roads are, where there are mountains or other changes to the height map, where the water is, where all the POIs and by extension the cities/towns are... and that's kind of everything. I believe the low-level randomness like which model of trash pile spawns is seeded by the name of the saved game, so that's not at generation time. Perhaps some steps could be done at a low resolution, like 1 'pixel' per chunk, for the sake of the preview.

We have a thread in the Survivor Stories sub-forum if you'd like to peruse seeds others have found with particular qualities.
Comment
    Crater Creator on Steam Forums - Thread - Direct
So... optimize the map generation to not take so long? I get it, but a lot of effort has already been spent doing just that. It's likely the low hanging fruit has already been picked. Perhaps you'd enjoy one of the pregenerated maps that come with the game.

15 Dec

Comment
    Crater Creator on Steam Forums - Thread - Direct
Smells of untruth? You can find lots of examples of clothing combinations that unfortunately clip into each other. Those visual bugs have been piling up, because they’ll become moot in the event the whole clothing and armor system is overhauled. It also explains why the player character art has (arguably) lagged behind in quality compared to other art that’s been brought up to higher standards: no point in polishing something that would still get redone anyway.

As of now, the dev diary on the official forum lists “new iron armor” and “new commando military armor” as confirmed A21 features, while “armor” writ large is listed under the “roadmap to gold and beyond.”

https://community.7daystodie.com/topic/28129-alpha-21-dev-diary/
Comment
    Crater Creator on Steam Forums - Thread - Direct
I don’t know. It’s probably a quick and dirty calculation since it would need to check this constantly. But I would push back against Jost Amman’s insinuation that knowing is gaming the game. Since, as the OP points out, our intuitive sense of what is “indoors” probably doesn’t exactly apply, it’s reasonable to deduce the actual algorithm.

If it’s a ray cast up to the sky like the game uses for rain and plants, then you can be “indoors” with an unfinished or destroyed roof and not get the benefit. Or it the game uses a more sophisticated flood fill algorithm (unlikely), then the perk could not work if a door is left open or a window is broken. If “indoors” just means within the bounds of a POI, then it would be pretty broken when you consider all the space outside the building part of a POI. Or if it’s the same algorithm that determines whether to darken the screen (a feature which I hate, but I digress), then you might not get the benefit in a very large room, even if i... Read more
Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by LDS-Boden: I got a question I passed host to my server to my brother. I had to download same map and saves and it all works only if I'm on my brothers steam account and he is on my steam account. Can I flip this somehow?

That sounds like a separate issue. Please start a new thread if you need assistance instead of resurrecting this very old, not entirely related one.
Comment
    Shurenai on Steam Forums - Thread - Direct
The terms of EARLY ACCESS LITERALLY include "THIS PRODUCT MAY NEVER BE FINISHED".

Granted it's not in all caps. But, Still, A core premise of your complaint here is that Early Access IS supposed to be, or guaranteed to be, a temporary time period. Which is wrong.

Plenty of other wrong information in the post too- There's 30~+ employees at TFP now.

And, Steam literally sells the game as-is. Devs literally aren't even allowed by the early access rules to try and sell users on future promises- Users themselves are told to buy the game ONLY if they are happy with the game, as it is, At the time of purchase.

Originally posted by Store Page Early access blurb: Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development.
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Comment
    Shurenai on Steam Forums - Thread - Direct
Anything lootable that vanishes after looting, the way ammo or medical piles do, do not respawn. Anything lootable that remains after being looted can respawn loot; Doesn't matter what size or shape they are.

If you can still interact with it to open a loot window, It'll respawn loot if you stay away from it for the duration of the loot respawn timer.
Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by Ben1: Is it that abnormal that instead of reading the wall of text from the OP, I want to know why they got banned on the forums? Has to be a reason for that.
Nope, not weird. In the grand scheme of things, in the majority of cases there's a reason, and the person in question try to spin it just about any way that makes them look like the one who has been wronged.

In comparatively rare instances (Like 0.1% of cases or less), there's power abuse by a mod- Or more innocuous reasons that some might think "Well that's not really ban worthy..." But those are exceptions, Not the rule. And even in the latter case of "not really ban worthy", A repeat offender who has been warned 40 times to stop doing a seem... Read more
Comment
    Shurenai on Steam Forums - Thread - Direct
Most likely, It's determined the same way the game determines if it should darken your screen lightwise- Which is to say conditions like "Is there a roof? Are you more than a block inside anything detectable as an entry point? Are all the walls closed up?"

Alternatively it might work the way crops determine if they can/should grow- Is there a path to sunlight within X blocks; If yes, outside, if no, inside. If it used something like this, unlike plants, it would probably consider transparent blocks as enclosed space.

14 Dec

Comment
    Shurenai on Steam Forums - Thread - Direct
Several things.

To answer the last question first, Yes, Any and all modification is saved- Even if you only half damage a terrain voxel to change it's shape, it's saved.

From a tech perspective, the world and save files are separate; You can reuse a world file because of this. The save file is where all changes are stored.


The whole game world exists to begin with. It's all pre-generated and just loaded as you play- From bedrock to the top most "air block", it's all actually accounted for space.

The world isn't blocks- It's voxels. The building blocks are forced-shape voxels, the terrain is malleable voxels. The malleable voxels are actually diamond shaped, but they stretch themselves to meet their fellow malleable voxels to from a contiguous surface.

For the malleable voxels, When they're aligned in a flat grid, there is no sides to them, only the external face. This is because malleable voxels stretch themselves to meet the edg... Read more
Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by The Tominator:
Originally posted by mathaniel: Not sure what you are asking here. Why not just make those? They are easy enough. Get a wrench and wrench cars for gas and oil, hit barrels, pumps, all the red barrels, ad nasuem, easy to get glass jars right now`, and cloth/ Coupled with the occasional molotov/pipebomb reward. Then mine and make gunpowder, add mats to make pipe bombs, presto. Plus mine the stuff to make gas, I forget, haven`t done that in ages. Maybe I`m missing your po...
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Comment
    Shurenai on Steam Forums - Thread - Direct
They don't purposefully avoid spikes.

Zombies don't acknowledge traps as anything but blocks to path on, or through. To them it's all either a wall, or open space.

What they DO do, however, Is avoid walls when there's a perfectly viable alternative. And they also prefer taking the least block-HP path to the player.


So, When you make a 1 tall row of spikes, Zombies consider it to be a low fence, and will probably jump on it. When you make it 2 tall, however, You've built a solid wall- At least in their eyes.

When you've made a row of spikes 2 blocks tall, The first couple zombies will stumble into spikes, and then once a sufficient opening has been made, The rest will path to that opening because it is now the lowest-block-HP path to the player-To them, any other path that would take them into the 'wall' takes longer, and thereby, is not worth going to.


So basically, Don't just build a solid wall of spikes. You need to place ... Read more

13 Dec

Post
    Gazz on Forums - Thread - Direct

Plain containers like a storage box do drop a loot container with their contents on destruction.


Other ModelEntity like generator banks or campfires do not drop a loot container at all.

That can be very frustrating because some of these blocks are easily destroyed by accident and that annihilates all the batteries, solar, panels or forge tools that were in the station at the time.


Making the loot bags drop consistently all across this block class would be greatly appreciated.

Post
    Gazz on Forums - Thread - Direct

Plain containers like a storage box do drop a loot container with their contents on destruction.


Other ModelEntity like generator banks or campfires do not drop a loot container at all.

That can be very frustrating because some of these blocks are easily destroyed by accident and that annihilates all the batteries, solar, panels or forge tools that were in the station at the time.


Making the loot bags drop consistently all across this block class would be greatly appreciated.

Comment
    Gazz on Forums - Thread - Direct

Nights (meaning traders are closed) get really long which is inconvenient when you only have one trader / quest status unlocked.

Traders cycle their inventory less often and auto-selling on rented vending machines is that much slower.


12 Dec

Comment
    Crater Creator on Steam Forums - Thread - Direct
I see. I figured you were referring to e.g. bleeding out and having to scrap some clothing to quickly make a bandage.

I hope if there is a confirmation to scrap, it would be done in a way that doesn't interfere with backing out of the inventory.