7 Days To Die

7 Days To Die Dev Tracker




09 Mar

Comment
    faatal on Forums - Thread - Direct

I sure hope so!

Comment
    Roland on Steam Forums - Thread - Direct
Eating broken glass aside, I personally don’t like that dying cures all injuries and refills hunger health and hydration for the negligible xp cost. Sure, when I choose to play Dead is dead then it doesn’t matter because I’m going to restart. But I don’t always want to play restart at death but would like to continue in my world and in those times of accidental death I often feel cheated out of the chance to solve the injuries I’ve acquired. So while I never eat broken glass to kill myself on purpose, the OP is correct, imo, that the death penalty could be better.

A toggle for persistent character status upon respawn would be perfect for me. I also always play delete all on death which helps death have more consequences by a lot.
Comment
    faatal on Forums - Thread - Direct

Terrain voxels by themselves are diamonds, so they can't fill a block voxel, which is a cube. Terrain voxels only fill a cube when blending into adjacent terrain or multiple terrain voxels together blending into air blocks, but that shape is a spike in that direction. Adjacent terrain spikes merge together and then remove hidden faces. You can change an adjacent block voxel's density to blend terrain into it, but that is a spike, not a flat face.


08 Mar

Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by Midas: Isn't this what everyone does? A hatch is basically a door you can shoot through.
I just use doors like a normal person. I don't need a door I can shoot through, I just design my base so I don't ever need to shoot through that space. :winter2019happyyul:
Comment
    faatal on Forums - Thread - Direct

Terrain uses the marching cubes algorithm, which makes a diamond shape that merges into their neighbors, so they stretch in each direction. They also stretch into air, so the density of the surrounding air also effects the shape and there are some density combinations that make a bad mesh, but normal terrain manipulation does not create those combinations.


07 Mar

Comment
    Roland on Steam Forums - Thread - Direct
Last November was the 10-year anniversary of the original idea sketched out on a napkin between two brothers sharing Thanksgiving together.

Nobody who's in their thirties played this game in their teens...

06 Mar

Comment
    Shurenai on Steam Forums - Thread - Direct
Iirc backing up a save and just renaming the duplicate should do the same thing you're after.

Saves are located in:
C:\Users\\AppData\Roaming\7DaysToDie\Saves\\

Copy the right save, and just paste it into the same location to create " - Copy" an then rename that copy whatever you want.

Or you can copy it to a new location, rename it, and put it in the original location- Whatever the case, Just make sure you're putting the copy in the same world that it's associated with, ie, the same location you're copying from.

04 Mar

Comment
    SylenThunder on Steam Forums - Thread - Direct
I just wish the area uncovered would scale a bit with your visibility. You can see a lot farther flying around in a gryo.
Comment
    Shurenai on Steam Forums - Thread - Direct
The Steam Workshop is awful, and it really drives me batty that so many people are obsessed with having it.
Here's an old post of mine covering my thoughts:
Originally posted by Shurenai: -Snip: Initial comment towards a quoted user removed; it's referenced later but you can overlook that line-

Steam Workshop is Awful. It has so many downsides, and very few upsides.
  • It's incredibly limiting; You're not allowed to include certain filetypes(arguably for good reason- Really though, it's just because steam doesn't want to pay for the screening such file types would need.)- This straight up limits the potential complexity of a mod. You most likely won't see a mod like Darkness Falls on the workshop for example- It changes and adds too much, likely using filetypes that would be disallowed.
  • It has zero version control- You can't opt to stay on an older version of a mod bec...
Read more
Comment
    Shurenai on Steam Forums - Thread - Direct
I prefer it hidden by default- Exploring is a big part of the fun. It's boring if you know exactly where to go to find what you're after.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Better how? Unity supports modding more than most other game engines, and the develoeprs have designed the game specifically to make it easy to mod.

One has to wonder if you have done any research at all on the subject before starting the thread.
Comment
    SylenThunder on Steam Forums - Thread - Direct
UnauthorizedAccessException: Access to the path "C:\Users\Willoughby" is denied.

File access error usually indicates that you failed to properly exclude the client from security software.

Although based on the way the error is stated, it's more likely due to a completely non-standard user folder name. Windows usually limits this so that you wouldn't end up with C:\Users\Willoughby Family
For example, I created my profile with Sylenthunder, and instead of C:\Users\SylenThunder it created C:\Users\sylen.
Not entirely sure how you managed to end up with something like what you have.

If you at a minimum fixed it to be C:\Users\Willoughby_Family the game would probably read it correctly. That would require... Read more

03 Mar

Comment
    SylenThunder on Steam Forums - Thread - Direct
If it isn't fun, you probably didn't configure the settings to suit your playstyle.
Comment
    Shurenai on Steam Forums - Thread - Direct
Same as Rasa, Next time I launch it. There's never been a point where it wasn't fun for me.
Comment
    faatal on Forums - Thread - Direct

It is a terrain collision mesh generation issue. Could be timing and/or a combination of density values or simply a code error. I've never seen someone fall through the world digging down.

Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by VideogameAddiction: https://steamcommunity.com/app/251570/discussions/5/3789254082586073816/
You still have your thread for this.
Correct, and it is in the proper forum section. Locking this one down.
Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by NoMan: Alternately, you can hit F11 while looking at the block in question. This brings up an info panel which includes block name.

You can also grab the Admin Block Tool from creative menu. It has a copy/replace function.
To add, Iirc you can enable Debug Mode and hit F3 to open the debug info panel, then open your inventory (you need your mouse) and tick the 'Fo' box near the top left corner, which brings up the focused block info panel. Aiming it is a bit finicky because it likes to register 'Air' a lot, but it's a more inline-to-active-play method of checking a block name/shape.

Also the admin paintbrush can copy blocks wholesale including painted sides/shape/type.

02 Mar

Comment
    faatal on Forums - Thread - Direct

No date yet. Streams would be x amount of time before we anticipate release as we don't want streams too early. Multiple people, including myself have tasks to finish with unknown durations. A good example is a hole in terrain bug I have when quest resetting some POIs. I've looked at it before and why it happens is unknown, which means it could take a day or a week or more. There is no way to know, only guess.

Comment
    faatal on Forums - Thread - Direct

That one does not matter since the computer version of the game does not use IL2CPP as it would break code mods. Console is using IL2CPP. Console needed a fix in .17 for a PS5 occlusion bug and we currently try to keep versions in sync between computer and console dev, so the update from .16 to latest.

Comment
    faatal on Forums - Thread - Direct

To be clear, this is more zombies on the server, spread across multiple players, while improvements like disabling jiggle is client side.

If you as a client had 100 zombies around you, the overhead of animating, colliding and rendering them is still expensive and you would probably have a low FPS.


Must Fixes was started a few months ago, but that is just a guide. Multiple systems are still being worked on, polished and tested, which are not often in MFs. There is some overlap, like my vehicle damage task is marked MF, yet it is a system improvement task, not a bug. That one is basically done, but I'm not closing it yet as the values are still open to tweaking and I would like to work on vehicles smoking when highly damaged, if I spend the time. That could also be done during experimental, so not a high priority to me.