7 Days To Die

7 Days To Die Dev Tracker




08 Jan

Comment
    SylenThunder on Steam Forums - Thread - Direct
System comparison
The original hardware in this post was top-tier gear over ten years ago. (2011)

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Comment
    faatal on Forums - Thread - Direct

Sure, it was not a good test of a low end system, because it is not a low end system, but that is all I had the time to test.


We know tree high detail LOD complexity is an issue with gfx and shadow fill rate, but artists don't want ugly trees. We have a very capable programmer looking at trees and we shall see what he finds.


Yes, I've noticed that player trees could use more space between them.


I have no interest in spending time making old school circle shadows. Would rather people just turn shadows off on low end systems.


There is no clear cut indoor vs outdoor. Occlusion outdoors often hides objects behind buildings, which applies more so in cities, so I'm not spending time trying to guess which is better. Low end CPUs could have it default to off, but that needs research, which I am not spending time on that now.

Zombies h...

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Comment
    Shurenai on Steam Forums - Thread - Direct
Most of the combative meat giving animals will maul zombies given a chance; So.. Presumably, their claws/teeth/etc are potentially covered in Z-virus.
Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by Jonnson: I hate them as well. I mean, they are so easy to kill, its like swatting a fly. The problem is, there are nonstop flies. Its the most annoying thing since cliff racers in morrowind.

A better solution would be to implement a range of failures when attempting to use vehicles to escape bloodmoon hordes.

The truck stalls out! You have flooded the engine.
A crack in your gas tank has bled the fuel dry.
The tires are flat!
The peddle just broke off.
The chain skipped off the sprocket.
The batteries dead.
You forgot to fill the radiator!
The belt snapped.
Your stuck in mud!
The transmission dropped.

These are all things that happen, especially when someo...
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Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by Ramar:
Originally posted by Crater Creator: Hmm. You raise a fair point. I don't speak for TFP, but I don't see why non-registered guests couldn't read the bug reports. I'll bring it up with the forum staff. In the meantime, it may be helpful to look at the known issues document.
https://docs.googl...
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Comment
    Gazz on Forums - Thread - Direct

Yes, everything makes noise. That includes shooting or reloading a crossbow.

You can literally see when an action causes a ping on your stealth meter.


With FS on zombie senses are greatly improved so they are a lot more likely to pick up on small noises like that.

Comment
    Crater Creator on Steam Forums - Thread - Direct
Hmm. You raise a fair point. I don't speak for TFP, but I don't see why non-registered guests couldn't read the bug reports. I'll bring it up with the forum staff. In the meantime, it may be helpful to look at the known issues document.
https://docs.google.com/spreadsheets/d/1ctmU1eMhVZYoUXCZtFijnbboLQ2r8FIj_D-Ui6b6YHU/edit#gid=0
Comment
    Gazz on Forums - Thread - Direct

This is not true.

I play stealth on a server and with the right perks and gear I hardly ever wake up any zombies.

The only real chance for them to notice me is if I try to sneak up on them by daylight and they see me.

Most of the time I instakill them with my machete.


Now if you play with feral sense on then you don't want to be sneaking around. This mode is for a much more combat-heavy game.

Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Reenee: -Twice I've left a quest area without realizing it just so I could deposit items in my vehicle. Please either better define the quest zone and/or add an abandonment dialog.
There is a visual notification when you near the edge of the quest area.

Originally posted by Reenee: -There doesn't seem to be a lot going on when it comes to wilderness/non-urban POIs. Forests and mountains don't have cave systems, distant isolated settlements, or some kind of untouched grove where you can find oodles of blueberries.
Cave systems were removed a long time ago. Maybe they will make a comeback, but there were a lot of problems with them that need to be resolved for that to happen.

Originally posted by Reenee: -Speaking of mountains, they're a chore to traverse. ...
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Comment
    Shurenai on Steam Forums - Thread - Direct
Endlessly like a 1980's arcade game.. And like many 1990's SNES games, and 2000 PS1 games. And 2010 PS3/X360 games..and 2020 consoles. :D
Comment
    SylenThunder on Steam Forums - Thread - Direct
If I'm perfectly honest, I think Alpha 12 or 13 was my favorite before Alpha 20 dropped.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by RasaNova: I did, that's not really the same thing that I was talking about, that post was describing sleeper behavior. I was more getting at sleepers that don't even appear til you're in the room with them, often surrounded with no easy way out. (Unless you game the system as I did for those pics.)
This isn't something that is supposed to happen. Either you have a system bottleneck, or something else is going on. I personally have yet to experience it, but I run a well optimized system too.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Blue Hasia: the last paragraph says they are ok with auto attack rooms?
It's like you guys have this super selective reading ability. What does he say just before that last paragraph where he gives his personal opinion?

Actually, never mind.

Let's net out the key point here.
There was a team meeting where Joel brought up the auto aggro rooms and said that he didn't think it was fair for zombies to just wake up without any chance at all for them to possibly stay asleep. After discussion it was decided that instead of auto aggro the game would do a skill check vs the player's stealth and only if that failed would the zombies wake up. A ticke...
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Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by RasaNova:
Originally posted by SylenThunder: They're mostly gone in a20.
That hasn't been my experience... In A19 they were few and far between, could probably count those "trigger" ambush rooms on one hand while in A20 it seems they are everywhere.

Unless we have different ideas of what the OP is talking about? When I hear "trigger rooms" I think of those rooms where the sleepers in a poi don't spawn til you're right on top of them, more than the ones that simp...
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Comment
    SylenThunder on Steam Forums - Thread - Direct
They're mostly gone in a20.

07 Jan

Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Smilodon: CM doesn't seem to have the Bonus Boxes listed as items?
You need to enable the dev items.
Comment
    faatal on Forums - Thread - Direct

Not in my testing. If I was in stealth and quiet enough, nearby zombies did not wake. Distance from zed being a big factor.

Comment
    faatal on Forums - Thread - Direct

Yesterday I tested 100 zeds and various shadow settings and did not see that much difference on an RTX 2070. I do have Unity's gfx jobs enabled, which may have some effect on that even though FPS generally seems the same with it enabled. I moved the gfx jobs change into the project, so it will be on in a20.1.


Object quality setting matters more than it used to, since we have more block models, which cause more draw calls.


One of our new programmers is researching trees.

I fixed it today. Fix will be in 20.1.

I don't want canned pathing, if that is what you mean by common. The AI should react dynamically to whatever block combination is presented to them and make a reasonable job getting to you. Bandits, once in, will do the same.