7 Days To Die

7 Days To Die Dev Tracker




07 Dec

Comment
    faatal on Forums - Thread - Direct

For those CPUs I would definitely update the BIOS if you play any games or any other high performance programs.

Comment
    faatal on Forums - Thread - Direct

Yes, it is tiers of protection based on consumables, possibly a mod and finally the full protection. It is more complex than the old stuff as it uses the challenge system with things you have to do or make both in and out of the biome. The goal is simulating learning how to survive without making it too easy or too grindy in the typical way video games simulate anything, which has little to do with realism. It is very much in flux, so that is as specific as I will get for now.

Comment
    faatal on Forums - Thread - Direct

I have never updated a BIOS for any game ever.


A null ref is when code accesses an object that does not exist, is very common in development and can happen in tons of places in code. You have to look at the call stack to know what function was doing the access and call stacks are not shown in the console, only in the log.

Comment
    SylenThunder on Steam Forums - Thread - Direct
V1.2 b24 EXP
Hello Survivors!

Here we have a small patch for you for our existing V1.2 EXP.

TFP wishes all a great weekend!

Here's the b5-b14 Changelog:

Added:
  • Blood moon party maximum active enemy count with increased game stage scaling based on the full count

Changed:

  • Optimized vehicles to not use a container object
  • Increased blood moon party distance to add players

Fixed:
  • Invisible character when being transported out of trader on vehicle
  • Vehicle camera position glitches when origin shift happens
  • EntityFactory GetEntityType warnings from missing types


b25 Hotfix:
  • Moving animals appear almost invisible with certain FSR settings
Post
    Hated on Steam - Thread - Direct
Hello Survivors!

Here we have a small patch for you for our existing V1.2 EXP.

TFP wishes all a great weekend!

Added
  • Blood moon party maximum active enemy count with increased game stage scaling based on the full count

Changed
  • Optimized vehicles to not use a container object
  • Increased blood moon party distance to add players

Fixed
  • Invisible character when being transported out of trader on vehicle
  • Vehicle camera position glitches when origin shift happens
  • EntityFactory GetEntityType warnings from missing types

b25 Hotfix:
Fixed
  • Moving animals appear almost invisible with certain FSR settings
Comment
    SylenThunder on Steam Forums - Thread - Direct
It's probably mostly because half of your CPU is completely useless. Disable the stupid E-Cores.

06 Dec

Comment
    faatal on Forums - Thread - Direct

It is both. It has more choices now for quality and some issues were fixed with it being blurrier than it should be.
There will always be some ghosting as some objects can't have motion vectors.

Comment
    faatal on Forums - Thread - Direct

1.2 exp is getting another build soon. Hopefully it goes stable in a week or two.

There should be a 1.3 next year as we still have a few other things to put out before 2.0.

Comment
    SylenThunder on Steam Forums - Thread - Direct
Jar threads already exist since over a year ago. Please don't clutter the forum because you cannot be bothered to look on your own.

Water please

food and water

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Comment
    Crater Creator on Steam Forums - Thread - Direct
There is no split screen feature in 7 Days to Die for PC.
Comment
    faatal on Forums - Thread - Direct

1. Maybe 4 weeks. One of our console programmers did the work. Post processing had to be merged from both cameras and a few mods to it. Hands clipping through walls using matrix tricks and shadow fixes from issues with that. FSR was updated. I did fix a light random overbright issue with the player held torch as it had a light for each camera.

2. Low priority

3. I don't know that we have any big ones left. It is a lot of little tweaks to get 1% here or 3% there. Like I am finishing changes to create entity nav object UI elements on demand instead of when spawned, which uses a bit less CPU and makes less garbage generation. Hours of work and testing for small gains.

We have a ton of stuff to do for like a year, so new features like that don't fit in unless we see some need in the overall plan.

Comment
    faatal on Forums - Thread - Direct

Yes, but in its current form it is really biome progression via biome survival by several stages of overcoming a biome. It has a way to go before being done and is changing as we test and discuss it.


Weather itself has not changed, but it could.

Comment
    faatal on Forums - Thread - Direct

I just fixed this one. Should be in next exp update.
Was hard to track down as it was a stale position value in vehicle camera code after a world origin shift happened.


05 Dec

Comment
    Crater Creator on Steam Forums - Thread - Direct
I could be wrong but I believe all weapons, even bows, make some noise, and this is intended.

Remember, zombies technically go to where they last sensed you, rather than where you are. You can leverage this behavior by slinking away as soon as a zombie senses you. We even have an immediate tell now: the stealth meter turns yellow when you’re sensed, and green when you’re not. Navigating this in between, “I sensed you recently but I can’t sense you presently” state is arguably the most important part of playing stealthily.
Comment
    Roland on Steam Forums - Thread - Direct
What about feral sense? Do you have that enabled?
Comment
    Roland on Steam Forums - Thread - Direct
I felt the same way you did in Alpha 21 but since 1.0 I feel like I do craft most of my own gear and I rarely find better gear than I can craft. Usually when I find something better than I can craft it is something I'm not perked into.

I do think if you quickly leave the forest and start looting in tougher biomes in high tier POIs then you probably do find a lot of gear that is better than you can craft since those places have a lootstage buff. I don't know if that is what you are doing or not.
Comment
    faatal on Forums - Thread - Direct

Now that 1.2 exp is out, I can say that crossplay was approved on console for peer to peer games. Joining dedi servers is in the works.

w

Well, it really just depends on what new bugs we find and how fast they get fixed.

Comment
    faatal on Forums - Thread - Direct

No storage mod in 1.2 or probably 2.0 either.

Most of those are in. Not pig.

Mostly been working on optimizations for 1.2 and some bug fixing.

We are working on 1.2 and 2.0. 2.0 will be next year.


04 Dec

Comment
    Hated on Forums - Thread - Direct

Hello Survivors!


Here we have a small patch for you for our existing V1.2 EXP.


TFP wishes all a great weekend!



Added


Blood moon party maximum active enemy count with increased game stage scaling based on the full count


Changed


Optimized vehicles to not use a container object


Increased blood moon party distance to add players


Fixed


Invisible character when being transported out of trader on vehicle


Vehicle camera position glitches when origin shift happens


EntityFactory GetEntityType warnings from missing types


b25 Hotfix:


Fixed


Moving animals appear almost invisible with certain FSR settings

...
Comment
    SylenThunder on Steam Forums - Thread - Direct
V1.2 b22 EXP
Hello Survivors!

Here is V1.2 b22 EXP for you all.
While the team is all hands on deck working on V2.0, we wanted you all to get the fixes, optimizations and console crossplay preparations sooner rather than later.
With this build we introduce various optimizations to all platforms, but also unleash the ability to generate RWG maps to our Console fans.
Crossplay will be fully enabled once experimental ends, V1.2 goes STABLE and our Console users get access to V1.2. Until then there will be no-one to crossplay with.

This will open up crossplay between PS5, Xbox Series X|S and PC clients, however no dedicated servers just yet.

V1.2 should be compatible with existing save games, but we recommend starting a new game for the very best experience.

Here is how you participate:

  • Right click on the game in steam
  • Click on properties
  • Click the “betas” tab
    ...
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