7 Days To Die

7 Days To Die Dev Tracker




18 Nov

Comment
    faatal on Forums - Thread - Direct

1. Day looks exactly the same as day now does. Turning it below 50% does nothing to day lighting.

2. I thought about it, but I think this is fine for now. I have other things to be working on.

3. This should be in 1.2.

4. Maybe.

5. Sure, if we had some major bugs.

Comment
    faatal on Forums - Thread - Direct

Brightness 0%

Comment
    faatal on Forums - Thread - Direct

1 - The default is not changing as some of us want to see at night. For those of us like me that want it darker, I fixed how brightness works below 50% as it is basically broken.
"Changed video brightness setting to darken interiors and night when set below 50%."
At 0%, it is very dark.

2 - 2.0 should still be on 2022 LTS. 3.0 might be on Unity 6.


3 - I don't think graphics quality will be changing much.

That is up to artists and designers to determine. Programming wise, I would only be involved if it needed new features, or was broken or was a performance issue.

FOV is vertical.

Comment
    SylenThunder on Steam Forums - Thread - Direct
Sure they could.

But will they?

Why should they?

Also note that cosmetics and DLC is supposedly coming in the Winter update.
Comment
    Roland on Steam Forums - Thread - Direct
Originally posted by GayFurryBC: It would be nice to know a exact date the release of seasons come.

This isn't a live service game and the update schedule is not in the season model of live service games.

So far a road map shows 3 month segments by season and most user anticipate the end of the season to be the release most know the beguiling of the season wont be any releases.

The developers, themselves, said that the roadmap was not a set-in-stone pledge so assuming that the next major update will come at the very end of the estimated target window or even a bit beyond that is a safe bet. The 2.0 update was originally posted as Q4 2024 so a December release would be the earliest I would suggest anticipating and if you're smart and don't want to be disappointed then plan on January or February of 2025. Software development is a bit different tha... Read more
Comment
    Crater Creator on Steam Forums - Thread - Direct
Thanks. We’ll close this, though, as moderation must not be a distraction from what the forum is for: discussion of the game.

16 Nov

Comment
    faatal on Forums - Thread - Direct

I do not know.

DLSS has not been worked on and don't know if it would ever be finished. FSR has had improvements as part of merging the weapon camera into the main camera and for console use.


15 Nov

Comment
    faatal on Forums - Thread - Direct

The weather update is for survival aspects, not graphics. Like you will slowly die from heat or cold based on various new rules we are adding. Now there will be a few graphical additions to go along with survival, but these do not change lighting.

We have been working on many features, bug fixes and optimizations. Some of these may be out by the end of the year, the rest in an update early next year.

Comment
    faatal on Forums - Thread - Direct

Warnings may or may not be a problem. I use warnings all the time in testing as the messages are easily filtered in Unity from normal messages, but those warnings are normally removed in submitted code, but may be left in accidentally.


The angular velocity one is Unity telling you that your set velocity is doing nothing because kinematic rigid bodies are manually moved by code, not physics. When I last fixed those is vehicles, some cases were causing no issues, but a few were effecting an actual change of velocity that was getting ignored.

Comment
    faatal on Forums - Thread - Direct

I finally got to testing this and yes there was a bug with the smaller random rolls leading to a zero count being returned.

Fixed loot abundance settings below 100% would give less loot than it should.

No plans that I know of.

Comment
    Crater Creator on Steam Forums - Thread - Direct
Now put a burning shaft mod on there, because seeing them go flying AND be on fire is marvelous. :munchies:
Comment
    Roland on Steam Forums - Thread - Direct
Both. I have a SP game I enjoy and I also play MP with family. We are playing District 0 right now and having a lot of fun with it. I recommend it!
Comment
    Roland on Steam Forums - Thread - Direct
I pick a different set to play with each run through and wear only that set once I manage to find/craft it. If you can pull yourself away from the min/max meta there is a lot of fun to be had. If you feel the need to swap armor sets for every different activity just to shave just a bit more inefficiency from your character, it's no wonder you don't like the sets.

There is supposed to be a wardrobe function in the next major update but even if that means some sort of quick change feature, I will probably just stick with wearing one outfit per play-through. I definitely don't feel as though there is any one armor set that is the MUST WEAR outfit. If you wear the xp bonus set and I don't then the only difference is you reach endgame a few weeks sooner than I do. Meh. I'll play the extra few weeks.

13 Nov

Comment
    SylenThunder on Steam Forums - Thread - Direct
We already have a thread discussing performance quite in-depth, that is active and has about ten times more posts than this one.

How is performance?

No need to create duplicate threads. Spend some time looking around before you post.

12 Nov

Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by Toren:
Originally posted by Crater Creator: If you look at the Steam store page, you’ll see that purchasing the game requires agreeing to a 3rd party EULA. That’s the same* EULA the in-game screen presents, and agreeing to the EULA has always been required, the entire time the game’s been available for purchase (at least, as far back as I’m aware). What’s actually different now is that the game brings it to your attention more. Which I will argue is a positive development, because pe...
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Comment
    Crater Creator on Steam Forums - Thread - Direct
If you look at the Steam store page, you’ll see that purchasing the game requires agreeing to a 3rd party EULA. That’s the same* EULA the in-game screen presents, and agreeing to the EULA has always been required, the entire time the game’s been available for purchase (at least, as far back as I’m aware). What’s actually different now is that the game brings it to your attention more. Which I will argue is a positive development, because people should always be aware when they’re agreeing to something. It’s concerning that the OP wasn’t aware of agreeing to the EULA at their time of purchase.

Why the change in presentation? Probably so the game can handle presenting the EULA consistently on all platforms, e.g. consoles. Or perhaps, as with other features, to replace the good-enough-for-alpha placeholder EULA presentation with a finished, good-enough-for-gold implementation. Maybe some of both.

* Allowing for the fact that sometimes legal agreements get updated ...

10 Nov

Comment
    Crater Creator on Steam Forums - Thread - Direct
Okay, since you don’t mind…

I was going to say when you’re on a team, you want efficient movement among players. That means enough space to get around each other. A two-block-wide catwalk or equivalent instead of one block wide can mean the difference between everyone moving to and targeting where they want, versus someone getting left out. Or worse, a player doing something dangerous because they got impatient.

This applies to daytime/crafting bases as well. It’s great we can upgrade crates for more space, but you want to find that sweet spot on how many. Too many crates, and your team spends too much time running around moving in and out of them. Too few, and they waste time waiting to use the same crate. I end up clustering crates around a type of station, which is easier to remember than one huge bank of crates. And I leave room to expand, so teammates don’t have to relearn the organization.

As for firing positions, if you have a team of significant... Read more
Comment
    Crater Creator on Steam Forums - Thread - Direct
OP, you might update that thread title to clarify you mean PvP. This game is mostly PvE, so users (myself included) may reasonably assume that’s the kind of multiplayer you meant. Nothing against PvP, but I came here expecting to talk about how to organize supplies & stations for use by multiple people, designing firing positions that work for everyone on the team with their different character builds, etc.

09 Nov


05 Nov

Comment
    Crater Creator on Steam Forums - Thread - Direct
There’s so much talk about particular shapes that “trick” or mislead the zombie pathing… But if you have a pit, and you’re in the pit, then zombies will generally fall into the pit. Because there’s no other way to get closer to you.

I made this base in part to demonstrate that you don’t have to do some things people frequently suggest, like rely on any particular gimmicky shape that causes weird behavior.
https://steamcommunity.com/sharedfiles/filedetails/?id=2858592286

You can take it with a grain of salt, because this was A19 and I’ve moved on to try other designs. But I don’t think the AI for regular zombies has changed in a rel... Read more