7 Days To Die

7 Days To Die Dev Tracker




22 Jan

Comment
    SylenThunder on Steam Forums - Thread - Direct
Found it. The thread was deleted by a Steam mod. TFP forum moderators are reviewing the case already.

For reference when it comes back, here is the link to the thread.
https://steamcommunity.com/app/251570/discussions/0/3191364450206058093/
Comment
    SylenThunder on Steam Forums - Thread - Direct
Probably was just moved and Steam is being stupid with their notifications again, but I don't recall even seeing the original post. I can probably find it though.

21 Jan

Comment
    faatal on Forums - Thread - Direct

We are a company of many people with a variety of ideas on how things should work. Over the years you also get new people coming onboard with new ideas. Opinions also change over time, so what I thought 4 years ago when I started, may be different now.


AI uses rounded block health in their pathing calculations, not SI. It is tower defense and we want them to be able to reach you, but since we can't do massive piles of zombies, smarted ones will do. My zombies have xray/heat/magic vision that lets them see weak spots in blocks and their semi functioning brains lets them decide to go there. They also have a dim recollection that doors allow them to get places, so they favor them. My lore for now until I change my mind or the company decides to have some official lore.

Comment
    faatal on Forums - Thread - Direct

Not that I know of.


Our Vulkan support comes through Unity. We have little control over it beyond enabling it.


The game is always going to have random FPS slowdowns, because the world, what is going on around you and what you are looking at changes a lot and the game has to do data cleanup at times like garbage collection. The goal would be to minimize it, but it will never go away completely until we have computers so fast that you can't tell when it drops from 300 FPS to 100 FPS at times.

Comment
    Red Eagle LXIX on Steam Forums - Thread - Direct
Are you using any mods?
One I can think of that has been mentioned as a possible cause is mods that enable the locked slots functionality for inventory.

Also if you use a search , might help to try clicking in any of the search/text field boxes and see if that helps.
Comment
    Red Eagle LXIX on Steam Forums - Thread - Direct
The game already double-saves the main config, player, vehicle, drone, and power information. You can see this yourself from looking at the save folders.
Notice the following files:
drones.dat + drones.dat.bak
main.ttw+main.ttw.bak
power.dat+power.dat.bak
vehicles.dat+vehicles.dat.bak
player/.ttp+player/.ttp.bak

Often after a crash if one of those files is damaged it will revert to the backup (that is why sometimes after a crash you might be a few steps or someplace a bit before where you were when the crash occurred.

A crash during writing can cause the damage to files not just the one being written and since these are rather small files that is possible.

There is nothing preventing the user from making additional backups to a location that is not being constantly written during game progress. I often do this myself (especially for my perma-death saves). It has prevented a loss due to crash on a few occasions.
Comment
    Red Eagle LXIX on Steam Forums - Thread - Direct
MoPower crates, Weapon bags, gun racks, ammo piles, gun safe, disassemble lower level stun batons.
Comment
    Gazz on Forums - Thread - Direct

Basically this. Hahahaha


Like explaining the current state of "AP ammo" in the game. They obviously use the hardest type of bullet to get clean penetration. They also use the softest type of bullet to get massive deformation on impact and cause the most tissue damage.

Each aspect of it can be explained - just not at the same time.


20 Jan

Comment
    faatal on Forums - Thread - Direct

This is a different test than I was doing, since I used the most common case for testing and time is limited since we are wanting to get some experimental versions out there. Now that destroy area changes are in, I'll try this.

Terrain or normal block colliders are similar, so the bug applies to either.

Comment
    Gazz on Forums - Thread - Direct

Works of fiction are simply different.

When people mention "Romero zombies" most don't realise that this does include zombies smart enough to ride a horse or fire a rifle.


Everyone has their favourite book/movie universe but that does not make it any more correct than all the others. 😃

Comment
    faatal on Forums - Thread - Direct

Allan committed a fix for it and similar blocks today. He changed the colliders and xml tags, so path raycasts can now see the colliders.

It was a general fix for things falling through the world, which also effects vehicles. One of our testers retested vehicles and it is better, but he still found cases of them moving, so more testing when I get back to it.


19 Jan

Comment
    Gazz on Forums - Thread - Direct

Added a variant to automatically mute/unmute the game sound while an auger/chainsaw is in use.

Comment
    Crater Creator on Steam Forums - Thread - Direct
Iron ore wasn’t eliminated because it was a “burden on the system.” And most recipes do require you to forge the iron before you can use it. Unforged you can make what, barbed wire and junk ammo?

I believe the last time it came up, Madmole’s response to ‘why fishing lures’ was that there simply aren’t many things you would plausibly find much of in trash that are made of lead. So long as it is fishing lures, we can hold out hope that they’re keeping them around to be a part of fishing, whenever they overhaul the water.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Changelog A20.1 b5
Added

  • Show Stability makes a cly different green for max and darkens colors every 1m of world space

Changed

  • Updates to downtown_strip_05 based on player feedback (e.g. texture issues, sleeper adjustment, etc.)
  • Updated to house_modern_18 made path more obvious, added torches, added triggers so sleepers arent' left behind, etc.
  • Updates to remnant_skyscraper_01 based on QA feedback.
  • Updated house_construction_01 and house_construction_02 with new art props
  • Updated remnant_business_0205, updated with new art and shapes
  • Updated store_book_01, store_clothing_01, store_electronics_02, store_grocery_01, store_gun_02, added new art and new shapes
  • House_modern_23 Changes made based on feedback
  • Updated restore power and sleeper configuration for countrytown_busin...
Read more
Comment
    Gazz on Forums - Thread - Direct

Yeah, but do you WANT Clippy to pop up with a

"It looks like you are building a base. Would you like help with that?"

Post
    Hated on Steam - Thread - Direct
The EXP branch is now populated with our first point release to A20.
Give it a go and have fun.

Starting a new savegame on a fresh world is recommended.
Old savegames should still be compatible, create a backup anyway, just in case.

To participate:

1. right click on the game in steam
2. click on properties
3. click the "betas" tab
4. the drop down menu will have latest_experimental available ← you want THAT
5. select that and wait for the game to download.

A20.1 b5

Added
  • Show Stability makes a clearly different green for max and darkens colors every 1m of world space

Changed
  • Updates to downtown_strip_05 based on player feedback (e.g. texture issues, sleeper adjustment, etc.)
  • Updated to house_modern_18 made path more obvious, added torches, added triggers so sleepers arent' left behind, etc.
  • Updates ...
Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
Comment
    faatal on Forums - Thread - Direct

The problem was that falling AI that had a path to the player were not trying to enter destroy area due to a bug. They would only enter destroy area on a long path, which is a fairly low percent. Now that the code is fixed, you are seeing the full extent of it working as intended. Falling zombies also don't just enter destroy area, but can trigger others into destroy area. Dedi is no different than SP, since AI only runs on the server, but with the increased zeds multiple players will get, it means increased chances the of them triggering each other.


This just sounds like the percents need to come down and maybe cap the sharing.