7 Days To Die

7 Days To Die Dev Tracker




19 Jan

Comment
    faatal on Forums - Thread - Direct

Yep, that is what I did, time based shifting that I typically ran at .2 seconds. Stress testing is important and programmers often don't abuse their systems enough.

The rays are not hitting the ground. The ground does not have a rigid body. It is just a mesh collider.


18 Jan

Post
    Hated on Forums - Thread - Direct

Today we deployed A20.1 b5 to EXP for you all to enjoy!

Savegames should be compatible, but as always we recommend a fresh start.

We have updated a few POIs that will only show up in a newly created world with A20.1 b5


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.



The changelog:

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 adjustme...

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Comment
    SylenThunder on Steam Forums - Thread - Direct
Look at the Pinned thread in the ... Read more
Comment
    Shurenai on Steam Forums - Thread - Direct
Every installed mod increases weapon damage by 15%, for one. And for two, The loaded ammunition affects the listed damage. Your old Q3 reward crossbow is likely loaded with iron or steel arrows, but your new Q5 crossbow is defaulted to Stone arrow ammunition. Were you to load the two with equivalent ammunition, you should see the Q5 doing more damage.
Comment
    faatal on Forums - Thread - Direct

Rigid bodies are not the problem. They collide using their collider just fine. When ray/sphere casts to the ground fail in large sections of the world, then objects relying on them for physics fall through or in the case of vehicles, think they are falling through and move back.


The code I did is visibly fixing it 100% in the case of the player and zombies, but I just don't know about vehicles and turrets yet, because I have not seen one move in days, which does not prove it is fixed, just that it might be fixed.

Comment
    SylenThunder on Steam Forums - Thread - Direct
You can find some mods that add this. TFP has very firmly stated that the LBD exploit will not be returning.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by jebblue:
Originally posted by Red Eagle LXIX: Yes you could get the Player Killing achievements by spawning in and killing the bandits in past versions.

Out of curiosity, which prior version had bandits? I've played since 2014, each version, can't remember any bandits?
No prior version has had bandits. The base code has been in the client since Alpha 14 or 15, and that is what modders are using as a base.
Comment
    Red Eagle LXIX on Steam Forums - Thread - Direct
Originally posted by Pach: Hi there... adding to this thread:

I just got this game, and I am getting NO achievements at all, nor is my buddy. Have they been turned off, or is there something that would turn them all off?

Any guidance appreciated...

(and if I'm looking for achievements, you know I'm enjoying the game so far :) )
They are buggy in A20 at the moment due to the addition/change with Epic Online Services.
Comment
    faatal on Forums - Thread - Direct

Yes

Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by RasaNova:
Originally posted by Crater Creator:
That’s a good point. For anyone whose eyes glazed over whenever ‘Twitch stuff’ was mentioned, events like this are probably closer to happening than they would think.
What is this then, exactly? I'm one of those who's eyes glaze over whenever the twitch stuff comes up, I don't watch twitch livestreams, and have no clue how this integration translates into actual potential new game content. What does it do exact...
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Comment
    Red Eagle LXIX on Steam Forums - Thread - Direct
Yes you could get the Player Killing achievements by spawning in and killing the bandits in past versions.
As for the death one, just get to the radiated zone in Navezgane, run as far in as possible and plop a bedroll before death, then just keep respawning on your bedroll.
Comment
    faatal on Forums - Thread - Direct

Nope, as far as I can tell this is a Unity bug with the internal physics collision data. Origin shifting moves all the transforms at one time, there are no delays. It works most of the time, but when it fails, all physics casts in parts or all of world fail repeatedly frame after frame until something changes that causes the physics collision state to update. Even the editor Physic Debug mode won't highlight the collider when you mouse over it. Strangely, rigid bodies, their colliders and world colliders still collide fine, which is why a vehicle would not fall through the world, but the raycast to check if a vehicle fell into or off the world would fail and try to fix it.


It appears I now have it fixed by detecting failed raycasts and shifting again and checking again. I did move the shift to FixedUpdate, but that alone did not fix it.

Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by warpspawn: thanks people for the input
don't get me wrong i love playing this game, i want to be able to build mega structures.
i have got mini outposts in most towns for food, inventory management, crafting etc.
i built crafting bases and horde bases before, but i'm starting to feel the fun element is missing from alpha 20.
i think it's the 1300+ new blocks to build a house of cards base, remove 1 it all falls down.
even recalculating stability does not fix some of the problems.

I’m not sure what you mean when you bring up the 1300 block (shapes). As it stands, the shape of a block makes no difference to structural integrity. I’d like that to change, to eliminate a large class of ... Read more
Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by ⚜ JOST AMMAN ⚜:
Originally posted by RasaNova: I don't know about that particular desire, but it does bring up some possibilities. I'd love to see an occasional unusual/unexpected event, good or bad, with potential risk and reward. (As a selectable option, of course...)
The much hated Twitch integration is actually a stepping stone for the "event director" they'd like to add to 7D2D. Basically, all the infrastructure to create random events is in there, they will then ne...
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17 Jan

Comment
    faatal on Forums - Thread - Direct

No, but we move the CC around in many cases and it is not an issue and it would not help AI or vehicles, since they don't use Unity's CC. Raycasts also break.

Comment
    Gazz on Forums - Thread - Direct

Added another:


"Silly sounds" are in effect while you use an auger or chainsaw making them a whole lot quieter.


Should be a lot more stream-friendly but I have no idea how it works in multiplayer. 😃

Comment
    Red Eagle LXIX on Steam Forums - Thread - Direct
After 60 minutes the backpack disappears by default. If you don't make it in that time it will be gone.
You can use mods to adjust the time stay after death for various entities including the backpack.
Comment
    Red Eagle LXIX on Steam Forums - Thread - Direct
It helps if you explain what kind of problem you are having.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Nope. Still the same 20 minutes it's always been.