7 Days To Die

7 Days To Die Dev Tracker




02 Oct

Comment
    faatal on Forums - Thread - Direct

Cores beyond 2 will only partially be used because other than the main thread and graphics thread, everything else is tasks that do not need to be done every frame. Like the new collision mesh baking thread. It only needs to bake when a chunk loads or is changed (damage, block added/removed). The fact that it can run on another core means that when it is running, it will not steal time from the main thread, which would decrease FPS.


01 Oct


30 Sep

Comment
    faatal on Forums - Thread - Direct

SI is basically the same. I think we increased wood to better match the others, but seems done.


Mostly bugs. Currently short grass mesh improvements and fixing normals that today I noticed were wrong.

Something can be done with hours/days/weeks of work. Not spending any time on it for A20 or maybe at all. We have plenty to do already to get the game gold.

It is planned to be stream #6 on Oct 13th.

Comment
    faatal on Forums - Thread - Direct

I can't give you exact answers, since PC specs vary so much. It should have similar performance. The worse case currently is in the downtown of the new RWG cities, but they are working on a point system to help keep too many high resource POIs from being together.


The game will use around 6 cores, but cores are not used equally because there are many different workloads being run. Many tasks have to be done on the main thread in Unity, which consistently takes the most amount of time per frame. The same with the graphics thread. Beyond that, other threaded tasks like mesh creation, collision mesh baking and AI pathing are on demand as needed. I have a 12 core CPU, but it certainly does not need or use all of those cores. Extra cores are nice to have, since the OS and other programs can run without using cores the game is using.


29 Sep

Post
Reminder!
TFP continues the Developer Stream series tonight Sept. 29th at 9 PM CST. Join the Environment Art Team and the Weapon Team with Host & Senior Developer Lathan (@fubar_prime) for an in-depth look at new Environment Art, Rendering Tech, and HD Weapons.

Tune in tonight for a chance to win Free Game Keys!

https://www.twitch.tv/fubar_prime

Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
Comment
    madmole on Forums - Thread - Direct

I haven't seen any yet, but there are generators you can turn on, then activate power at a fuse box that opens up some powered doors in POIs at the exit, which is nice so you don't have to back track through the entire level to get out or jump down etc.


Spikes have new models.
I'm not sure about XP, but I gained some levels building my base.
There might be a newstand POI, its probably a parts thing so it's random.
Uhhhh I live in a castle style house, have long hair and a beard, and axes and some viking collector stuff, and have a few rooms in a medieval / rustic deco style but that is the extent of it.


28 Sep

Comment
    madmole on Forums - Thread - Direct

I've really been enjoying A20. I think builders will have a blast with all the new toys.
1.) New shape menu
2.) Stability shader shows in real time which is really nice.
3.) Loads of new shapes... LOADS.
4.) Wood is decent to build with.
5.) Upgrade path is simple and less frustrating, less pounding/time wasted upgrading to a million materials.

6.) Land claim seems very generous, I don't know if this has changed though.
7.) All shape menus are the same.

8.) Building with particle board is a huge win versus the transparent frames. You can see exactly what you are building now, like before getting a wedged incline block rotated the right way was tricky because you couldn't see very well.

Overall building is vastly improved. It's really nice not getting in the dev menu to get the blocks you want, and much easier to find/navigate IMO.

Comment
    faatal on Forums - Thread - Direct

1 Or set it based on terrain quality

2 No. I plan to remove the weapon camera someday (a21?). This is overhead that we can do without, since clipping can be done in the shader. FOV is an issue that needs to be resolved, which is why I have not done it yet.

The feature does nothing with what sounds like a bug.

No plans for bullet holes.

Comment
    SylenThunder on Steam Forums - Thread - Direct
Here is the current list of Streamers.
WanchanPlay --> Argentina, Spanish

AzzaFortysix --> Australia, English
... Read more
Post
    /u/ on Steam Forums - Thread - Direct
Hey Survivalists,

Alpha 20 is getting close and we are looking ahead at the impending experimental release. That said we are recruiting more qualifying streamers for our Alpha 20 pre-release weekend streamer event. We know that there are many streamers out there who have played our game for their audiences and who would love to be a part of the pre-release streaming weekend. There were several hopeful streamers who did not quite qualify for the A19 event who hopefully have been able to grow their audience and can join us this time for A20.
(source[community.7daystodie.com])

Here are the details:

1. In order to qualify you must have as a minimum, 5000 followers or subscribers on a single site. That can be Twitch, YouTube, or another si... Read more

27 Sep

Comment
    SylenThunder on Steam Forums - Thread - Direct
Each block placed uses a full 1m voxel cube. If you want to use plates for flooring, you need to have them in the block space below, and have the plate on the top of the block space instead of the bottom.
Comment
    faatal on Forums - Thread - Direct

He seemed to be joking. Either way, not happening.

Comment
    SylenThunder on Steam Forums - Thread - Direct

Originally posted by sgtkitt: Hey Fun Pimps how about fixing the known bugs before bringing out another Alpha. Fix the bloody forge chem box cement workbench fade out when you have cameras turrents nearby please. It is so annoying to have all your stuff fade away to a shadow. This has been a known bug for how long now???????? A long time.
Known issue with Occlusion. Fix is to disable occlusion.
Has only been an issue since occlusion was added. i.e. Only an issue since Alpha 18.0. Which is actually a pretty small amount of time in terms of development.

The focus on fixing bugs is for Beta. We're still in Alpha. You might need to check your facts a little bit better.

26 Sep

Comment
    Crater Creator on Steam Forums - Thread - Direct
I’m no expert on the Aliens franchise, but… what?
https://steamcommunity.com/sharedfiles/filedetails/?id=2566013891
https://en.m.wikipedia.org/wiki/File:1979_Alien_Design.jpg
(borrowing from Jost Amman’s reposting to show the image inline)

Her skin isn’t black. It isn’t chitinous. Her skull isn’t elongated. She has no tail. Her blood is red. She has human-style digits and limbs. She wears clothes. She’ll still walk on the ground, not on the ceiling. She doesn’t even appear to have a second, inner set of jaws. Really, from the neck down she’s as human as any zombi... Read more
Comment
    Crater Creator on Steam Forums - Thread - Direct
You miss it? When was that in the game?

Don’t get me wrong. Every time I walk through a forest in real life, I think about how conspicuously absent fallen trees are in 7DtD’s “forest” biome. But I don’t remember them ever being present.

25 Sep

Comment
    faatal on Forums - Thread - Direct

It was already done like that. My opinion came after. That is how development goes. People do things. Others make comments. Sometimes things change. Round and round it goes. I often do things without input because I think it will be cool, then sometimes you have to go back and refine it from other's opinions.