7 Days To Die

7 Days To Die Dev Tracker




29 Apr


28 Apr

Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by ArieLucianoS:
Originally posted by Crater Creator: They seem to be working their way through every zombie type to replace them all with ‘HD’/‘latest gen’, original in house models. What we have now is a mix of those and older models, some being placeholders bought from an asset store. So you’re right to notice an inconsistency, and they should be doing something about it at least with regard to characters. What I recall from listening to dev stream videos is that they intend to, a...
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Comment
    SylenThunder on Steam Forums - Thread - Direct
Planned feature. Has been a work in progress since a14, and should finally be finished enough to make an appearance in a21 or beta.

There are some mods that enable the entities that already exist in the client for this, but the AI behavior is obviously incomplete.
Comment
    SylenThunder on Steam Forums - Thread - Direct
You can also shift-click instead of using the drag-and-drop method.
Comment
    SylenThunder on Steam Forums - Thread - Direct
There are buttons built into the UI for this. One button pushes all items that have existing stacks in the storage, and the other button move all items to the storage. You can do the same going from storage to backpack as well, which is useful for a quick restock of ammo or food.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Mith:
Originally posted by Mochan: Like all games disabling shadows gives you a framerate increase. Who wouldathunk?
Missing my point.

Yes, DUH disabling shadows will ALWAYS give a framerate increase. My point is that in this game, that performance increase is significantly higher than in other games.

I've tested disabling shadows in many games before, and the increase is typically significant-- but it's never been an 80-100% increase in frames, like ...
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Comment
    Crater Creator on Steam Forums - Thread - Direct
They seem to be working their way through every zombie type to replace them all with ‘HD’/‘latest gen’, original in house models. What we have now is a mix of those and older models, some being placeholders bought from an asset store. So you’re right to notice an inconsistency, and they should be doing something about it at least with regard to characters. What I recall from listening to dev stream videos is that they intend to, at a minimum, redo any assets that have been in the game since the first alpha, before the game goes gold.
Comment
    Crater Creator on Steam Forums - Thread - Direct
An admin could turn on debug mode (dm) in the console and then use the entity menu (F6) to carefully spawn a replacement trader in the right spot.
Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by ProxyJames: Still the traders should not occupy more room than there encampment, makes me want to kill them and be done with it, not like doing there missions really nets me anything, I earn more exp messing around exploring and I have yet to buy a single blueprint from them, I think all I really brought is some weapon parts.

A couple points. First, I’ll be the first to say the trader protection zone should go, but the reason it extends outside the grounds is, I think, to mitigate the potential for exploits. For instance, it makes it hard to build a platform out from the trader’s wall, which would then be supported by an unbreakable block. Second, the protection zone is based on the POI, not the trad... Read more
Comment
    SylenThunder on Steam Forums - Thread - Direct
The default size of the LCB is 41x41. If it would overlap the trader protection, you cannot place it.

So you just need to move your placement farther out. You can find the edge of the trader area and count 21 blocks from there and then place your LCB in that spot.
Comment
    Gazz on Forums - Thread - Direct

Zombies being able to breathe underwater would point to necromantic magic, though, because that's not how biology works.

Comment
    faatal on Forums - Thread - Direct

I prefer whichever one makes sense for the project I'm working on. 7dtd is on Unity for better or worse. Changing to any other engine would be a huge amount of work and I don't like doing things just because, so there would need to be some serious reasons for such a switch.


27 Apr

Comment
    SylenThunder on Steam Forums - Thread - Direct
Disabling all features with the word Reflection will have a similar effect. These features have not been optimized yet. I've been telling people this for years.
Comment
    Crater Creator on Steam Forums - Thread - Direct
People have made video tutorials that cover prefab building. Here’s one series.
https://m.youtube.com/watch?v=zpFy0LHue_E

You specify a bounding box and the ground level. Between those two you can know how much terrain to include and what will be underground.
Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by ⚜ JOST AMMAN ⚜: I think this is more of a modding question... try the Modding sub-forum. :yay:

True. I’ll move this thread there so it gets the best response.
Comment
    Crater Creator on Steam Forums - Thread - Direct
You can unlock everything at level 300, so I’ve been told. So what would be the point?
Comment
    Crater Creator on Steam Forums - Thread - Direct
This is 7 Days to Die. I think you posted in the wrong forum by mistake (somebody suggested Dead by Daylight).
Comment
    Crater Creator on Steam Forums - Thread - Direct
This has been covered extensively in previous threads. I’m confident what’s on the store page is in-game footage with no doctoring, except for the live action trailer which is, I hope, obvious. :lunar2019crylaughingpig:

Regarding “cartoony” specifically, you’re probably noticing the switch in Alpha 19 to linear color space lighting. I’ll just paste what it said in the release notes.
Linear Color Space Lighting

Alpha 19 has gotten a huge visual upgrade with the switch to Linear Color Space Lighting. We have finally achieved full PBR Physically Based Rendering and all of the art has been adjusted to look better and compatible with it. Normal maps look better, bright lights don’t wash out the scene and so much more. It’s hard to describe why it looks better you’ll have to play it to see for yourself.
...
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