How do people genuinely feel about the new magazine based system?]/b][/url]
Update 6/20/24 Applications are now closed.
Update 6/16/24 Please check your spam folder for your acceptance email! We have almost 100 applicants who qualify that haven’t gotten back to us with their announcement video. We have re-sent these emails from a thefunpimps.com address.
Hey Survivors!
The devs are making progress ...
Read moreGray - downtown
Blue - commercial
Yellow - industrial
Green - residential
Cyan - rural
Darker of those colors if remnant.
FSR AA looks much better. Like TAA, FSR AA uses camera jitter, so it is not quite the same effect in a picture or when standing still.
Is a mod. Here you can see it enabled in the background.
Originally posted by James:Originally posted by Maiex: I dont think you read his post rightNobody knows what the OP's point was, except for the OP, because they couldn't even be bothered to explain it.
Chances are, they had a rage moment where they felt the need to vent and then quickly hopped on their phone and started this thread.
Originally posted by Bwixie: > I play "7 Days to Die"
> I survive more than 7 days
> ????
Originally posted by Aeri Tyaelaria:Read moreOriginally posted by MSgt Peterson: At about 120 hours in, I'd say it's worth about 25$ tops
At 45$, I've seen far more polished games than this, not to mention look better.
Project Zomboid costs less and is subjectively a better simulation of a zombie apocalypse than this. People just don't like it cause it's 2D than 3D. I only got 120 hours in this cause my friend refused to touch PZ due to the 2D graphic's.
I mod this game, and it annoys me to...
Cities/towns seem flat. Maybe someday we can improve that, but doubt I will have the time for 1.0.
Stamps also need improvement and more variety.
It is in 1.0. The core vomit projectile(s) are the same. You are seeing artistic improvement.
No plans for SSAA. Hopefully the CPU main thread load will continue to come down as we make more optimizations.
I don't know what they did to make the video other than they used the automove camera orbit mode I added.
It is the same block vertex color AO we had years ago, we just turned it back on and tweaked it a bit. Ambient indoor/outdoor was then adjusted to compensate for indoors being darker from AO. Our screen space AO was change to a different system. Contact shadows were added as a postprocessing effect. It seems to mainly fill in light leaks we would have before and make shadows closer to the surface. Our gfx programmer did most of this work, so I don't know all the details.
I did add FSR3, but it is in an experimental state as there are some blurring issues and does not seem to work on OpenGL, so it will not be enabled by default.
I don't think I have mentioned this change before, but city cores are now square with the remaining tiles growing out from that, which makes them less likely to be weird shapes that f...
Read moreMore changes for RWG coming in 1.0:
RWG highway generation uses a new algorithm.
RWG highway generation allows double connections between towns.
Added RWG big cities can have two gateways per side.
Added RWG big cities generate a highway bypass ring.
This is a 10k, many towns with 30% wasteland. Generated in 1 minute, 12 seconds. Has 4 of the new big cities.