7 Days To Die

7 Days To Die Dev Tracker




31 Jul


30 Jul


29 Jul

Comment

Originally posted by OldUncleDaveO

It really all depends on your playstyle. The 7.62 ammo (120) is the better choice for the nomad style, but if you are the base-building kind of player the 7.62 ammo (120) is probably the better choice.

I am suitably amused by this thread.


28 Jul

Comment
    faatal on Forums - Thread - Direct

I have a bug ticket for it. Some of the fat zombies do it to. I don't know why anyone would want such a feature, so yes, it is a bug, probably from some of the colliders changing.


27 Jul

Comment
    faatal on Forums - Thread - Direct

Load order, current VRAM use and then where the OS decided to put textures would make it somewhat random what is in VRAM vs system RAM.


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Hopefully the disappearing backpack bug is now fixed. That was not easy to track down.


There was about a 5% chance, depending on when random chunk saves happen, that a newly dropped item would be lost when you teleported away, because its chunk might not save.

Comment
    faatal on Forums - Thread - Direct

A19 has a variety of rendering changes. Many textures got larger and more objects with textures were added, so there are probably more textures running out of system RAM for you. The next release will have 100+ textures that Justin shrunk down, so it might be better.


26 Jul

Comment
    faatal on Forums - Thread - Direct

Console messages are not as bad as you make them sound. For years the game has logged plenty of console messages as you play. It takes dozens/hundreds in a short time period to start lagging unless you have some weird issue with it writing to the file.


Now the code that is logging the message might be running slow, but that is not from the message itself.

If they don't take any damage then it is probably a bug, but I would not want them taking much damage even if we fix it, because people would make low resources corridors full of campfires to kill zombies. Yes we should fix it, but it would be way down the list of things we need to worry about.

Comment
    faatal on Forums - Thread - Direct

b169 did not load block entities up front, so less VRAM use, but added lot of loading lag, so that change was reverted in b173. One of our artists lowered texture sizes on many textures last Friday, so texture memory use will be somewhat less in the next release.
It is probably a memory issue on that GPU. How much VRAM does it have? Wiki says 2 GB or 4 GB. If yours is 2 GB, then that not much and you would need to put all texture quality settings to the lower choices.

Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by sample text:
Originally posted by ⚜ JOST AMMAN ⚜: Probably anyway... but no, there's no Workshop since the developed content would be a mess after each new alpha version.

ETA is after gold or at the earliest at release (2 more years).
God, it's insane. Every game goes through massive changes all the time, even released ones.
Anyway im glad its coming.
Pretty much. Empyrion added the workshop early. Probably 2/3rds of the content that is currentl... Read more
Comment
    SylenThunder on Steam Forums - Thread - Direct
Steam workshop support is planned after the game is completed. Adding it before then is just going to cause issues.
Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by Bonesteel:
Originally posted by Incunabulum: No. Continue to work on putting in features and getting them working. Optimization can wait until beta.

Content does no damn good if you lose players due to instability *facepalm*
Neither does magnifying the time the game is in development because you constantly optimize and bugfix; Only for all your optimization and bug fixing to go out the window when you change something in the underlying belly in the g... Read more
Comment
    Shurenai on Steam Forums - Thread - Direct
Continuing a save between multiple experimental versions always carries with it the possibility for issues to arise. Verify the server files and create a fresh save and verify if the issues persist.
Comment
    faatal on Forums - Thread - Direct

I checked the randomness of loot containers a few weeks ago. Was working fine. 75% of 1 means you have a 75% chance to get 1 and a 25% chance to get 0. That also applies to any partial amount. 5 items on 50% loot means 2.5 items, so a 50% chance to get 2 or 3.

There was this change: "Change "Boss Volume" to "Quest Exclude" on sleeper volumes", which repurposed the boss volume flag we never used to allow designers to exclude volumes from a quests requirements. Like a garage outside a house could have sleepers in it but not be required to fulfill a clear quest.


25 Jul

Comment
    faatal on Forums - Thread - Direct

If only it were that simple. Water runs fast for me normally. I've been around and under water during testing a lot in the last several months. It has never acted like it did during the stream.


Bugs that rarely happen on your own computer are often very hard fix.


Like I found a way that backpacks can be lost and can reproduce it fairly well now, but I needed to add code to move the backpack constantly to make it happen regularly. The reason the bug was so hard to find is it requires the backpack to move between chunks as the chunks unload and chunks save. That stuff is complicated with 2 different threads and after debugging all day, I still am not sure what is going on other than the chunk the backpack is in does not always save. Hopefully get that one fixed Monday.


24 Jul

Comment

Wipe all your saves, wipe all your worlds, wipe all your mods and start again.

Comment
    SylenThunder on Steam Forums - Thread - Direct
b170-b173 Changelog:


DUE TO CHANGES TO SLEEPER VOLUMES IT IS RECOMMENDED TO START OVER.

IF YOU DO NOT, YOU MAY EXPERIENCE A POI FLAGGED AS CLEAR BEFORE YOU CLEARED ALL VOLUMES.




Added
  • Localization updated for destroyed concrete material
  • Setup xml, localization, and icons for Gas Pump Remake
  • Updated localization for Wild West Coffin helper
  • Setup xml and localization for Bleachers Set
  • Destroyed concrete material
  • "gfx graph tex mem" and "gfx graph tex stream" console commands
  • "gfx st reduction" console command
  • "gfx st" b/d/f/r console command abbreviations
  • WoodCross3x1, rustyIronCrossCtr3x1, and scrapIronCross3x1 3,1,1, multiblock variants for towers (solves issues with SI or not falling on collapse)
  • Tppoi window can be opened from ESC menu, also autofocuses ...
Read more
Post
Alpha 19 B-173 Experimental is out! The build has many great fixes, balance improvements and much more. Here are the full Official Release Notes, the forum B-173 Release Notes and how to opt in.

Official Alpha 19 Release Notes![7daystodie.com]


Official Alpha 19 B173 Release Notes![community.7daystodie.com]


This is how you access the A19 Experimental build:

  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_experime...
Read more
Comment
    Hated on Forums - Thread - Direct

Due to changes to sleeper volumes it is recommended to start over.

If you do not, you may experience a POI flagged as clear before you cleared all volumes.


b170-b173 Changelog:


Added

Localization updated for destroyed concrete material


Setup xml, localization, and icons for Gas Pump Remake


Updated localization for Wild West Coffin helper


Setup xml and localization for Bleachers Set


Destroyed concrete material


"gfx graph tex mem" and "gfx graph tex stream" console commands


"gfx st reduction" console command


"gf