7 Days To Die

7 Days To Die Dev Tracker




07 Mar

Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by Cr0wst0rm: TLDR: animation system from 2015 that is why. They are uncapable of doing paired animations

Just a note that there were mainstream games with paired animations long before that. Yet many games coming out today don’t have this particular feature. It’s not the year that matters, it’s what the developers choose to focus on.
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    Crater Creator on Steam Forums - Thread - Direct
“Realistic” zombies, you say? :steammocking:

Okay okay, in the OP’s defense, if you perk into fists, you remove the zombie’s ability to infect after landing a headshot. The idea is you knock their teeth out. So it is canon that they’re biting the player character, even if that’s not represented while he or she is alive.

Speaking of fists, the reach makes a big difference. If they had to get their mouth on you, it would be a big balance swing in the survivor’s favor practically speaking.
Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by Andi: Yeah but why can't we go full die hard McClane style crawl vent shafts and the like??
There once was a mod that let us crawl 1m spaces, so where's the problem?
If zambies can, it would only be fair if we could as well.

I believe the balance of POIs is a factor. The effort to e.g. burrow your way through a random wall is tuned assuming you must have two blocks of clearance. For instance, there are one-block holes in many walls, behind vents and paintings, for stashing semi-hidden loot or courier satchels. Those would flip from ‘still impassable’ to ‘a no effort way to get through a wall.’

Let’s be clear: of course you can always go through any wall you want. It’s an open world. But ... Read more
Comment
    SylenThunder on Steam Forums - Thread - Direct
Already planned, and there are already dozens of threads on this. Please look around before starting a thread.

Workshop
Comment
    faatal on Forums - Thread - Direct

I have thought about is, but it is not currently a requirement.

That is intentional AI throttling based on distance for performance.

Comment
    faatal on Forums - Thread - Direct

Pathing systems are the same. Mine are system tweaks, not waste of time rewrites to already working systems.

Some of those anims are old legacy and I don't care for them. Someday be nice to remove or trigger better.

Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Andi: Yeah but why can't we go full die hard McClane style crawl vent shafts and the like??
There once was a mod that let us crawl 1m spaces, so where's the problem?
If zambies can, it would only be fair if we could as well.
Players used to be able too, but it was heavily exploited because the zeds couldn't. So to fix the exploit, they disabled the ability for the player to.
Then the zeds could, but they didn't update the players because they didn't have animations for it.
I feel like there was a plan to allow players to do it again, but maybe the idea has been tossed, or they have just been pushing it off for later. Kind of like 3rd-person view.
Comment
    SylenThunder on Steam Forums - Thread - Direct
      
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    SylenThunder on Steam Forums - Thread - Direct
      
Comment
    Roland on Steam Forums - Thread - Direct
Just to add some additional information about zombie crawling, it isn't only crawling through low spaces that is being improved but also new 1x1 meter sleeper volumes being added that zombies can crawl out of. Yesterday Laz posted this explanation:

I noticed a few people confused in regards to Faatal's comments on AI improvement and POIs. The AI improvements have nothing to do with how the POIs themselves spawn. He was referring to AI improvements in regards to the new "Crawl Out Zombies" feature. Essentially, POI creators (both TFP and modders) will now be able to create sleeper volumes as small as 1 meter in size that can spawn more than one zombie over time. This is largely most helpful in large enemy encounters where spawning many zombies at the same time is very costly performance wise.
For example, the final encounter in the Shamway Factory originally had roughly 22 maximum zombies active at the same time (non infested). U...
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Comment
    Crater Creator on Steam Forums - Thread - Direct
For an existing non-cheating option, try TNT. I used it in some areas when making a grand subway-like tunnel. Throw it into a hole a couple blocks deep, and you’re destroying blocks faster than with hand tools at least.

A bulldozer could be cool but it seems unlikely the ones in the game would be drivable in vanilla due to their size.
Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by SCPeach (Math Guy): So I heard about zombies being able to just crawl into 1x1 spaces soon, that sounds like it's gonna be a nightmare and wanted but besides that, what do you guys think?

Cause if they're gonna do that, they need to at least in the bare minimum, fix the damn animations for crawling and fix when zombies decide to do it. Go to swing at a zombies head and it ducks down, go to swing downwards to its head and it stands up, instantly on both accounts and for no feasible reason, we seriously can't have more zombies actively crawling if this remains. Have they mentioned anywhere that they'll be working on that?

It sounds like they’re giving it all a thorough review. From the official forum dev diary:

Originally posted by faatal:
Originally posted by Frant...
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Comment
    Roland on Steam Forums - Thread - Direct
Sorry if I came across accusatory. I should have used the term "using" as you did instead of using "ripping off" to keep everything on the same level. Peace.
Comment
    faatal on Forums - Thread - Direct

Yes. We are not interested in a bunch of dumb zombies wandering in from all directions mindlessly beating on stuff. I consider that boring. A little known fact is, zombies actually have varying degrees of dumbness across the different types, which effects how interested they are in longer paths and block health. It is not hugely noticeable, but I find it ironic when one is beating on a wall instead of walking down to an opening, then someone on the team thinks it is a bug when they are just being dumb. So many players, so many wants.

Comment
    faatal on Forums - Thread - Direct

Yes, I've spent days improving it and I am still not done.

They have a new crouch anim. They have new rules for when to crouch. Fixed a bug with the head collision offset being wrong.

I am planning on some spine bending for light ducking. Planning on path changes to allow for 1m pathing vs the current 2m tall logic they ALL use.

You can always enter any biome. It takes a few minutes for damage to start. There are ways to extend that time as well. You can also heal yourself...

Maybe. I passed your info to our sound dude.

Comment
    faatal on Forums - Thread - Direct

Bandits do not progress when I have a constant 10 things to do for 2.0 (and previously 1.0). And by constant, I mean every time something is done, there is something else added to the list. There is never enough time to do everything for a release, so the most important stuff wins. While I am doing that month after month, I don't do work on 3.0 or 4.0 features other than the occasion chat when someone says "hey a bandit could jump our of a bush and demand dukes" and we all dream for 10 or 20 minutes before we get back to current work.

Comment
    faatal on Forums - Thread - Direct

Not really. In multiplayer you are getting info from the server over the maybe fast or slow internet. If movement was faster, it would pause your movement each time you were waiting for data, which would be annoying.

Comment
    faatal on Forums - Thread - Direct

The plan is two independent options for these.

It is more than just adding sounds. I fixed these various issues:

Fixed burnt zombie walk anim not triggering footstep sounds.
Fixed spider zombie walk and run anims not triggering footstep sounds.

Added animation triggered step sounds ignore low blend weight anims.
Added animation triggered step sounds can change step volume (float parameter. default of 0 plays at 100%).
Removed entity SoundFootstepModifier (SoundStepType replaces).
Enabled animal movement playing step sounds.

Set zombie walking footstep events to half volume (floatParameter .5).

Comment
    SylenThunder on Steam Forums - Thread - Direct
It probably won't be any different than the Steam Deck.

Playable probably, but not great, and you won't have the hardware for a lot of mods. Can't really host a game either unless it's with like one other player and you use a small map.

7 Days is a hardware-intensive game.
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    SylenThunder on Steam Forums - Thread - Direct
      


If you wish to participate in the discussion with developers, or gain more insight from their posts in the discussion, please visit the developer diary on the official forum.
V2.0 Storms Brewing Dev Diary[community.7daystodie.com]