7 Days To Die

7 Days To Die Dev Tracker



03 Mar

Comment
    Shurenai on Steam Forums - Thread - Direct
Same as Rasa, Next time I launch it. There's never been a point where it wasn't fun for me.
Comment
    faatal on Forums - Thread - Direct

It is a terrain collision mesh generation issue. Could be timing and/or a combination of density values or simply a code error. I've never seen someone fall through the world digging down.

Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by VideogameAddiction: https://steamcommunity.com/app/251570/discussions/5/3789254082586073816/
You still have your thread for this.
Correct, and it is in the proper forum section. Locking this one down.
Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by NoMan: Alternately, you can hit F11 while looking at the block in question. This brings up an info panel which includes block name.

You can also grab the Admin Block Tool from creative menu. It has a copy/replace function.
To add, Iirc you can enable Debug Mode and hit F3 to open the debug info panel, then open your inventory (you need your mouse) and tick the 'Fo' box near the top left corner, which brings up the focused block info panel. Aiming it is a bit finicky because it likes to register 'Air' a lot, but it's a more inline-to-active-play method of checking a block name/shape.

Also the admin paintbrush can copy blocks wholesale including painted sides/shape/type.

02 Mar

Comment
    faatal on Forums - Thread - Direct

No date yet. Streams would be x amount of time before we anticipate release as we don't want streams too early. Multiple people, including myself have tasks to finish with unknown durations. A good example is a hole in terrain bug I have when quest resetting some POIs. I've looked at it before and why it happens is unknown, which means it could take a day or a week or more. There is no way to know, only guess.

Comment
    faatal on Forums - Thread - Direct

That one does not matter since the computer version of the game does not use IL2CPP as it would break code mods. Console is using IL2CPP. Console needed a fix in .17 for a PS5 occlusion bug and we currently try to keep versions in sync between computer and console dev, so the update from .16 to latest.

Comment
    faatal on Forums - Thread - Direct

To be clear, this is more zombies on the server, spread across multiple players, while improvements like disabling jiggle is client side.

If you as a client had 100 zombies around you, the overhead of animating, colliding and rendering them is still expensive and you would probably have a low FPS.


Must Fixes was started a few months ago, but that is just a guide. Multiple systems are still being worked on, polished and tested, which are not often in MFs. There is some overlap, like my vehicle damage task is marked MF, yet it is a system improvement task, not a bug. That one is basically done, but I'm not closing it yet as the values are still open to tweaking and I would like to work on vehicles smoking when highly damaged, if I spend the time. That could also be done during experimental, so not a high priority to me.

Comment
    faatal on Forums - Thread - Direct

The cap currently is the same. Different spawning systems can now scale the cap as they check the count. Blood moon is x1.9. Sleeper volumes x2.1.

Comment
    faatal on Forums - Thread - Direct

Some news.


The basics of an entity activity throttling system have been added to A21 to allow servers to handle more zombies. Large AI counts would overload pathing causing all zombies to be delayed in moving, so this decreases the update rate based on distance from players while still allowing each player to always have some fully active zombies. With this change, max zombie counts for blood moons and sleeper volumes are allowed to be scaled around double what the the cap is set to. The system also disables jiggle components for clients with distance as these were getting expensive as more zombies have them. The system will continue to be improved to throttle other activities.


I noticed last week we had an old Terrain Tool that was not being used, as it did not work very well, so it has gotten some changes and bug fixes. It now grows terrain in all directions (was just upwards before) and you can select the fill block. Undo ...

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01 Mar

Comment
    SylenThunder on Steam Forums - Thread - Direct
The entire point of a sandbox is that it doesn't go anywhere.

A story will be added at some point in the future. It just needs all the supporting elements to exist first.
Comment
    Roland on Steam Forums - Thread - Direct
It’s just a matter of perspective and preference. The development pace is about the same as it always has been. That pace bothers some makes no impression on others and is preferable to still others. People who follow the progress daily feel the slow pace the most. People who haven’t played the game in years but decide to try it again when they get the update notification won’t feel the slowness at all. For them the game skipped from A17 to A21 in an instant because they were playing other games and not thinking about this one.

Finally, there will be some who purchase this game in the next month or two and when A21, A21.1, A21.2 etc drop and they have to start over they’ll wonder why the devs update the game so frequently….lol.

Take a break from the game and the forums if daily doses are causing fatigue and burnout.
Comment
    Roland on Steam Forums - Thread - Direct
Originally posted by Las:
Originally posted by Roland: I believe that the HP bar for a zombie was also visible in that video and those are currently only visible when in debug mode. I don’t know whether or not the POI indicators will be the same or not. This same discussion came up when the HP indicators were seen in a video before A18 I believe and yet they never showed up during normal gameplay. It may be the same with these, I don’t know.
I believe the zombie HP showing is due to DM mode,...
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Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by aY227: Dmg stats will change after loading bolt.
based on bolt type too. And after equipping mods, but OP seems to know that already.
Comment
    Roland on Steam Forums - Thread - Direct
I believe that the HP bar for a zombie was also visible in that video and those are currently only visible when in debug mode. I don’t know whether or not the POI indicators will be the same or not. This same discussion came up when the HP indicators were seen in a video before A18 I believe and yet they never showed up during normal gameplay. It may be the same with these, I don’t know.

I can say that they do not pop up when you look at a POI. They only display when you enter it’s footprint.

One silver lining is that they did fix F7 so that you can disappear the entire HUD and still interact with things for a much more cinematic feel.

If they keep the indicator on the HUD for normal play when it goes experimental then I’m sure they would be open to feedback for a toggle and I would be 100% for that and back that campaign myself.

What’s funny is that after the HP bars were shown but then hidden behind debug mode lots of people of the other p... Read more

28 Feb

Comment
    Roland on Steam Forums - Thread - Direct
Originally posted by Remnar: That seems like a lame excuse. You know you can remove things from the workshop right? If modders set the right variables or add text so it shows what version of the game it's for, and if it's compatible with later ones, then it wouldn't be a issue. If there mod doesn't work period, then it's the modders responsibility to take it down or update it. I know people can read, so yea it's a lame excuse from the devs not to add workshop now. They can use the same excuse when they go 1.0. Oh, but when we release 1.00001, the workshop will get cluttered! Just say you don't want to add it instead of making lame ♥♥♥♥♥♥♥ excuses.

Well, to be fair, we don't know that they made that excuse at all. We have on... Read more

27 Feb

Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Chillax: The difference was so much that the Gyro copter became extremely dangerous again because the game is moving noticeably faster. Apparently I was lagging a lot more than I realized even when I was holding around 60 fps on high with my old hardware.

I figured that since I had a 4700mhz OC on my old 2600k and since a lot of games still only care about single core performance that my old CPU should have been enough to not bottleneck a 1080ti but I was horribly wrong. FPS on ultra settings seems to bounce around between 120 and 140 fps now even when flying around.

I am pretty sure I will never get that much value out of a CPU again in my lifetime. That old 2600k has been hard overclocked for over a de...
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26 Feb

Comment
    Roland on Steam Forums - Thread - Direct
Crafting them is your easiest method and I think it’s just one point in Grease Monkey.
Comment
    Roland on Steam Forums - Thread - Direct
TFP have modded aspects of Unity so that it best fits their needs just as people mod the game to better fit their needs. Just like an update to the game is likely to break mods and require the mod authors a period of time to get their mods compatible to the newest version of the game, the devs have to do the same when they choose to download a newer version of Unity. There is a balance between how good is the new version for performance and bug fixes for the engine vs how much effort will it be to get the game compatible with the newest version. So far, faatal has been on top of it.
Comment
    Roland on Steam Forums - Thread - Direct
They updated to Unity version 2021.3.16 just last month. Removing bottles was done last June. They have updated to new versions of Unity all along as those versions became stable and once they thoroughly tested each new version on a separate branch created for that purpose.