7 Days To Die

7 Days To Die Dev Tracker




06 Feb

Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by neock: if thats how screamer scouts work, then please explain why i get a new screamer coming at me every few minutes, even when roaming around.
not only that, bedrolls create a spawning deadzone. this is supposed to stop ALL spawns. so one of three things is happening.
1, your misinformed.
2, someone lied. be it the devs or you. dont know, not accusing.
3, something is criticly broken in unexpected ways
I believe that they can also appear randomly, but I would have to dig into the code more to check, and honestly I've kinda given up on 7 Days for the time being. I have too much other stuff going on.

The information I provided is based on direct information from the developer (like th... Read more
Comment
    faatal on Forums - Thread - Direct

Also, these features could be split up differently as well. For example, "Crossplay/Random Gen for console" was released in December as 1.2, while the reset of 2.0 is delayed and actually has some unplanned improvements in it like better RWG wilderness generation.

It is intentional to make their pathing efficient. Voxel world maps naturally to a pathing grid.

Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by neock: its sad how many people are normalizing this kind of thing. its a great annoyance that contributes NOTHING to the game aside from frustration. then again, funpolice- i mean facepunch seems to think cauing the community issues is the way a dev should be...

When people suggest workarounds I wouldn't construe it as endorsement. Of course it would be a better user experience if multiple people could interact with the same container at the same time. The devs know that too. But you're not going to hear "good idea, I'll get that implemented for the next release" because the people here don't work on the game. Even if a dev did visit here, they don't want to talk about contemplated features or in progres... Read more
Comment
    faatal on Forums - Thread - Direct

Our AI is not that expensive. AI does not constantly think. There are delays built in. The most expensive part is typically the pathing, which already runs on multiple threads.


Finding cover is a good amount of processing, but that is ray casting, which is fairly cheap and could be threaded, and pathing which is already threaded.


One bandit will probably have the overall overhead of 2 or 3 zombies, so if we can run 30 zombies coming at you then 10 bandits will be fine.

Comment
    faatal on Forums - Thread - Direct

Yes, bandits are just smarter zombies. Same entity and AI systems. Animals are the same. Bandits will just have more behaviors, like find cover or heal self.

Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Licker of Windows: But the screamers spawn inside the main base.....
1. Size matters. Screamer scouts spawn X distance away from the chunk area that generated the heat that instigated the spawn.

2. There is no mechanic that prevents screamer scouts from spawning in your base. Your Land Claim Block only prevents POI sleepers, and your bedroll only prevents sleepers and random biome spawns.

3. This is how the scout mechanic currently works.
The activity level required to trigger is 25%. A single campfire burning fuel with no other activity takes over an hour to hit 25%.

Once that triggers, it then has a 20% chance to spawn a screamer.

If nothing spawns, reset activity level, and wait 4 minutes without accumulating additional activity level.

Repeat activity level build up, the 20% chan...
Read more

05 Feb

Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Razorfish: They always target doors...
This hasn't been the case since at least Alpha 19. When was it they became structural engineers?
Zeds have no targets for doors or hatches anymore, and haven't for a while. It's the path of least resistance.

04 Feb

Comment
    SylenThunder on Steam Forums - Thread - Direct
You have to connect them in series.

PowerSource -> Sensor -> Sensor -> Door
Comment
    Crater Creator on Steam Forums - Thread - Direct
You could lock them out of your containers first, literally. I can remember when player storage chests were locked by default.

03 Feb

Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by nanobesspark: I meant that if you jump, then at this moment it would be good to check how high the environment allows you to jump. And limit the height of the jump so as not to hit your head on the ceiling and other obstacles.

On a technical level there should be no issue adding that. Do a ray cast from the player’s root bone upwards and see what it hits. All the various block shapes have an accurate enough collision mesh - that’s how you hit your head in the first place. So if the ray collides with a block, and the distance is less than the jump height, then scale the jump animation (like they already do to apply the Parkour skill) in the z dimension accordingly. Precomputing for running jumps could be ... Read more

02 Feb

Comment
    Crater Creator on Steam Forums - Thread - Direct
Block shape matters here, and possibly not just for the walls, but for the floor and ceiling too. I vaguely recall a content creator exploring this in depth in a video, an alpha or two ago. If you're encased by solid blocks on all six sides, then they shouldn't spit like they have line of sight.

Block shape matters for weather too, while block rotation doesn't. If your roof is made of half blocks for example, you'll get wet even if they're rotated to visually form a solid roof.

01 Feb

Comment
    SylenThunder on Steam Forums - Thread - Direct
Moved to a more appropriate forum section.

You will notice there are some similar threads in this section that already exist.

https://steamcommunity.com/app/251570/discussions/9/46371141813440... Read more
Comment
    SylenThunder on Steam Forums - Thread - Direct
V1.3 b6 EXP
Hello Survivors!

V1.3 is here for all to enjoy! We have officially passed CERT for our Japanese PS5 version.
This update mostly concentrates on gore updates and improvements.
TFP wishes everyone a great weekend and much fun with this update.

Here is how you participate:
  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_experimental available <— you want THAT
  5. Select that and wait for the game to download


V1.3 b6 Changelog:

Added:
●  Texture and Material variants for several zombies and gore blocks for PS5 Japanese rating only. Console command tcc can be used at the main menu for those that would like to toggle Japanese gore variants on PC, Linux, and Mac versions.
●  Gore to fat Hawaiian


Changed:
... Read more

31 Jan

Post
    Hated on Steam - Thread - Direct



Hello Survivors!

V1.3 is here for all to enjoy! We have officially passed CERT for our Japanese PS5 version.
This update mostly concentrates on gore updates and improvements.

TFP wishes everyone a great weekend and much fun with this update.



Here is how you participate: 
  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_experimental available <— you want THAT
  5. Select that and wait for the game to download


V1.3 b6 Changelog

Added 
  • Texture and Material variants for several zombies and gore blocks for PS5 Japanese rating only. Console command tcc can be used at the main menu for those that would like to toggle Japanese gore var...
Read more
Post
    Hated on Forums - Thread - Direct

Hello Survivors!

V1.3 is here for all to enjoy! We have officially passed CERT for our Japanese PS5 version.

This update mostly concentrates on gore updates and improvements.

TFP wishes everyone a great weekend and much fun with this update.


Here is how you participate:


Right click on the game in steam


Click on properties


Click the “betas” tab


The drop down menu will have latest_experimental available <— you want THAT


Select that and wait for the game to download


V1.3 b6 Changelog


Added


Texture and Material variants for several zombies and gore blocks for PS5 Japanese rating only. Console command tcc can be used at the main menu for those that would like to toggle Japanese gore variants on PC, Linux, an...

Read more
Post
    on News - Thread - Direct

1_3_EXPFacebook-Timeline_Posts.thumb.jpg.12894e6efbb150aadb8aef76214424ea.jpg

 

 

Hello Survivors!

V1.3 is here for all to enjoy! We have officially passed CERT for our Japanese PS5 version.

This update mostly concentrates on gore updates and improvements.

TFP wishes everyone a great weekend and much fun with this update.

 

Here is how you participate: 

  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_experimental available <— you want T...
Read more
Comment
    SylenThunder on Steam Forums - Thread - Direct
Guys, this topic was dead half a decade ago. The lighting in the game when the topic was started doesn't even apply to the current version.
Comment
    Crater Creator on Steam Forums - Thread - Direct
I'm not aware of the developers ever expressing interest in loot boxes. As I recall the founders of the company have expressly rejected pay to win as a concept. My sense, based on what they've said and done publicly, is that any further monetization would come in the form of DLC. For instance, people forget this but there is technically already DLC available for purchase on Steam, in the form of the official soundtrack.

Originally posted by Razorfish: You know WHY they cannot finish the game....
Answer is very easy......
Because they have NOTHING ELSE viable to work on afterwards, so it will be a steady DECLINE until they find something or they go bust.

They've also acknowledged publicly for years now they ... Read more