PC Alpha 20 Dev Diary

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*      Set zombies to different states of awareness from dumb to feral (seeing and hearing)

Any chance we could get options to adjust this and zombie speed and even headshot/bodyshot damage multipliers by zed class instead of globally? Being able to easily set up a custom mix of Romero type and 28 days type zeds would be nice for challenge variety without having to get into mods.

 
Hi Zeal,

I'm thinking that one's unlikely since deadly falling damage (to enemies) was in the game at one time. It was changed, and eventually scaled back to what it is now to prevent defenses from being too effective. It would be nice if a really long fall would cripple, but I don't think they'll move in that direction. 

-Arch Necromancer Morloc
True. I guess it would not be much of a survival game then, that said. I was watching the game for long time, and always wondered if there will be a way to make objects like cloth not be "glued" onto the next block over. But that's just a minor thing. Thank you Arch Necromancer.

 
*      Set zombies to different states of awareness from dumb to feral (seeing and hearing)

Any chance we could get options to adjust this and zombie speed and even headshot/bodyshot damage multipliers by zed class instead of globally? Being able to easily set up a custom mix of Romero type and 28 days type zeds would be nice for challenge variety without having to get into mods.
Feral sense is currently just Off, Day, Night, All.

We don't plan on more options changes for A20. Maybe by gold. For now you can change some of that in entityclasses.xml.

 
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Feral sense is currently just Off, Day, Night, All.

We don't plan on more options changes for A20. Maybe by gold. For now you can change some of that in entities.xml.
But just to clarify, horde nights will override the "off" setting, correct? 

 
@madmole @faatal @Gazz Hi.

Is there a chance 7 Days To Die will support FSR from AMD?

Today it became known that Unity now officially supports this technology, and this could significantly improve optimization even on older hardware.

For those readers who do not know what is it, here is the link:

https://www.amd.com/en/technologies/radeon-software-fidelityfx-super-resolution
Not likely. Any new graphics tech that Unity adds to the engine generally is done to the HD render pipeline (HDRP). We use the built in pipeline. Updating to HDRP is a large amount of work, so probably won't be done until our next game.

 
For now you can change some of that in entityclasses.xml.


Does that mean the feral sense distance can be set to different values per entity class?

If so, that's pretty sweet. You could have the normal or weaker zombies (like Arlene) have a higher sense distance, but the more "tank-like" zombies (like Big Momma) have a slightly decreased sense distance, so they'd be equally threatening but in different ways. And of course, screamers could be even more of a threat than they are now.

 
Not likely. Any new graphics tech that Unity adds to the engine generally is done to the HD render pipeline (HDRP). We use the built in pipeline. Updating to HDRP is a large amount of work, so probably won't be done until our next game.
so it's mean will be 7dtd  supported (big updates not fixes) for 1 or 2 years?

 
Does that mean the feral sense distance can be set to different values per entity class?

If so, that's pretty sweet. You could have the normal or weaker zombies (like Arlene) have a higher sense distance, but the more "tank-like" zombies (like Big Momma) have a slightly decreased sense distance, so they'd be equally threatening but in different ways. And of course, screamers could be even more of a threat than they are now.
Yes, but it is a scale, not distance.

zombieTemplateMale is <property name="AIFeralSense" value="1.5"/>

Currently only zeds that are different are zbear at 1.2 and zdog at 1.6.

so it's mean will be 7dtd  supported (big updates not fixes) for 1 or 2 years?
It does not mean anything expect our next game will probably be HDRP.

 
Yes, but it is a scale, not distance.

zombieTemplateMale is <property name="AIFeralSense" value="1.5"/>

Currently only zeds that are different are zbear at 1.2 and zdog at 1.6.

It does not mean anything expect our next game will probably be HDRP.


Well, it also means at least one of your next games (probably 7D2D 2) will be a Unity game, which will disappoint Unreal engine worshippers who think that other engine is the holy grail 😁

 
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It does not mean anything expect our next game will probably be HDRP.
Is Unity's Render Pipeline better that what you guys made? What are the differences? From what I read, They do mostly the same but yours is cheaper on the hardware and as of now I suspect it even runs better . 

 
Good day to you, @faatal. A while ago it was mentioned something along the lines of a vehicle storage mod. Will that mod make it into a20? I was 'flabbergasted' that the most important vehicle mod in the game has gotten delayed and/or cut off  o__0 .

 
Is Unity's Render Pipeline better that what you guys made? What are the differences? From what I read, They do mostly the same but yours is cheaper on the hardware and as of now I suspect it even runs better . 
Unity games don't make their own render pipeline. You use the built in one or one of the new scriptable ones. The scriptable ones let you make a ton of changes, but Unity is still doing the heavy lifting. Unity is still what talks to the graphics API (DX, OpenGL, Metal, Vulkan).

Good day to you, @faatal. A while ago it was mentioned something along the lines of a vehicle storage mod. Will that mod make it into a20? I was 'flabbergasted' that the most important vehicle mod in the game has gotten delayed and/or cut off  o__0 .
Not in A20.

I'm interested to know how the Devs are liking/disliking the new building menu and if we can get a peak? ;)
I think we all like it. Not sure why anyone would not. I think it is top secret at this point, so if I showed you, I would have to....

 
Unity games don't make their own render pipeline. You use the built in one or one of the new scriptable ones. The scriptable ones let you make a ton of changes, but Unity is still doing the heavy lifting. Unity is still what talks to the graphics API (DX, OpenGL, Metal, Vulkan).
I see. While I didn't mean to imply that Unity doesn't do the rendering to any or some extent, the change is tougher than I thought, AND a ton of work, as it means chopping a lot of already-done code to get ... cool brand-new script-managed graphics in C# ? that sounds like a punch in the gut. 

BUT

You guys (probably) will eventually make the decision to chop your built-in one nevertheless. Why?

1-Because HDRP allows for a huge amount of graphics options for developers. 

2-HDRP supports DLSS natively. And 7dtd needs all the performance it can get.

3-HDRP supports Ray Tracing. 

Downsides to HDRP are training for artists and programmers, which might take a few weeks. That's a big one.

 
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I see. While I didn't mean to imply that Unity doesn't do the rendering to any or some extent, the change is tougher than I thought, AND a ton of work, as it means chopping a lot of already-done code to get ... cool brand-new script-managed graphics in C# ? that sounds like a punch in the gut. 

BUT

You guys (probably) will eventually make the decision to chop your built-in one nevertheless. Why?

1-Because HDRP allows for a huge amount of graphics options for developers. 

2-HDRP supports DLSS natively. And 7dtd needs all the performance it can get.

3-HDRP supports Ray Tracing. 

Downsides to HDRP are training for artists and programmers, which might take a few weeks. That's a big one.
7dtd is a heavily cpu bound game, the extra performance of solutions like dlss come into play with the gpu not having to render the game at full Res. So it's benifit in 7dtd would be limited at best. Also dlss is only available as far as I know on 2000 and 3000 series gpus, so if you have a modern gpu you're not going to benifit from the performance uplift of having the gpu do less work, since mid to high range gpus don't even get full utilisation at full res as it is, due to being cpu bound. 

 
Any chance you guys could issue a unique token to each player as they login that would be required to be appended to their data stream back to the server?  That way you can reject any input that isn't essentially signed.  Something that can't be discovered by another player.  Unless, you are doing a full broadcast of all data packets to all clients then it would be moot.  I'm fighting people using impersonation of an admin to execute elevated permission commands.  That isn't the only exploit channel, however, it does seem to be one of the easier ones.  If I'm missing something here, please educate me as I like better answers/solutions than what I can imagine.

 
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