PC Alpha 20 Dev Diary

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Don't think that is decided.
I think the crispy one should spawn in other biomes. would fit in ALOT of areas as a aged zombie 

Well anyone know if cities will have "freestanding building" on borders of cites? 

Well i have a questions : well most cities have irregular buildings like  : i mean i city center there is usually buliding near another building etc but suburbs have sometimes "random" skyscraper or factory near forest. will be something like that in a20?
Can you explain... in english

 
After talking about some gfx settings changes and seeing that 55% of players use the medium preset, which is the default, I decided to add an auto detect today, which should get some of those people on better settings.

"Added auto setting of graphics quality preset (6GB+ VRAM sets High. nVidia 2080, 3070, 3080, 3090 or AMD 6800, 6900 sets Ultra)."
fantastic! any changes to how texture streaming will work? there are plenty with computers that can handle streaming off when the game throws the switch (mods with additional assets, etc).. having to manually toss the command in console each time can get tedious; a perma true would be awesome. there are modlets floating around to handle this, but some don't like to rely on modlets for such things. thanks 👍

 
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Cities look better than they ever have in my opinion. If you are wondering if urban areas blend into suburban and then rural I would say that there is some of that in some places but in others there is a definite edge to the city and forest begins a short distance.


Can traders spawn in all the types of settlements (cities, towns, etc.)? And if you're allowed to answer this, do they spawn in all biomes like before? How many traders can we expect for a 10k map?

 
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Can traders spawn in all the types of settlements (cities, towns, etc.)? And if you're allowed to answer this, do they spawn in all biomes like before? How many traders can we expect for a 10k map?
without revealing too much i did create an a20 rwg vanilla settings and as you can see by the screen shot i had a lot of traders, and yes some were at cities and some were not.

WARNING - things can and probably will change and the next seed may not have as many.  so as for what can be expected is unknown to be announce because of WIP. wait until later development and maybe some more answers.

sorry for blurring the pic but i am not a dev and not PR. :)

A20.0_2021-08-12_20-51-43.jpg

 
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@faatal, will there ever be a realistic spatial sound in 7 Days To Die? Now, both in a closed space and on the street, shots and the rest sound the same. I'm not asking about the A20, but in general: will there be such a sound in the game, sounding different depending on the environment? Even the old sounds will be felt in a new way, the immersion in the world will improve. And yes - I know that it's not just a couple of ticks to put in Unity.

 
@TFP

Would anyone care to take a stab at explaining CPU core utilization, specifically the maximum number of cores the game engine will utilize.
Also are there any improvements that could be made in the area of multi-core efficiency, specifically in the area of thread loading.

Thanks in advance.

 
Hi

What will the default setting for the below be? Day, or?

Thanks

7) Feral Sense Game Option

  • When turned on Zombies can sense the player from much farther away and stay focused on the optimal path to where the player is
  • Stealth still works but zombie senses are heightened so stealth play is much more challenging
  • Settings are: Off, Day, Night, All
 
Hi

What will the default setting for the below be? Day, or?

Thanks

7) Feral Sense Game Option

  • When turned on Zombies can sense the player from much farther away and stay focused on the optimal path to where the player is
  • Stealth still works but zombie senses are heightened so stealth play is much more challenging
  • Settings are: Off, Day, Night, All


I'd imagine off as enabling this will make zombies more of a threat.

 
Question:

Will navezgane be reworked/redone/replaced to be kept up to par with the new features, POIs, objects (like mailboxes), new street layouts,  etc?

 
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Not sure why the forum forced me to leave a blank comment with a quote but. there it is :(

Question:

Will navezgane be reworked/redone/replaced to be kept up to par with the new features, POIs, objects (like mailboxes), new street layouts,  etc?
Navezgane has been updated in previous alphas to include new material. I dont see why it wont this time

 
Hello there, @faatal ! Once on Twitter, we were shown a new technology for destroying doors. Can you tell us something about this? Should we wait for this mechanic in the A20? Will it affect the FPS? And thank you for your great work! 🙂
I really never get tired of watching poor Arlene doing that belly-flop-downstairs stunt 😆

Really hoping that will be implemented, but even if not, thx madmole for the effort of making this "tech-experiment" happen!

It's so hilarious, just that small scene is absolutely worth it!

Reminds me of those "outtake scenes" which are shown after some movies...sometimes best of it all, even it they didn't make it in. 👍

 
With all the new stuff this time it would probably need a full rework. was just curious.
Well a long time ago, the pimps had the foresight to block areas off with radzones, then they can just un-rad them and add new features easily, or change anything they want on the main map... I do believe nav will get an update, otherwise, it will pale in comparison to Kinyajuu's RWG.  Which will be amazing.

 
Though it is accessible by doing into the console to toggle it but will the health bar display of zombie hp and other entities ever be a toggle in settings instead of having to go into the console?

 
Default is off.


I've asked about this before, and no answer, but it might be time to ask again...

A few games have a single, simple "configuration" that sets a bunch of actual settings en masse. For example, a "hard" mode could set feral sense to on, but also disable loot respawn, delete everything on death, use "warrior" difficulty, etc. You can then customize the settings from the default for that configuration.

Are there any plans to add something like this? It seems like the best of all worlds - it's simple for the players who just want to jump in and play, but can be customized for those that want the freedom to tweak everything.

(And of course if those could be defined in XML, it would be great for modders. :)  )

 
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Are there any plans to add something like this? It seems like the best of all worlds - it's simple for the players who just want to jump in and play, but can be customized for those that want the freedom to tweak everything.
Because you asked, they are going to add 50 additional options to tweak, but nothing to tie them together  😉

Kidding aside, that is nice to have.  I got one game where I can select a mode (easy, medium, hard) which changes all the options to that "default" then I can adjust the individual sliders harder or easier based on what I want to do in that playthrough.

 
The video options already work like that so it must be within the realm of possibility for them. Seems like a polishing task and one they would want to wait to do until they've finalized the options they plan to include.

 
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