PC Alpha 21 Dev Diary

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Will A21 bring us any better stability in performance compared to A20? The game is improving a lot over time but optimization is still a downside.
 
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yeah i would say that no major optimisation needs to be done but one place i definitely need to say that it does is in the downtown area and in skyscrapers thats ussually where my fps drops to the low 20's on medium to high settings

 
But, what makes you think a new flying vehicle will handle better 😛

It's Apocalypse and will be made from scrap. 
I was just referring to the ability VTOL (vertical take-off and landing) that a helicopter or a drone can do. The forward motion is the thing that makes everybody fly like crazy.
Todays scrap can yield loads of microchips that handle four-corner-propeller balancing and hovering.

 
yeah i would say that no major optimisation needs to be done but one place i definitely need to say that it does is in the downtown area and in skyscrapers thats ussually where my fps drops to the low 20's on medium to high settings
Skyscraper windows are expensive and need to be improved. I actually have a meeting tomorrow to discuss with art/design devs.

But, what makes you think a new flying vehicle will handle better 😛

It's Apocalypse and will be made from scrap.
If we ever add a helicopter, it will fly like a helicopter and be able to hover. A gyrocopter flies like an airplane.

 
It would be funny if the "vehicle" was just a recipe combining a robotic drone and an old parachute backpack so the drone is just carrying you around via the parachute strings.

 
@faatal, will it be possible in the future in RWG to choose 100% size for any one biome? I understand that you made a progression of biomes in A20 so that there would be an incentive to explore different biomes, but still it would be better if it could be done without resorting to xml/third-party world generators.

 
@faatal, will it be possible in the future in RWG to choose 100% size for any one biome? I understand that you made a progression of biomes in A20 so that there would be an incentive to explore different biomes, but still it would be better if it could be done without resorting to xml/third-party world generators.


Already way ahead of ya there :)
A21 genned map contains these
<property name="Generation.Seed" value="" />
  <property name="Generation.Towns" value="Default" />
  <property name="Generation.Wilderness" value="None" />
  <property name="Generation.Lakes" value="None" />
  <property name="Generation.Rivers" value="None" />
  <property name="Generation.Cracks" value="None" />
  <property name="Generation.Craters" value="None" />
  <property name="Generation.Plains" value="6" />
  <property name="Generation.Hills" value="0" />
  <property name="Generation.Mountains" value="0" />
  <property name="Generation.Snow" value="4" />
  <property name="Generation.Forest" value="7" />
  <property name="Generation.Desert" value="4" />
  <property name="Generation.Wasteland" value="3" />


Yes, and thanks to Kinyajuu's confirmation I updated the first page. This feature is in fact already in and I generated a map yesterday that had a teeny tiny speck of forest surrounded by all the other tougher biomes.


Apparently multi quote doesn't select quotes within quotes. Anyway, hopefully this answers your question. In short, yes, A21 will have sliders to adjust biome sizes. 

 
@faatal, will it be possible in the future in RWG to choose 100% size for any one biome? I understand that you made a progression of biomes in A20 so that there would be an incentive to explore different biomes, but still it would be better if it could be done without resorting to xml/third-party world generators.


I can confirm that any one biome can be set to 100% and that all the biomes can be adjusted to varying percents to get the type of map you want. With forest biome very small you run the risk of getting a NO TRADER message for your beginning quest. There are still traders but just none in the forest and you will need to cancel the tutorial quest to get rid of the message and search for your first trader in one of the other biomes without gps. If you have forest set to 0% then you will for sure get no starter quest trader.

Things are still developing so they may make some changes to the starter quest to account for different world configurations.

 
One simple wish for Alpha 21: Please keep the 'Mods' folder in the directory where the game is installed. Thanks. 
We can't have it in the Mods folder for installing from the Microsoft store or Game Pass, because MS does not want users changing files in the install location.

We already allow you to specify a location on the command line for data files, which you could specify in the launcher. You can then place a Mods folder there.

-UserDataFolder=x:\7DTDData

It can also be set in the serverconfig.xml file.
<property name="UserDataFolder" value="absolute path" /> <!-- Use this to override where the server stores all generated data, including RWG generated worlds. Do not forget to uncomment the entry! -->

 
We can't have it in the Mods folder for installing from the Microsoft store or Game Pass, because MS does not want users changing files in the install location.

We already allow you to specify a location on the command line for data files, which you could specify in the launcher. You can then place a Mods folder there.

-UserDataFolder=x:\7DTDData

It can also be set in the serverconfig.xml file.
<property name="UserDataFolder" value="absolute path" /> <!-- Use this to override where the server stores all generated data, including RWG generated worlds. Do not forget to uncomment the entry! -->
@faatal could you write this in A20.4 mod location topic? because well this will be important news for them

 
Welcome to the Alpha 21 Developer Diary where members of The Fun Pimp staff will occasionally answer questions, post updates of what they are working on, and give us sneak peaks into the future of 7 Days to Die.

This is a focused thread meaning that any off-topic chatter or side conversations not involving a TFP staff member will be moved to an overflow thread in general discussions.

In addition, only Alpha 21 features that have been confirmed will show up in the list below. No longer will planned and hoped-for features be posted until they are actually a reality. This means that even though a developer might talk about their wishes for A21 in the body of the thread, those features will not be listed as official A21 features here until they are confirmed as already implemented.

A21 Release Date: "Done When It's Done"

CONFIRMED A21 FEATURES

  • New Places of Interest
  • Updated and New (Decorative) Vehicle Models
  • Additional Advanced World Generation Options

    Biome Percent Sliders
oh yes, very cool

A new place too skulk :D

 
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