PC Alpha 21 Dev Diary

Status
Not open for further replies.
Most nuclear warheads are designed to explode in the air which causes the shock waves to double up causing even more damage.  The ground would be pretty flat. 


I concur that an airburst makes the most sense when dealing with zombies. It does the most damage to the target and scatters the least radiation. Folks want a radioactive wasteland and envision a crater as part of the genre. A ground detonation makes a crater and scatters much more radiation. But I'm talking ICBM-sized munitions and payloads, and I'm not sure it is fair to assume you are.

The way I rationalize 7D2D is (1) a reasoned military response, (2) small craters, and (3) the end effect being a radioactive wasteland is by having the military use more tactically scaled munitions and somehow affecting a Navezgane equivalent to the Palo Verde Generating Station creating a Chernobyl-like environment.

 
@Roland said they won't be releasing that weekend due to it being Memorial day weekend. So its going to be June now.
No, Roland said they probably wouldn't release that weekend.  He didn't say the would not.  This is just like in the Dev Stream where they said they hoped mid-May but that it could be pushed back because of bugs.  They didn't say it would be mid-May.  They very clearly stated it could be later.  Just like Roland clearly stated it probably wouldn't be Memorial weekend.

No gaming company is under any requirement to give any release dates.  And if they do give a release date, they are under no obligation to release by then unless it's some contractual thing with the publisher and when that happens, it is usually a buggy mess because of that.  They are also not obligated to give you details of what's going on behind the scenes.  If you've been here any length of time, you'll know that TFP is often very quiet.  That's just how they are and if you expect anything else, you're going to be disappointed.  That being said, the devs do post here with info on what they are working on every so often.  faatal is great with that, for example.  So is Laz Man.  But that doesn't mean they are going to give you a step-by-step rundown of exactly what's happening and tell you exactly when things will happen.  They'll give you whatever details they choose to and you just have to be happy with what you get.  If you can't be happy with that, you're better off staying off the forum and just waiting until the release happens and be surprised by it rather than being upset if they give an estimated date and don't hit that date.  At least that way you aren't upset over hearing things that end up being incorrect.  Honestly, if they were to keep posting "We're pushing the date back a week or two because of bugs." over and over as things get in the way of the release, you'd have far more people upset than if they don't say anything.  And if they even just said "We're going to guess at a release by the end of June because of bugs." then people would be upset that it's such a long delay even if they gave that date just to avoid having to push it back if something else came up and expected a far earlier release date.  Simply put, they probably have no idea when they'll release it because they are fighting some bugs that need to be fixed before it's released and are having trouble fixing those and don't know how long that will take.  Be patient.

 
No, Roland said they probably wouldn't release that weekend.  He didn't say the would not.  

No gaming company is under any requirement to give any release dates.  
Word play is never the best way to solve a problem, it's the worst. Supporting a person should make him aware of what he did wrong instead of forcing a reasonable explanation for the mistake.

I recently played VRising again and I never went to their community forums and I follow them far less than TPF, but they gave me a clear release date and released the game on time. So not all gaming companies are like you say

 
Good evening everyone,

Although I don't have a concrete release date for you tonight, I am to happy to share progress is still being made daily.

Just today, a particularly nasty RWG bug preventing several POIs from spawning (including tier 5 POIs) was fixed.

This bug was just uncovered yesterday and thankfully we were able to reproduce, collaborate and confirm a fix today.  Just another potential disaster averted that the public would have never know about...😅

 
Would FSR make much a difference in 7 Days? With it being more of a CPU heavy game, I feel like FSR won't help very much, but if it's easy to implement then I suppose it's an easy win?
This game has a heavy load on everything, so making it easier to draw frames in any way will benefit.
The question is whether TFP will be able to expand the plans and add to the list for the implementation of FSR. How long will it take and how long will it delay the release of a future update. A22 or later?

 
Would FSR make much a difference in 7 Days? With it being more of a CPU heavy game, I feel like FSR won't help very much, but if it's easy to implement then I suppose it's an easy win?


It depends. At 4k 165hz like my monitor, almost all PCs are more gpu bound in almost all games, even in cpu heavy games like 7d2d. But yes, the bad named "DLSS3" frame generation would do wonders to 7d2d, maybe FSR FG will be out this year...

This new implementation looks fairly easy and quality wise far better than FSR1, so I will pray to be included with A21.1 🙏

 
Someone on Steam (FT) who can't access the official forums asked me to relay this post here.

I think this would be interesting to know to @faatal for some A21.x patch (if it's not been solved already).

Please, don't make me create a bug report, since it's not even my find. Tks  :yo:
I got it to do the same thing. It is totally normal. Shadows are not cheap to render. Looking into the building, you have all manner of objects near you, rendering with all their shadows. We do not have a static world where we can precompute visibility, so there is a lot of overdraw in that situation. Also, the occlusion manager does not disable shadows, as it does not know where they will be projected to and shadows are draw calls.

You realize that the engine is updated with every major release ? A21 is based on Unity 2021 LTS as far as I know. And A22 will probably then be based on Unity 2022 LTS.
 
Yes. 2022 LTS should be out soon and I hope to have A22 using it.

 
I got it to do the same thing. It is totally normal. Shadows are not cheap to render. Looking into the building, you have all manner of objects near you, rendering with all their shadows. We do not have a static world where we can precompute visibility, so there is a lot of overdraw in that situation. Also, the occlusion manager does not disable shadows, as it does not know where they will be projected to and shadows are draw calls.
Thanks faatal, I relayed this to the OP: I hope it didn't take too much of your time to check this.

But again, much appreciated.  :yo:

 
There is no perfect world, no perfect life, and no perfect game. I don't understand why it's not possible to give a definite release time after publishing so much content? At least it should make me clear why? I think most people only ask for these things
A lot of game development does not work like that. Bugs are often their own unique tasks with many unknowns which makes time estimates vague. Many bugs are also not yet discovered, so how do you estimate time for something you don't know exists? Right now we know about x amount of bugs we want to fix, but each day testers may find zero or 5 more that are must fixes, which then takes of x amount of time each. One could be 10 minutes, another 3 days.

THIS! 

This is exactly how "Damage Control" should be handled if a release day (or month) is missed.  (An approximate percent complete would prevent the need for it)

Like the police quote: "Just the facts, Ma'am".

No need to troll or counter-troll people who are annoyed and disappointed and vent something less than helpful.
Except when we say 80% of bugs fixed and then the next day say 76% of bugs fixed as new ones are found. They will LOVE IT! ;)

 
Thanks faatal, I relayed this to the OP: I hope it didn't take too much of your time to check this.

But again, much appreciated.  :yo:
Eh, 10 minutes. I'm all for checking things.

I just found out that someone has an implementation of FSR 2.2 for the built-in pipeline.

https://github.com/ndepoel/FSR2Unity
I've been working will a developer of another FSR solution, but we have bad motion blur with animated plants that needs to be worked out, so it is on hold for A21.

I'll check than one out sometime...

Thanks for the info.

I think you are confused. Rick actually said they were hoping for a mid May release barring any issues.  You have clearly taken that as being 'committed' to mid May.  
Exactly. In no way, shape or form was the team committed to any date. We simply have guesses.

 
Would FSR make much a difference in 7 Days? With it being more of a CPU heavy game, I feel like FSR won't help very much, but if it's easy to implement then I suppose it's an easy win?
It depends. We are often main thread CPU bottlenecked.

I think FSR would most benefit heavy rendering situations, like running at higher resolutions with higher settings on weaker GPUs.

 
Do you devs still maintain an MF list of bugs? If so, how's the count going, if you can share, of course.

I'm kinda hoping for a release after Memorial Day weekend, since I'll be out of town and not able to really enjoy a streamer weekend nor a Monday release. All vegetables thrown at me will be donated to Rekt's farm. 😛

 
Do you devs still maintain an MF list of bugs? If so, how's the count going, if you can share, of course.

I'm kinda hoping for a release after Memorial Day weekend, since I'll be out of town and not able to really enjoy a streamer weekend nor a Monday release. All vegetables thrown at me will be donated to Rekt's farm. 😛
We have the list of must fixes every alpha. It has been trending down. Currently at 30 tickets across 15 different people, but that is not 2 per person as some people, like programmers, tend to get more of the bugs. I have 7, of which 3 appear to be the same issue, but that is a non trivial issue with stray floating terrain possibly caused by a terrain corruption bug fix I did last week.

 
Hey survivors!

Here's a list of, not exactly bugs, but things I hope have been improved in A21.  They're all minor so I haven't seen anything about them in official releases or streams, but I'm hoping someone here may have information.

1.  Repetitive quest lists.  It feels like I get the same pool of 6 - 8 clear/fetch-clear/fetch quests for a given trader and tier list, regardless of how many eligible POIs are in the adjacent town.   In a small town I can see that being due to there only being so many POIs of that tier available, but in the big cities there ought to be enough to avoid repeats, I would think.  Especially for the lower tiers. 

2.  Every vending machine is seeded with the same items.  The first time I visit each vending machine in a RWG world it has nearly or completely identical lists of items (I can't swear to completely identical because I don't pay much attention to most of the candy types, but canned goods for sure.) 

3.  Weather lighting not the same for non-hosts in a LAN game.  TFP did mention fixing weather not being the same for all players on a server so this may have been addressed, but the issue we experience isn't that the weather doesn't synch up.  If it's raining on the host game, I get rain, too.  But my game remains full-sun bright regardless of rain, snow or fog.  I do get the biome darkness of the wasteland, just not weather-related darkening.

Am I crazy?  Has anyone else experienced these?

Thanks!

Aerial

 
I'm sorry if it was asked or talked about it before, but could it be done that jumping in the game is always the same, and if you put points into Parkour perks that you need to press space ( jump key) twice because sometimes you need to jump just a bit to squeeze in some tight areas like jump on the garage door, or in attics and if you jump too high you get bumped into the roof and it slides you away from your wanted spot. 

 
Status
Not open for further replies.
Back
Top