PC v1.x Developer Diary

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@Laz Man

 This door to the right is not able to be interacted with.  The door does not open and attacks pass through it without the usual attack sound on Trader owned blocks.  

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@Laz Man

 This door to the right is not able to be interacted with.  The door does not open and attacks pass through it without the usual attack sound on Trader owned blocks.  

View attachment 31200
There are new "wall volumes" in the game as of A21.  It's why you can't loot around the trader anymore.  I'm sure that's been applied to that door as well, since it's there for decoration to show how Jen gets out from behind the counter.

 
@zztong

c drive     users    your profile     appdata    roaming    7daysto die    generated worlds    prefabs.xml
prefabs.xml This is the list of pregens minus the POI folder in steam 7daystodie data prefabs pois .

Some are zoned to nav_only these include Deirsville, Perishton; then bluff I think is situational.

The way I used to check is in excel, remove dups then go to the poi folder under 7daystodie

steam folder, command prompt, drill down to the pois folder, run dir*.xml>prefabs.txt

In excel after removing dups, sort by alpha aTOz both files then copy paste in the next cell
when the names don't lineup the right list has one that I move to a new cell column.
the empty space I delete and move up. On the right when you finish are the pois that did not
render in your world open their xml and explore them.

 
prefabs.xml This is the list of pregens minus the POI folder in steam 7daystodie data prefabs pois ... [snip]


Thanks, I appreciate the thorough response. I often chase the information in a similar fashion with grep, existing python scripts, etc. Chasing the exceptions across both Vanilla and POI modlets is a bit more work. When you start exploring RWG habits related to rwgmixer.xml options it draws out the effort.

I'm not complaining. RWG's console is more informative than before... quite nice, really.

I can see it is finding my Stamps, though I don't think it has used them in my 28 (and growing) test worlds.

 
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First World Problems ... RWG is so fast now I want to generate 10 (maybe 100) worlds so I can run a python script against each world's prefabs.xml file for analysis.
I happen to have that script. :)  

You can even find it on the mod section of the forum, though it needs a couple of changes to support 1.0. Nothing too big -- there's one of the world files that changed size so I had to add some scaling to it -- I can push that change later today -- and you gotta change the "location" on the screen for each RWG setting. 1.0 has new settings, and you'd have to add them at various places if you want to try them out as well. Send me a private message if you are interested in trying it out.

To the Devs, with love:

Can we PLEASE add a sound clue when departing the area of a quest before completing it? The visual clues just don't work for me, because they are out on the edges of the screen (and rightly so).

To the players in this forum, with begging:

If you want that sound clue, react to this post. Gotta tell the devs (or me, I suppose) whether people want something or not.

 
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I'm excited about the future of this. What sounds are his planning. We got a new hazmat zombie sounds! 

What else does he have planned! 

Guns? Vehicles? Ambience? Players? Skills? Animals! 

I hope we get more in the next hotfix
The weapon sounds need a full rework. Though changes for the rest of the sounds are also needed. I think players would welcome any sound changes. Hopefully he can make us happy in 1.1.

 
Does it work like the website?


I don't know about his script, but mine is spitting out number of POIs and Tiles found in every world in my GeneratedWorlds folder so that I can characterize what RWG is doing with POI and rwgmixer XML changes. That map website is pretty handy for lots of things, but what it doesn't tell me is that there are some POIs that only seem to show up in a small fraction of the maps. I need to know what's there and what's not there over a sample of many worlds.

 
 there are some POIs that only seem to show up in a small fraction of the maps. I need to know what's there and what's not there over a sample of many worlds.
I've noticed this with hotel_04.  It is only available on gateway tiles, so has less chance to show up.  I think hotel _03 is also less common, though I didn't look to see where that can spawn.

At least they reduced the duplicate distance for the skyscrapers from 10km to 1km.  Red Mesa is still 10km.  Not sure about others.

 
I've noticed this with hotel_04.  It is only available on gateway tiles, so has less chance to show up.  I think hotel _03 is also less common, though I didn't look to see where that can spawn.


hotel_04 = gateway tagged, 60x60, 2,029,222 vertices.

Across my current 10 test worlds it was placed 28 times; 2-3 times per 8k map with default settings.

hotel_03 = commercial tagged, 100x100, 3,063,832 vertices.

Across my current 10 test worlds it was placed 7 time as once on 7 of 10 maps.

hotel_02 = commercial 100x100, 4,098,989 vertices.

Across my 10 test worlds, it was placed 5 times.

Here's one that I'm watching...

apartments_01 = commercial, 42x42, 893,998 vertices.

Placed ZERO times across 10 test worlds.

The 42x42 commercial POIs seem to disappear once they get somewhere over 650,000 vertices. Or, at least that's my observations to-date. Sometimes, one heavier than that will sneak into the mix, but that's usually 1 in 10 worlds. I've got 8 of my own POIs that are being left out and that got me into checking on how TFP's POIs were doing.

Hmm, I guess I could hang out on the Teragon Discord and compare notes. :)

 
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hotel_04 = gateway tagged, 60x60, 2,029,222 vertices.

Across my current 10 test worlds it was placed 28 times; 2-3 times per 8k map with default settings.

hotel_03 = commercial tagged, 100x100, 3,063,832 vertices.

Across my current 10 test worlds it was placed 7 time as once on 7 of 10 maps.

hotel_02 = commercial 100x100, 4,098,989 vertices.

Across my 10 test worlds, it was placed 5 times.

Here's one that I'm watching...

apartments_01 = commercial, 42x42, 893,998 vertices.

Placed ZERO times across 10 test worlds.

The 42x42 commercial POIs seem to disappear once they get somewhere over 650,000 vertices. Or, at least that's my observations to-date. Sometimes, one heavier than that will sneak into the mix, but that's usually 1 in 10 worlds. I've got 8 of my own POIs that are being left out and that got me into checking on how TFP's POIs were doing.

Hmm, I guess I could hang out on the Teragon Discord and compare notes. :)
Yeah, I haven't done many tests yet and didn't notice the apartment one.  It seems a lot is related to trying to tone down downtown areas to improve performance.  Yet I haven't actually seen any improvement.  I still get the same slow draw distance in downtown (not the district, but just that general area) as I had in A21.  But hopefully the changes have helped others.

 
There are new "wall volumes" in the game as of A21.  It's why you can't loot around the trader anymore.  I'm sure that's been applied to that door as well, since it's there for decoration to show how Jen gets out from behind the counter.


Thanks for the reply. 

I fully understand how the mistake could have been made; I just want it pointed out so that new players don't get confused about a door that is not solid in such a prominent location.  

 
Does it work like the website?

https://kui.github.io/7dtd-map/


Yes and no. First off, we are talking about generating maps automatically for analysis, which that site doesn't. My stuff also makes  a map and, of course, we use the same files to make that map. The map I generate and the map that site generates look very different, though. Finally, my stuff also includes analysis tools.

 
Oh, oh, are we talking about weird RWG stuff when it comes to POI placement? Can I chime in with something completely different and yet kind of similar, and that is that every pine forest town I've made so far in the worlds I've created has about the same 30-50 POIs, sometimes even in the exact same placement as they were in previous worlds or as towns adjacent to them?

Every single town I've touched ( which granted is not many, and my world is not large—4k for performance and just because I've found I don't like playing longer on bigger worlds ) has had a Butcher Pete's within three hundred yards/blocks or so from the trader, and more often than not the Jerry's Fill gas station with the broken down building connected to it, as well as an old west town crack-a-book ( the one with the apartment and offices connected ). It always has the budget burrows, slum apartments ( the single-story ones with the boar in the back yard ), or motel eight/seven, and always with the broken down industrial remnant thats the giant white-and-green oil extractor thing. They're surrounded, always, by (my favorite) tiny trailer, the white one with the white picket fence and hedges, trailer_04 I think (can't remember its name), and almost always with the Ava Victed Court right next to that. It's so predictable that I can almost always tell when it's going to be the same just by walking towards it when starting a new playthrough. Feels like living in the movie Groundhog Day!

It's even happened where I've had two separate towns with an almost 1:1 ratio of the same POIs in it, just placed on different tile spaces, with the towns being less than 1km from each other. Maybe that's because I've made so many maps the game doesn't know what to do when it comes to randomness but idk. Or maybe it's entirely just a me problem ( and usually is LOL ! )

 
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