Recent content by EvilPolygons

  1. EvilPolygons

    PC V2.0 Storms Brewing Dev Diary

    Global illumination would be nice to have, even without full-blown RT support (shadows, reflections, etc). I use the screen space GI feature in the Torch mod, which is okay...but SSGI is always going to be inferior to RTGI.
  2. EvilPolygons

    POI zone for digging.

    Quest Area Timer mod. I think many will agree that this should be a vanilla feature. https://www.nexusmods.com/7daystodie/mods/1912
  3. EvilPolygons

    PC V2.0 Storms Brewing Dev Diary

    What's hilarious about Erenshor is that the AI was designed to sometimes mimic the weird and bizarre stuff that humans say and do in mmorpgs. Just imagine seeing an AI running in place against a wall for several seconds and then saying "omg lag" in chat, or complaining about loot drops. It's...
  4. EvilPolygons

    PC V2.0 Storms Brewing Dev Diary

    "Everybody remember where we parked."
  5. EvilPolygons

    I gave storms a chance but im glad they are being changed

    There are a couple of recipes for storm damage armor accessories but they aren't actually craftable yet for whatever reason. I play with storms on, but agree that the damage level is a bit much. Storm damage should be deadly if someone is foolish enough to just stand around out in the open like...
  6. EvilPolygons

    PC V2.0 Storms Brewing Dev Diary

    Only if faatal gets his wish and rivers move from being stamp-based to procgen. Rivers currently don't follow terrain topography at all. Not only that, but rivers currently lack support for elevation changes along their length. Trying to apply the physics-based shaders in those videos to the...
  7. EvilPolygons

    PC V2.0 Storms Brewing Dev Diary

    I was pretty skeptical about using shaders to simulate waterfalls before watching that guy's videos. I mean, it's still inferior to full-fledged fluid simulation, of course, because it couldn't be used for deep, flowing rivers due to its lack of actual depth. But for thin, trickling streams and...
  8. EvilPolygons

    PC V2.0 Storms Brewing Dev Diary

    Whoa. That was unexpectedly cool. These videos are quite old, though. Whatever happened to this project?
  9. EvilPolygons

    PC V2.0 Storms Brewing Dev Diary

    I think the only way waterfalls would really work (and not be silly) would be if water in 7DTD used a true fluid simulation rather than the voxel-based method used now. Fluid simulations *can* work with voxel-based terrain, but I suspect it would require some pretty fundamental engine changes...
  10. EvilPolygons

    Roads that just end

    It's not rare at all depending on how your rwgmixer is set up. The more custom settlements you have, the higher the likelihood you'll encounter it due to tile budgets running out.
  11. EvilPolygons

    Roads that just end

    Teragon is a completely separate app, not a mod. It generates map files that 7DTD can use, but its entire codebase is the creation of Pille. The way Teragon goes about generating maps is very VERY different than the methods used by TFP.
  12. EvilPolygons

    Lock Picks

    There's a mod that allows you to use lockpicks on doors. The problems Riamus mentioned are exactly why I never used that mod. It's a good idea -- and makes total sense -- but it just doesn't fit with how POIs are designed. Now, if doors could be given a pickable flag in the editor then that...
  13. EvilPolygons

    PC V2.0 Storms Brewing Dev Diary

    Music to my ears!
  14. EvilPolygons

    Gun Reliability

    To be fair, the game is set in Arizona. Everyday folks in this part of the country generally know how to handle firearms, and knowing how to clear a simple jam is considered basic firearm knowledge. So it's kind of odd for anyone to assume that only professional soldiers would know how to deal...
  15. EvilPolygons

    Roads that just end

    This generally happens when the townplanner wants to spawn a gateway tile (roadside type or settlement entrance type -- doesn't matter), but has exhausted its budget for that type of gateway. Because the townplanner draws roads to where it *wants* to place tiles rather than where it actually...
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