PC V3.0 Dead Hot Summer Dev Diary

So I'm really excited about the new update! All the new options, POIs, degradation mechanics - love it all. The only thing I'm slightly disappointed with is the UI for the main menu.

Please, please, please tell us that isn't the final look and the the UI overhaul is still coming. The animated background is great! But the actual UI elements? They could be... better.
 
I noticed missing items in the patch notes, such as the clock mentioned in the live stream and a new mod visible in the creative menu that hasn't been acknowledged.
 
I am curious to see what excites players the most. Who knows, maybe the POIs...😅...totally unbiased opinion of course....
Excited about all of it. Mostly about the 2 RWG tile variants for more opportunities for 100x100 commercial and industrial pois to spawn. Really want more variety of T5 poi's to spawn outside of wasteland . Thank you
 
I would assume that because RAM is shared between GPU and CPU on console, some of the graphical settings have an impact on general RAM usage as well. Maybe whoever acts as server could try to turn off some of the "innocent" graphics settings if available and check if that helps

(I am assuming the crash always happens on the server PS5)
Yes, in some cases. World size also affects the size of certain textures, so smaller world, smaller textures.
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That's pretty easy to account for in a random code generator, though. It might take a little effort to work out the right limits to values for each index, but once done, you could just make the generator use only valid values. Of course, it would probably be good for TFP to just include their own random options button right in there to begin with. Some people would like that and it wouldn't be that much effort for you to add it. If you really wanted to make it interesting, you could add an ability to lock each setting so the random button only changes settings that aren't locked so that someone who doesn't want specific settings to change can still use that random button for the rest without having to go back and change those specific settings back to what they want. Of course, that's an entirely optional bonus addition to a random options button. :)
Yes, you could work out all the valid ranges or wait for Lathan to add a random button and locks as we have talked about doing that.
 
Wait, apparently the drone only accepts ONE cargo mod now? BOOOO!
I feel its for the best but I suck and im evil so
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The new chicken base foods are so cool but i with we could get chicken meat after killing them! Makes cooking more interesting and with some recipes you needing the whole chicken is really cool
 
I feel its for the best but I suck and im evil so
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The new chicken base foods are so cool but i with we could get chicken meat after killing them! Makes cooking more interesting and with some recipes you needing the whole chicken is really cool
I mean, only use two myself, since I also use the Medic and Morale Booster, but my friends would stack 4 since it was intentional. I'm hoping this is a bug.
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I

I wounder what other secrets there are

Like maybe a craftable compass and map kinda like the craftable clock ⏰
I've heard tales of a drone stun mod
 
Hi Dollie,

Thank you for responding. I appreciate you clarifying that the questions were not intentionally ignored, and I understand live chat can move fast. I also appreciate the offer to continue the conversation directly.

My main concern is not meant as an attack on Custom Mode itself. More sandbox options can be a great thing. My concern is specifically about dedicated multiplayer servers, especially PvP servers, where gameplay fairness depends on the server being the final authority.

From the 3.0 stream, several Custom Mode settings appear to affect gameplay directly: jump strength, crouch speed, stamina, gravity, damage, block damage, loot, crafting, traders, quests, progression, vehicle damage, zombie behavior, and similar systems.

For single-player, those are customization options. For dedicated PvP servers, those are server-authority questions.

What I am trying to understand is:

  1. On dedicated servers, are all gameplay-affecting Custom Mode settings enforced by the server at runtime?
    A. The server is pushing the options to the clients same as before.

  2. If a client has a local Custom Mode preset with different values, does the dedicated server overwrite those values, ignore them, or reject the client on join?
    A. The server is pushing the options in the same manner as it did before.

  1. Where will dedicated server admins be able to read the final effective Custom Mode values?
    For example: serverconfig.xml, GamePrefs, GameStats, world metadata, output logs, or another file?
    A. Server admins can look at the settings in several ways. The code from the server cfg can be pasted back into the sandbox menu, which isn't an on the spot solution, but effective if you want to share the code with them. Also, within the game now, there is a sandbox options any player can use to see what the current settings are for the game. gg display is a WIP.
  1. Will modders/admin tools be able to read those final effective values at runtime?
    A. I guess it would depend on the tools being used? Unsure how to answer this one at present.
  1. Are any Custom Mode values client-local while still affecting gameplay?
    A. Client local values only affect SP or MP host. The server is still pushing gameplay options to the connected clients like it did before.

  1. Are PvP-relevant values such as jump strength, gravity, crouch speed, stamina usage, damage multipliers, loot, traders, quests, progression, and crafting guaranteed to be server-authoritative?
    A. I don't know that any game can guarantee server authority in every aspect. I believe most games have a mix of client settings and server settings. FE, a server is not going to dictate your client side video settings, but it can dictate other options that are being set for the game. If you are wondering if the sandbox options somehow allow clients to set their own sandbox settings, then no, that is not the intention. The sandbox options should work in the same way as the server.cfg did in the past.

  1. Will there be documentation or a dedicated-server setting list before or at 3.0 release so server owners can prepare?
The reason this matters is that public server admins need to validate settings, anti-cheat assumptions, balance rules, and player fairness before running a live 3.0 server. If the server owns all gameplay-affecting settings, that is good news. If mismatched clients are rejected, that is also good to know. If some values are local and some are server-owned, admins need to know which are which.
A. The patch notes have some information for server owners. Documentation is a WIP.

I am asking because multiplayer communities have kept long-running servers alive for years, and many of us need technical clarity before 3.0 lands. A clear answer on server authority would help PvP and PvE admins prepare properly instead of having to reverse-engineer it after release.

Thank you again for replying.
 
@WretchedDollie
Hi Dollie,

Thank you again for taking the time to answer these questions. I appreciate the clarification, and I want to make sure I am understanding your answers correctly before I ask the remaining dedicated-server questions.

From what you explained, it sounds like:

  1. The server still pushes gameplay options to connected clients the same way it did before.
  2. If a client has different local Custom Mode values, those values should only matter in single-player or when that client is hosting a multiplayer game.
  3. On a dedicated server, the server-side settings should be the values that matter, not the client’s local preset.
  4. Sandbox options are intended to work the same way server.cfg settings worked in the past.
  5. Some client-side things, like video settings, are obviously not dictated by the server.
  6. Documentation and the gg display option are still a work in progress.
If that is correct, that does answer the biggest concern: clients should not be able to bring their own gameplay-affecting Custom Mode values into a dedicated server and override the server.

The remaining questions I have are mostly about visibility, verification, and server-side tooling:

  1. Will dedicated server owners be able to see the final effective sandbox values somewhere server-side, not only through the in-game sandbox menu?
  2. Will those values be exposed through GamePrefs, GameStats, serverconfig, output_log, a dedicated command, gg display, or another server-side source?
  3. Will the exported server cfg/code include all gameplay-affecting sandbox values, including newer settings like jump strength, gravity, crouch speed, stamina usage, damage, loot, traders, quests, crafting, progression, vehicle settings, and similar options?
  4. Will server-side mods/admin tools be able to read those final effective values at runtime, or is that still undecided?
  5. Will there eventually be a clear list showing which 3.0 Custom Mode options are server-owned, which are client-local, and which only apply to single-player or hosted multiplayer?
The reason I am asking is because dedicated PvP admins and anti-cheat tools need to validate against the actual server-owned values. For example, movement checks depend on things like jump strength, gravity, stamina, and crouch speed. Damage checks depend on damage multipliers and block damage values. Economy/progression checks depend on loot, XP, crafting, trader, quest, and progression settings.

So if dedicated servers remain authoritative, that is good news. The next important thing is making sure server owners and modders can verify exactly what values the server is running.

Thank you again for answering. I am just trying to narrow this down to what dedicated server admins need in order to prepare for 3.0 properly.
 
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