PC A20 Developer Diary Discussions

unholyjoe said:
without revealing too much i did create an a20 rwg vanilla settings and as you can see by the screen shot i had a lot of traders, and yes some were at cities and some were not.

WARNING - things can and probably will change and the next seed may not have as many.  so as for what can be expected is unknown to be announce because of WIP. wait until later development and maybe some more answers.

sorry for blurring the pic but i am not a dev and not PR. :)

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honestly they are a lot of them. this this big + . Well RWG is going to be better and better. only small thing i want suggest : mannequins should be plastic + scrap iron not stone and have less hp XD pleeese this hurt so much 😭 this is just uberpanzerSchaufensterpuppen (btw i don't wonder why germans are so seriouse when 3/4 of their  vocabulary sounds like way to summon demon or medicin compound) XD

 
Yes I do understand how modeling works.

I've also used metahuman.

Metahuman just gives you an FBX. You CANNOT edit it at runtime like you can with UMA (which is why the player model is UMA, because you can morph the bones, swap clothes in and out).

Therefore, no they don't share more in common than their total differences.

The closest in the unreal store to UMA is this: https://www.unrealengine.com/marketplace/en-US/product/universal-character-customization-system?sessionInvalidated=true

And 2 points you're obviously missing.

1) UMA IS ALREADY IN THE GAME!!!! The player uses it.
2) Updating that and making clothes, models, skin maps, hair, etc... would take less time than the "in house" system they apparently want to do. Simple as that.
well @KhaineGB - i think converse models from other games is quiet good idea for modders. well some models of characters (alma from fear , civilian zombies from cod ) could suits to 7dtd to die good. Making own good looking characters is rly expensive

 
only small thing i want suggest : mannequins should be plastic + scrap iron not stone and have less hp XD pleeese this hurt so much 😭
So you are perfectly fine with hitting the bunk beds with a tool to beat down the mattresses and hearing metal clinks, but getting cloth as the scrap item?  😉

Just messing with you, the little idiosyncrasies are just one thing I love about this game during the Alpha development.

 
So you are perfectly fine with hitting the bunk beds with a tool to beat down the mattresses and hearing metal clinks, but getting cloth as the scrap item?  😉

Just messing with you, the little idiosyncrasies are just one thing I love about this game during the Alpha development.
yeah i just ignore sound but items in eq i can't XDDDD 😂 well i  love talk about randoms stuff. so the bigger problem in last alpha most corpses don't have legs so corpses with legs could be rly something important to add XD

 
Xeen said:
@TFP

Would anyone care to take a stab at explaining CPU core utilization, specifically the maximum number of cores the game engine will utilize.
Also are there any improvements that could be made in the area of multi-core efficiency, specifically in the area of thread loading.

Thanks in advance.
As far as I know it uses one core, however I am not an expert on this subject.

 
okay i manage what was i problem XD i was hiting frame near them and "plastic" was  catered by stron from frame XD god i was too much tired XD sorry for that guys
I was driving my minibike once and managed to drive myself into a hole I dug for a buried quests mission several days before....eh we're human  😁

 
That itself is kinda natural. i mean; i live in a city now that does that (IRL), on one side it kinda just stops cold and turns into a heavily wooded area.
live in a small town where about 90% or more of the homes here can throw a rock from their garden and it will land in the forest. Have had bears, moose, caribou etc run through town lol

 
Xeen said:
@TFP

Would anyone care to take a stab at explaining CPU core utilization, specifically the maximum number of cores the game engine will utilize.
Also are there any improvements that could be made in the area of multi-core efficiency, specifically in the area of thread loading.

Thanks in advance.

This thread helped me with nailing slightly better performance on the 7DTD forum. Simply put, more CPU cores and threads do not necessarily mean better performance in the case of Unity Engine...

 
wolfarus said:
It was mentioned in an earlier post, but i did not see a reply, so i thought i'd ask as well: Is there any plans (or is it even a program-able possibility) to add in some sort of filter system for poi's that have been looted? Say for example: Poi's that have yet to have their main loot box opened (be it a reinforced chest or a gun safe) show up as normal on the map, but once the player has opened up the main loot box, the poi gets a red-x thru it, or maybe gets a tint change on the map, so it shows up as much darker then un-looted poi's?


This sounds like a pretty hefty amount of dev work for such a weird niche feature imo. You can just mark PoI you cleared by putting a couple of wood frames out in front and then drive around and know which ones are cleared or not.

 
MAlgol said:
When will we see an upgrade to the fireplace, like a stove to cook food quicker?
I love the mods that make a working stove, just wish you could hook it up to electricity, instead of still using wood.

 
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