As I said, 7 Days has zero occlusion. NONE. Frustrum occlusion is all it has. So you render every polygon and every entity and having caves just adds to the list of problems we already have. We don't have 16k worlds yet, generating them is too slow. So should we put a feature in 2% of the players want and block a feature 50% of the players want? Then there is stability concerns.Well, it is clear that this may take time to generate on the fly.But i can't understand - why the pre-generation, which is now available, has not solved this problem?
In the end, can generate caves as POI and then place them in the world...
God forbid zombies path as well as dogs.This will allow me to make a mod with stupid zombies instead of those "smart" who are now?Sounds like a solution to the problem for us...
fingers crossed that 17.4 bring about the healing others fix! i dont mean to rail on this but gawd darn. X317.4 if released will probably just be bug fixes and misc changes. Currently it should not break your 17.3 game.
So far 17.4 has:
Fixed SDTD-10072 It is very difficult to harvest pigs.
Added automove console command.
Changed gfx command default permission, so all clients can use.
Fixed SDTD-10122 Virtual memory leak causing client game crashes.
Changed TraderArea command now displays the status of all trader areas.
I played a new RWG game on 17.4 for about 3 hours last night. It ran well and memory use seemed stable.
There might be a few more graphics settings tweaks. I also have a bug with zombies sometimes not able to hit clients that I hope to have fixed on Monday.
Why have a difference between terrain and a building? None exists conceptually, it's all just a collection of blocks.And for that you have to load enough chunks to cover the area that the POI could potentially cover.Not doing that is the principle behind all that distant-anything.![]()
Its cheaper and easier to generate the distant terrain based on the original hightmap (wich is a simple 2d hightmap at start), than on the actual voxels in the world.Why have a difference between terrain and a building? None exists conceptually, it's all just a collection of blocks.
The server is expected to run slightly better specs than any of the clients. Have the server send a data packet containing the bare essentials required for the client to build the distant mesh, both terrain and buildings at the same time, as the same chunk.
This needs to be solved at some point. I've collapsed a building next to my base to make space for the entrance. To say that the sudden disappearance of the original prefab as I'm heading home is immersion breaking is an understatement, it's physically jarring.
That's the crux of the problem.Its cheaper and easier to generate the distant terrain based on the original hightmap (wich is a simple 2d hightmap at start), than on the actual voxels in the world.Thats why we dont have natural overhangs generated in 7DtD, as there are in Minecraft.
The overhangs are only there when made by a player, or defined by a POI.
you, Sir, just made the whole of Germany and Belgium and Czech your enemy!Nonsense, beer is nasty
very glad to hear that 16k maps are still kinda on the List and i keep fingers crossed for some kind of occlusion system in the futureAs I said, 7 Days has zero occlusion. NONE. Frustrum occlusion is all it has. So you render every polygon and every entity and having caves just adds to the list of problems we already have. We don't have 16k worlds yet, generating them is too slow. So should we put a feature in 2% of the players want and block a feature 50% of the players want? Then there is stability concerns.
Anyhow it might come in a future build, but its not in the cards for 18. Until then, Get off your ass and carve your own cave with a pickaxe![]()
OMG!.... that is.... all the distant blocks are first drawn in the frame buffer, and then just closed by nearest? ....no work z-buffer?As I said, 7 Days has zero occlusion. NONE. Frustrum occlusion is all it has. So you render every polygon and every entity and having caves just adds to the list of problems we already have. We don't have 16k worlds yet, generating them is too slow. So should we put a feature in 2% of the players want and block a feature 50% of the players want? Then there is stability concerns.
Anyhow it might come in a future build, but its not in the cards for 18. Until then, Get off your ass and carve your own cave with a pickaxe![]()
I hope this will make the list. The old caves where you had to do some scaffolding to get to those tunnels or vein ores were amazing times. And with modding possibilities i'm sure the underworld would add endless possibilities.As I said, 7 Days has zero occlusion. NONE. Frustrum occlusion is all it has. So you render every polygon and every entity and having caves just adds to the list of problems we already have. We don't have 16k worlds yet, generating them is too slow. So should we put a feature in 2% of the players want and block a feature 50% of the players want? Then there is stability concerns.
Anyhow it might come in a future build, but its not in the cards for 18. Until then, Get off your ass and carve your own cave with a pickaxe![]()
Either Gazz or Madmole explained it fairly well a few weeks ago.What are the chances you will attempt to implement a better water block for A18? A19? Are any modders, can any modders, try making such a block?(not overhauling world water, just a new block to play with.)
I was just randomly thinking about it, then remembered how it worked in Minecraft, forever ago, and that is a voxel world, so...
I've heard it is complicated, but does it really have to be? Like what would it take to implement pretty much the same behavior for water as there was in Minecraft years ago? It worked ok enough there, better than in 7DTD, why? I think with most other blocks the resource jump is obvious, having much higher poly counts and textures, but a "block of water" should be simpler geometrically(to start anyway), and the texture generic by comparison too. Maybe try to just get a solid blue square to behave the same as MC water as a test, then tweak it from there.
Not just still water either, also rivers with running water, with same/similar behavior as in MC. Maybe look into their code/method for inspiration. Seems like it would be worth another try, just don't attempt an extreme overhaul or anything daunting or risky to start, I can def understand why you'd avoid that. So just leave existing water as-is, make a new block and play with it on it's own until it works, then deal with implementing it into world once the block is ready, that seems like a whole other phase/task anyway, so break it up into more digestible phases. It's just the more I think about it the more I am wondering why not, just keep the mesh/behavior really simple at first, ease into it.
Huh? So, I guess that' why sometimes my game would crash. Though, sometimes would simply crash to main menu. Guess that's fixed, now.Fixed SDTD-10122 Virtual memory leak causing client game crashes.
There might be a few more graphics settings tweaks. I also have a bug with zombies sometimes not able to hit clients that I hope to have fixed on Monday.
Ah, thanks, figured it popped up before, and have been reading forums, musta just missed that.Either Gazz or Madmole explained it fairly well a few weeks ago.Current water is pretty close to minecraft water, exept for the flow part.
This seems to be fairly difficult to code, as calculations of Waterflow to different hights in surrounding Blocks eat a sh*tton of Ressources
Water is on their list, but when they will get to it is unknown.
There seem to be several ideas on how to approach this, but each with a lot of drawbacks.
Aw... of course. So speaking of bandits and I know this a longs way off. How will they be implemented? Like if I were a new a player that simply skimmed over the description of the game and bought this solely for zombies. How would the bandits be shown as a possible threat? Simply only during quests or will there be a chance of encountering some sort of bandit scout. Since I know for me personally, if I were to be attacked by a bandit that could use melee and do the same the actions as me, I would definitely be caught off-guard.There are a lot of npcs coming to 7 days, just not ones you can recruit to do your bidding unless we can make it look convincing and afford the performance setback.
They should be more than just mindless maniacs, that attack out of nowhere.Aw... of course. So speaking of bandits and I know this a longs way off. How will they be implemented? Like if I were a new a player that simply skimmed over the description of the game and bought this solely for zombies. How would the bandits be shown as a possible threat? Simply only during quests or will there be a chance of encountering some sort of bandit scout. Since I know for me personally, if I were to be attacked by a bandit that could use melee and do the same the actions as me, I would definitely be caught off-guard.
If you introduced spoilage where fresh food/meat/eggs spoils (gains food poisoning percentage) at the rate of the stack size it is in, it would entirely solve this issue. That way, if people want their carried food to spoil slower, they will carry smaller stacks and store it in a functional cooler(on a vehicle) or fridge(at their base) when not on them. The larger the stack, the faster it spoils.If we limited stack size to 3 food items per slot, then people wouldn't be taking 50 cornbread and being good to go on a quest. They might actualy make more advanced foods because of limited carry space.