PC Alpha 18 Dev Diary!!

Alpha 18 Dev Diary!!

  • A18 Stable is Out!

    Votes: 2 66.7%
  • <img alt=":)" data-src="" src="___base_url___/applications/core/interface/js/spacer.png" />

    Votes: 1 33.3%

  • Total voters
    3
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Performance is fine for me, however I get something worse... https://streamable.com/7khpmGot the 5700. Haven't seen artifacts in various other games I play and this didn't happen in A17. The artifacts appear only on ground textures (not houses etc). Tried underclocking, various drivers and graphics settings, re-installing the game, but no luck.
System specs?

 
Maybe after water is fixed and we get some RWG controls that dictate how much water the map is made of would rafts/boats start to make sense.
A water world with the tops of sky scrappers jutting out. Tiny Alcatraz islands where bandits set up camp. Speckled landmasses rare and valuable. Endless zombies coming from the ocean.

Do I really need to say how amazing this would be?

 
Funny thing....with textures at eighth, the foreground looks like crap but the mountains and desert landscape far away still look great like its still high res

 
Having a blast great update, not having the issue other are having

running around 75 FPS to 60 FPS inside and outside texture set to full.

i5-9400f

24G Ram

2X 512 ssd

Geforce RTX-2060

 
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A water world with the tops of sky scrappers jutting out. Tiny Alcatraz islands where bandits set up camp. Speckled landmasses rare and valuable. Endless zombies coming from the ocean.
Do I really need to say how amazing this would be?
One man's fantasy is another man's meh.

 
Funny thing....with textures at eighth, the foreground looks like crap but the mountains and desert landscape far away still look great like its still high res
High poly is high poly.

 
Don't go spears in this patch. I've lost 4 in the past 5 minutes. :/ (Whenever you throw a spear at a zombie, I find that 90% of the time, the spear travels through the zombies and falls through the world. :/)

 
A nice cold beer to the whole TFP staff on A18 so far.

I've only played to about to 18:00 or so on day one, but it feels so good to be scared again. My first close call was almost to a pig of all things... a pig! I can't remember the last time I had to run for my life from a pig in 7DTD no matter how early game it was.... and I ran like a little girl. There was no way in hell I was going to have my first death be to a pig.

I love the zed rage mechanic. I love it. The second zed I come across was a construction worker. No problem, I go up to knife him as usual. After a couple of hits on him the sumbitch suddenly goes feral on my ass. Makes me nervous when fighting any zed now. That mechanic on its own is a game changer in my view. Especially early game. It did kill me though. One zed out of the three in a church raged on me and caught me off guard.

I also like how resource rocks and feathers seem to have been nerfed. Usually by that time of day on day one I have at least 100 arrows to use. I had trouble scrounging up even 20 or 25. Feathers and stone are now actually something to think about now early game.

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(edit added comment by
QA Tester-unholyjoe)

 


this is the kind of story i love to read... player caught up in the real action.


 


thanks, i loved it
:)

 


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There was a suggestion upthread that some streamers are having problems with the current build. Unfortunately the claim was not supported by any references to any particular streamers. So this may be entirely unsubstantiated.
That was me I think. And my source is Bearded Guys gaming. They said in stream like an hour ago that their performance dropped a lot by the lastest update and they had their FPS counter on ingame and they were at ~45 FPS in a town. I dont know their PC specs offhand but any streamer worth their salt has a beastly PC.

 
A MF would have been fixed... i think?
Ok, read the release notes... may generate comb like area...

My world just collapsed...
No. We still have MFs open and new ones were added. MF is more we want this fixed for experimental, but when we run out of time, it depends what it is. They now become we want this fixed for the next patch, but really by stable.

For example, I got this MF today marked as low priority, so I'm not rushing off to fix it:

SDTD-11048 You can ride the bike in turbo mode with no stamina

Dealing with texture memory bloat right now.

 
No. We still have MFs open and new ones were added. MF is more we want this fixed for experimental, but when we run out of time, it depends what it is. They now become we want this fixed for the next patch, but really by stable.
For example, I got this MF today marked as low priority, so I'm not rushing off to fix it:

SDTD-11048 You can ride the bike in turbo mode with no stamina

Dealing with texture memory bloat right now.
Just a small bug report. (: Thrown spears sometimes clip through zombies and fall through the world.

 
So for, a18 been a thumbs up. Great look improvements, great performance. Far cry from the a17 release.

One thing to suggest: Make the a18 install auto turn on music. Think a lot of people are missing this. Sure, they can go turn off..but if you have it on by default they might enjoy it. The explore music sets an appropriate mood. The other suggest about the music, needs tense combat music.

 
Update your drivers?
Tried the last three driver versions - no change.

System specs?
ryzen 3600

Sapphire pulse rx 5700

16gb @3200

B450 Tomahawk max mobo

Got steam installed in a 970 evo

Corsair RM650x gold+ psu

First thing that comes to mind when I see artifacts is the GPU dying but it seems fine on 3DMark and Furmark, as well as other demanding games. Also, rolled back to A17.4 and the artifacts are gone. Any ideas of something that might be causing it in A18?

 
I've just finished watching jawoodle exploiting the pathing AI to keep zombies in an infinite loop again, like hamsters on a wheel. @faatal, couldn't you just increase the cost of a point in a path whenever a zombie starts falling? As zombies fall and paths get recomputed, they'd start picking alternatives to that path, the way I think of it.
The AI already have a 66% chance of destroy area on each fall.

Also if they make long paths that don't reach you the stupid ones already will randomly bail and destroy area. His loop is short.

I have plans to make destroy area trigger in some other cases, but it needs hours of research and testing and there are more important performance issues I'm looking at now.

 
Is there a setting I can edit to disable the obnoxious zombies running every few times they take damage?
They are raging with a random chance on you when you hit them or shoot them, they are not obnoxius. If you get hit from somebody, you will rage, too.

It is a new "perk" that is added to make us scream or die. Adapt.

 
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They are raging with a random chance on you, they are not obnoxius. You get hit from somebody and you will rage, too. It is a new perk that is added to make us scream or die. Adapt.
That's your opinion. My question stands.

 
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