PC Alpha 18 Dev Diary!!

Alpha 18 Dev Diary!!

  • A18 Stable is Out!

    Votes: 2 66.7%
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    Votes: 1 33.3%

  • Total voters
    3
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DOes it take anyone else up to 20 minutes just to start an 8k random gen map?Used to take like 3-5 minutes in A17 when generating the map....
I noticed that running the visitmap command on my server seems to go much quicker now than it did in a17 (and don't get me started on how long it took in a16), so I'm assuming that the world gen is doing even more of the heavy lifting than it was before.

 
DOes it take anyone else up to 20 minutes just to start an 8k random gen map?Used to take like 3-5 minutes in A17 when generating the map....
It takes about 10-15 minutes on my 2030 potato.

 
I'd like to, but level design would need to set many of them to jammed so maybe down the road.
Awesome :) Ty for responding to my suggestion. I figured a lot of the levels would need something like that so as not to be cheesed really easy.

Also game is running amazingly well compared to previous alphas and I am having an amazing time playing again.

Thanks for all the hard work you guys do. All the new features are awesome!

 
It takes about 10-15 minutes on my 2030 potato.
I noticed that running the visitmap command on my server seems to go much quicker now than it did in a17 (and don't get me started on how long it took in a16), so I'm assuming that the world gen is doing even more of the heavy lifting than it was before.
Thanks as long as the time it takes goes up for everyone I know its not some weird bug for me. *thumbs up*

 
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@Faatal, just installed some more system ram and did some FPS tests. I did see some improvements but noticed the snow biome still has some issues compared to other biomes. Going to play with some more of the settings to see if I can isolate it. See my post below with performance stats.
EVGA GeForce GTX 960 SuperSC ACX 2.0+ (2GB)

24GB system ram

https://7daystodie.com/forums/showthread.php?127980-Recommended-Video-Card-for-A18e&p=1034800&viewfull=1#post1034800
I have a GTX 960 but with 4gb....I wonder what the numbers are compared to yours since we both have the same kind of GPU only mine having 2gb more.... hmmmmm... *strokes beard while thinking*

 
The stun baton is awesome, but the range on it is shorter than any standard club, so if you are going to use it, you're going to be hit. But with any other club you can stay just outside of the z's melee range and still hit them. I was going to focus on a build around the stun baton as a main weapon but soon changed my mind when I realized I was getting hit by every single Z I attacked with it.
Its all in the timing, wait for their swing then move in for the strike. You build a momentum after a few strikes.

The new rage mechanics mixes things up a little though, so you need to stay on your toes. I have found that running past them and striking as you pass works much of the time as long as you get your angle right.

 
I have a GTX 960 but with 4gb....I wonder what the numbers are compared to yours since we both have the same kind of GPU only mine having 2gb more.... hmmmmm... *strokes beard while thinking*
Hows your performance in snow biome?

 
Just an idea. It would be cool if lockpicks could be used on doors as well. Kind of hard to do a stealth playthrough while beating down doors.Not sure if it's been suggested or responded to before.
Lol I currently am making a modlet for this issue as we speak lol. As well as other things. But hopefully tfp expand on it

 
Hows your performance in snow biome?
I've only played for like 15 minutes to be honest and i was in desert. have not had time to play. tonight will be my first real time playing A18. Once I get time under my belt I've already planned on making a thread, just like yours, comparing numbers.

EDIT: been spending most my time in past week learning about modding and learning about the programs I need in order to mod instead of playing A18 lol. Tonight is the night though :) alpha 18 here i come baby!

 
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On my i6700 and new msi rtx 2060 z, I'm getting good fps on 1080p max with dof and motion blur off... for about 2 hours.. then outside framerate drops into teens. I close and retstart, and fps is back up there again.. so something is going on that piles up and comes to a head in 2 hours of play or so.
As an addendum, if I go inside, the fps will jump back up, but if I go back outside it'll drop again.

Maybe this will help troubleshoot the issue?

 
As an addendum, if I go inside, the fps will jump back up, but if I go back outside it'll drop again.
Maybe this will help troubleshoot the issue?
Not an issue. We are seeing the results of occlusion being added to the game. The fact FPS shoots up while inside tells me that occlusion is working as intended. unless I'm not understanding what occlusion does... *shruggs*

 
I've only played for like 15 minutes to be honest and i was in desert. have not had time to play. tonight will be my first real time playing A18. Once I get time under my belt I've already planned on making a thread, just like yours, comparing numbers.
EDIT: been spending most my time in past week learning about modding and learning about the programs I need in order to mod instead of playing A18 lol. Tonight is the night though :) alpha 18 here i come baby!
Sounds good, if you figure out something let me know and I will do the same.

 
Found a time slot that works for my entire group and we finally started a co-op session of A18. Having a blast! We're going to try to have a properly built horde base for day 14.

 
Hey MM, Loving the addition of lockpicks, been hoping for this for longer than I'd care to count. I have found them to be a little too easy though, especially from a fresh new unskilled player perspective.

As someone who is able to pick a lock, I wince each time my day 1 unskilled player picks a gunsafe lock only consuming a few lockpicks. These are endgame lockers, and should be treated as such in ALL respects especially from an accessibility perspective.

I feel that lockpicks play a great part in many stages of gameplay, but being able to bust a pick inside a lock and just keep tapping your stack until you eventually get in is a bit cheesy. We need critical fails.

A more realistic option would be rather than having stacks of lockpicks that are consumed, make a lockpick an item that has degradation and quality similar to any tool we currently get (eg: brown&gt;purple)

The lower the quality (and condition of the pick) the less chance you have to pick the lock. A skill fail could mean another attempt is needed, and a critical fail will render the lock completely unpickable (due to somehow binding up a tumbler or breaking the pick etc) forcing a player to resort to brute force (which should be relatively impossible on anything short of a wooden crate). Each time an attempt is made with a lockpick, condition should be removed from the lockpick, and also perhaps increase the chance of a critical fail upon a repeated attempt.

A set of nice lockpicks is both a personal and treasured item, and could carry across in-game really well if implemented properly.

It'd also open up possibilities for a snap gun item (for a quick and dirty method of relatively unskilled lockpicking).

 
Hey MM, Loving the addition of lockpicks, been hoping for this for longer than I'd care to count. I have found them to be a little too easy though, especially from a fresh new unskilled player perspective.
As someone who is able to pick a lock, I wince each time my day 1 unskilled player picks a gunsafe lock only consuming a few lockpicks. These are endgame lockers, and should be treated as such in ALL respects especially from an accessibility perspective.

I feel that lockpicks play a great part in many stages of gameplay, but being able to bust a pick inside a lock and just keep tapping your stack until you eventually get in is a bit cheesy. We need critical fails.

A more realistic option would be rather than having stacks of lockpicks that are consumed, make a lockpick an item that has degradation and quality similar to any tool we currently get (eg: brown&gt;purple)

The lower the quality (and condition of the pick) the less chance you have to pick the lock. A skill fail could mean another attempt is needed, and a critical fail will render the lock completely unpickable (due to somehow binding up a tumbler or breaking the pick etc) forcing a player to resort to brute force (which should be relatively impossible on anything short of a wooden crate). Each time an attempt is made with a lockpick, condition should be removed from the lockpick, and also perhaps increase the chance of a critical fail upon a repeated attempt.

A set of nice lockpicks is both a personal and treasured item, and could carry across in-game really well if implemented properly.

It'd also open up possibilities for a snap gun item (for a quick and dirty method of relatively unskilled lockpicking).
Something like this would be fun, simple and scale-able (easy to make harder or easier and apply to perks)

https://www.agame.com/game/pick-a-lock

 
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