PC Alpha 19 Dev Diary

Status
Not open for further replies.
Vram usage has improved steadily since a17 and, while still not in the range the steam page claims, it at least can be under 5 GB cumulative usage in minimum specs at all times (no chance for it to stay at 3,9gb for long, sadly) . The tough problem is a number of factors that damage the fps : the "one second" pile of warnings , music starting, transitioning and stopping instruction clogging (one of the biggest lately), entities spawning in the same second, various same-second instructions/notifications ... etc
Console messages are not as bad as you make them sound. For years the game has logged plenty of console messages as you play. It takes dozens/hundreds in a short time period to start lagging unless you have some weird issue with it writing to the file.

Now the code that is logging the message might be running slow, but that is not from the message itself.

@Gazz : sorry to bother you on this, but Madmole told me you're the one to ask...

Someone told me that zombies on fire by standing on a Campfire don't take any damage.

Can you confirm this? If that's so, is it intended or a bug? Thanks a bunch!
If they don't take any damage then it is probably a bug, but I would not want them taking much damage even if we fix it, because people would make low resources corridors full of campfires to kill zombies. Yes we should fix it, but it would be way down the list of things we need to worry about.

 
Console messages are not as bad as you make them sound. For years the game has logged plenty of console messages as you play. It takes dozens/hundreds in a short time period to start lagging unless you have some weird issue with it writing to the file.

Now the code that is logging the message might be running slow, but that is not from the message itself.

If they don't take any damage then it is probably a bug, but I would not want them taking much damage even if we fix it, because people would make low resources corridors full of campfires to kill zombies. Yes we should fix it, but it would be way down the list of things we need to worry about.
Of course, I always meant that. First comes the issue then the log. And in the middle, a baked potato.

 
Why don't you submit a bug report?
Because I don't know how to prove it... the one who told me this on Steam said that a streamer found a way to activate the health bars (which I don't know how to do) and that he noticed that while on fire (because of stepping on a Campfire) the zombies' health bars stayed the same.

@faatal: thanks for the reply, I understand.

 
Can anyone name the gun that the Tactical is modeled after? Gazz says it shoots 7.62mm so it has to be that caliber shoot full auto and look like the tactical to be looked up on google.

Edit: If nobody answers then I'd have to assume this gun is a work of fiction or it actually is a M4 Tactical that shoots 5.56mm.
There are tons of automatic rifles in 7.62. Just don't fixate on American ones.

@Gazz : sorry to bother you on this, but Madmole told me you're the one to ask...

Someone told me that zombies on fire by standing on a Campfire don't take any damage.

Can you confirm this? If that's so, is it intended or a bug? Thanks a bunch!
No, I can not. Also, this is the dev log, not the bug forum.

 
I don't know if this has been suggested already, but one QOL thing I would love is an add to stack button on storage containers. I've been playing a lot of Stardew Valley in between alphas and that's something they've either added recently or something one of my mods has. So if I go to my ammo box and I click the add to stack button, all ammo in my inventory that already exist in that box gets added to that box. It saves so much time on inventory management! You can go box to box clicking add to stack and only have to manually add things if they are unique or you don't have any of them in storage yet. 

 
I don't know if this has been suggested already, but one QOL thing I would love is an add to stack button on storage containers. I've been playing a lot of Stardew Valley in between alphas and that's something they've either added recently or something one of my mods has. So if I go to my ammo box and I click the add to stack button, all ammo in my inventory that already exist in that box gets added to that box. It saves so much time on inventory management! You can go box to box clicking add to stack and only have to manually add things if they are unique or you don't have any of them in storage yet. 
There is mod for that. https://7daystodiemods.com/backpack-buttons/

 
Loving the HD bodies that scatter the world.





They really tell a story and would love more of them in different situations.. Any thoughts on including fully decayed skeletons etc. in some POI's to flesh out the atmosphere ? - we need more gruesome aftermath basically.. :)

 ---> Quick question, if I apply a claim block and or Sleeping Bag in a POI will this then exempt that POI from the quest spawn ?

 
Loving the HD bodies that scatter the world.





They really tell a story and would love more of them in different situations.. Any thoughts on including fully decayed skeletons etc. in some POI's to flesh out the atmosphere ? - we need more gruesome aftermath basically.. :)

 ---> Quick question, if I apply a claim block and or Sleeping Bag in a POI will this then exempt that POI from the quest spawn ?
i would prefer if they where skeletons with flesh still attached but they work! 

 
They really tell a story and would love more of them in different situations.. Any thoughts on including fully decayed skeletons etc. in some POI's to flesh out the atmosphere ? - we need more gruesome aftermath basically.. :)
Agreed! They really make the world feel more immersive. It feels like an actual tragic apocalypse happened, which is really cool.

 
@madmole Some questions if some quality of life changes are being worked on:

- Option to change toggling/holding ADS? (I know they are both implemented, but the response for the holding ADS is super slow compared to any other shooter)

- Buyable/Craftable in-game lights for the players to use (some were removed since A16 for some reason, and i keep getting teased by the construction lights in PoIs)?

- New honk sounds for the motorcycle and truck?

- Actually shifting sounds for the vehicles instead of the boring loop one? (You have the gear shift sound when you start moving after being still, then it goes into a monotone loop)

- Make burst fire actual burst fire? Right now it's just better to spam tap shoot with burst fire weapons, i thought burst fire was supposed to be a really fast burst but with a lower fire rate per burst.

 
So I was just watching JaWoodle's latest video and he was using a pump shotgun with a sawed off mod attached to it, and it was still using the conventional pump shotgun sound instead of the alternative one with said mod attached. Has that alternative firing sound been removed or...?

 
@madmole Some questions if some quality of life changes are being worked on:

- Option to change toggling/holding ADS? (I know they are both implemented, but the response for the holding ADS is super slow compared to any other shooter)

- Buyable/Craftable in-game lights for the players to use (some were removed since A16 for some reason, and i keep getting teased by the construction lights in PoIs)?

- New honk sounds for the motorcycle and truck?

- Actually shifting sounds for the vehicles instead of the boring loop one? (You have the gear shift sound when you start moving after being still, then it goes into a monotone loop)

- Make burst fire actual burst fire? Right now it's just better to spam tap shoot with burst fire weapons, i thought burst fire was supposed to be a really fast burst but with a lower fire rate per burst.
I swear you asked this!

but from personal experience, its best to ask questions one at a time. but thats what i experienced (from my first ever post)   

but i would like to see new lights! Maybe a Light Menu section like how there is metal furniture menu! 

 
Last edited by a moderator:
b169 did not load block entities up front, so less VRAM use, but added lot of loading lag, so that change was reverted in b173. One of our artists lowered texture sizes on many textures last Friday, so texture memory use will be somewhat less in the next release.

It is probably a memory issue on that GPU. How much VRAM does it have? Wiki says 2 GB or 4 GB. If yours is 2 GB, then that not much and you would need to put all texture quality settings to the lower choices.
Just an fyi Faatal. While I haven't upgraded my GPU yet (still an old 1GB 6850) I did take the plunge into a19exp today.

Running in 1280x720, Vsync off, Dynamic Off, Vid Options at 'Lowest', so 1/8th texture size.

Constant micro stutters, not just when opening a Menu or loot/storage. Just moving around, within the same small area, and >150m from the next closest building, roughly 200m from Traders.

Console 'le' says just me.

Bumped Textures to 1/4, everything else the same and it got _better_. Not by much, but the frame jump when turning your pov is noticibly better with larger textures.

 
What are you guys planning on doing with charismatic nature?

It is probably really good for 1 person to take if you are running with a large group, but almost no one is going to use it heh.  I tried to talk someone into doing a 2 man where we both get it to be funny and they did not seem interested. 

If it worked on turrets or we had pets it would be kinda fun. 

I would be tempted to remove better barter and make the 5th rank of charismatic nature 15% or 20% trader prices. 

Obviously a lot of ways you could go with it.  Was curious if you had plans on changing it at all. 

 
@madmole an idea for trader quests, not having to do with rewards, is it possible to have it so the trader has a quest from each tier? like once you have tier 2 unlocked you get 2 and one, but once you unlock tier 5 could we have a quest from each tier?  I go to my trader and its 3 level 5 quests, a 4 then a 1, why not have it 1,2,3,4,5 for more variety?

 
Status
Not open for further replies.
Back
Top