MechanicalLens
New member
Madmole, you are a legend! Thank you for this! :applause:
Madmole, you are a legend! Thank you for this! :applause:
Probably not.WhiteLion said:
Couple demolishers in the loot room would be hilarious.Fourth - The Demolisher is awesome but i never get to face him, i feel he does not show up enough, i wouldn't mind him showing up randomly in the world normally and as a sleeper in the later dungeons, nothing says oh @%$*#! like a demolisher destroying the path you have to take
People make a lot of guesses as to why the AI does something and it is often wrong. I see people test their designs with a bunch of the same zombie thinking the other types will do the same thing, which is sometimes not true.STyK_ said:its the pathing. It would be more realistic to have them spread out hitting your base from all sides which you can make happen initially by sealing your base and having a uniform defense but as soon as that breaks they bunch up. Its AI difficulty scroll bar solution I've been pushing, destruction over pathing to the weakest point.
They are going to say its a tower defense game at the end of the day. To many people like just setting up an easy defense and having them all walk right in from one way. You maximize kills and xp, don't waste any zed lives setup correctly. Self-control and self-imposed handicaps are going to be the easy solution. I do my best to be ready to fight from all sides cause thats how I would have liked the game to be. All goes back to challenging yourself.
No zombie auto targets you except for blood moon spawns and POI volumes set to attack.pregnable said:Agility is kinda cool, not sure about balance currently, but being able to sneak really well without a base is a nice alternative. Random dog packs should probably not be able to zero in on you when you are sneaking though... not sure if they do.
I was referring to it spawning from a sleeper volume. There is no coordination across sleeper volumes. I added that to my todo list, but it will probably not be in A19.Blake_ said:Hi again @faatal. Seems like I spoke too soon. There are freezes. Quite a few of them. Music turned OFF improved things quite a bit in many cases, though not as much as I expected . Most of the freezes happen before Warnings regarding blocks PLUS sleeper spawning of several entities in SEVERAL POIS at a time. Seems like it's not as cheap as you make it sound or there might be an issue in timing in the spawning of the volumes between more than 1 POI.
Not likely to change much. Way too expensive checking line of sight to all the potential blocks you could see.Darinth said:This is one of the major downsides to the sleeper volumes, and something I hope they address as time goes on. Depending on circumstances, the 1st floor room of the 6 story apartment that you get dropped into from the breaking floor on the 2nd floor can actually be completely empty with you looking down into it... and then spawn a dozen zombies directly in front of your face as soon as you drop down into it. Hopefully we'll get something in the future so that any time where you get Line of Sight to where zed should be, it will go ahead and spawn it, along with potentially the rest of it's volume. Actually legitimately looking into a room that is empty and so not going into it I suspect may be one of the culprits for people having difficulty with clears. It's not been the problem on any of the clears that I've gone to when someone was having issues, but I can easily imagine looking into rooms and not seeing zombies because they're not physically there being a problem.
Good job
It tends to be the character controller colliding with the world, not pathing that uses a lot of CPU.Not quite, faatal mentioned once that AI pathing is the real problem... the more entities you have the more processing power you need.
That's why we can't have hundreds of zombies at the same time all "pathing" around. :ballchain:
Resolution makes a large impact on 7dtd. Often people say I have blah blah specs, but fail to mention details like the resolution they are running the game at. If things feel laggy/choppy/bad, I'd be dropping the game to 1920x1080 and compare.Yeah, see.. that crisp res means sacrifices must be made.
It's pretty cool though that you can tweak things to go either way. You can't do that with most games.
Totally guessing here; from a couple vids on how to make a poi it looks like there are 'sleeper volumes' in which can be 1 or more zeds. The volumes are 6 sided 'cubes', and if (not sure) there's such a thing as a "trigger spawn in" I'm guessing it's a cube as well.Not likely to change much. Way too expensive checking line of sight to all the potential blocks you could see.
The word you're looking for is a cuboid aka a box.The volumes are 6 sided 'cubes',
"cub-oid" robotic bear cubs! :biggrin1: and yep, couldn't get it off the tip of my tongue, thanks!The word you're looking for is a cuboid aka a box.
No idea, haven't noticed it anywhere. (if this was for me, likely for faatalIs the distance at which sleepers get spawned in any way exposed in the XML?
Yes, you can do this already, Just make sure all "attack" trigger sleeper volumes have the same Group ID # (excluding zero). There is at least one vanilla POI in the game that already does this.Totally guessing here; from a couple vids on how to make a poi it looks like there are 'sleeper volumes' in which can be 1 or more zeds. The volumes are 6 sided 'cubes', and if (not sure) there's such a thing as a "trigger spawn in" I'm guessing it's a cube as well.
For performance reasons poi designers likely keep "trigger spawn in" cubes as small as possible.
Wondering if it might be possible to exend the "trigger spawn in" code to allow additional cubes? If it isn't already.
So in the situation I experianced, coming down the stairs, pop a closet, no zed inside, get to foot of stairs, zed spawns in; if the designer could draw in a nother "trigger spawn in" cube that just covered part of the stairs, without extending up through the floor in a wide area, it could be less performance impact.
Edit: oops, meant to say that yeah, can imagine the overhead of constantly tracking player FOV, so put that on the poi designers instead.
Just a wag![]()
Cool. So maybe, if they wanted to, they could leverage that bit to trigger the zed/s spawning in.Yes, you can do this already, Just make sure all "attack" trigger sleeper volumes have the same Group ID # (excluding zero). There is at least one vanilla POI in the game that already does this.![]()
Edit: Not sure if this impacts when the sleeper actually spawns into the game though. What I mentioned allows you have to have different trigger zones for the same group of zombies. For example, 2 empty attack trigger sleeper volumes "triggering" 1 filled with sleepers.
People make a lot of guesses as to why the AI does something and it is often wrong. I see people test their designs with a bunch of the same zombie thinking the other types will do the same thing, which is sometimes not true.
Blood moon spawner does attack your base from multiple directions, but not all at once, it changes over time, because that is more efficient for pathing. The typical dumb zombie will not go very far to find a weak spot or opening, often preferring to beat on a wall near it instead of walking a bit to go through an opening. Yesterday I was just looking at that issue of being too dumb and beating the walls around a cemetery POI instead of using the opening, but really that is correct, since those are set to be that dumb. Thick walls would change that behavior, just like many things can change their behavior.
Did you start a new game when latest experimental dropped?Hello all, My wife a I have been playing this game for a little over a year now. Since the new update my wife died randomly 3 times now, first time just digging for a buried supply, then in a poi and then again digging for another buried supply. There was no mine or explosion or any other threat whatsoever. We were together at same location, like less than 1 meter and just puff out of the air death comes. This issue never happened before to her or myself, now this looks like a bug and it sucks. We only play permadeath. If any player dies in our group of 3 we start over. Anyone else experience this? It sucks now with this random death issue.