PC Alpha 21 Dev Diary

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Lack of modularity in zombies is another problem of this game, they could have easily used the system that is basically already used by player and just hook on HD clothing styles, different apparel boots etc to the entire model. Don't know why they chose what they chose but whatever, diehard fans are gonna hate me for pointing this out either way...
Because it is a resource and performance pig.

 
Lack of modularity in zombies is another problem of this game, they could have easily used the system that is basically already used by player and just hook on HD clothing styles, different apparel boots etc to the entire model. Don't know why they chose what they chose but whatever, diehard fans are gonna hate me for pointing this out either way...


As stated by @Kalex, performance is a huge problem. TFP is actually planning on removing this system for players as well.

 
khzmusik said:
@faatal (or anyone else with info): Regarding the bandits. Are there going to be female bandits? If so, are they getting their own vocal sounds, like female equivalents to the "malehate" sounds for the male bandits?


Oh no don't bring that up! That's how you get bandits cancelled again! 😃

 
Lack of modularity in zombies is another problem of this game, they could have easily used the system that is basically already used by player and just hook on HD clothing styles, different apparel boots etc to the entire model. Don't know why they chose what they chose but whatever, diehard fans are gonna hate me for pointing this out either way...


They DID choose a modular system for zombies and had to abandon it due to performance issues. I just have to point out that a lot of their constraints are due to the world being voxel but diehard critics are gonna hate me for pointing that out either way...

 
Oh no don't bring that up! That's how you get bandits cancelled again! 😃
More like our characters will all look similar, which I do not like however Unity is what it is and if having a set amount of pre gen characters makes it run better or allows more zombie variety I am okay with the change.

 
khzmusik said:
@faatal (or anyone else with info): Regarding the bandits. Are there going to be female bandits? If so, are they getting their own vocal sounds, like female equivalents to the "malehate" sounds for the male bandits?
ooh, and since there's a lot of schools they really need to add

thought I was gonna say it didn't you.


 
I just literally did say you can use LODs, how do you think GTA IV handles most of its characters? 🤦‍♂️ 
Doesn't GTA also have a static world that you can't build on or blow up? -- Oh wait, maybe you're comparing apples to oranges.🙄

Edit:
Don't get me wrong, I would love, love, Loooove more zombie variety, even if it was just 2 or 3 of different colors of outfits [Though more would sure be appreciated], or even just some 'stickers' they could slap on there -But there's only so much CPU budget they can allot to zombies appearance.. I hope they can strike a {somewhat?)satisfying compromise before gold.

 
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I just literally did say you can use LODs, how do you think GTA IV handles most of its characters? 🤦‍♂️ Even game from 2008 has this as a feature, so why not here?

And same goes for textures, you can game on 50 different textures with over 2k res with good mipmap streaming bias settings with reasonable memory usage (like ~1 gig ram usage)


With the current benchmarks on my 980 4GB graphics card, i can truly say this is a very open possibility for them. I myself am working on contract with Unreal 5 working on internal data structures (C++, unlike Unity) and i very well know what HW is capable of doing these days. The game has afaik runtime culling implemented, which saves the performance by a lot too. By adding culling they opened enough free space for these kinds of things.
These are not Unity

Unity is the game engine for 7D2D and it will stay that game engine.

Maybe a sequel will use something different, maybe it won’t feature a fully destructible world and have more zombies

 
Just a question regarding balance.

With murky water being much harder to obtain (i.e. only via looting) it means glue and therefore duct tape will be harder to obtain (especially for recipes which require a lot). For example, a box of exploding arrows would be an approx 60 toilets looted.

Just wondering whether this change accompanies balance changes to impacted recipes?

 
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Roland said:
 7 Brutus Denied 5


Not specifically to Roland, just found the first moderator and quoted the last thing they said. 

I don't want to start anything but Git is changing its stuff from Master to Main. Wondering if you guys could make an update that changes all of your base xml definitions to something neutral. not saying anything wrong with Master, just saying there are other words that imply inheritance 

 
Hello, @faatal! You have already answered that DLSS and FSR are unlikely to be included in 7DTD, but what do you think about XeSS, a new technology being developed by Intel? Are the same principles used there?

And also please tell us what you have been working on lately and what are you working on now? :)

 
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