PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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I tried changing the FOV but after restarting the game it just changes the FOV back to 67 in the file. I'm not sure that is what is causing my vertigo anyway as just walking fwd seems like the ground is not stable. Wobbly is the best way I can describe it. I've tried changing video settings all over to get rid of is, but no luck yet
OptionsFieldOfView is the old value. It gets saved in ini file.

OptionsFieldOfViewNew is the current value. It does not get saved. Console is the only way to change from the default, once the game is loaded.

 
Not being able to play til Wednesday sucks!

Were there patch notes listed of the fixes and changes since b194 anywhere? If not is it possible to post them faatal? Im living vicariously through text lol

 
I thought there was supposed to be a Run-toggle, but there's no keybind offered.

And a suggestion (if it doesn't work contrary to your stealth plans): Have a toggle-crouched player stand automatically once they hit the run key (or the jump key).

I find I forget I'm crouched, and then think my slow walking is due to encumberance... altho I'm slowly waking up to that one. The same trap applies to jumping. I find I can't jump onto a frame, and assume it's an encumberance issue when it's not. I'm simply stuck in a crouch.

Given I don't play much in stealth mode I might even get rid of the crouch-toggle keybind, in which case it's problem avoided.

Apart from minor issues with weapons on the belt it's all going flawlessly!

 
Had the same impression. In 16.4 the game looked smooth with 50 or even 40 fps, but in 17e I get stutter even with 60fps (after lowering many video options).
A17 is more demanding in some ways. The garbage collector may be running fairly often spiking CPU use or could be background load/save type operations going on.

 
I thought there was supposed to be a Run-toggle, but there's no keybind offered.
And a suggestion (if it doesn't work contrary to your stealth plans): Have a toggle-crouched player stand automatically once they hit the run key (or the jump key).

I find I forget I'm crouched, and then think my slow walking is due to encumberance... altho I'm slowly waking up to that one. The same trap applies to jumping. I find I can't jump onto a frame, and assume it's an encumberance issue when it's not. I'm simply stuck in a crouch.

Given I don't play much in stealth mode I might even get rid of the crouch-toggle keybind, in which case it's problem avoided.
Run toggle was tested, but then removed due to the designers not liking the feel.

The problem is, you can also crouch run, so you are faster, but still not make footstep noise. Crouch jumping is quiet (I think), while normal jumping makes a fair bit of noise, but you can't crouch jump 1m. Jumping perks might let you get to 1m.

 
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The game is full of surprises and fun but not overwhelming. I made it through the first day in the desert in good shape. :)

So far I have seen no bugs in the game.

Vultures are cowards. They don't get close to you if you look at them. I just look at them and suddenly I am not a tempting target. ;)

 
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A17 is more demanding in some ways. The garbage collector may be running fairly often spiking CPU use or could be background load/save type operations going on.
The occasional stutter feels exactly like the stutter you would get in KSP due to Unity garbage collection. In KSP, we minimized the frequency of the stutter using a mod which padded the memory allocation for KSP. The amount of padding would depend on how much RAM the user could spare. Obviously, this approach wouldn't really work in a game that needs to support minimum computer requirements.

 
Guys... whats happening with this random radiation that kills you rapidly? its only day three and it happend to my brother and I on a random gen server...

 
The dedicated server ports have chaged a little, check out the change notes.

Servers administration (serverconfig.xml etc)

Network: RakNet was removed by Unity, UNET removed due to its instability. Currently we use LiteNetLib and SteamNetworking – the latter has had a bunch of stability fixes.

Ports currently in use:

ServerPort+0/UDP and ServerPort+1/UDP for Steam

ServerPort+2/UDP for LiteNetLib

ServerPort+0/TCP for Server information

Thanks to the port switch Steam connect links on websites and adding servers in Steam’s own serverbrowser now use the ServerPort instead of ServerPort+1

Added a Terminal window if running the dedicated server on Windows which can be enabled by a new serverconfig.xml setting

New setting “ServerVisibility” to allow more fine grained control of the visibility of the server in the server browser

Setting a value to “ServerLoginConfirmationText” makes users see a window during login that they have to confirm to join

The Telnet command interface now allows defining limits for failed logins from a single IP

Servers create a copy of the save’s main.ttw automatically and try to revert to the backup if loading the main file fails

Passwords passed to the server on the command line are no longer shown in the log

Config options passed to the server on the command line no longer have to be case sensitive

 
Not being able to play til Wednesday sucks!
Were there patch notes listed of the fixes and changes since b194 anywhere? If not is it possible to post them faatal? Im living vicariously through text lol
Sure, make me do more work...

195

Fixed: Toolbelt item swap delay to 0.3 seconds when scrolling the mousewheel

Adding prefabs and temp XML for ammo piles

Weapons lowered. VO raised.

Client see trees that have no hitbox (full fix)

Changed: Water is twice as hydrating now, and reduced recipes to use one jar of water

Fixed: Several drinks had improper amounts of water

Changed: Fixed coffee water values

Fixed entities with LODs disappearing too close when Tree Quality reduced (code overrides lowest LOD height).

196

Fixed: Hidden strike desc was wrong, it works with melee and ranged attacks

Fixed: Power attack stat is listed on repair tools

Fixed: Redundant metal trussing recipe

Fixed: augmentGunsTip hooked up

Fixed: wet concrete missing price info

Fixed: You can not craft vehicleWheels

Fixed: Beer does not have the listed effect

Changed: Drink items provide stamina regen over a longer duration

Fixed: Corrected several item stat displays

Fixed: Adjusted armor on the zombie soldier

Fixed: Ambiguous wording of Boom! Headshot

Implement Lethal Radiation IN RWG (client fix)

Fixed: Bacon and eggs are made in a cooking pot again

Fixed: Some light armor descriptions said decrease instead of increase

Fixed: Some greae monkey requirements were not localized

Fixed: Crouch screen effect was darkening the entire screen instead of just the outer edges

Changed: brightened pine forest night

Fixed: pine forest fog transition from night to morning

Changed: Deleted depreciated spectrum files

Fixed: It as impossible to rain in the burnt forest

197

Fixed moon brightness. Luminance and Color are now controlled by the spectrums RGB. Alpha channel is now ignored.

Fixed moon getting huge when camera farclip plane gets closer (fog).

Clients see model entities remaining on POI reset

Fixed: Wearing "shades" interferes with loot randomisation

Fixed: Vitamin buff name needs to be fixed

Fixed: Crapping causes ammo dupe.

Fixed: Disabled Boss Sleeper objective and Activate sleeper objective until A18.

Fixed: Duplicate loot in containers after wearing shades.

Fixed: Stats on pressboy cap

Fixed: missing mod slot info on several items

Fixed: Player back pack is not big enough

Fixed: Make game password invisible in new/continue game

Added play a loot sound when enemies drop a backpack and increased the backpack size.

Changed: Adjusted death penalty

Changed: Take arrow prompt no longer shows on living entities

Fixed: Taking arrow from player holding bow

Adding icon for acid resource

Fixed: Weapons can be duped while reloading

Fixed: Wandering hordes can contain screamers

Vitamins description

Changed enemy loot drop sound to play at world pos

Added enable the moon Light based on color being not black.

Typo on perkArchery

Changed spectrums to work with new moon light

Fixed: NRef when exiting the game with arrows still in the loaded chunk area of the exiting player

Planted trees dont properly disappear for clients

Added: NightVision screen effect. This still needs work.

fixed moon sprite brightness and saturation

Changed: fog spectrums to work with new moon light

 
Guys... whats happening with this random radiation that kills you rapidly? its only day three and it happend to my brother and I on a random gen server...
Radiation zone is no longer a biome. Also correct me if i'm wrong but are the random gen worlds half their previous size, and are the cities smaller?

 
Devs you did a great job!

The game is way more intense now, Progression was so fast in 16.4 that you would be bored with the game by day 14 unless you wanted to just build.

My only fear is that it is so demanding on system resources that low to middle PCs will not handle it.

 
The dedicated server ports have chaged a little, check out the change notes.
...
Great info. Thank you. Changing ports on my dedicated.

Curious if you know the command for loading a dedicated server. I am close, but seems that I keep loading 16.4 rather than 17.

steamcmd +login LOGINNAME PASSWORD +force_install_dir ./steamapps/7_Days_To_Die +app_update 294420 -app_update 294420 -latest_experimental validate +quit

 
the recipe for corn on cob is "boil water, add corn". soooooooooooooooo.....why do i need to know the recipe to cook corn on the cob now?

 
The game is full of surprises and fun but not overwhelming. I made it through the first day in the desert in good shape. :)

So far I have seen no bugs in the game.

Vultures are cowards. They don't get close to you if you look at them. I just look at them and suddenly I am not a tempting target. ;)
They only attack if you are wounded.

 
I was able to use the console command to change the FOV in game. That helped but like Exxodous I'm still finding the game "wobbly". I've been adjusting settings, both video and mouse controls. It's almost like there's a bit of rubber banding going on with movement. I move the mouse and the game moves ever so slightly behind. So there's still a motion sickness affect happening. I'll keep working on settings...in the morning :p

(this was supposed to be a reply with quote to a reply by Faatal about using sg OptionsFieldOfViewNew xx to change the POV)

 
Hello, random question but I was wondering if anyone can confirm if we will be able to dye clothes in alpha 17? Right now all the clothes are only available in grey, however I noticed we also have access to dyes. Only problem is that you cannot modify clothes, only weapons and armor. I understand they don't want armor mods and whatnot going into clothes, but I would really like to see a modify option for clothes even if it's just for dye. Will this change in the official release?
Madmole? Anyone?

 
I just get to play for like 30 minute. I got it working fine in first shot. The only disappointment is graphics (FPS), When I install through Steam it pick my a16.4 video setting, which help me run a16.4 to 50-60 FPS on my laptop, but when those same settings got picked and applied to A17, I am getting 20 FPS only. So guessing my old potato won't be getting any better with new version. I can still lower down some configuration, but Grass and vehicle from say 10 m distance looks crap even now.

Seems like minimum hardware requirements have gone up.

I am enjoying game so far, I suck at killing zombie before, but looks like this time I get it right and able to melee better than a16.4 [using default settings in difficulty].

 
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