PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Can you translate this for the Knowledge Impaired?I'm excited about it and have no idea why?
To put it in 7dtd terms? They're about to go from experimental to alpha release with a load of new features. :-)

That's completely wrong from point of view of the actual version system they use but it may be an analogy you can understand.

 
I was talking about the first full new Unity version for this year, 2018.1. It has the typical, we changed and added new stuff, half of which we don't care about and it will have bugs and break some stuff, which is why we won't be running out and updating to it for a while.

 
I was talking about the first full new Unity version for this year, 2018.1. It has the typical, we changed and added new stuff, half of which we don't care about and it will have bugs and break some stuff, which is why we won't be running out and updating to it for a while.
To put this in 7dtd terms? Unity 2018.1 has a great big fat red hp bar for enemies that TFP will mod out the day they update to it....

;-)

 
On RWG in a17:Random worlds in a17 onward will be fully "pregenerated". This means that the world generator will output the same data structure as navezgane but in a save folder. This means that any rwg world will load just as fast as navezgane going forward.

After fixing the vehicles and adding new ones it was determined that RWG's runtime code was just waaaay too slow. So now it instead gets all the data set up and exports it in a common format which allows for quicker chunk loading.

With the change to pregeneration and using the socket(tile) system over the entire world there will be some other changes as well. For the better. Over the next couple of days I will give a bit more detail on what else these changes to RWG mean for the average player, modders, and server owners. I think most will be very happy.

More to come... :)
Please tell me you are also going to work on car re-spawn for multiplayer game.

 
Also, can we have such that 2 game of same Seed been played. I want to play same seed with my friend and alone, but cannot do that in general without tricking system

 
To put this in 7dtd terms? Unity 2018.1 has a great big fat red hp bar for enemies that TFP will mod out the day they update to it....
;-)
As it looks like TFP are going extremely fast to get things done, then what ever state it is right now is the state it will be for A17.

Also, TFP can not start second guessing themselves. What is fun to them, HAS to be what they go with. I'm sure they will let you mod it out. :D

 
I am sure the Dev's are busy..... Let them do their work.

What about the main video for the game that has nothing to do with the game? The video of a man in the wild is awesome, but its misleading. Just my observation.

Paul

 
What about the main video for the game that has nothing to do with the game? The video of a man in the wild is awesome, but its misleading. Just my observation.
Paul
Hey Paul, welcome to forums,

as I remember my first experience with 7dtd, this video pretty much sums up the horror I experienced in this game, the first hours of playing. With the lack of idea what to do and what I need, with founding out looting is good... stuff like that. !#)) hours later I cant wait for more. Hyped as hell.

Yeah, Pimps can just do it in Bollywood style, starring Joel or Roland in skirts, but this one is good enough.

 
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What about the main video for the game that has nothing to do with the game? The video of a man in the wild is awesome, but its misleading. Just my observation.
Paul
May I ask, what part of the video do you find misrepresents the game ?

 
You're joking right? I have brought many friends to this game. Hell we even have our 3rd annual lan party planned as soon as a17 drops. That reviewer knows nothing about early access. He would have been the same guy... Sigh. Time for another beer.

Early access has allowed a look into the inner workings of a dev team and rare ability for testing and spitballing game design ideas. There are other early access game developers that dont give a damn about their community and just want to make a quick grab at cash. Im one that is glued to the forums and find that video insulting. Dont like it? Wait for gold.

 
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Or in other terms....go log into minecraft...place a big ball of 500+ TNT blocks and blow it up...oh the wonderful lag as you destroy the world...

 
On RWG in a17:Random worlds in a17 onward will be fully "pregenerated". This means that the world generator will output the same data structure as navezgane but in a save folder. This means that any rwg world will load just as fast as navezgane going forward.

After fixing the vehicles and adding new ones it was determined that RWG's runtime code was just waaaay too slow. So now it instead gets all the data set up and exports it in a common format which allows for quicker chunk loading.

With the change to pregeneration and using the socket(tile) system over the entire world there will be some other changes as well. For the better. Over the next couple of days I will give a bit more detail on what else these changes to RWG mean for the average player, modders, and server owners. I think most will be very happy.

More to come... :)
That's great news!

That's why I'm always saying... guys, let them do their stuff in their own time and you won't be disappointed. :-]

 
That's exactly the problem.There is no good way to look at one or a few blocks and change only those.

If you dig out a huge hole, like one of those open air bedrock bases and connect it to an infinite supply body of water, what happens?

Does water flow in there, which "Terraria water" would do? (which is one helluvalot cheaper in 2D, BTW, and Terraria has tiny bodies of water in comparison)

Does the water that flows inside become infinite supply water as well? At which point does it do that?

Because if it doesn't it remains "flowing" water and keeps costing CPU time.

Either way, water "flowing into" a huge hole is probably the worst case scenario here, akin to having a skyscraper or other large structure collapse.

There simply is no cheap way to do it and here you have to take into account that chunks can get unloaded anytime so "water filling a hole" would be suspended while no one is watching or only one half of a giant hole gets filled resulting in a huge vertical wall of water or such craziness.

Sure, it may "get better". Eventually.

But I'm certain that it will take a lot of brain sweat and work and not someone's bright idea for a quick fix. =P
IMO the only way this is happening is if Unity adds DIRECT water mechanics support for voxels to their engine. :-|

We all know that calculations made by the underlying engine of a game are waaay faster than those made by the game itself.

 
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Video footage of the pre-alpha of 7 Days to Die III has been leaked. ;)

[video=youtube_share;Jmr9Var-12M]


However, it's probably a bad idea to implement this kind of mechanics in 7 Days to Die I.

 
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IMO the only way this is happening is if Unity adds DIRECT water mechanics support for voxels to their engine. :-|
We all know that calculations made by the underlying engine of a game are waaay faster than those made by the game itself.
Good point. There will be limitations both in physics and graphics. Yet, there are lots of voxel games in developement , so some day water mechanics could be done by the engine itself. I am sure that Unity dev team is aware of that in some way.

 
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