PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Well, I see 7days as a learning experience for the dev team; sure, they're awesome and whatnot, but you can tell from the myriad of design changes that they've made decisions along the way, and are keeping a tally of what works for their next project...

So I'm extremely optimistic that their next project will be damn near perfection, because their first project is pretty damn good. :)

 
So I'm extremely optimistic that their next project will be damn near perfection, because their first project is pretty damn good. :)
If the time of development of the first project is any indicator for the future, many of us might die of old age before 2nd one will get to beta :p

 
If the time of development of the first project is any indicator for the future, many of us might die of old age before 2nd one will get to beta :p
Naw, not since they already have so many working systems in place. Besides, for all we know they have a different team dedicated to it. <shrug>

 
Well, I see 7days as a learning experience for the dev team; sure, they're awesome and whatnot, but you can tell from the myriad of design changes that they've made decisions along the way, and are keeping a tally of what works for their next project...
So I'm extremely optimistic that their next project will be damn near perfection, because their first project is pretty damn good. :)
Coughs* Kiss Ass * Coughs

 
I'd rather have a new game, than a sequel.
Sequel and new game are not mutually exclusive. think franchise .... 28 days to die - mutations, updated gear and environments, could be a western, sci fi, or anything. cut the zombies (or not) add mutants, aliens, introduce backstory to 7 days today (alien virus?).

wonderful thing franchises.

 
Roland couldn't mod his way out of a paper bag, but I think you read his message wrong... he's talking about a specific mod by Sphereii that he hopes gets updated (by sphereii) quickly so he can play w/o the hud. I don't get the impression he's thinking it'll be harder, just that he himself isn't capable so he's at the mercy of the modders.
Wow. This. Right down to the paper bag.

 
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... :)
So that means no more driving through a laggy world that fails to render around me so I'm 'floating' as I drive around on a mini bike?

 
It still depends on the speed of your computer, if you're playing on a potato you're still likely to catch up with terrain generation.

A simple rule of thumb: If you can play Nave without catching up with terrain generation you _should_ now be able to play RNG without doing it either.

 
Permanant fog bug

Not sure if this has been mentioned already, but wondering if the permanent fog bug in 16.4 (latest on steam) could be fixed? It seems after you've been playing for a while, at some point it will get foggy and the fog then never lifts. It sticks through all biomes and never ever gets clear, day or night. Have to exit the game and reload and then it's fine again until it gets foggy again.

Makes it really annoying to have to quit and load all the time just to be able to see more than 20 blocks in any direction. Can't see any airdrops as you're visibility is cut off severely, and just makes everything generally dull and boring to look at.

I'm sure this isn't the intended behavior, because the first few hours of playing are fine, and after you exit and reload everything's so clear.

 
Not sure if this has been mentioned already, but wondering if the permanent fog bug in 16.4 (latest on steam) could be fixed? It seems after you've been playing for a while, at some point it will get foggy and the fog then never lifts. It sticks through all biomes and never ever gets clear, day or night. Have to exit the game and reload and then it's fine again until it gets foggy again.
Makes it really annoying to have to quit and load all the time just to be able to see more than 20 blocks in any direction. Can't see any airdrops as you're visibility is cut off severely, and just makes everything generally dull and boring to look at.

I'm sure this isn't the intended behavior, because the first few hours of playing are fine, and after you exit and reload everything's so clear.
In the meantime:

IF you have 16gb ram: Run it off a server in the background on your same rig you play the client on. Nominal increase of ram doing it this way. Plus it plays smoother.

Temporary problem solved.

 
In the meantime:IF you have 16gb ram: Run it off a server in the background on your same rig you play the client on. Nominal increase of ram doing it this way. Plus it plays smoother.

Temporary problem solved.
I have 32Gb so no issues running the dedicated server. Cool if that fixes the weather, though seemed on forums/reddit/steam that some people were still having it in multiplayer. And that it was client side - so some players would have it and some wouldn't and again, relogging would fix.

I'm happy to apply a workaround, but thought I should mention it anyway so hopefully it can be fixed in future. Since we have newer Unity, Vulkan new shaders etc. all already it might not even exist in Alpha 17 at this point.

 
I have 32Gb so no issues running the dedicated server. Cool if that fixes the weather, though seemed on forums/reddit/steam that some people were still having it in multiplayer. And that it was client side - so some players would have it and some wouldn't and again, relogging would fix.
I'm happy to apply a workaround, but thought I should mention it anyway so hopefully it can be fixed in future. Since we have newer Unity, Vulkan new shaders etc. all already it might not even exist in Alpha 17 at this point.
heh, Just something to tide you over till they fix it. :)

Nah, It works. At the most some players may have a temperature shift difference but that's about it. Iv'e been running it like this for for a couple years. Only time I notice the fog issue, is when I am modding in <sp>

Hosting a MP game doesn't work either, as the Host will get the issue quicker then the ppl that join them, so It need to be a sever.

 
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Voices and sound effects... that covers nearly everything. What do you want to keep at full volume? Musical cues and UI sounds?
Its more so when some zombie I woke up in a POI thats screeching its damn headoff won't be so.. annoying. I really wish they wouldn't start screeching unless they actually see you. Be scarier that way too, because that zombie could break out of where ever it is then suddenly screech as its right by you. Thankfully a17 will have a silencer, so guns can now actually be used to clear poi's out. Currently I won't use any other than the smg/pistol because the rest wake up every damn sleeper in the poi. Then again, I rarely use guns anyway as the crossbow does more damage than half of the guns and its ammo is so much easier to get, I just miss that its not hitscan like a gun is. I'd love the shotgun to have a silencer mod, I tend to melee alot in 7dtd so the shotgun is right up my alley, but currently its too loud to risk using indoors.

 
In terms of sounds I would love if some of the old office buildings had office music (elevator music) playing, to give a bit more ambiants, also wish the same for some POI just to make things a little more interesting and immersive.
The biomes in 7dtd at one point each had their own music track, then after a certan alpha they just disappeared and never came back. Wonder if they will ever be put back in?

 
I hope there are more tidbits lying around for the apoc origin, kind of like how the newspapers on the ground talk about it a bit. That'd be cool to figure the whole thing out based on those types of random clues.
Honestly from going thru that pharmacy building, I wouldn't be surprized if they were behind the start of it or knew it was on the way ahead of time. They were setup WAY to well for what they were researching as if they knew it was going to happen. Not to mention some of the floor names kinda hint at it. A manga I read this big corp was sort of behind the zombie infection, they were bascally reasearching it, and someone screwed up on the research team and it got out into the open. All it takes is one idiot to forget to wash their hands in a place like that to have some supervirus end up getting loose. People make stupid mistakes when tired, some though are far bigger than others.

 
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