PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

  • Newly Updated

    Votes: 1 100.0%
  • Check out the newest reveals by Madmole

    Votes: 0 0.0%
  • Over 100 new perk books with set collecting and bonuses

    Votes: 0 0.0%

  • Total voters
    1
Status
Not open for further replies.
No you are taking what I said out of context chief, I said I want a graphics pack that you can download separately for the people who have high end gaming rigs so they can enjoy the hardware they paid an arm and a leg for.
It's not just a texture resolution problem, if you want true 4k many of the meshes would have to be improved and their UV's recalculated, no point in polishing a turd. That's an increasing amount of work for a dwindling amount of people.

I'm surprised nobody has done a high-def texture mod, it's pretty easy to mod in and I'm pretty sure the textures in the engine can handle 4096, I may be wrong though and it's 2048.

 
Actually I'm not joking I would like to see them make a Ultra Realism Graphics Pack so we can play in 4k bliss, I didn't buy a GTX 1080 Ti so I could play Facebook games.
A VOXEL game made in Unity is not going to look like Far Cry 5 which is not a VOXEL game or made using Unity.

The key thing you should be taking from this is VOXEL. You should use a VOXEL game as a comparator when setting expectations

 
A VOXEL game made in Unity is not going to look like Far Cry 5 which is not a VOXEL game or made using Unity.
The key thing you should be taking from this is VOXEL. You should use a VOXEL game as a comparator when setting expectations
I just took a look at Minecraft and now I'm wondering when the devs implemented 4k graphics into this game....

 
With his skull face the farmer zombie is the scariest looking of the basic zombies to me. I always get nervous when I see it before I realize its nothing really special. Rooting around underground could be why all the skin on his face got flayed off...
It's the feral's face. Same as the soldier zombie. Also, the fat lady zombie has the cop/tourist's face with the screamer's hair and dress!

 
It's the feral's face. Same as the soldier zombie. Also, the fat lady zombie has the cop/tourist's face with the screamer's hair and dress!
Is it me or does the one with his head twisted to the side kind of look like Ryan Reynolds?

 
Light radius makes a big performance difference and torches have a descent radius.
I think a critical counterpoint has been overlooked here, faatal. Players are going to do what it takes to get their bases well lit. We’ve gone so far as to contruct extra minibikes for the sake of their headlights. While one low-radius light is cheaper than one high-radius light, players will use more low-radius lights, resulting in more overlapping point light sources in the same volume. Unless I’m mistaken, that’s significantly worse for performance than fewer light sources, even if they’re individually larger.

Bigger, brighter lights may actually yield better performance in the most demanding scenario of a player made base.

 
If rep could influence the devs we'd all be leaning around corners and leveled loot would've been discontinued years ago....
(and for my part, ziplines wouldn't be sitting on the trash heap right now...)
Yooou... You know just what to say to appease, dont you (ziplines).

Guess that's why you're the mod ;)

 
Madmole mentioned in his video that he definitely wants at least one digger type zombie for A17. What are your thoughts about how best to handle a zombie or zombies that dig and will the new pathing be conducive to zombies going into tunnels and being able to move around in caves and such?
We will probably be trying it out on dogs. Basically they will just dig on their current block or adjacent block, but it depends on how it looks. The target will need to be mostly under them.

The path grid generates on terrain like anything else, so caves should be fine, but have not tested on tunnels yet.

 
We will probably be trying it out on dogs. Basically they will just dig on their current block or adjacent block, but it depends on how it looks. The target will need to be mostly under them.
The path grid generates on terrain like anything else, so caves should be fine, but have not tested on tunnels yet.
Oh boy.....Because dogs were not scary enough!

 
Actually I'm not joking I would like to see them make a Ultra Realism Graphics Pack so we can play in 4k bliss, I didn't buy a GTX 1080 Ti so I could play Facebook games.
If 7DTD is your primary game and you bought a 1080Ti, then you wasted your money.

Simple as that.

I mean, I want to upgrade my 980Ti to a 1080, but I don't expect the dev's to update the graphics of 7DTD just because I bought a powerful GPU. I use that card for games that need it/benefit from it.

 
It's not just a texture resolution problem, if you want true 4k many of the meshes would have to be improved and their UV's recalculated, no point in polishing a turd. That's an increasing amount of work for a dwindling amount of people.
I'm surprised nobody has done a high-def texture mod, it's pretty easy to mod in and I'm pretty sure the textures in the engine can handle 4096, I may be wrong though and it's 2048.
Bigger! We have textures atlases as big as 8k.

 
With the added bonus that you can work out the time of day roughly from the sun as long as you know the position of the sun, the rough direction of north, and the length of day.
So how accurate is sun in game. I don't recall if at 12:00 it is directly above. Also I recall the sun use to rise in SE and set in NW. Does anyone know if that has been fixed?

 
So how accurate is sun in game. I don't recall if at 12:00 it is directly above. Also I recall the sun use to rise in SE and set in NW. Does anyone know if that has been fixed?
That's a feature, not a bug. I live in the Northern hemisphere, the sun is _never_ directly overhead. The NW/SE thing is for better lighting, it was less work than rotating all of the voxels by 45 degrees. :-)

 
share the map discovery with friends pls(feeling sad becouse of the yearly updates)
giphy.gif


 
That's a feature, not a bug. I live in the Northern hemisphere, the sun is _never_ directly overhead. The NW/SE thing is for better lighting, it was less work than rotating all of the voxels by 45 degrees. :-)
I also live in northern hemisphereii. The sun being over head is a thing you see in movies and games I imagine to show high noon.

The rest of your statement I have no idea about as I haven't a clue what you are talking aboot. :D

 
That would be a vicious easter egg to hide in the code. They find Roland's steam ID and if the machine running 7 Days has that ID the bars are on EVERYTHIING. All blocks, all animals, all zombies, etc, etc. Lol
lol how do we know they are not "easteregging" members of the forum who piss them off this way already. :D

Troll: "Stupid game. Why the f&$% does this keep happening to me?"

 
We will probably be trying it out on dogs. Basically they will just dig on their current block or adjacent block, but it depends on how it looks. The target will need to be mostly under them.
The path grid generates on terrain like anything else, so caves should be fine, but have not tested on tunnels yet.
Dogs......AND bears. Wights and spiders should be able bash obstacles up and down. No new zombies, just improved abilities without magic. :)

 
I also live in northern hemisphereii. The sun being over head is a thing you see in movies and games I imagine to show high noon.The rest of your statement I have no idea about as I haven't a clue what you are talking aboot. :D
If the sun were to go from East to West all voxels would receive flat light against their faces at dawn and dusk. If the sun were directly overhead no vertical voxel faces would receive light. The current setup with the lower angle of arc across the sky and the offset dawn and dusk provides better lighting for buildings over the course of the day. MadMole gave the reasons in a video when the change was introduced.

 
Last edited by a moderator:
Status
Not open for further replies.
Back
Top