SittingDuck
New member
can we have MM say that in his best Schwarzenegger voice in the next video? I would love to hear that ^^ kind of miss it ^^Done when it's done. Hopefully soon.
can we have MM say that in his best Schwarzenegger voice in the next video? I would love to hear that ^^ kind of miss it ^^Done when it's done. Hopefully soon.
A17 noise was changed quite a bit:I’m pretty sure faatal said sound is unchanged for alpha 17 but I could remember wrong. Roland?
I am absolutely sure there's an intermittent bug where sometimes the game plays zombie movement and zombie, umm, "ambient" (non-alert, non-attack) sounds, and sometimes it doesn't. It takes shutting the game down and re-launching it to fix this, just exiting the current world to the main game menu won't do it.I hope so. Sound is totally out of whack. I mean I don't hear zombies walking up to me and I am standing in tall grass. But even with out that, I should hear something. Gets annoying when your doing something and suddenly get hit from behind.
I'd not use vulcan myself, I prefer reshade so the game is not a blurry mess. After turning adaptive sharpen and luma sharpen on, then off you'd not believe how blurry games actually are and how much detail we lose because of it. Currently reshade doesn't support vulcan yet. He has a API for it, but its buggy atm and not enough games use it yet.Yes, but a Tower of Time gamer was getting about a 33% increase in FPS with Vulkan on an older version of Unity3D when it was still experimental (so a few levels had some minor bugs), so that's very promising when you compare their OGL cores vs. their new Vulkan core so we'll probably end up seeing something similar with 7DtD. Would be great seeing Vulkan vs. OGL cores on Linux, Vulkan vs. the DX cores on the Windows side, and vs. Metal core on the Mac side. At least, I think Unity3D is using Metal instead of wrapping around Vulkan with MetalVK.
Yeah the SRP batcher improvement will be cool. :3
Pretty sure it could pregen a 10kx10k map too it'd just take a bit longer is all.Probably just Steam checking something or you are trolling. Had a check like that before.
Even though i have no idea about coding or ai i always appreciate you commenting and explaining things. You are quite well versef in explaining changes. At least for a noob like me. Thanks for your hard work.
@custom-heroes (sorry on mobiِe can‘t check name.
1. the radius of the map is now 8k. Before it was 10k.
2. that is just default you could always mod it.
3. yes we lose 36% but this helps and allows pregeneration of rwg maps and the maps are way more densely packed now and there is a bunch of new pois (70+ of i remember correctly). Especially those new pois take awhile to loot. So it isn’t an issue that we have a smaller map now.
4. no i am not up the devs ass and i take no drugs (besides alcohol and nicotine).
5. you seemed quite passive aggressive which on this forum means more like you are. A troll therefore people might attack you rather than see your error (my view) in what you statef.
6. if you read this far i wish you a nice day.
7. sorry for typos. It is late and i am on mobile
Thats... a... pretty big size drop. I'll see how it is before judging though. It just looks like a big size drop on paper, but there might be enough poi's that you don't notice it.In A16 you can go away from (0,0) approximately 10km in any direction. This is what is called a radius. The map has a diameter of 20km. This is how an approximate size of 314 sq km was calculated. 10x10 = 100 --> 100 x 3.14 = 314
Kinyajuu has confirmed that the new size is a square map that is 8km x 8km which means a total size of 64 sq. km. 8 x 8 = 64.
So the map will be considerably smaller but more densely filled with POI's. This is better for some playstyles and worse for others. So that is how some people can talk about how it is better and how others can talk about it is worse and nobody has to be deep in anyone's ass. Although, there may be a problem with at least one person who thinks everyone plays the game the same way as them....
You definitely can up the size and it would just take longer loading.I'd not use vulcan myself, I prefer reshade so the game is not a blurry mess. After turning adaptive sharpen and luma sharpen on, then off you'd not believe how blurry games actually are and how much detail we lose because of it. Currently reshade doesn't support vulcan yet. He has a API for it, but its buggy atm and not enough games use it yet.
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Pretty sure it could pregen a 10kx10k map too it'd just take a bit longer is all.
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Thats... a... pretty big size drop. I'll see how it is before judging though. It just looks like a big size drop on paper, but there might be enough poi's that you don't notice it.
How large (x,y,z grid) is the grid used for a pathsearch during an attack actually? Can the AIs be confused/funneled with some long walls erected along the axes of the players base?I've made a few changes required for how the new pathing grid works, but need to finish testing and tweaking horde distances and angles.
WOW, that thought never even occurred to me. Some people I guess. I hosted one MP game (client side) with friends, but left it open hoping to get some others in. One guy jumped in on horde night teleported to our base, destroyed all our containers and forges while invisible. Very disappointing experience, haven't done it since.So that on a pvp server you can't use the seed name to scout out resources and difficulties before you join.
I have learned (the hard way) that human nature being what it is, those 10%ers out there sit at home looking and lurking, just waiting for someone to give them an open door so they can Grief.One guy jumped in on horde night teleported to our base, destroyed all our containers and forges while invisible. Very disappointing experience, haven't done it since.
Law of the internet dictates if thing is open, thing is going to get rekt.I have learned (the hard way) that human nature being what it is, those 10%ers out there sit at home looking and lurking, just waiting for someone to give them an open door so they can Grief.
I suppose it fills our base need to have power over others with no consequences. Most people have developed enough super-ego to restrain themselves. Still, Griefing doesn't give me a warm, fuzzy feeling about our long-term future. I only see more opportunities for those with less-than-stellar psyches to inflict their whims on an unprepared populace. :spy:
Sleeper volumes just check if any active player bedroll is in the volume and won't spawn if so. They don't check land claims.Faatal….can you explain to us, the Bedroll/Land claim function in stopping zombie spawn within a POI???
Thanks for the response! By Active player you mean logged into a server?? so if that player is logged off a server then Zombies will spawn in the POI....it doesn't stop the spawn??Sleeper volumes just check if any active player bedroll is in the volume and won't spawn if so. They don't check land claims.
I don't know about random entity spawning, since I have not looked at that code.
Thats how it is. The check is against online players. If a player goes offline the bedroll becomes invisible to the world.^thats how it reads to me Ouch.
As I said before, art is not holding up the release of the game. Each programmer is finishing features and fixing bugs. So far today, 16 different programming changes were made.I think this is ok to ask since its not a release date question, do we know whats left work on?
Is it just the physically based shader and are reworking the art left or is there more?