PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Please enlighten me on what I fail to understand.
They moved the generation of chunks from in-game-as-needed to before the game even starts.

This allows for vehicles to travel faster because there is no need to generate new chucks as players move. This improves performance, but only as far as exploring new portions of the map goes. If you stay in the same area, it doesn't affect your performance.

The test I mentioned is in regards of fps and chunks loaded around your character. It is in no way related to exploring new portions of the map.

 
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it is not in a17 anymore.it was an old idea that never made it off the ground (ha ha see what i did there) :)

but you never know what happens in the future :)
Why I am getting a feeling that gyrocopter can be hacked to make elevator by some mod developer in a17.

 
They moved the generation of chunks from in-game-as-need to before the game even starts.
It seems that it is you who fails to understand. Chunk generation is the same as far as I know, what has been added is the ability to pregenerate towns and POI's, not chunks.

It would quickly fill your hard drive and take an epoch to generate if you pregenerated all chunks including the block data. You can see the deletion of chunks at runtime if you explore too much of the map, eventually the places you have explored become unexplored again.

 
Yeah, that's a good point. Didn't consider that, since I already feel like the ranges for some of the weapons are too short, but that's not because of a realism thing and more saving for performance headroom. (i.E. you cant see zombies after a certain distance anyway, because they aren't loaded for the same reasons. It's not something like ARMA, because voxels. ... Also not saying I want ARMA or make ARMA. Just using it as comparison. Apples and oranges.)
You can however see other players from greater distances. You can spot people from further than the render distance of buildings. A big tell on where people are is that you can see the circle of trees/buildings being rendered for their section of the map and even hit them with ray/projectile weapons as well. You can even hit zombies that haven't rendered on your screen, but are rendered on the other players' screen from across the map.

 
Please! ....Dr. Pepper
Guppy should understand that. Some of these freaks outside of Texas may not, but Guppy should.

Dr Pepper is king!

PvP in this game is at its peak during the experimental phase and right after stable drops. This is because it's an almost ritualistic coming together of everyone who plays 7 Days, all coming back at the same time to witness the new update. PvP in this game is at its best when everyone starts within a few days of each other, and only really lasts reasonably about 2-4 weeks before it gets kind of ridiculous...What I'm getting at is that PvP is always going to be at its peak right when a new version drops, and it's going to trail off as the alpha version gets older and older since the ideal conditions for PvP have passed. Meanwhile coop games will continue to thrive basically infinitely. If you want to get an idea of how popular PvP is, let's take some snapshots of the active PvP playerbase during the first 2 months of A17.
I thought one of the arguments for PVP was that it keeps people coming back for years afterwards. How will what you describe be any different after Gold?

 
I used to think the same thing about streamers. Then I tried it during the A16 stream release. Quickly realized that it isn't about watching someone play a game. If its a good stream community it is fun just to chat with people that have at least some of the same interests as you. I still watch several of the streamers that I ended up checking out for that and I don't really go to their channel for game play. I've met a lot of really nice people and have played co-op on several games with them.

 
Do we get RAMP for 4x4 so we can drive it on our first floor parking, I know we can make from those Corner blocks etc, but I love to get something that is not 45 inclined but rather only 30 degrees at max.

 
Because they take time. We have lots of ideas. Everyone has ideas. That is the easy part. We talked about some fun stuff today (vultures, bosses, loot), but I was like priorities. Bugs need to get fixed if we want A17 out there.
More meaningful end game would be nice and hopefully we get that. I wouldn't mind if the behemoth or bandits showed up and nuked my base and made me run away and start again fresh in a new location, but with my skills intact, so I could see how fast I could rebuild my life.
Or instead of a calamitous endgame, have a more upbeat one. Like, acquiring the coordinates where a rescue boat or helicopter will land at a predetermined time and pick up anyone in the zone... only for the vehicle to inevitably 'crash' afterwards and drop you in a new, tougher RWG map with only your toolbelt and skills intact.

Ideas are fun! And I can do the nitty gritty work too, by the way, if you're hiring. :)

 
What about the fact that the quadratic progression you mentioned, doesn't work with shorter values? (tested in game: if I lower my 'view distance' from 12 to 6, I do not get 4 times more fps)
Possible explanation for that discrepancy: At default view distance the game is slightly cpu bound, but only slighty. If you lower the view distance you make the cpu's job easier and the game becomes largly gpu bound, hence the linear progression for smaller view distance.

But if you increase the work-load for the CPU (with the much larger area to process) you go further into cpu-bound territory and the quadratic progression is seen.

 
Do we get RAMP for 4x4 so we can drive it on our first floor parking, I know we can make from those Corner blocks etc, but I love to get something that is not 45 inclined but rather only 30 degrees at max.
Try wedge and wedge tip blocks, it is not nearly as a steep incline. I use it currently for my garage access.

 
It seems that it is you who fails to understand. Chunk generation is the same as far as I know, what has been added is the ability to pregenerate towns and POI's, not chunks.
Let's assume you are right here. Still, it has nothing to do with what I was discussing earlier and you brought it up.

 
Because when you leave, there may be a bunch of other zombies spawn and we need the cpu for them. When spawned, they are a fully functional zombie with all the parts that use CPU like the character controller, raycasts, bones and anims all running. That is why I mentioned earlier it could be further optimized. There are several tricks you could do, but that takes time and usually changes makes bugs that take even more time. We have plenty of other bugs and systems to deal with before that becomes a priority.
I suspected that was the reason but 30 seconds seems a bit low on timer. Of course I realize I say this having never seen the code and tested the spawn mechanic. It just seems like 30 seconds is low enough that you could get into a cycle of spawn/de-spawn/re-spawn that eats up more CPU than just leaving them up would use. (I know. Extreme edge case.)

Having said all of this, the current bug seems to be they are ignoring the 30 seconds timer anyway. In that case, it wouldn't really matter if the timer was longer. They could ignore a 2 minute, 5 minute, or 10 minute timer just as easily. :)

 
Let's assume you are right here. Still, it has nothing to do with what I was discussing earlier and you brought it up.
Gazz's guesstimate was in isolated conditions, disregarding the other strains on the system resources. As such it was reasonably accurate under those circumstances. Testing the full system without disabling the other features is why your measurements didn't seem to tally.

 
It seems that it is you who fails to understand. Chunk generation is the same as far as I know, what has been added is the ability to pregenerate towns and POI's, not chunks.
It would quickly fill your hard drive and take an epoch to generate if you pregenerated all chunks including the block data. You can see the deletion of chunks at runtime if you explore too much of the map, eventually the places you have explored become unexplored again.
Are you talking about Chunk loading or chunk generation? Generation and loading are two separate issues. Everything I've read about the new RWG generation, the whole map is pre-generated. The fact that, in RWG prior to A17, generation and loading weren't completely separate was the problem they tried to fix with the change. Navezgane was pre-generated and loaded much smoother. In RWG, chunks were generated(at least somehwhat) as they loaded which caused the extremely slow load times. Especially on servers with people running every which way.

A dev may correct me but that is how I understood that change when it was first brought up.

 
the secrets of A17 Still wasnt revealed .......

but did anyone notice that most of the clothes/ gear had the assemble option in, hmmm , what that could be? can i harden my armor with more armor? ... Roland what is that?

 
As I understand it we basically get this "satchel" as if the zombie that had it was a survivor like us.

Man when I find rotten meat on zombies on A16 I always feel sad. "This guy died trying to survive the worst way possible,eating zombie meat".

 
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