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.
Play it like I do, Loot to 25%, (You'll be happy for any Pistol) Zombies set to insane, 16h daylight, 64Zs on Horde Night - and you are in for an awesome survival Adventure, that will make you proud of what you have accomplished under those Circumstances. The only Thing I really hate about the Game, are Old Sham Sandwiches...
Never! I like loot!!!

 
Play it like I do, Loot to 25%, (You'll be happy for any Pistol) Zombies set to insane, 16h daylight, 64Zs on Horde Night - and you are in for an awesome survival Adventure, that will make you proud of what you have accomplished under those Circumstances. The only Thing I really hate about the Game, are Old Sham Sandwiches...
The easy config tweaks you can set to ramp up difficulty is indeed a pretty cool aspect of the game!

Great, now I have to test my friendly animal mod on harder difficulties. Wolves and bears should be even more helpful on harder difficulties, especially during the spawns around your base every so often, especially when just before a 7 day horde.

https://www.nexusmods.com/7daystodie/mods/136

https://7daystodie.com/forums/showthread.php?87514-MOD-Friendly-Animals-Friendly-animals-united-against-the-zombie-hordes!

plugplugplug! :3

 
Access to A17

Hello! I have a small YouTube channel (almost 800 subscribers) and I wanted to get access to A17, does anyone know where to report?

I found an email as contact for the press but it's probably not what I am looking for. Thank you for your help.

 
Hello! I have a small YouTube channel (almost 800 subscribers) and I wanted to get access to A17, does anyone know where to report? I found an email as contact for the press but it's probably not what I am looking for. Thank you for your help.
Nice try. Now that is a desperate fan!

A17E will be available once they're done bug fixing, balancing, etc, enough to the point where they feel adding more testers would be helpful. :3

But you should really wait to do a review of the game until A17, the release-worthy version, is released, and shouldn't review A17E as that would be silly.

 
Last edited by a moderator:
It's known that the final version of the A17 will be polished and so worth recording and advertising, I just wanted to look around after the early A17 :) MM mentioned in the film that you can report to access. That's why I wrote :rapture: unless I misunderstood

 
It's known that the final version of the A17 will be polished and so worth recording and advertising, I just wanted to look around after the early A17 :) MM mentioned in the film that you can report to access. That's why I wrote :rapture: unless I misunderstood
Streamers allready have been chosen. Minimum requirement was having a minimum of 5000 subscibers. There was no exception.

Guess you could try with A18 as TFP allready stated the streaming event will come every time now.

Cheers

-edit- https://7daystodie.com/forums/showthread.php?84850-Alpha-17-Stream-Event-Coming-Soon

 
1m would be easier, since all that extra high block code could go away, but then most entities would hit their face on the top block. ;)
I could just dupe the code, strip out the high blocks and make a separate 1m grid, but then it would be about half the speed and use twice the memory and take more dev time. That is not the best solution and I have better things to work on for A17.
Good luck with that, especially since spider-z's look like they should fit through a 1 block gap as well. Having to deal with entities of differing sizes and 3D terrain were the main reasons I'd have avoided A* in the first place.

To be fair, it's still probably easier than my favoured solution. I would rather have written a navmesh system from scratch than have an A* system used in an area that's visible to the player. I have a love of challenges, unwavering faith in my own abilities, and more than enough stoopid to try something like that. The worst part? I would have succeeded in doing it and spent an hour gleefully explaining the system to wor lass who knows nothing about computers. :-)

 
I see the toggle run feature in the change list but I was wondering if it would be possible to double tap and hold forwards Minecraft style to achieve the same thing

 
Holy crap. I'm reading up on the A* pathfinding, and what? I'll have to read it again. I get the gist of it, but the different lists, and adding more lists to decide actually shortest path. Though based on what I've read, it goes through the path of least resistance that is adjacent, but what if another path actually becomes the shortest later on, but would only be accessible if they would have taken a different path earlier? Such as the walls, doors, etc. Is there a way to make it determine different paths then choose the shortest overall?

 
Holy crap. I'm reading up on the A* pathfinding, and what? I'll have to read it again. I get the gist of it, but the different lists, and adding more lists to decide actually shortest path. Though based on what I've read, it goes through the path of least resistance that is adjacent, but what if another path actually becomes the shortest later on, but would only be accessible if they would have taken a different path earlier? Such as the walls, doors, etc. Is there a way to make it determine different paths then choose the shortest overall?
Finally, a real question.

The zombies recalculate the shortest path every so often, 10 seconds for 7dtd if I remember correctly. The pathing is relative, it's determined from wherever the zombie happens to be at the time, they have no memory or ability to predict shorter paths.

 
Finally, a real question.
The zombies recalculate the shortest path every so often, 10 seconds for 7dtd if I remember correctly. The pathing is relative, it's determined from wherever the zombie happens to be at the time, they have no memory or ability to predict shorter paths.
Ah, okay. If the whole path is determined before it is set, then it would pick the shortest path overall. Based on what I was reading, it was only taking adjacent at the time, which would cause the issue I was thinking of since it's looking for the next shortest adjacent path instead of the overall. I just need to read a bit more into it is all.

 
TFP has no engine to optimize. But they do have all the game code to take care of. So their work should even be simpler. One of the biggest issues people having with game is game stutter caused by garbage collection. Unity has very good writeup about that. To sum it up - do the right thing with regards to memory allocation..
You brought up the witcher engine as an example of early optimization and I showed you that it isn't early optimization at all. Pulling the rug out from under your argument.

I can't comment on the garbage collection issue, have no knowledge of how 7D2D handles it. Did you profile the game or have other proof that GC is the culprit?

 
Yes we do. A game engine consists of a lot of layers. In any big game project that uses a 3rd party engine, you almost always build a bunch of systems on top of that, which becomes your own engine. Just like Unity's own 3d physics system is build on top of nVidia's Physx code. All an engine really is, is the sum total of all systems that the devs consider generic and could be used on another game. Half our code falls into that category.
Thanks for the insights faatal. What I meant to say, Unity already takes care of lots of things you don't need to worry about. However that does not make it simple to create a complex game.

 
is it made possible in A17 for 2 ppl to look in storage at same time?

that would make gameplay so much better playing co-op! :D

 
is it made possible in A17 for 2 ppl to look in storage at same time?that would make gameplay so much better playing co-op! :D
No, and probably never. ;x

From a database perspective it'd probably make a lot of mess.

 
A Question from a Prefabber. When building a Library with a lot of Bookshelfes, and you don´t want the Player look in every Bookshelf if it is lootable or have only Faketextures. Have you made an empty Bookshelf, so that you don´t have to use the Bookshelftexture, and you can see if it is empty ?

 
No, and probably never. ;x
From a database perspective it'd probably make a lot of mess.
there are games that have no problems with 2 players looking in 1 chest.... dunno if it´s also posible in 7 days ...but I duess if it´s not a database problem in one game, it´s should not be in another, right? If not, don´t mind me... just a user^^

 
there are games that have no problems with 2 players looking in 1 chest.... dunno if it´s also posible in 7 days ...but I duess if it´s not a database problem in one game, it´s should not be in another, right? If not, don´t mind me... just a user^^
I am genuinely curious.

What is an example of a game where 2 can look in a chest at the same time?

All the games I am playing right now it is one at a time.

 
No, and probably never. ;x
From a database perspective it'd probably make a lot of mess.
Not really. Have taking things out of a shared container AND THEN putting the item in your backpack, all one Transaction. Its exactly what databases do best.

 
I am genuinely curious.
What is an example of a game where 2 can look in a chest at the same time?

All the games I am playing right now it is one at a time.
This is doable in PUBG after killing someone, both or more players can access their inventory.

 
Status
Not open for further replies.
Back
Top