PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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So in trying to get my dedicated server up, Im having issues where it's a hit or miss if people can even join my server (or see it period). Some help with this would be appreciated, it's not my firewall, I've port forwarded, I've disabled my firewall in an attempt to fix, but no luck.
Also I had to tone down how many zombies can spawn in at a time because for some reason, you kill 1 zombies, 5 more would spawn in the same room. Im on a windows 7 machine for now until I am finished building my server tower (waiting on parts to arrives basically)
Did you change your serverconfig line like this ?

<property name="ServerDisabledNetworkProtocols" value=""/> <!-- Networking protocols that should not be used. Separated by comma. Possible values: LiteNetLib, SteamNetworking -->

 
Did you change your serverconfig line like this ?<property name="ServerDisabledNetworkProtocols" value=""/> <!-- Networking protocols that should not be used. Separated by comma. Possible values: LiteNetLib, SteamNetworking -->
TY! also the admin thing still having trouble

 
First time the trader quest worked for me (RWG), but on this restart (RWG too) I got the bug 0.0m to trader location, no quest map icon. Does that mean there was no trader generated on this map?

 
20181122160629_1.jpg

Is that supposed to be like that? ;v

(edit added comment by QA Tester-unholyjoe)


thats funny, can you post a couple of exterior screenshots of the poi so i can check it in the editor and is this rwg or nav? i just need to see which poi it is.


 


might just be a one off but would like to see if its in the editor. thanks
:)




 
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Today is a holiday in the US (Thanksgiving) so might be a while.
Damnit. I mean.. Wouldn't it have been pretty obvious that the 'hit'-animation plays directly after placing a block? Even just starting up the game would reveal that.

 
First of all, thank you (Joel and all the TFP staff) for the amazing update!

I have not the opportunity to play with the new build (b199), so I can't tell if the "problem" continues and if it is a problem.

I was playing in A17b197 and I think the trees are growing to fast. Something like, I planted the tree afternoon and return next day and the tree is already grown with 300 or 600 HP. Is it intended? If not, I’ll try to demonstrate and place it on bug reporting thread.

Sorry for the English. I'm from Brazil and not usually write in English.

 
This is literally my only real complaint from 17 so far. They did such a GREAT job making everything ELSE more difficult and slowed down but the removal of the parts system and the removal of the action xp and quality levels has GREATLY diminished any variety or reward for getting better loot. Mind you i looted a level 4 spiked club on day 3 in my game and i feel ZERO need to ever replace it or upgrade it. it has 2 mods so far and for me it feels like an endgame weapon... on day 3.
The mods are not THAT great at all, and so far they haven't offered me enough variety to compensate for what we lost in the 1-500 quality system. A combo of the two would have been EPIC. But unfortunately it seems they went the way of simpler is better when it comes to stats on weapons.

I mean Im told that using your axe to level it was a stupid RPG type style of gameplay that felt grindy, yet adding black dye to my club to make it stronger is what...immersive? If anything skilling up through USING your weapon makes WAY more sense and its a very rewarding system.
Mods are now the parts and provide a lot more interesting boosts to weapons. Each mod installed boosts damage. The dye boosting damage is a bug, that one is supposed to work differently. The old system of skill grinding had its merits but didn't fit into the scope of A17.

 
Not sure if this is deliberate or if I've made a mistake, but is compound bow supposed to be just about the only non-craftable item? There seem to be perks for to unlock for crafting just about everything else in the game from every firearm, chainsaws, augers etc. As well as several weapon mods with schematics, but compound bow is just nowhere to be seen?
I know it's probably not a big deal, you can likely find a decent one anyway and keep it repaired with repair kits, but it seems strange when we can craft everything else that this isn't attached to any of the perks, or at least not mentioned in the descriptions of any that I could see. Every other item appears in the craft menu, even if you haven't unlocked it, so it seems like compound bow just doesn't have a recipe?
Thats a bug, I'll fix it.

 
Mods are now the parts and provide a lot more interesting boosts to weapons. Each mod installed boosts damage. The dye boosting damage is a bug, that one is supposed to work differently. The old system of skill grinding had its merits but didn't fit into the scope of A17.
Could it be possible to spawn items with random mods already attached? This will definitely add a variety.

On the subject of mods, one thing would be awesome is a way to see all available mods that apply to the specific item.

 
Come to think of it, I've only found 1 mod in ~15 hour of game-play. Maybe they are too powerful for early game? Have you considered giving the mods a quality level and making them more abundant early game? Just a thought.

 
Damnit. I mean.. Wouldn't it have been pretty obvious that the 'hit'-animation plays directly after placing a block? Even just starting up the game would reveal that.
I am unable to reproduce this. I just planted several saplings and blocks and it worked fine for me. No second hit. Maybe TFP will need more information to reproduce this. I've seen several people mention this though. Are you using a controller? Is your mouse going bad?

EDIT - Just planted a bunch of crops no change. Maybe this a FPS issue. My FPS hovers around 60-80. Faatal said that things start breaking around 20 FPS because of how ticks work in the game.

 
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Really -low- RAM use??

Just noticed that 7DaysToDie.exe is only using 3.5 GBs. wth? I know w 16.4 mods it would use 9 GB +.

Running Win7 64bit, the 7dtd Launcher has a button to change to 32-bit. Did all the steps for a clean install of A17e, so -should- be 64-bit...

Log has this; "INF Version: Alpha 17 (b199) Compatibility Version: Alpha 17, Build: Windows 64 Bit". So looks like it's running the 64-bit game.

That ~3.5 GB RAM peak usage makes me wonder if it got complied w/for 32-bit memory?

If so.., well, don't want to jump to any conclusions or get hopes up, but that would certainly hit the performance :) Anyone seeing more than 4 GBs ram usage?

 
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