PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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I'll say it again, I still (even with b221) get a smoother and more reliable FPS with FOV set to 90 than the default 65. It is also darned annoying having to set it every single time I start the game.

Any chance we can get an auto-exec for Console Command Line Options?

sg OptionsFieldOfViewNew 90

sg OptionsViewDistance 12

Please?

- - - Updated - - -

Waiting with baited breath.
I thought someone would have released such already.

I can certainly do some more 'Zee No' modlets (already have Zee No PlayerStat Numbers and Zee No XP Bar).

Stop over in my thread and make some requests. :)

 
I'll say it again, I still (even with b221) get a smoother and more reliable FPS with FOV set to 90 than the default 65. It is also darned annoying having to set it every single time I start the game.Any chance we can get an auto-exec for Console Command Line Options?

sg OptionsFieldOfViewNew 90

sg OptionsViewDistance 12

Please?
That would be great, but if that's to much work maybe a cmd line shortcut?

" FOV xx " <==> sg OptionsFieldOfViewNew xx , or;

" sg FOV xx "

Though Red Eagles may allow MP folks to customize without having console access? Not sure how that works on servers...

 
I'll say it again, I still (even with b221) get a smoother and more reliable FPS with FOV set to 90 than the default 65. It is also darned annoying having to set it every single time I start the game.Any chance we can get an auto-exec for Console Command Line Options?

sg OptionsFieldOfViewNew 90

sg OptionsViewDistance 12

Please?
try the useroptions file Red, works good for me.

mine in the UserOptions.ini file located in the base saves folder my case .../AppData/Roaming/7DaysToDie/

mine hasnt reset since i changed it.. i do not change it via console command.

 
Actually, I am quite polite in person. I just don't like where A17 is headed. I did at first though. I just don't az kiss like how developers want. I just tell it like it is. I expect the same in return.
The XP was not reduced overall. Zombie XP was (not even by that much), but other activities like mining got a considerable XP buff.

 
I had a thought....perhaps a bad one, I don't know as I am not programming savvy, but here goes.

Instead of the horde spawner randomly generate a crowd and point them at the player could it pull from the nearest POi? Basically wake the horde in that poi and tell them go to nearest player? This would add to realism/immersion (yeah, I went there) and "I would think" that might serve to ?lower? some computing requirements?

 
try the useroptions file Red, works good for me.
mine in the UserOptions.ini file located in the base saves folder my case .../AppData/Roaming/7DaysToDie/

mine hasnt reset since i changed it.. i do not change it via console command.
View Distance doesn't reset but FOV does.

I tried it.

OptionsFieldOfView 90

OptionsFieldOfViewNew 90

are both in the file.

Start Game

Press F1

Type 'getoptions' without quotes and hit enter

shows:

GamePref.OptionsFieldOfViewNew = 65

Enter a game, and confirm same. Then open console and do the 'sg OptionsFieldOfViewNew 90' command. Notice the screen change, repeat the getoptions command and it will be 90, until one exits the application. Upon exit of the 7 Days To Die application and restart it will be reverted to default 65.

I even tried putting a copy of the UserOptions.ini at the appropriate base folder path for where my saves are placed when using the serverconfig.SP.xml as defined on executable command line using -configfile=serverconfig.SP.xml

<property name="SaveGameFolder" value="H:\GameSaves\7DTD\A17\Saves" /> <!-- use this to override the default save game path -->

I even tried placing a copy of UserOptions.ini at H:\GameSaves\7DTD & H:\GameSaves\7DTD\A17 & H:\GameSaves\7DTD\A17\Saves to no effect.

I also tried without using an alternate save path by removing '-configfile=serverconfig.SP.xml' from the command line with the same 65 result.

Summary: I've found no way to persist the new FOV setting. Thus no way to persist the in game FOV changes when using 'sg OptionsFieldOfViewNew 90'.

 
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My understanding is similar to Doctor3d’s and is based entirely on what the devs said when the feature was first announced. Run - slower than player, sprint - same speed as player, nightmare - faster than player. Maybe this changed from when first announced or I misunderstood. Remember that in earlier A17 builds , the player ran faster than the zombies. I’ll test later to see if the player runs faster than zombies set to sprint.
Regardless, in my opinion this is also the most logical way for it work. Players should be able to choose whether they want zombies to run slower, faster, or the same speed as players. I don’t see the point in having two run speeds that are slower than the player.
No. Zombie speeds have nothing to do with player speeds. A crippled zombie is not going to move at the same speed as say an athletic zombie.

There are 7 different walk type anims, which blend into run anims. Zombie movement is driven by the root motion of those animations as defined by artists. XML then has a MoveSpeedAggro per zombie which is a min/max range used adjust the blend values of those anims. The Walk, Jog, Run, Sprint settings just determine what percent of the MoveSpeedAggro min/max is used.

The default is Sprint, which is about the same as the old running speed.

 
That may mean it’s not working as intended. Jog was supposed to be faster than the old walk speed. It will vary by zombie though. It would be best to test with one of the faster zombies like q-ball or businessman.
Walk is the old walk speed. Jog is faster.

 
I had a thought....perhaps a bad one, I don't know as I am not programming savvy, but here goes.Instead of the horde spawner randomly generate a crowd and point them at the player could it pull from the nearest POi? Basically wake the horde in that poi and tell them go to nearest player? This would add to realism/immersion (yeah, I went there) and "I would think" that might serve to ?lower? some computing requirements?
While an ideal scenario, complication and performance wise it wouldn't be worth it. If you built your base really far away from other POI's, travel time and processing all those distance chunks would be undesirable. Even if you were in a town, several pathing codes would need to be generated from many, many different sources, basically scanning the area for POI's to trigger. Then, they would have to break out of wherever they are (impassible areas in the POI, hiding spots, etc) which would spoil the experience whenever you go there with all the swiss cheesed houses.

I get where you coming from; it's a fun, immersive thought, just not technically sound.

 




This building inside makes no sense, how did (or does) anyone supposed to have entered and exit ?

There no door or entrance hatch to this room.

:p

 
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While an ideal scenario, complication and performance wise it wouldn't be worth it. If you built your base really far away from other POI's, travel time and processing all those distance chunks would be undesirable. Even if you were in a town, several pathing codes would need to be generated from many, many different sources, basically scanning the area for POI's to trigger. Then, they would have to break out of wherever they are (impassible areas in the POI, hiding spots, etc) which would spoil the experience whenever you go there with all the swiss cheesed houses.
I get where you coming from; it's a fun, immersive thought, just not technically sound.
Bit what I was thinking. Not to mention then the POI itself is probably ruined with most of the loot inside of it. Say it ends up using the Shotgun Messiah plant, and you haven't even gone there yet, there goes that. Or a hospital, etc. I'd find it frustrating to have hordes attack me, then go to a town, and find out my last 5 hordes came from that city and in the process destroyed the POIs trying to get out...

 
Who designed this absolutely ugly "Metal Tread Plate 1" texture? If you do not want a light color any more, only gray in gray, then please darken the previous real high quality texture a bit off, and makes them a little dirtier. Who cares when it looks good. We can live with that. But qualitatively, you have completely devalued the new texture. On surfaces, this looks like copy paste, terrible. And again a texture that you can not apply anymore to surfaces.

SfSa1Vy.jpg


 
that was a bug with the poi the door is there just place a frame to reveal it i have had that happen to me in previous game.

 
It's fair to assume that patch notes often are in need of patches ;-). Proper documentation is always the first victim on the altar of software development.
Often changes are made that unknowingly effect something else, so it would not be in the patch notes if unknown. People often think every change was intentional, when many times they are bugs or side effects.

I was talking to Gazz last night about when the xp for harvesting increased because I noticed it weeks ago, but it is not in the patch notes. Well he didn't change it and I can find no code changes for it, so I think it was a side effect of a harvesting change, which I had thought was done on purpose.

Yesterday testers complained that zombies were now weaker against their bases. I didn't change that, but turns out, some timing changes for AI obstacle avoidance and possibly the move speed changes made AI destroy area less effective, so I had adjust destroy area duration to balance that out.

 
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