PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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if my math is correct, he would generate 8k map around 8 minutes, i did it 16 min.
I get your math. I generated 4x4 = 16 "1K blocks" (simplifying here) and you generated 8x8 = 64 blocks. You generated 4x the "stuff", but it took you about 8x as long to do so.

RAM might matter, tho I never see the 7d2d process consume more than about 2.5GB. When it's done generating and just running, it's under 2GB. So your 16GB should be plenty.

I just generated an 8K world and it took up about 5.4GB RAM and up to 95% CPU...except when generating towns. At that time it dropped down to a (locked?) 25% CPU usage and remained there. All cores were active at about 25%, so it wasn't somehow in an affinity lock with one core running at 100%. It was weird - the RWG isn't making full use of the CPU during part of the work.

I notice that there are many more towns being generated - I think more than 4x what I saw in the 4K world - and they take some time so maybe that's why it's not just linear time increase from 4K to 8K worlds.

Here are the milestones:

T15:07:26 12.022 INF Generating county 'Old Famuze Valley' using world seed '1958948209'. World size (8192x8192)


T15:07:26 12.023 INF Started thread RWG



T15:07:26 12.032 INF WorldGenerator:Generating Old Famuze Valley



T15:09:18 123.876 INF WorldGenerator:Socket data generation took 1 minutes 51 seconds



T15:09:39 144.830 INF WorldGenerator:World Highway data generation took 20 seconds



T15:09:39 144.830 INF WorldGenerator:Generating Towns



T15:09:50 156.055 INF WorldGenerator:Town data generation for Bupomiburg took 11224 ms



T15:10:06 171.302 INF WorldGenerator:Town data generation for Port Wija took 15246 ms



T15:10:22 187.430 INF WorldGenerator:Town data generation for Havogo took 16128 ms



T15:10:36 201.669 INF WorldGenerator:Town data generation for Ruo Pass took 14238 ms



T15:10:47 212.896 INF WorldGenerator:Town data generation for New Bapamiton took 11226 ms



T15:10:48 213.298 INF WorldGenerator:Town data generation for West Lidoville took 402 ms



T15:11:02 227.437 INF WorldGenerator:Town data generation for North Letaguville took 14138 ms



T15:11:08 233.779 INF WorldGenerator:Town data generation for Femedo took 6342 ms



T15:11:23 248.726 INF WorldGenerator:Town data generation for Port Woja took 14947 ms



T15:11:32 257.608 INF WorldGenerator:Town data generation for West Lufaton took 8881 ms



T15:11:42 267.702 INF WorldGenerator:Town data generation for Nideville took 10094 ms



T15:11:42 267.702 INF WorldGenerator:Hub data generation took 122 seconds



T15:11:42 267.702 INF WorldGenerator:Generating Country Roads



T15:13:59 404.270 INF WorldGenerator:Generating Wilderness POIs



T15:13:59 404.557 INF WorldGenerator:Generating Prefab xml information for 1904 lots.



T15:13:59 404.558 INF WorldGenerator:Data generation took 6 minutes, 32 seconds



T15:13:59 404.558 INF Exited thread RWG



T15:13:59 404.603 INF WorldGenerator:Exporting Generated Data



T15:16:25 550.350 INF WorldGenerator:Data export took 2 minutes 25 seconds



T15:16:25 550.350 INF WorldGenerator:Generating county 'Old Famuze Valley' took 8 minutes, 58 seconds



T15:16:51 576.882 INF createWorld() done

So overall it took about 9-1/2 minutes to generate. I'm using a plain old 7200RPM spinny disk for storage.

 
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This thread is so long I'm not sure anyone from TFP will see this, but the balance of difficulty modes is not good. You get the same xp no matter the difficulty level. I like playing on the hardest settings, but it takes weeks to get to the same point I could get to on normal settings in a single week. It takes so much time and resources to kill the zombies on higher levels that the xp should be increased.
I play sometime in insane with zombies always running and it's true that, if you want to live an adventure that doesn't last 200 days (in game) you have to modify some things. The easiest way is to give you 2 skill points / level. It's doable in the progression.xml file.

Code:
<level max_level="300" exp_to_level="9545" experience_multiplier="1.0149" skill_points_per_level="[color=#00ff00][font=arial black][b]2[/b][/font][/color]">
 
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This thread is so long I'm not sure anyone from TFP will see this, but the balance of difficulty modes is not good. You get the same xp no matter the difficulty level. I like playing on the hardest settings, but it takes weeks to get to the same point I could get to on normal settings in a single week. It takes so much time and resources to kill the zombies on higher levels that the xp should be increased.
So it’s hard then, the point is to make the game harder, not make the zombies harder do you can level faster

 
Guys. Guys.
I decided to buy a new (gaming) laptop, because I was sick and tired of my old beast.

GTX 1060

16 GB RAM

i7-7700

I have, with my previous settings and the maximum resolution, 80-100 FPS.

I think I just became a man.
Just don't buy laptop for gaming and buy something with intel 8th gen CPU. You can get for same price twice much game performance with desktop PC.

EDIT: Sorry i find too late you bought it already.

 
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Just don't buy laptop for gaming and buy something with intel 8th gen CPU. You can get for same price twice much game performance with desktop PC.
There are some of us that need a computer for work, especially when we travel a lot.

PC is just not an option.

 
For the love of God, tell me that this is not the stable version, download this version again and in all randomly generated maps have the same horrible error, please give priority to this, it is what most enjoy the game!

I think these problems are very serious please put it as the first 17 alpha !, please! please!

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you meant mountains in mid city? building half way in ground. nothing game breaking there. it will be fixed at some point. try another world and seed, it may be better. i have better terrain in my rwg map.

now please give devs some time for x-mas and new year. they worked hard enough and deserve some time off.

peace :)

 
So, RWG is still broken though, right? No generation of the skyscrapers and such?
Skyscrapers do generate, just not in the insane amounts they used to in A16.4

Check Steam\steamapps\common\7 Days To Die\Data\Worlds"your world name here"

Open the prefabs.xml and do a search for "skyscraper"

The seed my friend hosts in a private game between him and me has 4 skyscrapers in it.

<decoration type="model" name="skyscraper_04" position="-120, 46, -3200" rotation="3" />

<decoration type="model" name="skyscraper_04" position="-312, 47, 544" rotation="1" />

<decoration type="model" name="skyscraper_04" position="-3040, 46, 3320" rotation="3" />

<decoration type="model" name="skyscraper_04" position="1616, 47, -1440" rotation="2" />

People have had seeds with 0 or even with 30+. It's all RNG. When in doubt, check the prefabs.xml if you absolutely must have skyscrapers in your game.

I rather have a few skyscrapers on the map instead of entire cities made 90% out of skyscrapers like I often encountered in A16.4

I do miss that big book store skyscraper though, and some of the other special ones. Not sure which skyscraper number they have in the xml file.

 
So I've been out of the loop. What do i have to do to enable 16k maps? Generate it first with the world preview utility, then select it as my map when creating a new game? Or is there a way to enable it generating a 16k map straight away from the "new game" menu?

 
Exactly the point of why they need to be bigger..............to throw a wrench in the works. If they are too small to do that then what purpose do they serve?
Imo i think the size of the wandering horde should be an option like the Bloodmoon Zed Count at the begin of the Map for the Player/Server Admin to decide. To find a balance between it won't be possible due to the many diffrent playstyles of the players.

I for myself miss the old huge "Big Mama" horde where 15+ would pass my base. True, it was bad if they came the moment you went in an Quest POI but i think the Devs could twerk the settings that an Horde can't spawn near a player that is in an active Quest POI, but that is as always just my opinion.

 
Got this tweet from Development (@7DaystoDie) that stable is out , but no update, no fuzz, nothing. Is this the time just before blood moon ? Too quiet and I got no update in steam. Scary. Brr

 
Got this tweet from Development (@7DaystoDie) that stable is out , but no update, no fuzz, nothing. Is this the time just before blood moon ? Too quiet and I got no update in steam. Scary. Brr
opt out of beta.... wait for a17.1 in the future and you will get it...

right now, a17b240 IS the exact same Stable build... enjoy.

this dance is performed on every alpha since we started with experimentals... the last experimental is the build used for stable. :)

 
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