PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Has anyone been able to generate a usable/not horribly messed up map?
Clean fresh wipe and install. No saved games, no mods, etc. etc.

Every RWG map I generate is filled with crags, roads going all over the place in weird ways, straight up and down, crazy biomes transformations straight from snow to desert to wasteland, all within 100 meters. Only one trader per map, etc,. etc, etc. It seems that I am not the only one having this problem.

Has anyone managed to fix this with a rwgmixer edit or by some other means? The b221 map gen was much better. Why is the current map generation so screwed up and how can we fix it? Does anyone have a solution?
Still some of the issues you named but the map i choosed, with some edits

A465EB6F2AC6769F881CB0B0CB3DED4C2158E3F2


https://steamuserimages-a.akamaihd.net/ugc/939462889627844901/A465EB6F2AC6769F881CB0B0CB3DED4C2158E3F2/

X:\SteamLibrary\steamapps\common\7 Days To Die\Data\Worlds\Hazeja Mountains\spawnpoints.xml

Code:
<spawnpoints> 
<spawnpoint position="-2600,50.6,2550" rotation="0,185,0"/> 
</spawnpoints>
E:\SteamLibrary\steamapps\common\7 Days To Die\Data\Worlds\Hazeja Mountains\prefabs.xml

Code:
<decoration type="model" name="settlement_trader_05" position="-2380, 44, -1915" rotation="0" /> 
<decoration type="model" name="settlement_trader_01" position="-2909, 49, 2517" rotation="0" /> 
<decoration type="model" name="settlement_trader_03" position="33, 52, 1634" rotation="0" /> 
<decoration type="model" name="settlement_trader_03" position="780, 47, -2793" rotation="0" /> 
<decoration type="model" name="skyscraper_03" position="206, 47, -2734" rotation="1" /> 
<decoration type="model" name="skyscraper_01" position="-938, 47, 1495" rotation="1" /> 
<decoration type="model" name="skyscraper_02" position="-224, 46, 690" rotation="0" /> 
<decoration type="model" name="gas_station3" position="-2800, 51, 2408" rotation="0" /> 
<decoration type="model" name="gas_station9" position="-2195, 49, 2505" rotation="0" /> 
<decoration type="model" name="store_hardware_lg_01" position="-2237, 49, 2445" rotation="2" /> 
<decoration type="model" name="store_gun_lg_01" position="-2196, 49, 2449" rotation="2" /> 
<decoration type="model" name="store_pharmacy_sm_01" position="-2132, 49, 2505" rotation="0" /> 
<decoration type="model" name="store_autoparts_01" position="-2080, 49, 2505" rotation="0" /> 
<decoration type="model" name="store_book_lg_01" position="-2151, 49, 2449" rotation="2" />
Has some smaller flaws, but in general so a really nice map

 
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I would love a lawn mower (see earlier post.) And while I don't normally rush a forge (I tried and I actually don't like it) I WOULD rush for a lawn mower. Quantum Blue's (Lawmower Man's) Diersville would be the envy of all (and I mean everyone in the universe) by end of month. (punching grass / empty frames almost makes it two...)
But, now that I think about it, since laying empty frame removes grass AND levels the land, we need some kind of auto frame placer/remover. (kind of like the tunnel borer in RailCraft for MineCraft)

; - )
I’m also looking forward to a lawnmower mod. Until then I added a weed whacker mod similar to the old shears from other alphas.

https://github.com/stasis78/7dtd-mods/tree/master/WeedwhackerMod

 
Two questions.

1. Is there a POI editor for A17, if so, where is it?

2. Is it worth bug reporting a POI in Nave with strange SI issues?

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(edit added comment by QA Tester-unholyjoe)


 


hey TG,



in navezgane map you are talking about.. stand in front of the poi... log out and go to editing and click on World Editor (not the prefab editor),



scroll until you see a folder called Navezgane... click on it to load it...


 


viola, when its loaded you are standing in front of the poi and now you hit escape - top right of the debug menu choose the 2 icon - select "show dynamic prefabs" (a lot of blue boxes will appear)... stand back out of that boundary box and click LMB once to turn it yellow... now hit your F3 to open debug info screen on left and at the bottom should show the prefab's name that is high lited.


 


grab a screen shot and make a bug report about it.


 


thanks
:)

 


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i've noticed a bug on the lastest vision of alpha 17 where i can't change the resolution of the game. it wont let me turn it down it just stays at 1080p. does anyone know how to fix this?

 
Two questions.
1. Is there a POI editor for A17, if so, where is it?

2. Is it worth bug reporting a POI in Nave with strange SI issues?

It's under the editing tools button on the main menu.

 
left lower corner has red healthbar
I'm guessing she means the enemy health bar along the top of the screen, as shown in a couple of Madmole's early A17 videos.

There is some talk about enabling it via XML/XSLT in the Mods section of this board, but apparently it's too buggy to be usable. I'd link to it, but I can't find it now, maybe someone else can?

(EDIT: missed that the OP is female - my apologies!)

 
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Hey all,I was wondering what happened with the health bar, will it be added like promised?
Do you mean the enemy health bar?

It was not promised, in fact they specifcally stated it was a debug item.

Further, because of all the complaints and whines they also locked it behind having God mode enabled, and then further commented it out in the XML

Locking it behind god mode made it useless for modding it back in, or using it in a mod behind perks (as was suggested might be possible).

Also still didn't add any visual way to tell how damaged, or even damage between zeds (unless you use arrows/bolts or perk into dismemberment).

Maybe in a future version or with some SDX Patch scripts.

 
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Also still didn't add any visual way to tell how damaged, or even damage between zeds.
I wish we could see visual damage some day.

And individual sounds of every sort of zed, some still use similar sounds. Predictability of situation via sound so you know if you need to scream or panic.

 
When will STEAM show A17 Stable? right now it still only shows A16.4 and Experimental.
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(edit added comment by QA Tester-unholyjoe)


 


the Beta drop down menu shows only experimentals and testing branches not the public stable. when players opts out they will already be in stable build.


 


try this on another game (i checked in Doom) click on the beta tab and nothing because they dont offer backend builds.


 


new player will only see install when they buy the game and will only see options in the beta tab if they opt in to such tests.


 


thanks
:)

 


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@unholyjoe,

I believe what Lonestarcanuck is referring to; usually TFP have also made a copy when releasing the stable (for a number of versions now) called Stable on the betas tab such that folks could opt-in to that Stable version and not get updated when patches for public branch came out.

 
Do you mean the enemy health bar?It was not promised, in fact they specifcally stated it was a debug item.

Further, because of all the complaints and whines they also locked it behind having God mode enabled, and then further commented it out in the XML

Locking it behind god mode made it useless for modding it back in, or using it in a mod behind perks (as was suggested might be possible).

Also still didn't add any visual way to tell how damaged, or even damage between zeds (unless you use arrows/bolts or perk into dismemberment).

Maybe in a future version or with some SDX Patch scripts.
Yes thats what I meant.

Me and my bf liked the idea so where just wondering what happened.

tnx for the answer.

Would be nice if having it or not would be an option in settings tho :)

 
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Just wanted to wish everyone here A Merry Christmas and a Happy New Year!

It's been fun reading all of the comments!

Thank you FTP for the game that i have been playing since A10.4 it's been awesome!

 
I'm having some fun. My first b240 playthrough I must've been wearing tap shoes or something as every POI I went in I'd wake 2 or 3 sleepers at once.My current run, doing much better.

Found RWG Trader's a bit lacking for an 8192 map. Took care of that with a little modlet though (upped the from a fixed 5 to 5-10).

I like the way the regular vultures just hound you.

Those sleeper vultures, had one inside a POI.

The greater number of zombies makes avoiding them a bit more interesting.

Instead of ignoring the Master Chef perk, finally gave that a go (seems to be a required one, it makes that major a difference).
I'm calling my first experience with b240 a fluke. I must've had a bad day or some clogs or tap shoes on as I couldn't sneak and avoid zeds at all. Current playthrough has been way better.

After having been running with Master Chef level 1. Might as well just remove one more starting skill point and unlock those recipes since that first level is essentially a required perk (starve or take this; or so it feels). One point though, not bad to have a lot of extra food.

 
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Why is the character level limit set to 300? Why not 999?
It's a design choice.

Back to what I was originally going to say...

The prefab editor requires EAC to be turned off if you want to save changes? Does that mean that a server cannot change a single prefab without disabling EAC?

 
i guess, you can set it 999. but what is the point?. with lvl 300, you can unlock probably all perks. so further levelling does not give you anything extra. or perhaps higher gamestage.

 
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