PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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I want to state up front I am not part of TFP's. Nor am I part of the 7dtd mod community.

What I do is for myself and a few friends who I play with.

I also want to say I have never implemented this in any of my games. But I Do remember talking to them awhile ago (years in fact) of how they did it.

That out of the way.

I am going to say NO they do not have a feature to respawn any objects in the game...

Aside from 1 which they only recently added to this alpha.(17)

As far as what the modders do it is very similar to what TFP's did with crops.

Upon destruction a seed is planted.<(this is the 1 and only thing like this TFP's did)

Instead of a crop the modders created their own crop to plant when certain objects are destroyed.

In the case of your example a car seed that they have only 1 growth cycle and they add their own timer to it.

So that it could reach growth cycle 1 instant or any other amount of time they wish to add....

and that growth would create the newly generated car where the old 1 was.

Not sure if this is exactly what you wanted to know or were looking for...

but it is all I know on the matter and hope it helps.
Kinda sorta not really...Let me explain:

I know if you attend a quest POI, you can wrench the car, activate the quest and the car magically reappears as the POI is refreshed. If you wrench a car in the world (i.e. not part of a POI or quest), I have seen that car re-appear exactly as it was. There was no map wipe or region wipe and I am 100% certain the car was no longer in the game (I had wrenched it myself for fuel after I ran out on my bike).

We have since gotten a new seed/map on 17.1 and many of the server occupants are wrenching cars like there's no tomorrow for their brass and mechanical parts. Everyone seems firmly of the opinion that cars do not in fact respawn...but, someone mentioned earlier in this thread that they in fact did respawn (or at least it was heavily suggested). So was wondering if TFP implemented something to facilitate that or if I was inferring too much...but then the example of what I witnessed - how could that be explained??

 
Kinda sorta not really...Let me explain:
I know if you attend a quest POI, you can wrench the car, activate the quest and the car magically reappears as the POI is refreshed. If you wrench a car in the world (i.e. not part of a POI or quest), I have seen that car re-appear exactly as it was. There was no map wipe or region wipe and I am 100% certain the car was no longer in the game (I had wrenched it myself for fuel after I ran out on my bike).

We have since gotten a new seed/map on 17.1 and many of the server occupants are wrenching cars like there's no tomorrow for their brass and mechanical parts. Everyone seems firmly of the opinion that cars do not in fact respawn...but, someone mentioned earlier in this thread that they in fact did respawn (or at least it was heavily suggested). So was wondering if TFP implemented something to facilitate that or if I was inferring too much...but then the example of what I witnessed - how could that be explained??
As far as the poi reset yes that is all true and TFP's did it for obvious reasons.

If the quest is in a local where it was already ransacked.

I won't get into they shoulda or coulda done it this way or another way.

Basically I think it was the easiest and quickest way to do it. so that's what they did.

As far as cars respawning outside of this...

I have never seen this... but you said it was on a server...

Is it yours or run by someone else?

I know there is a way to set a timer to reset areas.

This might be why the cars respawn.

Loot timers can only respawn loot from containers that are not destroyed.

So resetting areas in a multiplayer game is the only way to ensure that those items will be there for all.

Some items can only be wrenched from certain things like cars.<(at least that is how it used to work)

still all and all it is still a prefered way to ensure everyone can possibly get what they want or need.

Whether TFP's did this for MP IDK

Sorry...

I do know server admins had been doing it themselves for awhile

 
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As far as the poi reset yes that is all true and TFP's did it for obvious reasons.I have never seen this... but you said it was on a server...

Is it yours or run by someone else?

I know there is a way to set a timer to reset areas.

This might be why the cars respawn.

Loot timers can only respawn loot from containers that are not destroyed.

So resetting areas in a multiplayer game is the only way to ensure that those items will be there for all.

Some items can only be wrenched from certain things like cars.<(at least that is how it used to work)

still all and all it is still a prefered way to ensure everyone can possibly get what they want or need.

Whether TFP's did this for MP IDK

Sorry...

I do know server admins had been doing it themselves for awhile
The server is run by someone else (although I am part of a mod team on it), but I know that nothing had been set up to reset regions etc as this was something that was being discussed (we had a lot of "trees bugged at trader" issues that was considering resets prior to 17.1).

Would be interested to find out from someone more 'in the know'...Bueller?

 
community - how about if we find an error in syntax we quietly pm the devs so they can look at it and change the code as required. if they dont know they cant fix.

devs - if there is a comma instead of a point that poxes stuff up how about we fix it, respond to the one who found it, give rep whatever, and quietly move on.

we dont need to have #gate over typos

i cant imagine how many lines of code you have to deal with. i know that everyone thinks differently therefore programs differently.

if modders can remedy crossed wires then surely that can be incorporated into vanilla.

at least if it is a known issue, chime in and tell us it is fixed.

or is as designed.

i could tell you some stories of 'by design' claims of jde developers who were speaking out their arse btw...

 
As far as the poi reset yes that is all true and TFP's did it for obvious reasons.If the quest is in a local where it was already ransacked.

I won't get into they shoulda or coulda done it this way or another way.

Basically I think it was the easiest and quickest way to do it. so that's what they did.

As far as cars respawning outside of this...

I have never seen this... but you said it was on a server...

Is it yours or run by someone else?

I know there is a way to set a timer to reset areas.

This might be why the cars respawn.

Loot timers can only respawn loot from containers that are not destroyed.

So resetting areas in a multiplayer game is the only way to ensure that those items will be there for all.

Some items can only be wrenched from certain things like cars.<(at least that is how it used to work)

still all and all it is still a prefered way to ensure everyone can possibly get what they want or need.

Whether TFP's did this for MP IDK

Sorry...

I do know server admins had been doing it themselves for awhile
There are car respawning mods even back on a16.4 and possibly even earlier. If you wrench a vehicle and then see a stone or some grass or something where the vehicles were then you are likely dealing with vehicle respawning mods. If you destroy the object left behind, the vehicle will not respawn.

 
What is this concern over breaking saves all of a sudden? Random Gen is in a terrible state and the sooner we get a nicer working one Im sure people will be ok with save breaking. Besides, who ISNT near mid - end game by now ANYWAY?

Is save breaking concerns going to hold up ALL updates from here on out?

- - - Updated - - -

community - how about if we find an error in syntax we quietly pm the devs so they can look at it and change the code as required. if they dont know they cant fix.devs - if there is a comma instead of a point that poxes stuff up how about we fix it, respond to the one who found it, give rep whatever, and quietly move on.

we dont need to have #gate over typos

i cant imagine how many lines of code you have to deal with. i know that everyone thinks differently therefore programs differently.

if modders can remedy crossed wires then surely that can be incorporated into vanilla.

at least if it is a known issue, chime in and tell us it is fixed.

or is as designed.

i could tell you some stories of 'by design' claims of jde developers who were speaking out their arse btw...
Yeah, these things HAVE been reported. And they are STILL broken. What more can people do? Harass them to look at something that's been posted?

 
I've got a request to make... can you PLEASE add rotations to wooden signs
I did last week.

I just hope this means we have rivers and bridges in the next update.
What? No way?

Bridges first, then maybe rivers in A18. ;)

community - how about if we find an error in syntax we quietly pm the devs so they can look at it and change the code as required. if they dont know they cant fix.
Clockwork Orange has a topic for this.

https://7daystodie.com/forums/showthread.php?37165-Unofficial-XML-Fixes

 
There are car respawning mods even back on a16.4 and possibly even earlier. If you wrench a vehicle and then see a stone or some grass or something where the vehicles were then you are likely dealing with vehicle respawning mods. If you destroy the object left behind, the vehicle will not respawn.
here along for the A17 Modlet

https://7daystodie.com/forums/showthread.php?103985-Vanilla-modlet-collection&p=924171&viewfull=1#post924171

Car respawner

Boulder respawner

(Release soon) Stuff respawner (Animal Gore piles, Trash bags, Bird nests over cross)

 
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I've been wanting flat bridges for a while. We have 2 tasks for this improvement tagged as A17 must fix, but don't know when it will be addressed. I think there are issues with breaking saves. Maybe the new RWG can address this, since I know Kinyajuu is working on roads/bridges over water this week.
We're told to wipe saves during experimental anyway. People complaining about broken saves from using worlds generated in a previous experimental or alpha have often been given short thrift around here.

The only problem I can really see is a Nave world where a bridge is half-spawned on one save and the rest is spawned on another. Given how small Nave is and how far apart the bridges are that should be within tolerable limits.

 
Yeah, these things HAVE been reported. And they are STILL broken. What more can people do? Harass them to look at something that's been posted?
I love the smell of pessimism in the morning, smells like JaxTeller... :-)

It might be an idea to move towards a more formal and organized bug reporting system. The current system of a rambling thread that gets reset every release is swiftly becoming more of a hindrance than a help.

Let's not pretend the game is closed-source. It's certainly proprietary but anyone who gets serious into modding eventually works out how to decompile DLL's. Gotta love commentless code. If people are going to provide you with free bugfixes I can see no sane reason why you wouldn't take advantage of that.

 
We're told to wipe saves during experimental anyway. People complaining about broken saves from using worlds generated in a previous experimental or alpha have often been given short thrift around here.
Yes, but the 17.0 experimental is over.

It's a very reasonable expectation that a 17.0 -> 17.1 patch does not break your savegame. ;)

 
Ah yes, but you see this is EXACTLY why i am NOT releasing it to the public. It will be In Ravenhearst when you get it yes, but since there has been radio silence, I'll just assume they think it is fine, and actually i do believe in Experimental they SAID they were looking into it but meh, who cares right?
Over and over we hear from Roland and others how modders are NOT expected to fix game bugs. Well I'm living up to that very expectation. Modders have been told its NOT our job or are we expected to ever fix anything since Pimps got this. I AM enjoying the pages and pages of mathematical equations and testing though. Carry on gents.

Is this a good time to ALSO point out that prob in rwgmixer is incorrectly spelled "prop" thereby breaking spawns of pois? Or that fixing the map names displayed as xuieditotblahblah is literally a 30 second tweak? or should modders fix that too?
Sounds bizarre they would not fix such simple things you outline. You think they are trolling us or something? I know ♥♥♥♥ about code but maybe there is something deeper than this?

 
Yes, but the 17.0 experimental is over.It's a very reasonable expectation that a 17.0 -> 17.1 patch does not break your savegame. ;)
Wait, wut? Experimental is over? What are we still doing here then? Shouldn't we be spamming the A18 thread?

Make a bunch of other prefabs, use the ones we have now in Nave and the new ones in RWG. That buys you time to crossover, a separate area to test bridges, and an audience far more amenable to the prospect of a wipe.

I'm pretty sure the addition of bridges and integration of the new node system in RWG is going to require a wipe anyway.

 
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Sounds bizarre they would not fix such simple things you outline. You think they are trolling us or something? I know ♥♥♥♥ about code but maybe there is something deeper than this?
I GUESS that some bugs are simply not on the to do list because they need rework after a upcoming change anyway.

 
Yes, but the 17.0 experimental is over.It's a very reasonable expectation that a 17.0 -> 17.1 patch does not break your savegame. ;)
Then stable should have waited for RWG fix, right? No way a new RWG update won't need a new game.

- - - Updated - - -

Yes, but the 17.0 experimental is over.It's a very reasonable expectation that a 17.0 -> 17.1 patch does not break your savegame. ;)
And as long as the A is in front of the number anyone playing should expect possible wipes and restarts anytime the number after it changes.

 
And as long as the A is in front of the number anyone playing should expect possible wipes and restarts anytime the number after it changes.
Lets say it so

Major patches can break the savegames allways and on intention.

Minor patches should try to avoid that. But sure if it is necessary it is necessary

 
Over and over we hear from Roland and others how modders are NOT expected to fix game bugs. Well I'm living up to that very expectation. Modders have been told its NOT our job or are we expected to ever fix anything since Pimps got this. I AM enjoying the pages and pages of mathematical equations and testing though. Carry on gents.
What you hear from me over and over is that once the game goes gold if modders have to fix actual bugs because TFP has announced they are done updating this game even though such bugs remain then that would be a disgrace on the developers part.

The reason I say this over and over is because:

1) People get upset that modders fix bugs now and say it is proof the devs are lazy and this is not the case. Devs have priorities that are different than players. If modders want to fix bugs right now because they are tired of waiting that's great and more power to them. It's likely in some cases the devs will go about fixing those bugs differently than the modders do it once they do get to it. Their commitment is to get most of it done for Gold although there will always be more to find.

2) People sometimes label preferences as bugs and then claim the modders are fixing bugs and this is not the case. Changing the 45 slot backpack to a 100 slot backpack is NOT fixing the game. I'm sorry but it is not. It is changing the game to be more preferable to gamers that like that but it isn't fixing bugs.

So I'm usually clarifying those two points only. Neither of those happen to be a reason to shift the blame over to me for why your mod might end up buggy but I guess if I get any angry pms from your fans about why TFP won't let JAX fix any bugs I'll just shrug and say that it's obviously because they are evil. ;)

 
Basically, but the 200% boost is when they are stuck moving. Normal break block mode does not get that bonus.
Is any of this behavior (like the zombie proximity dmg bonus) moddable? If not, can it be in the future?

Personally I think this plus the zombies clipping into eachother to make a "death stack" is a big part of the problem with the perceived zombie damage disparity between a17 and a16.

 
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