PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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We generated a few worlds today on 17.2, and I gotta say this is the worse the game has looked since the first playstation release we played.

Each world was almost flat, populated by scores of radio towers, water treatment plants, and junkyards, with a smattering of residential areas. What happened to 3/4 of the buildings? Where did the mountains go? The maps seem to be almost equally divided by massive sections of each biome.

I'd rather they just cooked 17.2 a bit longer than release this mess. It's almost heartbreaking to see what's happened to a game we love.

 
That's fair enough for you guys who are doing the hard yards mate and you know I love you and respect you a lot but until the rest of us can go to the steam workshop and click the DL button modding isn't anywhere near where it should be for a game this old.
We can agree to disagree brother, you still rock buddy, as do the rest of you most of the time ;)
Two words my kick-ass friend...

Mod Launcher

Once you go Sphereii, workshop seem dreary.

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We generated a few worlds today on 17.2, and I gotta say this is the worse the game has looked since the first playstation release we played.
Each world was almost flat, populated by scores of radio towers, water treatment plants, and junkyards, with a smattering of residential areas. What happened to 3/4 of the buildings? Where did the mountains go? The maps seem to be almost equally divided by massive sections of each biome.

I'd rather they just cooked 17.2 a bit longer than release this mess. It's almost heartbreaking to see what's happened to a game we love.
They're experimenting. You're participating.

 
If RWG is the red headed stepchild of TFP then modding is the one chained to the wall in the cellar.
I don't think you can honestly say you are supporting modders until you have a working workshop.

The game already looks absolutely fantastic it just needs to work as advertised now. Maybe its time to stop painting the car and actually fix it so it will start.
got it wrong RWG is to PC as updates are to console. it hasnt improved since 17.. oh we made tweaks to reduce mem.. but it cost you more land that you already couldnt spare..

Modding should improve a game, not have to fix it..

 
I find it a bit suspicious that basic things break so easily from build to build, are there no unit tests, is there no continuous integration pipeline to automatically build the codebase every time there's a change in the code (hint: there most likely isn't, otherwise the build number would be in the thousands, unless public builds have a separate build numbering scheme) and run regression tests? It's almost as if they're still using ancient subversion rather than git and have a real distributed version control system, right now someone is having real issues merging changes from all the developers without breaking things...

 
I find it a bit suspicious that basic things break so easily from build to build, are there no unit tests, is there no continuous integration pipeline to automatically build the codebase every time there's a change in the code (hint: there most likely isn't, otherwise the build number would be in the thousands, unless public builds have a separate build numbering scheme) and run regression tests? It's almost as if they're still using ancient subversion rather than git and have a real distributed version control system, right now someone is having real issues merging changes from all the developers without breaking things...
One of the devs just post a week ago that they added tests to fix a problem...

You should not make blanket claims if you can’t even be bothered to read what the pimps post.

 
One of the devs just post a week ago that they added tests to fix a problem...
You should not make blanket claims if you can’t even be bothered to read what the pimps post.
I'm not saying TomaszD is right but a "unit test" may not be what you think it is, they generally happen behind the scenes.

https://en.wikipedia.org/wiki/Unit_testing

Perhaps you should study the subject before making blanket claims. :-)

 
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Yes no encombrance, no thirst or hunger alerts and no one drowns under water on a fresh server install. This version is really broken at the moment.
Okay here to, new game 17.2

Again not tried the drowning thing though.

Plus Modding this game has gone into turbo with the introduction of

Modlets. So easy to install and control added content. I am loving it as a

Gamer, and all those that have made the modlets in there own time and shared are amazing !!!

 
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I find it a bit suspicious that basic things break so easily from build to build, are there no unit tests, is there no continuous integration pipeline to automatically build the codebase every time there's a change in the code (hint: there most likely isn't, otherwise the build number would be in the thousands, unless public builds have a separate build numbering scheme) and run regression tests? It's almost as if they're still using ancient subversion rather than git and have a real distributed version control system, right now someone is having real issues merging changes from all the developers without breaking things...
We are the testers.

 
Question for folks that gen a lot of RWG seeds; does it still continue to consume RAM until the game hangs? And do you still need to fully restart the game to clear that memory?

--

Couple QoL things I'm hoping RWG previewer will get:

1) tweaked controls (with a legend!);

-- key that immediately zooms out to show entire map

-- pipe dream but something like Ctrl+NumPad# (1-9) where you'd instantly get centered over one of 9 sectors at a height so that sector was fully shown

2) 'Full Screen' option that would stretch the map window larger

3) History "saves" with option to keep either just the Seed & World Name along with a SS of the map, or those Plus the World files.

-- ability to -not- save the world files would be to save space on drive.

-- If screen shots naming included game version/build, seed and world name, and were in jpg or png, then they'd be readily shareable without the extra steps. Plus the Seed wouldn't be lost.

== xpath modlets loading ==

Would adding a panel/page to the Start/Continue Game section where all xpath modlets are shown, and have check boxes to 'Apply' be too much work?

Thinking that the 'Apply' logic would be pretty straight forward. And would seem lighter weight than full Steam Workshop integration (which I'm not a fan of).

Not a huge deal; moving modlets in/out of the current /Mods folder works fine for me, just wondering if something like this might be appreciated?

 
Okay here to, new game 17.2 Again not tried the drowning thing though.

Plus Modding this game has gone into turbo with the introduction of

Modlets. So easy to install and control added content. I am loving it as a

Gamer, and all those that have made the modlets in there own time and shared are amazing !!!
Well it seems to be a multi player problem as I just generated the same map with the same settings on my pc and everything is fine in single player. My dedicated server is broken though.

 
We are the testers.
No amount of functional manual black box testing is going to maintain quality in a game with complex systems, it's going to get worse and worse. This approach somewhat works if you have telemetry, here they have nothing but often unreliable bug reports in forum threads. They may have an internal testing team, but without an efficient CI/CD pipeline, rapid feedback, it's not effective. And I'm not even mentioning static code analysis and other non-functional testing that I suspect is either not automated or non-existent.

By searching the forum I have confirmed my suspicion that they are indeed using subversion, this partially explains why are they having so many regressions and broken functionality. It's very difficult to maintain a distributed codebase in a non-distributed VCS model. Merging the code is almost a full time job at that point.

 
Had a few tests on random generated maps, tried few. If the island idea is part of a bigger one, that aims to bring us generated maps such as islands, continents or such (just like old good strategy games where we used to choose what kind of map we wanna play like in Rise of Nations), its gonna be really cool.

Pimps have not yet developed water. Minding that, I think island type of map is bringing us close to something better and bigger such as a maps where we have a full freedom to discover and loot around both ground and water/underwater worlds. Water pois and underwater pois could be added some day. We have longer underwater breathing perk (how was it called??) which is not just when some plane drops the chest in deep water. I am sure of that. It is part of the future.

I like the concept and can`t wait to see it go further.

 
I'm not saying TomaszD is right but a "unit test" may not be what you think it is, they generally happen behind the scenes.
https://en.wikipedia.org/wiki/Unit_testing

Perhaps you should study the subject before making blanket claims. :-)
https://7daystodie.com/forums/showthread.php?87756-The-Official-A17-Developer-s-Diary-for-Developers&p=939073&viewfull=1#post939073

Go read the post. He said 'unit test'.

Having been a professional software engineer for 20+ years, I'm sure I could teach you a thing or two about how to properly architect systems with millions of lines of code and maintain testability :)

 
https://7daystodie.com/forums/showthread.php?87756-The-Official-A17-Developer-s-Diary-for-Developers&p=939073&viewfull=1#post939073
Go read the post. He said 'unit test'.

Having been a professional software engineer for 20+ years, I'm sure I could teach you a thing or two about how to properly architect systems with millions of lines of code and maintain testability :)
Fair enough, it did sound like you were mistaking a unit test for extra debugging added in to catch something like the disappearing minibike problem.

Apologies.

 
I find it a bit suspicious that basic things break so easily from build to build, are there no unit tests, is there no continuous integration pipeline to automatically build the codebase every time there's a change in the code (hint: there most likely isn't, otherwise the build number would be in the thousands, unless public builds have a separate build numbering scheme) and run regression tests? It's almost as if they're still using ancient subversion rather than git and have a real distributed version control system, right now someone is having real issues merging changes from all the developers without breaking things...
The problem is with your expectations. You are expecting that each release is put out with you, the player in mind. They are not. They are tweaking and experimenting with things. The goal at this time is not to make a game that 100% satisfies you.

Once you adjust your perceptions to this everything else falls in line.

 
Just rename modinfo.xml to something else, like Sphereii's mod launcher does, and it'll disable them.
True, & that's a good tip for those that don't know it or prefer it :)

but I'm lazy so I just drag the modlet folder/s up to a dir called " 6 Days To Die_A17_modlets ", the '6' puts it right above the game folder for me :) no typee, me likee :D

 
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