PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

  • Newly Updated

    Votes: 1 100.0%
  • Check out the newest reveals by Madmole

    Votes: 0 0.0%
  • Over 100 new perk books with set collecting and bonuses

    Votes: 0 0.0%

  • Total voters
    1
Status
Not open for further replies.
Wow! After over 1600 hours playing this game I finally know what a tree looks like and bugger me I can see grass!I just put together my new PC and the first game I loaded up was of course 7DTD. Wow!

I never realised that the FPS numbers actually go green!

For the first time I’m able to appreciate the game as it was meant to be seen. I always thought that this was a very pretty game to look at but I never knew it looked this good.

FYI

8700k

RTX 2070

NVMe drive

SSD drive

Wow! Just wow!
Hehe welcome to the real world. I bought a gaming rig around Christmas last year.. perfect!

 
Hehe welcome to the real world. I bought a gaming rig around Christmas last year.. perfect!
vkqoz.jpg


And works the Gravel pu as intendet ?

 
Wow! After over 1600 hours playing this game I finally know what a tree looks like and bugger me I can see grass!I just put together my new PC and the first game I loaded up was of course 7DTD. Wow!

I never realised that the FPS numbers actually go green!

For the first time I’m able to appreciate the game as it was meant to be seen. I always thought that this was a very pretty game to look at but I never knew it looked this good.

FYI

8700k

RTX 2070

NVMe drive

SSD drive

Wow! Just wow!
Up the wow some more and add the hd texture pack and the particle mod in and smoke those eyes.

 
I really enjoy the new changes and upcoming features:



But I think it is more important to take care of the still existing issues:

  • proper 3D plants instead of the really old 2D ones (1, 2)
  • more detailed textures. (1, 2, 3, 4)
  • better looking character textures (1)


Some other stuff which I think is important, too:

  • performance improvements, especially when playing in multiplayer, with a lot of zombies or on a big RWG map
  • updated shaders to work with Vulkan so it can be used
  • regular Unity updates

That would greatly improve the game! I know how important new content is, but I think at least some of your staff should concentrate on the old stuff/issues. New content could always be added in the future. Let's take care what is already in the game and improve that.

Nevertheless thank you guys for this great game and the ongoing work on it.

 
I saw these things listed in the latest changes:

1.Logging when player makes levels

2.Clamping to huge xp gains and changed giveselfxp to allow huge numbers

What are these and how do they work?

I also saw this:

3. A "Blood Moon Warning" option.

How is that working out in the game?

Thanks.

 
I saw these things listed in the latest changes:

1.Logging when player makes levels

2.Clamping to huge xp gains and changed giveselfxp to allow huge numbers

What are these and how do they work?

I also saw this:

3. A "Blood Moon Warning" option.

How is that working out in the game?

Thanks.
1: When a player levels up, it will get a logline in server log (servermanagers can pick it up then)

2: the console command giveselfxp has been changed to allow very large numbers of xp to be given to yourself. giveselfxp 100000000000000

3: new option that colors the daynumber red on a bloodday from specified hour. Use -1 to disable.

Cheers

 
Last edited by a moderator:
Madmole said he was going to buff the headshot damage so it didn't take 7 shots with no perks to kill a zombie. Did that ever make it into one of the patches?

 
done, xml is in the worlds folder near the savegames
Let me rephrase my question.

While you guys are fixing the RGW. Can we get the ability to set spawn position through xml BEFORE a map is generated? pretty please!

 
Let me rephrase my question.
While you guys are fixing the RGW. Can we get the ability to set spawn position through xml BEFORE a map is generated? pretty please!
How would you know where you want to spawn if there is no map yet ?

If you pregenerate map you got your spawning.xml and can adjust that. If you got no map yet, how do you know which place should be the start ?

Or do you want a single spawning point option so players are always spawning as a team ?

 
A16 gave you lots of gun parts that did absolutely nothing useful.
A17 gives you guns that go bang. You can call them useless but IMO a loaded gun is much better than 4 receivers and 1 stock.
This is true, but when you did get a whole set for something rare like a smg/ak/sniper it was pretty exciting. Also, incrementally finding good quality parts and improving the weapons was cool.

The main benefit though is that it made whole weapons more of a treat, in a17 whole weapons are a dime a dozen.

I'd rather have filler parts than filler whole weapons.

Not to mention, now if you find a really cruddy gun it's the exact same as finding a quality 6 gun. It's not like you're going to have mods to put in it, so there's no excitement there. And considering that you find them everywhere *and* can craft them with a perk, it's just not particularly exciting to find them.

Personally I'd:

  • Remove the weapon crafting perks
  • Make finding weapons rare
  • Bring back quality system from a16 (Better quality = better stats)
  • Bring back weapon parts
  • Bring back weapon schematics for learning to repair weapons / parts
  • Allow players to assemble / disassemble weapons without reading schematics to make finding parts useful for repair
  • And preserve the current mod system cause it's a great addition

.

 
How would you know where you want to spawn if there is no map yet ?If you pregenerate map you got your spawning.xml and can adjust that. If you got no map yet, how do you know which place should be the start ?

Or do you want a single spawning point option so players are always spawning as a team ?
Correct me if I'm wrong but I believe it was possible a few alphas ago back when hub cities was a thing.

Not a specific spawn point but general area would be nice!

 
Let me rephrase my question.
While you guys are fixing the RGW. Can we get the ability to set spawn position through xml BEFORE a map is generated? pretty please!
What's the difference?

- - - Updated - - -

Correct me if I'm wrong but I believe it was possible a few alphas ago back when hub cities was a thing.
Not a specific spawn point but general area would be nice!
Gen a map. Edit the spawn. Start a NEW game using that already generated map. Boom, you just spawned where you edited.

 
What's the difference?
- - - Updated - - -

Gen a map. Edit the spawn. Start a NEW game using that already generated map. Boom, you just spawned where you edited.
I know guppy.

But if we get the ability to specify where biomes generates like in a16 it would be nice to be able to set spawnpoint directly.

I could live with the current application. It's just a suggestion!

 
I've paused this game for 2 years and I'm now thinking about giving it another try.

But there is one short question first:

Have the graphics lagging / (micro)stuttering issues been addressed with A17 or are these still present?

This would be a big gamestopper for me. I'm kind of sensible to this stuttering. (Keeps giving me headache)

 
I've paused this game for 2 years and I'm now thinking about giving it another try.
But there is one short question first:

Have the graphics lagging / (micro)stuttering issues been addressed with A17 or are these still present?

This would be a big gamestopper for me. I'm kind of sensible to this stuttering. (Keeps giving me headache)
It's very hard to say. I don't have those problems at all while others do. Was it fixed for your specific hardware setup? No way anyone could tell you I don't think.

 
It's very hard to say. I don't have those problems at all while others do. Was it fixed for your specific hardware setup? No way anyone could tell you I don't think.
Well, basically i'd like to know, if the devs did anything at all to address this issues. I didn't follow the changelogs over the years.

Actually I'm on a AMD Fury X with an 1090T AMD and 16 GB of RAM - still enough to run top end games this day, but 7dtd was not running smoothly even on lowest setting with this rig back then.

 
Last edited by a moderator:
@Dr.Eisenpimmel

BASICALLY GAME IN TWO SYSTEMS:

A PORTABLE MSI G62M 7RDX

i5 7300hq 3.5ghz , Nvidia 1050gtx 4gb ,Ram 8 Gb ddr4, HDD 1Terabyte 7200rpm.

DESkTop

AMD 6350FX 3.6Ghz , Radeon 290X 4Gb ,Ram 12 Gb ddr3, HHD 1 tera 7200rpm

a developer said that it had been fixed and that is true.

I play more than +60fps in my two systems and of course there are sometimes small fps drops but it's not stuttering.

I recommend playing with a resolution of HD 1280x720 or lower (+120fps) Graphics options medium texture Half or full.

the resolution in the game has a decisive impact

my wife play with Portable HP Potato i5 4310u 2.2ghz and amd radeon 330Mobile 2gb, 8 Gb Ram

and with a resolution of 1024x748 is playable( +30fps) 800x600(+60fps) 640x480 (+80fps)

with graphics in low and textures in the middle

what still exists are constant falls with certain actions such as turning on the forge and others that you will discove

 
Status
Not open for further replies.
Back
Top