PC V1.0 b336 Hotfix

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Uh oh. It looks like she needs an Animation Event Bridge. 😁


Ha ha, I was thinking exactly the same thing.

(For those who don't know: If you create custom humanoid entities for 7D2D in Unity, you need to put a script on the Unity prefabs called "AnimationEventBridge". That script is called by certain animations, and does stuff like coordinate animations with hits.)

 
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Someone correct me if I'm wrong, but I'm pretty sure that experimental releases are only available on PCs? So if you update a server to an experimental version, console users may not be able to join?

I believe that's the case due to restrictions by Microsoft and Sony, but I could easily be wrong.
I don't think console has access to servers yet... do they?  I thought they could only do console to console hosted connections until crossplay was available.

But yes, console doesn't get experimental.

 
ok just started the game after the update and now the world looks wrong... it looks like the workd is stretched vertically! ceilings look higher than they used to. fov is set to default as always so no idea.. has anyone lese noticed this or is just my old eyes playing up??? 

Edit. im playing on a 16:10 monitor like i have for the last 8 years... it looks like the game is stretching the 16:9 to fit a 16:10 screen....  

 
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ok just started the game after the update and now the world looks wrong... it looks like the workd is stretched vertically! ceilings look higher than they used to. fov is set to default as always so no idea.. has anyone lese noticed this or is just my old eyes playing up??? 

Edit. im playing on a 16:10 monitor like i have for the last 8 years... it looks like the game is stretching the 16:9 to fit a 16:10 screen....  
Maybe adjust the resolution?  Even if it's correct, change it and apply changes then change it back.  I just played tonight with the current 1.0 version (I'm not on experimental this time around) and it looks normal.  Granted, I'm not on 16:10 and maybe it's a problem with that size.  But worth a try anyhow.

 
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switching between 16:9 and 16:10.

The image seems to be preserving the view of the 9 and stretching it to the 10 with the disadvantage of cutting off the sides of the screen. instead of keeping the width and showing more top and bottom. its making the picture look squished like a 16:9 video on a 4:3 TV.

 
I had the issue of me and my friend not being able to spawn in the server. The day yall put the hot fix out and Friday it worked and we played all day. Today I'm having that same problem. Can't load into the world. Can I get another hot fix please? I'm on xbox series x

 
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Someone pushed the wrong dedicated server version to the stable channel (beta v1.1 instead of v1.0 b336).

Updating dedicated servers using SteamCMD will result in servers switching over to a beta of v1.1.

Also of note, as of this post at least, updating the dedicated server will once again overwrite our serverconfig.xml (yet again).
^ please fix this

 
switching between 16:9 and 16:10.

The image seems to be preserving the view of the 9 and stretching it to the 10 with the disadvantage of cutting off the sides of the screen. instead of keeping the width and showing more top and bottom. its making the picture look squished like a 16:9 video on a 4:3 TV.


If you window it (F4) does it retain the stretched aspect or does it make a 16:9 window?

 
Эй, выжившие !
Hello, could you add to the server settings, the option to limit simultaneously connected users during the blood moon like "ServerMaxPlayerCount" --> "ServerMaxPlayerCountBloodMoon" this will be very helpful for those who have their own dedicated servers, because even on very good equipment 30 players play normally, at the same time during the blood moon if it reaches 15 -20 then all zombies stop in place, regardless of the server configuration

 
It seems a lot of console players have no problems with FPS. and others have massive problems. I would have thought with the uniform platform that should not happen, but it does. One possible explanation:

There are lots of blocks in 7D2D, some of them are easy to draw and others very expensive to draw (a lot of vertices). In most other games the level designers carefully design each area so that it never exceeds the capabilities of the machine. In 7D2D though you have RWG placing random POIs and also players placing all kinds of blocks.

Long story short, always expect FPS drops in city centers with high rise buildings and don't make it worse by putting your horde base there. And most importantly, don't grow a forest of trees (one example of a very expensive block) in viewing range of your horde base. Better also put farm plots and dew collectors far away. Also good lighting sadly kills FPS. Better use headlights on horde night instead of using flood lights everwhere.


I would also recommend limited light sources like torches, candles, light bulbs, lamps etc. Also digging a mine underneath the main base or Blood Moon structure adds to drops in FPS. The best Blood Moon Base is in the desolate area for higher FPS. Plus, players should restart their servers every 24 hours if they keep on running the game permanently. Such steps could spare a lot of headaches.

Also, on the devs side, every structure and object in the game should rather have at least 3-4 levels of mesh grid/polygons depending on the distance from the player`s position/vision, this could boost performance significantly. 

Few izi steps to kill FPS:

- move to the centre of the biggest possible town,

- place the main base close to Blood Moon base or build all-in wonder WWII bunker with 5+ stores/levels,

- place 14+ spinning blades all around,

- set 120+ spikes all around,

- place 14+ light sources,

- place 6+ automatic turrets,

- dig tunnels underneath the main base,

- plant 40 trees nearby,

- mine the fields with electric fences, 

- set max spawnable zeds during the blood moon,

- invite 3+ plus mates for the blood moon,

Ohh I forgot about hanging gardens with 40+ farm plots...

 35 frames in progress... remind me if I forgot about something

then proceed with an official complaint about frame times and input/output lag on the official 7DTD forum...

!!!congratulations!!!

 
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I don't think console has access to servers yet... do they?  I thought they could only do console to console hosted connections until crossplay was available.

But yes, console doesn't get experimental.


Oh, yeah, I think you're right. There's no crossplay right now. I forgot about that, because Steam Deck users have been able to join servers for a while now, and I keep thinking of the Steam Deck as a console.

But now I'm curious what the OP meant when they mentioned "some players from other platforms."

 
But now I'm curious what the OP meant when they mentioned "some players from other platforms."
Good question.  If I were to guess, they don't realize that console can't connect to servers yet, regardless if it's 1.0 or 1.1.  Or else maybe they mean consoles can't use 1.1 yet.  Who knows?  :)

 
Good question.  If I were to guess, they don't realize that console can't connect to servers yet, regardless if it's 1.0 or 1.1.  Or else maybe they mean consoles can't use 1.1 yet.  Who knows?  :)


It could also mean Mac or Linux (including Steam Deck). I've never known those players to have server issues that don't also affect Windows, but my multiplayer knowledge is, let's say, a work in progress.

 
Also, on the devs side, every structure and object in the game should rather have at least 3-4 levels of mesh grid/polygons depending on the distance from the player`s position/vision, this could boost performance significantly. 
I'm not sure about structures or anything but the zombies have 3 (or was it 4) LOD meshes. 

 
I would also recommend limited light sources like torches, candles, light bulbs, lamps etc. Also digging a mine underneath the main base or Blood Moon structure adds to drops in FPS. The best Blood Moon Base is in the desolate area for higher FPS. Plus, players should restart their servers every 24 hours if they keep on running the game permanently. Such steps could spare a lot of headaches.

Also, on the devs side, every structure and object in the game should rather have at least 3-4 levels of mesh grid/polygons depending on the distance from the player`s position/vision, this could boost performance significantly. 

Few izi steps to kill FPS:

- move to the centre of the biggest possible town,

- place the main base close to Blood Moon base or build all-in wonder WWII bunker with 5+ stores/levels,

- place 14+ spinning blades all around,

- set 120+ spikes all around,

- place 14+ light sources,

- place 6+ automatic turrets,

- dig tunnels underneath the main base,

- plant 40 trees nearby,

- mine the fields with electric fences, 

- set max spawnable zeds during the blood moon,

- invite 3+ plus mates for the blood moon,

Ohh I forgot about hanging gardens with 40+ farm plots...

 35 frames in progress... remind me if I forgot about something

then proceed with an official complaint about frame times and input/output lag on the official 7DTD forum...

!!!congratulations!!!
JUST DONT HAVE A BASE LIVE IN A BOX

 
Oh, yeah, I think you're right. There's no crossplay right now. I forgot about that, because Steam Deck users have been able to join servers for a while now, and I keep thinking of the Steam Deck as a console.

But now I'm curious what the OP meant when they mentioned "some players from other platforms."


I am too lazy to check the OPs post, but often xbox store is already called a different platform to steam by some players. And this seems to have produced occasional problems, as the translation of steam-id or xbox-id to epics eos-id is necessarily different in the details.

 
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When will this update be released on console to address the optimization issues? Me and 2 friends play on ps5 and are on day 110 now and are having trouble making it through a full day cycle (the only change we made was to change the blood moon to every 10 days instead of 7) without the game crashing. Completing a tier 6 mission is out of the question, we reset the army outpost #7 three times on day 109 due to severe fps drops causing the game to crash and restarting the mission. After the third time we left and then experienced another crash soon after when a friend went to break a block he had misplaced at my base. My base is not very intuitive as I stopped building once I learned we would have to restart when the update was released. 

 
Hi guys, apologies if this has been answered elsewhere or if this is the wrong place to ask. But whats the ETA if any on adding additional crafting blocks etc on console. Its ofc very very limited currently. I was more than happy to pay for the game again after being a fan from all the way back in 2014, but the current version has far less options than the OG version, I understand its a Beta version but was hoping we could at least get more options of block sizes / shapes etc to build a good funtional base / Horde base

Thanks!

 
Hi guys, apologies if this has been answered elsewhere or if this is the wrong place to ask. But whats the ETA if any on adding additional crafting blocks etc on console. Its ofc very very limited currently. I was more than happy to pay for the game again after being a fan from all the way back in 2014, but the current version has far less options than the OG version, I understand its a Beta version but was hoping we could at least get more options of block sizes / shapes etc to build a good funtional base / Horde base

Thanks!
Are you pulling up the menu for all the different block shapes because there are over 1,000 to choose from. Hold the block in your hand, on PS5 hold Square, and then choose the Shapes selection which is the top selection on the wheel. Any building piece that has a square/circle/triangle on its icon has a menu for different shapes, rotations, and some with different colors. There is much more than the original console version. Once you get a paint brush and some paint you can then add textures to the blocks.

 
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