PC V1.0 b336 Hotfix

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Amazing, thank you so much for the quick reply. I completely missed this!! Looking forward to building a more functional base now instead of the cubey monstrosity I have currently!

 
Amazing, thank you so much for the quick reply. I completely missed this!! Looking forward to building a more functional base now instead of the cubey monstrosity I have currently!
No worries happy to help. Some of us have been showing what we have been building in the Post Your Base topic in the Images and Videos section. Check it out and join the fun!

 
Is it intentional or a bug, when you have levels in physician, the duration of steroids and vitamins goes down?
This should have been fixed already in V1.0

Are you still seeing it in vanilla games? I just tried in V1.0 b336 max physician and duration did not change

 
I'm not sure I understand, the items both show duration is 12m and you took 2 of each, so you have 24m. I checked items.xml to confirm duration is set to 720 (so 12 minutes). Am I missing something?
I have 4 points in iron gut, 2 in physician. Watch the video for longer. once I start eating the candy the duration recalculates are fixes itself. So without using the candy, you wouldn't get the right duration

 
I have 4 points in iron gut, 2 in physician. Watch the video for longer. once I start eating the candy the duration recalculates are fixes itself. So without using the candy, you wouldn't get the right duration
I was very confused watching as the vitamins said 12m and you ate 2, for 24m but after you eat a candy it changes to 32m so this whole time I've been losing time on vitamins because of Physician? I rarely use candy 

 
I was very confused watching as the vitamins said 12m and you ate 2, for 24m but after you eat a candy it changes to 32m so this whole time I've been losing time on vitamins because of Physician? I rarely use candy 
I'm currently playing v1.1 and it seems to be fixed now, but yes, for all of A21 physician lowered duration for these two items

 
On 8/15/2024 at 12:03 PM, Franbogg said:

Hi devs,

Just a question. Will the next update fix any of the poor fps issues during horde night. I’m on a PS5 and it’s unplayable during the horde. I uploaded this YouTube video, if you would like to watch the FPS drop to practically 2 you are more than welcome. If you do watch, skip to 2 mins that’s the worst part.

While I can see the dip in FPS in your video, it's hard to tell you have lower FPS when your using motion blur. Are you able to turn off motion blur on console? (Maybe you need motion blur or you prefer it or can't turn it off on console IDK. For the decade I've played PC games, I've yet to encounter someone that likes motion blur...)

 
I see that there are tons of players all around, that is complaining in one way or the other, about performance issues, especially FPS dropping like a stone in water.

As a dedicated PC gamer over the past 20+ years, with nearly 7k hours in 7DTD, and up untill a year ago, my specs were i5 4500 series CPU, 960 Ti OC 2GB GfX and 16 GB DDR4, I had spent most of my time, struggling with getting anywhere near an average 40 fps. Last year, I upgraded to a Ryzen 7 5700G (integrated graphics) and 64 GB GDDR6 ram. gave me a better FPS amount, but it was still with the low settings enabled. Added a 3060 OC 12 GB GDDR GPU last week, and now it runs almost perfectly, only way to drop below 60 fps, is 36 player planted trees.

So, these are the things that I over the years, have found to really screw with your frames, in decending order.

Trees
blocks
terrain altering
excessive amount of zombies
cop spit (since V1 was released, and still gives my GPU some problems).


Now, after plugging in my new GfX, everything went ultra+, so I had some minor issues. dropped to ultra, and raised FPS to 90+ everywhere, except around a bunch of trees.



So, my advice is as follows.

Dont put 2 million blocks in an area, and dont build both main base and horde base in the same location. Keep HB to something simple. small "staired" compound or a "cage above pit" base.

Keep trees nearby, but far enough away, so they dont load visually. and if you really have to plant them next to your base, looking in their direction, will kill your FPS, so consider yourself warned. My old machine was pulling out a .45 to commit suicide, every time I was looking at 20 player planted trees. the new "only" one requires 36 trees, before it gets suicidal.

keep zombies to what the game suggests, or a tad lower than that. especially, if you are hosting a game on a console. the suggestions are there, based on single player, not you and your 3 buddies having 8 zombies each, totalling 32 zombies at all times, during blood moon. 20 should be absolute max, so 5 per player, shold be efficient, and still fun.

Oh, and try to kill cops, before they puke all over the place. a good weapon is M60 orsomething else with a large magasine with rad, drum, x2/x4 scope (easier to see in the distance) and bipod (for better handling of the M60). In that order.


And this one is for the game developers. Whomever decided that the game should have motion blur...??? I hope your ass itches and your arms are too short.....

 
So correct me if I'm wrong but the stability patches for Xbox aren't out yet for it right? Sorry i know Im a bit late to the conversation but was curious 

 
No, not until 1.1 is stable.  No news on how soon that will be.
1.1 experimental was about 6 weeks ago, so this got me worried since never before has an experimental build taken so long to become stable (or possibly in this case, another experimental build will be released... Too many bugs in the current one).

I know that some people are obviously on vacation (they need their time off too after all the hard work to get 1.0 out). Where's Fataal (after over a month of silence)?

I've read a bunch of negative comments about TFP being too focused on the TwitchCon after party and NeebsGaming anniversary party and Halloween party. I don't bother with those since people write that stuff because they're upset, waiting for fixes on consoles and all (and it's on X after all).

I just wish TFP was more transparent about what they are working on... Just wishful thinking I guess.

 
1.1 experimental was about 6 weeks ago, so this got me worried since never before has an experimental build taken so long to become stable (or possibly in this case, another experimental build will be released... Too many bugs in the current one).

I know that some people are obviously on vacation (they need their time off too after all the hard work to get 1.0 out). Where's Fataal (after over a month of silence)?

I've read a bunch of negative comments about TFP being too focused on the TwitchCon after party and NeebsGaming anniversary party and Halloween party. I don't bother with those since people write that stuff because they're upset, waiting for fixes on consoles and all (and it's on X after all).

I just wish TFP was more transparent about what they are working on... Just wishful thinking I guess.
Agree. Stable still have the bug where players can't use vehicles otherwise crashes or lags the server. The solution has been on experimental since 6 weeks ago and still nothing...

 
Remember that now both the console and pc versions are updated at the same time, so previous experiences with experimental builds are not the same as today.

 
Little side note to the devs about the current fps loss. Some of it is due to chunk loading/saving. I noticed your WorldChunkCache class is using resource locks to prevent race conditions but the game itself is not written in a manner to take advantage of multi threading for the most part. Putting locks when accessing the generic data container will not prevent race conditions on the chunks themselves, only the data storage container access. If you are trying to avoid race conditions with the container, then I highly recommend using Concurrent Collections such as ConcurrentDictionary. This avoids the need for locks. It has some limitations but can be used in place of almost all the data collections within the WorldChunkCache class. Things like LinkedList would have to be rewritten to utilize the ToArray method built into the Concurrent Collections. Might be worth checking out because currently you are only locking the data storage to avoid race conditions, not the chunks themselves. The lock is disabled before the chunk is utilized. If a mod or event takes place that alters a chunk, there is still potential for a race condition

 
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