PC v1.x Developer Diary

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I don't expect anything near Tarkov level of gun details, but since they started adding the new models in the past few alphas, it has gotten pretty bad. And when older versions of the weapon/model were better in this area, it's hard to be okay with it getting worse just because they made a new model for it. It's something wonky with how the holdtypes are setup because if you have a gun in Unity perfectly level, in game it is pointing up I think? Might be down. But you have to rotate the gun a bit so it looks more level when ADSing. Just seems no effort was put in. Heck even the crosshair is off on a few guns still, and that's simple xml tweaks. The pipe shotgun in 21.2 for example, the crosshair is quite a bit above the front post:

ps1.png

 
I don't expect anything near Tarkov level of gun details, but since they started adding the new models in the past few alphas, it has gotten pretty bad. And when older versions of the weapon/model were better in this area, it's hard to be okay with it getting worse just because they made a new model for it. It's something wonky with how the holdtypes are setup because if you have a gun in Unity perfectly level, in game it is pointing up I think? Might be down. But you have to rotate the gun a bit so it looks more level when ADSing. Just seems no effort was put in. Heck even the crosshair is off on a few guns still, and that's simple xml tweaks. The pipe shotgun in 21.2 for example, the crosshair is quite a bit above the front post:

View attachment 30790
You see that part doesn't bug me.. just you aim it correctly 

This on the otherhand.... 

Ok I promise I'm done! After this 

Screenshot_20240615_123411_YouTube.jpg

 
Kudos! This is the perfect 1.0 answer to every query about why                  is not in the game yet. Remember, folks, no more "it's alpha". Now it's always priorities. 😁

They will try their best. It's their goal to not break saves. They have to avoid it for console and so that will benefit us on PC as well. 
They have even less of an excuse imo now that it's coming out of "alpha" or going to 1.0, whatever you want to call it now. I just don't understand why something basic and important of how your guns handle is low priority. It should have been changed like 2 alphas ago when the guns were reskinned and animations changed..

Just so you know I am not alone in wanting this fixed (ignoring the support in this thread already) look at the top liked comment in this video. Honestly it gives a pretty bad impression of the game being janky and cheap and I would assume they don't want that impression. I would hope anyway.. Anyway I have said my piece on it enough now so I am done.



 
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Looking at the gameplay for 1.0 it looks to me that they fixed the excessive weapon inertia/ sway. The gun would lag behind when you were aiming and it got even worse when you sprinted. Your noodle arms felt like they were sliding all over the screen. Probably my top gripe about the game. Thank you to whom ever changed that.

 
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You see that part doesn't bug me.. just you aim it correctly 

This on the otherhand.... 

Ok I promise I'm done! After this 

View attachment 30791


Despite what I just said there is still work to be done on gunplay. If they came out and said that they were doing a lot of changes around gunplay I'd soil my britches. I think it's safe to assume that they've been tide up with character animations. I really liked when they improved the reload animations way back when. Fingers crossed that the bandits won't hold them up to much so maybe we can get some improvement on the recoil animations.

So much improvement to be made with guns that probably would significantly impact interest for the game. Doesn't have to be on pair with seasoned first person titles but I think it does need a good revamp/ polish. When ever they do aesthetic or animation passes they hit it out of the park. Think about what the animations could improve too. 🤯

 
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While we're talking about guns, I sure hope we get adaptive reload animations for the pump shotgun and level action rifle

 
FATAAL: How's bug crushing going? Still many of the nasty ones?

We saw one this evening with one armor piece floating over Rick.
16 high priority MFs now, so not bad.

The floating armor is from being ragdolled. Unity's rig constraints are doing something dumb that needs to be refreshed. I have that bug.

@faatal

How about zombies crawling out of the ground?! That would be lovely
Maybe someday.

I watched some of the dev stream tonight.  It was looking really good.  The new POI looked especially nice.  And the zombies looked good, though they were pretty gray as if lighting on them wasn't working properly.  I love that the third (and presumably fourth) rider in the 4x4 sit in the back.  The only thing that I saw that really looked bad was the animation for the 4x4 wheels.  That was really awful.  Hopefully that is fixed before release.
Wheel rotation looks fine for the driver as the physics are local to the driver. It is the network syncing that needs improvement.

 
What I found a bit confusing with last night's dev stream was the big deal about showing fps. Sure, it definitely wouldnt demonstrate the performance of the people watching, since everyone has different machines, and the stream and such, but at this point, everyone's hyped up for the release, you can't really blame them for asking questions, and it felt like a lot of these streams are the streamer just constantly saying no, or telling the people watching that they shouldnt ask about xyz. The performance at this point is kind of a meme, and not showing it, even if it wouldn't demonstrate much, wouldn't be a big deal. But like, just for fun, you could give the people what they want on occasion 😂 
Lathan has an RTX 3080 and was using 4k res with ultra preset and streaming. Not a combination for a great FPS, but they wanted highest quality, not FPS. Opaque glass is also not going opaque right now, so no occlusion for objects behind it, which loses some FPS.

I use a 3070ti with high preset and find it works best at 1440 with the new FSR Ultra setting. Better FPS and quality than at 4k with FSR High, but people will have to experiment for what works best for them.

 
@faatal Hello! I have one question. Why in the last stream of the developers were all the animals with old models (chicken, snake, vulture, wolf, bear, zombie bear)? After all, you showed us all ready-made new models with a new fur shader?
New wolf is in game. Bear is waiting for me to recreate the prefab with the new mesh and adjust the colliders and ragdoll bones and test, which has to wait until I am not loaded down with bugs. Allan knows the process now, so he may get to it before me, but also is slammed with work.

I don't know the state of the art for chicken/snake/vulture as I have my priorities on the game running well.

I suspect the delay in using the new animals is that the animations for them aren't complete.
I also forgot the rigging an artist does, which is often a different artist than who made the mesh. Also anims are different if they changed the bones or just want to do new ones, which is often another artist.

 
19 hours ago, Chaton Noir said:

I was recently impressed by this mod. This is still the earliest version, and a lot of things still need to be improved, but it already looks impressive and much better than in the standard game. I hope someday the developers will devote at least a little more time to weapons (and not only firearms), since now it clearly does not have at least some priority. And this is understandable, but still I would like at least small improvements.

@faatal or @Laz Man, why, as an FPS/FPV game, don't you work on this? It should be mandatory in 2024 to have this kind of aim, JUST for credibility to attract new player.

 
Were you able to fix the latency with single shot longer distance
firearms or do you notice it. I have not seen any comments regarding this in the past.

What I am speaking of, is if I use a bow to shoot at ai it does not
have a time displacement stutter. When I use a rifle there is a stall
only when it is hitting the ai, not when it misses.

It is most noticeable when there is not a lot of activity on the screen
to keep me preoccupied.

Including both visual and sound there is a pause, then the pop, then action again.
It isn't noticeable with automatic weapons. It kind of reminds me of when I fired a real

powder ball musket, there is a time between the lock hitting the flint and the firing.

It's like an additional calculation for the ray trace when using a rifle.

If not seen its ok, it doesn't break the game for me. I was just curious.

 
@faatal or @Laz Man, why, as an FPS/FPV game, don't you work on this? It should be mandatory in 2024 to have this kind of aim, JUST for credibility to attract new player.
I think it's just not a priority for developers at all, and they're focused on other things. They probably could have improved the combat system a long time ago, but instead they took up other things that, in their opinion, are more important. I can't blame them for that, but I still wish some attention had been paid to it. At least to fix such basic things as reloading a pump-action shotgun or aiming.

It is clear that a serious improvement in shooting is difficult and long, but they do not even do the correct aiming, let alone the rest.

 
Lathan has an RTX 3080 and was using 4k res with ultra preset and streaming. Not a combination for a great FPS, but they wanted highest quality, not FPS. Opaque glass is also not going opaque right now, so no occlusion for objects behind it, which loses some FPS.

I use a 3070ti with high preset and find it works best at 1440 with the new FSR Ultra setting. Better FPS and quality than at 4k with FSR High, but people will have to experiment for what works best for them.
1. Can you share your graphics settings?
2. What CPU do you and Lathan have?
3. Has the game in 1.0 become a better utilisation of CPU and GPU? Right now, they are being used rather reluctantly.
4. Do you use graphics jobs for yourself? I always play with GJ as it doesn't cause any problems for me.
5. Can you guess how much time it would cost to implement Ray Tracing and thus HDRP into the game? I realise this will never happen, but I'd still like to know how difficult it is to do specifically for 7 DTD, what it would take to do it and what opportunities it (HDRP) would give the developers, how it could affect the game.
Also would like to know what you think about the performance of 7 DTD with RT. For example, reflections. Right now they work very wrong, as it's impossible to make a dynamic cube map for each block (hardly any computer can survive that). What about RT reflections? It seems to me that they could solve this issue with adequate performance loss.
I'm just curious about the difficulties of lighting performance in fully dynamic worlds, since you can't use baked lighting in 7 DTD, and dynamic methods have a lot of limitations and problems compared to RT. Also, for such a small team it would probably be very difficult to create quality dynamic lighting without RT.

 
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While we're talking about guns, I sure hope we get adaptive reload animations for the pump shotgun and level action rifle
Do you seriously want to see this in 7D2D?
 


Spoiler


How many times will you be killed while you are watching the animation of the shotgun reloading. 
Zombies in serious locations or in the night horde will not wait for you to recharge.
Shooting a couple of rounds that you have already loaded will not save you either.
I really hope that the charging animation is not touched, otherwise the pump-action shotgun will become an even more useless weapon.

 
I think it's just not a priority for developers at all, and they're focused on other things. They probably could have improved the combat system a long time ago, but instead they took up other things that, in their opinion, are more important. I can't blame them for that, but I still wish some attention had been paid to it. At least to fix such basic things as reloading a pump-action shotgun or aiming.

It is clear that a serious improvement in shooting is difficult and long, but they do not even do the correct aiming, let alone the rest.
Man, I can understand that it isn't a priority yet, but it has been 10 years of development. Every time they try to catch up, they are still years behind. And I'm sorry, but I can't accept the "It's a small indie game with limited resources" excuse. TFP made millions; they don't assume they were disorganized for multiple years, changing path and priorities that could be avoided with a better investment in their team.

I'm not even talking about animations (especially reloads: the lever-action rifle where 3 bullets are reloaded even if you shot either 1 or 5 bullets), horrible UI or models (of items and such). Even though it's an amazing game and has improved a lot, version 1.0 is certainly not worth €45/$45 for now. Also, I really doubt we'll have a fully polished game in just a year and a half...
 

In this state, I just want them to release a good and easy accessible modeling tool on Steam.

 
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