PC v1.x Developer Diary

Status
Not open for further replies.
Can anyone clarify for me please. If My friend went to MS store
and bought the game for 30 dollars last week. Will he be able to
yes or no upgrade to the now version? On his in lower left it shows
1. something at the moment. But he took screen shots and it reminds
me of A16. Do i need to buy hem another one, and tell him to wait, or
is he okay?

 
Can anyone clarify for me please. If My friend went to MS store
and bought the game for 30 dollars last week. Will he be able to
yes or no upgrade to the now version? On his in lower left it shows
1. something at the moment. But he took screen shots and it reminds
me of A16. Do i need to buy hem another one, and tell him to wait, or
is he okay?
If it is for console, your friend bought the old version.  They aren't doing pre-orders.  See if they can refund it and wait until the new version is available.  It won't update to the new version.

Of course, if they want the older version as well, they can get a discount on the new version since they bought the old one digitally.

 
Last edited by a moderator:
Watching G9 talk about the abundance of armor pieces he's collected gave me a bit of a laugh. It reminded me of the weapon parts from A16 and before. They took those out because they said it was boring to sit and go through chests of parts trying to find the best ones and all that. Seems oddly familiar...

 
You gave a pretty good start of the topic about A22, now called 1.0.

Can`t wait for the one you are gonna start about console version here in the forums. 
I appreciate the kinds words bro! 

Can anyone clarify for me please. If My friend went to MS store
and bought the game for 30 dollars last week. Will he be able to
yes or no upgrade to the now version? On his in lower left it shows
1. something at the moment. But he took screen shots and it reminds
me of A16. Do i need to buy hem another one, and tell him to wait, or
is he okay?
Get refunded you won't get the update but rather the discount 

 
Last edited by a moderator:
@Riamus 

@Adam the Waster

Thank You for the answers. I just needed to know what to do. It was a gift and he is enjoying it.

I will tell him tomorrow, then I will give him the other when it is released. I told him it's the

only game I have ever wanted to gift. Also I have gotten years of fun and learning from it.

So i will let him cut his teeth on this one. Then get him the other one also. It's worth it, because

I have saved, instead of overwriting each alpha, and have more than 89 including overhauls and

mods. So i basically have a historical archive that I rotate through a lot. :smiley_simmons:

I can also give one to Robbie, he has the same version, and after conversations, he was going to

upgrade also, so we can coop play. Now I can't wait Adam.

4sheetz

 
Being a long time player of 7dtd (since alpha have 8)  I have seen a lot of changes and always enjoy the next update. This time we got a lot of polish with zombies, POIs, textures and models. 

One thing always remains in need of work - the wilderness. It feels rather like parkland to me. It's the one thing that stands out with each alpha. The new shorter grass is great but the older tree models have been around since alpha 16 and their is a lack of variation in the landscape. 

Can the wonderful artists try to work on some wilderness variety. Things that come to mind are rocky outcrops, verges by the roads, river edge flora and reeds,  variation of flora around trees, soil texture change, tree base texture variation, rock and small cliff outcroops, fallen trees, undergrowth and overgrowth. Higher densities of trees and lower density clearing areas. If we can fit so much in a city block, how much can be done to the wilderness with even half the resources.

At the moment the wilderness is just an expanse between towns.

Love the game, can't wait to see what's next.

 
Being a long time player of 7dtd (since alpha have 8)  I have seen a lot of changes and always enjoy the next update. This time we got a lot of polish with zombies, POIs, textures and models. 

One thing always remains in need of work - the wilderness. It feels rather like parkland to me. It's the one thing that stands out with each alpha. The new shorter grass is great but the older tree models have been around since alpha 16 and their is a lack of variation in the landscape. 

Can the wonderful artists try to work on some wilderness variety. Things that come to mind are rocky outcrops, verges by the roads, river edge flora and reeds,  variation of flora around trees, soil texture change, tree base texture variation, rock and small cliff outcroops, fallen trees, undergrowth and overgrowth. Higher densities of trees and lower density clearing areas. If we can fit so much in a city block, how much can be done to the wilderness with even half the resources.

At the moment the wilderness is just an expanse between towns.

Love the game, can't wait to see what's next.
I think it would be cool if the forest had another tree like Birch. 

More plant life and colorings like purple.  Light green, and even wild crops growing like corn, blueberries, potatoes etc. Wild cactus growing in the forest. 

The old maple forest is a great example and the plains

 
Has anyone noticed zombies trying to follow paths that don't exist anymore? A friend described that happening in his server, and once I thought about it I realized it could explain some weird behavior I had seen as well.

 
Watching G9 talk about the abundance of armor pieces he's collected gave me a bit of a laugh. It reminded me of the weapon parts from A16 and before. They took those out because they said it was boring to sit and go through chests of parts trying to find the best ones and all that. Seems oddly familiar...
It doesn't feel that way at all to me. I know what I want and what might be useful, so it's always a quick decision between keep, sell and scrap.

 
It doesn't make it clear, but you get the rewards from a trader.  It'll be like when you complete a quest.  You may already have gotten the rewards if you've been to the trader and may have just thought they were quest rewards.
Yeah, wasn't clear to me initially either.  Hopefully they take another look at how that is presented.

 
They likely use traders due to inventory. If you claim it without thinking and it automatically added the rewards to your inventory, if your inventory is full it would just spit them on the ground. 

It would be simple for them to just add a generic "Claim your reward from your nearest trader!" somewhere on each one where necessary. 

 
For me it was obvious how you collected the challenge awards from the traders, but that was only because I did something similar in a mod I did for A20 where I made challenge quests that once you finished them, you got a reward from the trader (rather than spawning them in your inventory) based on what bdubyah said above.

 
They likely use traders due to inventory. If you claim it without thinking and it automatically added the rewards to your inventory, if your inventory is full it would just spit them on the ground. 

It would be simple for them to just add a generic "Claim your reward from your nearest trader!" somewhere on each one where necessary. 
It also just makes sense.  1) You have to choose which reward you want.  2) Although it makes sense to get experience for doing the challenge, having a reward just magically appear instead of being given to doesn't really make much sense.  And like you said, inventory space is also a thing, though the same thing used to happen at a trader before they changed it, causing you to drop your reward, sometimes behind the counter where you couldn't get it.

 
Seems I can also see through fences.  Lol.  I can see a hazy image of a zombie that is walking along the other side of a wooden fence.  It is like a blur of the fence colors in the shape of the zombie with enough detail that you can pretty much tell which zombie.  Unfortunately screenshots don't capture that for some reason and I about got killed trying. Heh.  Nice to have a super power, I suppose.  :D
It is from motion vectors with Temporal AA or FSR. One of our console programmers is looking into it and he thinks it is from one of Unity's built in shaders which we can override to remove an offset they have in there.

 
Hello, @faatal, I have a few questions.

1. Which AO is using 1.0? Earlier you wrote about "BCVAO" (block colour vertex AO). Is this it? https://github.com/Delt06/vertex-ao
2. Is it possible to remove fog from indoor areas? Now it is created globally for the whole world.
3. Is it possible for volumetric clouds to appear? It could make the game much more beautiful outdoors. Plus it wouldn't affect performance if you make it optional and customisable. Regular skyboxes also need improvement - the sky can be made much prettier even without volumetric clouds. I think you will do at least skyboxes in 1.1.
4. Do you plan to change the future order of updates in any way? Will we have intermediate updates 1.0.1, 1.2.2 (like A21.1, A19.5) as before, or will you focus on major updates and we will see only small fixes (1.1 b287, b295)?

5. What is the main problem with generating bridges? You could, for example, make individual bridge sections and place as many of them as you need. You can also additionally make several variants of river widths, for example. Or, for example, you could make some sort of tiles/stamps with a river and a bridge, which would be some sort of nodal point through which the river would be generated. Or you could make a river first, and then put such a tile/stamp/whatever in the place where the bridge is needed, and adequately connect the river and bridge to the tile (which will be easier if there are certain widths of rivers). This is just something that came to my mind :)

I've also heard that the Teragon generator creates bridges the first way. These images were shown to me by one of the players who uses Teragon.
1. Block AO is calculated and set on a block's vertex colors.

2. It is possible, but not likely as the time and potential overhead is not worth it to me.

3. No changes planned for that. We do have sky box images, it is just done through a shader on a dome.

4. Should be the same. We will have major releases with experimental, then stable and minor bug/feature releases between.

5. Time. I was just saying I could spend a solid month on nothing but RWG trying to fix issues and make improvements, but Q4 is coming fast and still have many tasks for pre and post 1.0.

Hello, @faatal
I liked the fact that you find some clothes in the zombie apocalypse world, but in the new version it looks strange. We immediately find a whole piece of armor, but now it’s impossible to find ordinary clothes in this world, I think this breaks the immersion of survival, I got an idea to return clothes to the game.

You can keep old items of clothing, but only as items for crafting armor. They cannot be equipped on a character. It will still be possible to find clothes in clothing stores, rather than pieces of fabric; you can also buy them from a merchant or sew them yourself if you can find the book you need.

How will this work in crafting? Let's say for a farmer's armor you will need a T-shirt and overalls, as well as fabric and iron, like this:

Tier 1 - T-shirt, overalls, 5 fabrics, 5 iron
Tier 2 - T-shirt, overalls, 10 fabrics, 10 iron
Tier 6 - T-shirt, overalls, 45 fabrics, 45 iron, legendary parts

Thus, in order to craft a certain armor, you will need certain clothes, this will complicate the crafting and add variety to the armor crafting. Will encourage the player to buy the right item, find it in the loot, or hope that the right book will drop that allow
A question for Allan. That is about design of game content. I deal with programming.

The small bears seem to have the reach of the large bears and its kinda annoying 
Allan fixed it.

 
Status
Not open for further replies.
Back
Top