PC v1.x Developer Diary

Status
Not open for further replies.
You might want to test this with another person hosting, just to see if it's the host that is having the problem.  For example, if the host doesn't have the game on an SSD drive, then it is going to freeze every 20 minutes for anywhere from a few seconds to a few minutes and may freeze at other times as well.  When hosting, this can cause everyone to lose connection or be unable to do anything.  That's just one example, but it does sound like it's a problem with the host.  Their log may also provide useful information.  Yours might as well, if only you have this problem and the others in the game do not.
As i am the host and game works fine for me and another player.. seems more for 3+..

I have xbox series X and 1 terribyte hard drive and a 2nd offical seagate terebytes ssd drive.

this is not on a PC ... all box players. i turned off cross play in the settings of my hosting session so playstation folk can't connect. i like to be able to control the situation with communication to message folk outside the game of upcoming players when i may log in so they can prepare - assuming they show up more than 2 or 3 times.. not for the drifters who pop in, etc..  Seems players in distant location add more stuff for the session to load and keep track of ; hense the overload of the session resulting in crash.

i also go into Save Managment and delete players profiles around 8 to 10 days who haven't returned. I'm a good admin trying to clean up junk or folk not returning and having the game use more memory than needed. I have a PVE session going on too, meaning i have my settings to "no killing other players"  and also no death penalties  or inventory drops when they leave

 
Last edited by a moderator:
As i am the host and game works fine for me and another player.. seems more for 3+..

I have xbox series X and 1 terribyte hard drive and a 2nd offical seagate terebytes ssd drive.

this is not on a PC ... all box players. i turned off cross play in the settings of my hosting session so playstation folk can't connect. i like to be able to control the situation with communication to message folk outside the game of upcoming players when i may log in so they can prepare - assuming they show up more than 2 or 3 times.. not for the drifters who pop in, etc..  Seems players in distant location add more stuff for the session to load and keep track of ; hense the overload of the session resulting in crash.

i also go into Save Managment and delete players profiles around 8 to 10 days who haven't returned. I'm a good admin trying to clean up junk or folk not returning and having the game use more memory than needed. I have a PVE session going on too, meaning i have my settings to "no killing other players"  and also no death penalties  or inventory drops when they leave
Ahh.  You had mentioned crossplay, so I assumed at least one was on PC, which would likely mean the PC hosting.

I don't know much about how the game works on consoles, but saves grow the more that is changed in a world.  That means that if you have multiple players on and each in different locations, they are probably causing the save to grow faster than one or two people on and in the same location.  That's just a generalization, of course.  Profiles themselves probably have little effect as they are tiny.  There is network traffic increase with more people, but most processing is done locally.  Still, more people does mean more resource requirements for the host.  It could be that console just can't really handle hosting that many people.  I don't know.  That's probably something to check with other console players (XBox series X) who host multiple people like that.

In the end, I think console players who want to play multiplayer will find that a PC host or a dedicated server (once available) will provide a much more stable game.  But that's just my guess.

 
army post #7 is still glitched.

i have 2 yellow dots on the screen one is in the toilet area of the cafeteria level and the other on the same level in the bunk room. 

in the toilet area it is in the wall. fortunately the walls are wood but clearing the area doesnt help the spawn. i just get a floating yellow dot. 

tried a killall and no go. 

frustrating to fail a quest because the seds wont spawn. have logged out hopefully on relog they will spawn.

 
yeah, well after a restart the POI reset the whole thing. yellow dots were gone but when i get to the gate the yellow marker to start it was there.

didnt have the heart to go through it again, or the ammo... so i just removed the quest.

onwards and upwards.. stiff upper lip old chap!

 
Accepting missions & finishing them  success or fail  -- Method type: Stealth
(#) - difficulty, Mission trader gives, Location And then test or fail

View attachment 33207


army post #7 is still glitched.

i have 2 yellow dots on the screen one is in the toilet area of the cafeteria level and the other on the same level in the bunk room. 

in the toilet area it is in the wall. fortunately the walls are wood but clearing the area doesnt help the spawn. i just get a floating yellow dot. 

tried a killall and no go. 

frustrating to fail a quest because the seds wont spawn. have logged out hopefully on relog they will spawn.


Hi firewalker101 and beerfly,

I had a chat with our QA staff about Army Post #7 and they have a couple of theories but it would help if we had more details regarding your test.  If you haven't done so already, can you click the red banner above and submit a bug report?  Thank you!!!

Edited just now by Laz Man (see edit history)

 
Last edited by a moderator:
Hi firewalker101 and beerfly,

I had a chat with our QA staff about Army Post #7 and they have a couple of theories but it would help if we had more details regarding your test.  If you haven't done so already, can you click the red banner above and submit a bug report?  Thank you!!!

Edited just now by Laz Man (see edit history)
I'm wondering if stealthily through the poi us causing issues.  I'm sure you don't want stealth to have a 6th zombie sense built in, but there really should be triggers in rooms that spawn the zombies in when a character enters.  It shoukd probably be based on x/y and a small range of z levels.  That way you don't spawn all the zambs in levels above and below your current room.

 
I'm wondering if stealthily through the poi us causing issues.  I'm sure you don't want stealth to have a 6th zombie sense built in, but there really should be triggers in rooms that spawn the zombies in when a character enters.  It shoukd probably be based on x/y and a small range of z levels.  That way you don't spawn all the zambs in levels above and below your current room.


It can, and these days there are more possible complications.

I recall a fancy TFP house where I couldn't find the last zombie. (I play stealth builds.) I eventually got to where I wandered around the house making noise and still couldn't get it to respond. The zombie was in a very high ceiling too far away to hear me. The zombie volume was very tall so the yellow dot was maybe 10-12 blocks lower than he was. That was a plain old zombie volume.

With a plain old zombie volume, when you enter the zombie volume (defined in x-y-z dimensions), or get within 4 blocks of it horizontally, it should place its zombies. I'm not sure how long the game will leave those zombies placed if you don't activate them, but at some point it is going to despawn them. Entering or getting near the volume again should replace them. It's foggy to me what happens if you only wake and engage some of them and the others are left and eventually despawn. I'll bet the volume isn't considered cleared, but does it keep track of which zombies (or how many zombies) weren't cleared?

When you throw in triggers, trigger volumes, and MinScripts then things get a little foggier for me. Can a trigger be triggered again? How long do MinScript preserve their state if they're not finished? Can a MinScript be run again? Should a MinScript be run again? Should a MinScript be run again if it didn't finish before?

 
It can, and these days there are more possible complications.

I recall a fancy TFP house where I couldn't find the last zombie. (I play stealth builds.) I eventually got to where I wandered around the house making noise and still couldn't get it to respond. The zombie was in a very high ceiling too far away to hear me. The zombie volume was very tall so the yellow dot was maybe 10-12 blocks lower than he was. That was a plain old zombie volume.

With a plain old zombie volume, when you enter the zombie volume (defined in x-y-z dimensions), or get within 4 blocks of it horizontally, it should place its zombies. I'm not sure how long the game will leave those zombies placed if you don't activate them, but at some point it is going to despawn them. Entering or getting near the volume again should replace them. It's foggy to me what happens if you only wake and engage some of them and the others are left and eventually despawn. I'll bet the volume isn't considered cleared, but does it keep track of which zombies (or how many zombies) weren't cleared?

When you throw in triggers, trigger volumes, and MinScripts then things get a little foggier for me. Can a trigger be triggered again? How long do MinScript preserve their state if they're not finished? Can a MinScript be run again? Should a MinScript be run again? Should a MinScript be run again if it didn't finish before?
Oh yeah I sometimes forget the super tall rooms.  That would be tough to figure out.  Maybe the zombies that aren't activated because you stealth by them so we'll should be counted as cleared?

Or the fun pimps could make an item that wakes up zambs at a further distance?

 
Makes a bit of sense with the high ceilings. If volumetric trigger is 12 blocks horizontal and 5 vertical blocks (to prevent sleepers on upper or lower levels wake up), could be a thing, but I believe every POI has its own settings. 

 
Why is it when any player joins a dedicated server there is a pause in the game? Seriously it's like 3 to 4 seconds that containers become inaccessible and some players experience the zombie freezing in place.  I know I can't be the only one that has this happen. wth

 
Jost Amman said:
@faatal Hi, I hope you and TFP will have a great 2025 both personally and professionally!  :party:

I was wondering how your progress is with the bandits. As I've said in the past, I got the impression this is the most challenging part of the game to develop, so I understand if progress is slow. It would be interesting though, to understand what obstacles you've been encountering while developing the bandit AI and, in general, what the Team says about how to add them to the world of 7D2D.

Specifically:

  1. Has the Team been working on bandits at all in the last months, or are you waiting to finish the other changes first?
    (if the answer is no, you may want to ignore the following questions)
  2. What is the most challenging part in the development of the bandit's AI?
  3. Has the Team come up with a way to add bandits into the world (Random, dedicated POI's, story) and how?
  4. Is there a plan to release them gradually over time (b1->b?), or does it seem like TFP want to release bandits when all bandit-related features are ready?

Thanks for your time! :)  


hope you get your answers soon

 
Why is it when any player joins a dedicated server there is a pause in the game? Seriously it's like 3 to 4 seconds that containers become inaccessible and some players experience the zombie freezing in place.  I know I can't be the only one that has this happen. wth


Since which version? I have never experienced this in the past, but I haven't played the newest version on a dedicated server yet.

 
i've certainly been experiencing this (in 1.2 versions), only when i play on friends server, and definitely also have that "rubber band" effect on server (where zombies run in the same spot and/or move as fast as "The Flash" ie disappear from one spot and reappear further away almost instantly ; i don't recall containers freezing but one other thing i experience often in 1.2 versions (again, only ever when i play on friend's server) is where i'll loot containers and open container again and different items will be in the container ; this happens with vehicles and various other container types ; very weird

 
Last edited by a moderator:
Since which version? I have never experienced this in the past, but I haven't played the newest version on a dedicated server yet.
download lag has always been an issue when players download the map on multiplayer. The reason is because of the encryption on download. In previous years coders have tried to close the download encryption including zipcore at one time had a mod that did. Server tools is the only known tool that helps that im aware fixs the issue now .. it makes the game use multicore processing which puts players downloading the map on another core not effecting the main core. If a player doesnt run a server to put server tools on than the only other option that he can do to help is reduce download limite in serverconfig. I would recommend at bare min cutting download speed down in half.  <property name="ServerMaxWorldTransferSpeedKiBs" value="512"/>    

 
Last edited by a moderator:
download lag has always been an issue when players download the map on multiplayer.


I don't remember any lag at those seldom times when one of my co-players had to download the map (i.e. at a first login) but those events were so rare that I am not really sure about lag happening or not.

Obviously quality and age of the server plays a part in it, maybe my server could handle the transfer load, others couldn't. If transfering the work onto another core removes the lag with a specific CPU then a CPU that is double as fast should have no lag as well.

 
where i'll loot containers and open container again and different items will be in the container ; this happens with vehicles and various other container types ; very weird
Not sure if you mean a container you've never touched before or not... If you open a container and don't take everything out, then come back later after loot resets, the stuff you left will still be in there.  After you loot it, you'll then be able to loot the new stuff.  This doesn't actually give you anything additional... you just didn't grab all of the original stuff the first time and are instead grabbing it at a later time.  Again, I don't know if that's what you are describing, or if you are seeing this the first time you come across a container.

 
Oops i didn't clarify well enough; i'd had this issue countless times - when literally not moving away from said container (loot box, vehicle etc) ie i loot it, get whatever items are in it, then access said container/vehicle a few seconds later and there's different items in there (this is without me going anywhere else ie i just look around, look back to container/vehicle and there's new items in it; i would have noticed by accident a few times after it happening a few times and me initially putting it down to my forgetfulness);  it's never happened a 3rd time.. mainly twice, and of course sometimes just  the 1 time - my point with that last wording is that there's only ever 2 of us playing since 1.2 versions came along and the nature of my experience with this bug is i bet it would do it 3 times if there were 3 of us; not a problem to me, it's very frequent but as it never causes issues i don't fret over it, just thought it was worth mentioning

 
Last edited by a moderator:
Oops i didn't clarify well enough; i'd had this issue countless times - when literally not moving away from said container (loot box, vehicle etc) ie i loot it, get whatever items are in it, then access said container/vehicle a few seconds later and there's different items in there (this is without me going anywhere else ie i just look around, look back to container/vehicle and there's new items in it; i would have noticed by accident a few times after it happening a few times and me initially putting it down to my forgetfulness);  it's never happened a 3rd time.. mainly twice, and of course sometimes just  the 1 time - my point with that last wording is that there's only ever 2 of us playing since 1.2 versions came along and the nature of my experience with this bug is i bet it would do it 3 times if there were 3 of us; not a problem to me, it's very frequent but as it never causes issues i don't fret over it, just thought it was worth mentioning
Interesting.  I've never seen it except if you open a container and don't take everything out and then return later.  You'd be able to loot the original loot and then immediately be able to loot it again.  I see this often enough where the person I play the game with doesn't loot certain things, and then when I go to loot something later on, I see the loot that was left and it immediately lets me loot the new loot.  But I don't use a server.  It's only just the 2 of us with P2P.

Is that PC or console?  And if it's PC, are you using any mods that might be affecting it?  You may want to post a bug report about it unless there's already one about it so they can look into it.

 
Status
Not open for further replies.
Back
Top