PC v1.x Developer Diary

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If the tiles in the cities are asphalt, would that mean that the tiles in

the wilderness, are going to be gravel or adaptive terrain?


The Tiles in the cities aren't universally asphalt or any specific block. They tend to use asphalt for roads and parking lots.

If I were making Wilderness Tiles, I would make heavy use of "Topsoil Terrain Filler (POI)" and not "Adaptive Terrain Filler (POI)" as I had been warned when I was getting started with POIs that Adaptive Terrain Filler had some problems, though I don't recall what those problems might have been. "Topsoil Terrain Filler" will change with the biome.

 
I would make heavy use of "Topsoil Terrain Filler (POI)" and not "Adaptive Terrain Filler (POI)" as I had been warned when I was getting started with POIs that Adaptive Terrain Filler had some problems
Thanks for the answer. I haven't had to use it in a long time, so I thought that was the reason it was created. So if you use topsoil in a hole

and don't fill it to the top will it look like forest ground in a hole, tn the forest biome?

@Ouch Quit It

Do you mean with undamaged lootable air planes, or damaged airplanes and working gyro copters in a stash hangar?

I'd like something like that if it made it necessary to use a gyro to get into, because it was in a sunken arena surround by

100 meter drops.

 
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What I would like is game that does not corrupt my saves every other day and this has been going on for years now.


Thing is, this is not a common case for everyone.  I been playing 7D2D since A16 and I never had a corrupted save.

I messed up some saves by making changes to mods halfway through a playthrough, but that was user induced corruption, not the game itself.

 
Thanks for the answer. I haven't had to use it in a long time, so I thought that was the reason it was created. So if you use topsoil in a hole

and don't fill it to the top will it look like forest ground in a hole, tn the forest biome?


Yes, it matches the biome's terrain. Use about 3 blocks of depth and put Stone below that and you'll match the game's natural terrain most of the time.

 
Sounds good. Will the road improvements help the wilderness roads going through the middle of big wilderness POIs?
Not yet, but there are ticket(s) for such bugs.

@faatal Will there be any other changes in other biomes???(besides the desert)
Yes. Forest trees are now in clusters based on the new unified noise function with a new growth ring around them, more bushes and added small tree/bush clusters. This technique will be done to other biomes. Wasteland ground is more natural, with new grass blocks mixed in and the old slope rule removed and different decorations.

What's a _WILDERNESS_ POI Tile? Is that referring to treating the map as 150x150 squares or are there actually Tiles (built like POIs) as in those found in Prefabs/RWGTiles for the Wilderness now?
I am referring to the 150 square tiles. It had empty tiles all around wilderness POIs, which is a waste of space.

@faatal Is global illumination possible in the future? At the moment, the lighting in the game mainly depends on direct lighting and the general level of background illumination. It would be very nice if there were good GI.
That would need HDRP, which is not planned for 7dtd, but we are doing that for our next game using 7dtd engine, so it could be back ported some day, like years from now.

If the tiles in the cities are asphalt, would that mean that the tiles in

the wilderness, are going to be gravel or adaptive terrain?
Tiles are a RWG data structure. They have nothing to do with actual in game terrain drawing from block values.

 
@faatal Is global illumination possible in the future? At the moment, the lighting in the game mainly depends on direct lighting and the general level of background illumination. It would be very nice if there were good GI.


Just FYI, Laydor's Torch mod now includes global illumination. It's a screenspace GI effect rather than being fully ray-traced, but even so it makes a huge difference in visual quality. Highly recommend.

 
@faatal Yesterday there was an issue with PSN, wich pointed out that the choice to play offline needed an active connection, the button was greyed out. Will this be fixed in the future?

 
but we are doing that for our next game using 7dtd engine
are you talking about blood moons or a different undisclosed game?
and if a different game, is that also on unity? I thought you guys were done with unity after 7dtd

 
are you talking about blood moons or a different undisclosed game?
and if a different game, is that also on unity? I thought you guys were done with unity after 7dtd


TFP seems to develop 2 games right now, one made in unreal engine by a newly hired team (with hints of it being commissioned work) and a game based on code they have been working on for 10 years already. It would be a waste throwing that away and also all the acquired knowledge about Unity and the code produced for this game.   

Bloodmoons is not a game made by TFP. One could say there are telltale signs it isn't 😁

 
Just FYI, Laydor's Torch mod now includes global illumination. It's a screenspace GI effect rather than being fully ray-traced, but even so it makes a huge difference in visual quality. Highly recommend.
The problem is that it's a screen space. This does not provide high-quality indirect lighting. It also gives an unstable image. The screen space has too many problems, including fundamental ones, so I personally didn't like it too much. But I like the Torch mod itself, and I use it.

By the way, TFP, why don't you use what the Torch does? It really improves performance.

There is also a mod that Enables DLSS SR. I have updated the DLL to Transformer and it works very good. @faatal?

 
@faatal Yesterday there was an issue with PSN, wich pointed out that the choice to play offline needed an active connection, the button was greyed out. Will this be fixed in the future?
I don't know, but I passed it on to the console programmers.

are you talking about blood moons or a different undisclosed game?
and if a different game, is that also on unity? I thought you guys were done with unity after 7dtd
Not Blood Moons or I would have mentioned it by name as that game is public info. Blood Moons uses the current 7dtd engine, which is not HDRP, but does have a variety of changes.

Using Unreal would not be the same engine, so the HDRP game is not the Unreal game.

 
The problem is that it's a screen space. This does not provide high-quality indirect lighting. It also gives an unstable image. The screen space has too many problems, including fundamental ones, so I personally didn't like it too much. But I like the Torch mod itself, and I use it.

By the way, TFP, why don't you use what the Torch does? It really improves performance.

There is also a mod that Enables DLSS SR. I have updated the DLL to Transformer and it works very good. @faatal?


Yep! I'm also using the DLSS mod with DLSS 4 override! It is far superior to TAA and FSR in performance and sharpness. The blurriness is completely gone with DLSS Quality and image is sharp as a tack. I'm also running Lossless Scaling 3.0 frame gen and even in downtown areas I'm averaging over 110 fps now. I used to struggle to maintain 35 fps downtown! The DLSS and Torch mods + DLSS 4 + Lossless Scaling framegen have given me absolutely massive performance and quality gains.

As for SSGI, yeah, I know it has its limitations. But I'll still take screenspace GI over no GI at all, when it's an option.  🤷‍♂️

 
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@faatal

Can you tell me does the duststorm particle still work? Is there a specific xml syntax to call it? Presently it is in addressables bundle.

If possible can you post one example of a call to addressables? I read to try to find out but all that I found as answers points to

writing code vs the xml calls you have provided in configs folder.

These are the only ones I can see any result when used at the moment

p_sandstorm.prefab              p_snowstorm1.prefab               p_smokestorm.prefab

Either way thank you.

If anyone else knows it would be appreciated also.

 
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