PC v1.x Developer Diary

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Дрон считается сущностью, а если сделать его категорией транспорта и отклбчить коллизию с персонажем ? Такое возможно было бы ? Может это могло бы решить его нынешние проблемы ? Ну так, к слову или чушь несу ? 

 
7. From what I understand, DLSS still needs some work from Unity for it to be viable. If Unity and the devs can get it to work the way they like it, then it will likely be added. As for the other technologies, the game really isn't going to benefit much from them.  I could maybe see Ray Tracing added as a feature after the rest of the game is finished and it's gone through more than a few optimization passes. You have to remember that this is a fully 3D Voxel game, and not a 2D poly game like CyberPunk.


DLSS is already viable. I'm using DLSS 4 right now via Laydor's mod. It outperforms FSR and TAA in every measurable way.

 
how about they remove drone completely since so many people have had issues with them and add a dog companion instead or something with backpack for storage?
Drone has been working great for me since it's "getting-lost-in-big-POI's" issue was somewhat patched. For me it used to get lost constantly, since <1.whichever version> when it had some patches, it seems a lot better.

For this and other replies I haven't read yet, leave the drone alone!, it's a great thing to have. Who cares if it gets in the way when fighting zombies or wanting it replaced by some silly npc of whatever kind. Next we will have people asking for screamers to be removed. Did i wake up in an alternative universe this morning ?.

edit- i have gone back thru every forum thread that details a new version so i opened every 1.x thread and searched for the word "drone" in each one. can't find anything that really verifies my "drones getting-lost-in-big-POI's issue was somewhat patched" claim, i just know from multiple playthroughs in each 1.x version that (for me) the drone is a lot less prone to disappearing (in fact it hasn't got lost for me one single time in any 1.x versions despite no concrete proof from patch notes; maybe more drone fixes had been done, 'cus we all know that not everything gets detailed in patch notes/not everything is understandable in patch notes 😉

 
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DLSS is already viable. I'm using DLSS 4 right now via Laydor's mod. It outperforms FSR and TAA in every measurable way.


The question isn't whether it is viable. It is whether the Unity Plugin the devs are using is functioning. Last word was that it wasn't working reliably enough to be usable. Apples/Oranges

 
If the drone gets lost, and has a camera on it or vector 3 set in it. If a countdown timer were added to it

couldn't it be coded to teleport to your side or just behind you if it loses line of sight for a specific period?

There is 3vector gps tracking in the game, and also teleporting in DM. So if those two were added could that

help solve the problem? People already use vector 3 in game, during fetch quests, and I use it when digging

for trader quests. It could also help with a vehicle if added to it.

 
Drone has been working great for me since it's "getting-lost-in-big-POI's" issue was somewhat patched. For me it used to get lost constantly, since <1.whichever version> when it had some patches, it seems a lot better.

For this and other replies I haven't read yet, leave the drone alone!, it's a great thing to have. Who cares if it gets in the way when fighting zombies or wanting it replaced by some silly npc of whatever kind. Next we will have people asking for screamers to be removed. Did i wake up in an alternative universe this morning ?.

edit- i have gone back thru every forum thread that details a new version so i opened every 1.x thread and searched for the word "drone" in each one. can't find anything that really verifies my "drones getting-lost-in-big-POI's issue was somewhat patched" claim, i just know from multiple playthroughs in each 1.x version that (for me) the drone is a lot less prone to disappearing (in fact it hasn't got lost for me one single time in any 1.x versions despite no concrete proof from patch notes; maybe more drone fixes had been done, 'cus we all know that not everything gets detailed in patch notes/not everything is understandable in patch notes 😉


Yeah, there were changes.  The initial changes in 1.0 caused a LOT of problems.  They then fixed that in either a hotfix patch on 1.0 or else in 1.1.  So it doesn't have the serious problems from 1.0 anymore and is back to the normal issues people have with it.  I don't know the last time it has gotten lost for me, beyond when it got shot down once and I didn't notice and then I had to go looking for it, but that's not a problem with the drone.  Yes, the drone sometimes isn't with you in a POI with smaller rooms and you might need to run around a bit before it gets back to you, and sometimes it gets in your way, but these aren't serious problems and hopefully they can improve them at some point.

If the drone gets lost, and has a camera on it or vector 3 set in it. If a countdown timer were added to it

couldn't it be coded to teleport to your side or just behind you if it loses line of sight for a specific period?

There is 3vector gps tracking in the game, and also teleporting in DM. So if those two were added could that

help solve the problem? People already use vector 3 in game, during fetch quests, and I use it when digging

for trader quests. It could also help with a vehicle if added to it.


It already does come back to you eventually, but you need to move.  If it can't keep with you inside a POI and you just stop and stay in place, it'll never come to you.  But if you move around in the POI, it does come through walls (or perhaps teleport) to be able to reach you.  I don't know if it's based on a timer or distance moved or something else, but it does work.  It just requires movement, which isn't ideal.

A button to recall it, as suggested by Javabean867 would be the best option.  And I'd like to expand on that.  Have the drone automatically path to a place behind the player if possible.  If there is no space behind the player, try to be to the side or above the player instead.  Only path in front if there's no other possible location.  Then, if the player wants the drone to come to them (this includes getting the drone that is not next to them because it's in another POI room, as well as a drone that has pathed to a location behind the player), they can press a button to call the drone.  The drone will then come to a location directly in front of the player, allowing the player to interact with it.  When the player moves again, the drone will path behind the player.  The player may only be able to interact with it if they call it since it'll stay behind them, but I think that's fine.  It would keep the drone out of the way, while making it easy to interact with and not have the issue we have now, where it keeps trying to get behind you when you're trying to interact with it unless you stop and don't move for a couple seconds.

 
It already does come back to you eventually, but you need to move.  If it can't keep with you inside a POI and you just stop and stay in place, it'll never come to you.  But if you move around in the POI, it does come through walls (or perhaps teleport) to be able to reach you.  I don't know if it's based on a timer or distance moved or something else, but it does work.  It just requires movement, which isn't ideal.
Unfortunately it doesn't always work, especially on servers. I had a player on my server have theirs get stuck inside a block, similar to what happens to a player if a bunch of zombies trap them in a corner and pushes them into a wall. For whatever reason it wouldn't teleport when this happened. I had to go to the POI and break a path of blocks to it, and once I broke the one it was stuck in, it took off to its owner. And that's not even getting into the other issues it has, similar to vehicles.

 
Unfortunately it doesn't always work, especially on servers. I had a player on my server have theirs get stuck inside a block, similar to what happens to a player if a bunch of zombies trap them in a corner and pushes them into a wall. For whatever reason it wouldn't teleport when this happened. I had to go to the POI and break a path of blocks to it, and once I broke the one it was stuck in, it took off to its owner. And that's not even getting into the other issues it has, similar to vehicles.
i won't say the drone always works 100%, but lately 2 of us on a server have both got drones and (touch wood) haven't lost them, and that's often with both of us far from each other in big POI's as well as small, or when we're in same area/POI's and even when we're in his giant horde base on crazy horde nights, plus even me being quite drunk sometimes hasn't resulted in "D.D" being lost yet (i use the same zombie names and drone name as JWoodle and Glock9 as i watch them so often/play the game so often) 🤣

oh and i've thought of another scenario; sometimes if i know i'm going out (on a real life adventure i mean), i often fire up the game with Guppy Zombies mod, in late game, for example, and mess around, regularly using Debug mode and 'teleporting' between biomes due to mass raiding/mass transporting of loot back to home base. and (touch wood) drone hasn't got lost during any of that either

 
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Unfortunately it doesn't always work, especially on servers. I had a player on my server have theirs get stuck inside a block, similar to what happens to a player if a bunch of zombies trap them in a corner and pushes them into a wall. For whatever reason it wouldn't teleport when this happened. I had to go to the POI and break a path of blocks to it, and once I broke the one it was stuck in, it took off to its owner. And that's not even getting into the other issues it has, similar to vehicles.
Hm.  Interesting.  I've never had that happen to me.  There had been a few instances in probably A20 where I had to go use god mode to fly up in the air or down into the ground to get it to find me (usually near a trader), but I haven't seen anything like that in years.  And since the changes in 1.x that fixed the initial problems in 1.0, I haven't had any issues at all with it.  Maybe I've just been lucky.  A recall button should fix that, so that's another good reason for such a button.

 
@Blake_ I'm not faatal, but I can provide some info on a few of these.

2. I don't believe this is likely. It is a result of the nature of the fully 3D Voxel game. The amount of data I/O and RAM required to support larger maps stabily is prohivitive. With more optimization it may be possible, but I would honestly not count on getting past 14k supported on the PC and consoles will be limited further. 16k and above is not likely to ever happen.

4. Some of the POI's are already set to be occupied by bandits, or to be bandit bases. From what I have seen, I don't feel like they will be building things in the world. Faatal can correct me if I am wrong on that though.

7. From what I understand, DLSS still needs some work from Unity for it to be viable. If Unity and the devs can get it to work the way they like it, then it will likely be added. As for the other technologies, the game really isn't going to benefit much from them.  I could maybe see Ray Tracing added as a feature after the rest of the game is finished and it's gone through more than a few optimization passes. You have to remember that this is a fully 3D Voxel game, and not a 2D poly game like CyberPunk.
Thanks for the answers! About number two, I started a 10k map yesterday, Everything on ultra. As my cat would say: Very game, much smooth. Me like. Seems to be getting better. We really need to meet Jen in the best possible conditions. What if I can't tidy up her room on time because of fps?

A shame about bandits building basic things in real time. I do believe there's a lot of potential in there. Potential for nightmarish sync issues in MP, yet an off screen timer could do the trick, as long as stuff appears around them where none should be. POIs with mobs where always a given so I'm still a believer.

Have a wonderful midweek!

 
That can't be the case. As I did create a mod that adds the DLSS functionality into the game and it has better image quality than FSR. Now when making that mod I did notice a bug with the market place asset that TFP that would degrade the image quality. I have also pointed out where that bug is and have offered to help them fix it if they wanted to. I'll even say it again here, the issue is the jitter algorithm requires more steps before resetting the lower the resolution, the market place asset does not increase the amount of steps in the jitter algorithm the lower the resolution. It also adds some additional jitter that can mess with the image quality too.

TFP can also sign up to Nvidia's developer program to get the latest DLSS3 dll to ship with the game too that can also can increase the image quality even more. I think it more that they don't want to waste any more time to try and implement DLSS.

I will say that TFP also need to separate FSR3 SR out of the antialiasing settings, as surprisingly, not many people seem to realize that FSR3 is in 7days. Don't know how many people have thanked me for adding FSR3 with the DLSS mod, when all I did was move the FSR3 setting out the antialiasing settings.
Correct, I spent all the time I could afford to spend on it and bailed as the plugin I was using did not work reliably. On the other hand, FSR worked and works on ALL of our platforms.

 
Correct, I spent all the time I could afford to spend on it and bailed as the plugin I was using did not work reliably. On the other hand, FSR worked and works on ALL of our platforms.
But still, FSR isn't as good as DLSS would be for Nvidia card owners. Maybe once Unity gets more work done on this then it could be added to 7 Days to die... Maybe, someday?

So far, that DLSS mod works great for me so I use it for the time being.

 
I did a test with the drone to kind of get an idea of how it paths or functions ingame, vs intended through code. The way

I did it was I cm'd a drone, and looked at the name, it has two descriptions. Robotic drone, and a Gunbot.

I moved around a bit and it always came to my left rear. It spoke when danger was around. So far so good. Then I

teleported a few times and yes it did teleport as Riamus stated.

The last test is where it got interesting for me, I set myself to god fly and non-collision. I turned to face the drone, and

flew backwards through an assortment of POIs. Some walls it would go straight through no collision to keep up with me.

Some it would move about, and often path through, a door even if it was closed and boarded up. I went in a water tower

and closed the hatch behind me, it passed through the metal hatch both ways with no problem.

The thing that was different and I did it multiple times was, I passed through a non damaged concrete building and waited

on the other side to watch the movement. It moved back and forth, trying to path, then stopped moving, I made a nudge

movement like Riamus advised, and it came around the building. I repeated a couple of time to see if it was a fluke, same

building to the other side, and it did the same thing. Is it possible that certain materials or densities can stop it from its standard
pathing. It will go straight through a wood house, and things with broken blocks. But the solid concrete building, seemed to confuse it.

 
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