PC V3.0 Dead Hot Summer Dev Diary

I'm sure you know since you've been around a long time, but in case others are asking the same question, but in seriousness, they usually release experimentals around noon EST, though it can vary depending on how the bugs are looking.
Ik but I was thinking it would be funny to say it at 12am exactly but I was still working
 
Heh. You posted your hours so often that it took me a minute or two to grab two such posts when I did that a year or two ago and posted about it back then. If you're going to constantly post your hours and say that your opinions are worth more because of them, don't be upset when people prove that you're just inflating your numbers.
I think you broke through that thick PVP skin there. :ROFLMAO:
 
I'm sure you know since you've been around a long time, but in case others are asking the same question, but in seriousness, they usually release experimentals around noon EST, though it can vary depending on how the bugs are looking.
It's usually around 12:00 CT (13:00 ET), but you were so close! 😁
 
My only wish was for more options in RWG city generation, including larger cities, one city per biome, and/or one trader per biome. It is one of those things that I don't like, where there are multiple Rekts in the Forest biome.
 
While playing 7D2D I've always wanted to have the option to actually clear some areas for good.

I don't think that would be possible, even with the new settings, because my idea is to have zombies fully spawned everywhere you go, forcing you to kill them even just to reach certain areas within a city, for example.

Imagine that you get into a new town, and when you start approaching the main street to enter the area, zombies are all over the place.
If you simply charge in, you'll be overrun. If you try to go around them, you'll still find more on the other side you're coming from.

So, basically you'll need to fight your way through with patience and risk it, until the road/area is clear enough for you to reach even the first POI reachable from the outskirts.

The only problem with my vision is that the game can't support hundreds of zombies already spawned on the map all at once. They'd also need to be "permanent" (no de-spawn when you go far away) or at least they should enter a "sleep-mode" just to reactivate when you come back!

In this mode, also, nothing will respawn, not even loot.
Only natural resources that can "grow" will (like trees, plants and animals).

Do you think there could be settings to, at least partially, simulate my idea using the new 3.0 options? :unsure:
 

Dedicated-server administrators and hosting providers need clearer 3.0 support​

I want to raise this respectfully. I understand that 3.0 is a major update and that some systems may still be under development. However, the current lack of dedicated-server information is affecting more than individual server administrators. Hosting providers are also being left without clear implementation guidance.

One hosting provider has stated that the that they have not received direction from the developers explaining how the setting is encoded, how it should be handled, or how it should be exposed through their hosting panel.

That is a serious migration concern.

My original question remains:

After a hosted dedicated server loads a SandboxCode, what supported method allows the server owner, hosting provider, or server-side mod to read and verify each individual effective setting at runtime?

For example, are those values exposed through:
  • GamePrefs;
  • GameStats;
  • WebDashboard;
  • a console command;
  • server logs;
  • a public runtime object or API?
The response to paste the code into the game’s Sandbox Settings screen explains how a person can inspect it manually through a client. It does not explain how a hosted dedicated server, a hosting control panel, or a server-side administration tool can obtain the same decoded values.

This distinction matters. Hosting providers need to know how to:
  • accept and validate a SandboxCode;
  • preserve it during updates;
  • expose it through their customer panels;
  • show or audit the effective decoded settings;
  • migrate existing server configurations safely;
  • determine which settings are controlled by the server.
Dedicated-server administrators also need access to effective values such as movement speed, gravity, jump strength, damage, XP, block damage, loot settings, and other gameplay rules. Server-side tools and anti-cheat systems cannot safely assume those values remain at their defaults.

There are now several unresolved areas:
  • no documented runtime method for reading decoded SandboxCode values;
  • incomplete dedicated-server migration documentation;
  • hosting providers lacking implementation details;
  • uncertainty around WebDashboard, GamePrefs, GameStats, and server-side APIs;
  • major modding and XUi changes without a complete server-focused migration path;
  • client-UI explanations being provided in response to hosted-server questions.
I am not claiming that anyone is intentionally ignoring multiplayer, nor am I trying to insult TFP. I am explaining the practical effect: dedicated-server administrators and hosting providers are being left to investigate and reverse-engineer critical parts of the migration themselves.

Dedicated servers and commercial hosts support long-running communities, mod ecosystems, player retention, and continued engagement with the game. They are not a minor edge case.

At minimum, the multiplayer ecosystem needs:
  • documented dedicated-server configuration behavior;
  • a supported method for decoding and displaying effective sandbox settings;
  • a documented runtime API, if one exists;
  • a clear server-owned versus client-local settings list;
  • hosting-provider implementation guidance;
  • dedicated-server migration documentation before release;
  • direct technical answers from someone familiar with hosted-server operation.
A direct answer that the functionality is unfinished or does not currently exist would still be useful. What makes planning difficult is not knowing whether the functionality exists, is planned, or must be independently reverse-engineered.

I hope this is received as constructive feedback. The current level of dedicated-server and hosting-provider documentation does not yet match the scale of the changes being introduced in 3.0.
 
That is a lot of words to say the same thing multiple different ways and several things that are not at all relevant to 7d2d. I truly hope that TFP staff ignore these type of posts since you are wasting their time reading this gobbly-gook.

I will also clue you in on something. More words does make something more persuasive. Here, the gratuitous loquaciousness hurts your argument because people have to read through meaningless tripe to figure out what you are tying to say.
 
One hosting provider has stated that the that they have not received direction from the developers explaining how the setting is encoded, how it should be handled, or how it should be exposed through their hosting panel.
I’ve never used game hosting services!!! and I don’t recommend them to anyone else!! A dedicated server is the way to go!!
All those hosting control panels, are nothing but trouble.
Post automatically merged:

It seems to me that you are actually a representative of some game hosting service. :)
 
While playing 7D2D I've always wanted to have the option to actually clear some areas for good.
You just described how I have been basically playing from close to my modding start.
There are multiple options, from what I read that get it pretty close, the last few can be
tweaked, in xml. You were talking of a Sweep and Clear scenario. Rebirth also comes very
close to it. Albeit in a much more detailed fashion.

But from a simple point of approach. When you look at the options, look at the constant
that Madmole mentioned in the stream, I think his introductory phrase was, "For those of
you that want" Liberally paraphrased of course.

1 Produce a constant barrage, but with a few things in mind, Your starting fps and your low end
acceptable fps; ctrl alt delete and look at resource use adjust video options to acceptable
to try for the sweet spot of approx cpu/gpu between 60 and 80% when you cry havoc and loose
the dogs of war. Basically your real spawn volume that you run for horde night. So if you have
60 onscreen at one time "need to take snapshots and count entities" or DM and spawn in a bunch
check fps when it hits low end of your acceptable fps, check ctrl alt del to see your resource use.

That will give you a good estimate, of your working range, everyone's will be different based on HW
and visual options. NOTE: do not do it in the most sparse barren area you can find, It has to be done
in the city. 2 Mathematically reduce your maxalive by approx 13 or 14, this allows for the sleepers to
spawn also, and not tank your fps. That is your Spawning.xml setting. Keep in mind that your maxalive
will actually spawn approx 2.25 times what you set because it will pretty much have two chunks of
entities simultaneously.

Then in basic menu turn off loot respawn forever, topological stuff will re do every approx 7 days, or
depending on your settings how ever long you are away from that area. Turnoff zombie respawn.

The really particular part is you would need to adjust, how long before respawn, just think what is the
longest game in game days you play, day length does not matter it is actual days, so if you play 100
days, set your respawn per biome to 125 for a buffer.

This is a one off sweep and clear, not much different than what is now just with a larger initial volume.
This is the Caw! Caw! Bang! F**k, I'm dead! version just for bragging rights.

To get the real deal you would need to use the Day* and adjust it over a period of time for the volume
reduction to seem more natural. Also re enable the vulture as a natural predator, and rewrite the basic
entity groups to include a few spiders and ferals and animal packs and snakes. At night add a few of the
specials meaning the fast fire walkers, plague spitters, chucks, and dires. At approx 7 pm the freaks will
begin to come out. The rest is personal customization to taste.
 
I’ve never used game hosting services!!! and I don’t recommend them to anyone else!! A dedicated server is the way to go!!
All those hosting control panels, are nothing but trouble.
A self-hosted dedicated server and a commercial hosting service are not interchangeable. Hosting providers can supply:
  • DDoS protection and network filtering;
  • datacenter-grade bandwidth and routing;
  • 24/7 hardware availability;
  • automatic backups and recovery;
  • replacement hardware;
  • monitoring and technical support;
  • geographically appropriate server locations.
Running a dedicated server from home may work for some communities, but it can expose the owner’s connection, consume residential bandwidth, depend on local power and hardware, and provide no upstream DDoS mitigation. Renting bare-metal hardware also does not eliminate the provider’s need for correct game documentation.
 
A self-hosted dedicated server and a commercial hosting service are not interchangeable. Hosting providers can supply:
  • DDoS protection and network filtering;
  • datacenter-grade bandwidth and routing;
  • 24/7 hardware availability;
  • automatic backups and recovery;
  • replacement hardware;
  • monitoring and technical support;
  • geographically appropriate server locations.
Running a dedicated server from home may work for some communities, but it can expose the owner’s connection, consume residential bandwidth, depend on local power and hardware, and provide no upstream DDoS mitigation. Renting bare-metal hardware also does not eliminate the provider’s need for correct game documentation.
ha ha.
 
Running a dedicated server from home may work for some communities, but it can expose the owner’s connection, consume residential bandwidth,
Don't confuse a dedicated server rented from a provider with a home server; I was specifically talking about a rented one (unless you can build your own with all the necessary security measures)—but it’s already clear to me where you stand... no need to reply.
 
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