7Daystodie

  • Und heute hat er sich auch prompt entschuldigt:




    We're committed to MP. I was just being a jerk last night, sorry. I've worked so hard for so many months and to see complaints that we don't care or are ignoring problems after slaving so long is hard to swallow sometimes. I've put my professional hat back on. We'll find these problems soon enough.


    hihi :rolleyes:

  • Official Alpha 13.5 Patch notes.

    • Added: Repair to all the large secure storage crates.
    • Changed: Added new rbg colors to map markers backpacks are teal and you can have up to 7 friends of different preset colors.
    • Changed: Dogs no longer turn to animal gore.
    • Changed: Disabled all zombie gore blocks for now until we have time to implement them properly which would include zombies climbing them, zombies not knowing where the door is any more after a zombie dies in front of your door, and get them looking better and performing better. Every time a zombie dies it makes the server build a chunk, and when the gore degrades it does it again and again, causing server CPU usage and making the game look ugly in general with pyramids everywhere. We love the idea of gore blocks, but until we can polish it up and get it working right we have to turn it off for now. You can re-enable them by setting <property name=”CorpseBlockChance” value=”0″/> to 1.
    • Changed: Reduced ingredient craft time from wood, clay lumps and small rocks from 1 to 0.5. For example, making a frame would take 10s before now it will take 5s.
    • Changed: Scrapping now gives 75% instead of 100%.
    • Changed: Reduced stamina usage on the fire axe.
    • Changed: Stack size of small rocks and concrete mix to 1000.
    • Fixed: One of the known memory leak within our new audio system.
    • Fixed: Pistol firing sound should no longer cut out.
    • Fixed: Torch sound quits playing after a short time.
    • Fixed: NRE spamming dedi output log.
    • Fixed: Shift click dupe as client over the network for loot containers.
    • Fixed: Fast pickup and drop dupe as client over the network for loot containers.
    • Fixed: Plant fiber hat now scraps to plant fibers.
    • Fixed: Added missing is enemy tag to dogs in xml
    • Fixed: NullReferenceException: Object reference not set to an instance of an object at ItemActionEntryRepair.RefreshEnabled
    • Fixed: Plant fiber hat is repaired with plant fibers.
    • Fixed: Shared waypoints not showing for other players.
    • Fixed: No way to remove offline people from your friends list.
    • Fixed: Camo net blocks now support entities and don’t collapse.
    • Fixed: Player dropped backpacks now have stability and won’t fall and break as much.
    • Fixed: Frig sounds hanging around after destroyed.
  • Heute Abend gepostet:


    Überarbeitetes RandomGen



    While most the team was finding and fixing the lag bug Robert was working on the newest iteration of random gen. The first part of the overhaul was to get rid of all the steep walls and cliff problems which we achieved. Now the entire world flows together nicely with no 200 foot drop offs or spike walls made of terrain.


    Then we got lakes back and they look better than ever. There are even houses by the shore which look great. There are actually islands and peninsulas with sometimes roads that connect to them, which are really cool. See the one in the map screenshot in the SW corner. :)


    Also the wasteland is back. So we have all biomes again in random gen, and some central mountains now towards the center of the world. If you guys and gals are nice maybe Santa will drop this yet before Christmas. No promises, but so far testing looks really good.


    Radioaktive Gebiete, Große Gebirge und Inseln!


    Wenn jetzt in den kommenden Tagen noch ein Fix für die Dedi-Server kommen würde, wärs perfekt. :)

  • Heute morgen gab es für 7D2D vorerst das letzte Update für die nächsten Tage. Leider bringt das update nur ein paar bugfixes und das neue RandomGen.



    Alpha 13.6 Patch notes


    • Added: New video Tone Mapping options replacing the old Dynamic Contrast. Currently there are 5 options including Vibrant, Cold, Dark, Bright, and Vibrant DeSat. Vibrant is the default. Note: These are experimental and could be turned into 1 default with usage of these for biome or player type effects.
    • Added repair to various concrete blocks
    • Added: Some ambient one shots to burnt forest.
    • Added: VERY rough first draft of caves. Still more to do with the noise values yet.
    • Changed: RWG random world generation has a whole new algorithm.
    • Changed: Lowered sea level to 32 meters.
    • Changed: Replaced per biome terrain adjustment with single terrain generator
    • Changed: Biomes now spawned using perlin noise.
    • Changed: Biome distribution is more even per biome.
    • Changed: Hub layouts have changed slightly.
    • Changed: Hub Cell size increased to give hubs a little more room to generate.
    • Changed: Hub cell offset set to 0 for a more predictable grid like hub layout.
    • Changed: Did a slight optimization to pine forest decorations.
    • Changed: Increased stability of stable cloth material
    • Changed: Steel walls now have 4000 hit points instead of 2000.
    • Changed: Night time zombies are restructured like day time zombies. Dogs on day 5, with no spawning near day 7 so players have time for the night hordes.
    • Changed: Nerfed spike trap damage now that gore blocks are disabled.
    • Changed: cornbread hold type and added custom hold item.
    • Changed: Player surface walk slope max to 65 degrees (up from 60) to fix getting stuck on spike trunk tips.
    • Fixed: New rbg colors to map markers.
    • Fixed: Damaged Wood spikes cannot always be repaired
    • Fixed: Dogs attacking rapidly.
    • Fixed: Limited voices on the minibike sounds.
    • Fixed: Downgraded cobblestone ramps stay rotated the correct way.
    • Fixed: Car harvest per tier is now the same.
    • Fixed: Null ref when filling lots of jars with water
    • Fixed: Several material bugs where hardness was not 1
    • Fixed: Spike trunk tips should take damage now
    • Fixed: Light bug on spotlight.
    • Fixed: Texture tiling error on stone block destroy particle effect.
    • Fixed: NRE on shooting an arrow and disconnecting.
    • Fixed: Issue where cities would stop rolling prefabs to place in the world.
    • Fixed: Issue where edges of hubs had a sharp bowl like cut.
    • Fixed: Issue where roads would be very steep due to hub bowl cuts.
    • Fixed: Y offset in utility building water works.
  • PVP, PVE and Friendly Fire Poll


    Folks we’ve been thinking about PVE and Friendly Fire and want your opinion. We know we can improve this a lot and don’t really have a PVE currently but here is a poll with a simple thing we could implement soon.


    So we’re thinking about removing the friendly fire game option and hard coding it so you cannot kill players in your friends list ever as this is a redundant option. With this change would come 2 new game options PVE with this setting you cannot kill players on a server friend or not. PVP you can kill everyone but friends on a server basically like our normal game mode now but with friendly fire off.



    Cheers Richard
    [/quote]
    ist ne abstimmung im offiziellen forum

  • Ja, das ist aber die fertige Karte Navezgane die wir ja bisher nie nutzten, da in dieser Karte alle Orte ja bekannt sind. Wir stehen dann doch eher auf Random Gen.
    Stimme dir vollkommen zu das sie einfach viel zu lange brauchen, wenn man sich das so mal ansieht wie und in welchem Tempo die Entwickler von ARK arbeiten hier können sich die Jungs von den FunPimps noch eine Riesen Scheibe von abschneiden.

  • FPS Angaben beziehen sich leider immer auf die Clientseite. Dies sollte eigentlich keine Auswirkung auf den Server haben, da der Server (Dedicated Server) eigentlich nur als Dienst im Speicher läuft und keine Grafische Darstellung ausführt.


    Gruß
    Matze

  • Hey Survivalists,
    Alpha 13.8 Patch is out and ready for consumption. This patch addresses many important fixes.

    • Changed: Create RG City Spawning Method
    • Fixed: Throwing rock just falls to
    • Fixed: Workstations not catching up
    • Fixed: POIs never spawning zombies in RWG
    • Fixed: Gaps in skill returns
    • Fixed: Changed skill effect curves to match internal chart balancing
    • Fixed: NRE on scrapping a now empty inventory slot
    • Fixed: craft preview time was not matching actual craft time in recipe queue
    • Fixed: Cannot craft a recipe when it is not showing in the recipe list.
    • Fixed: OutOfMemory on water particles
    • Fixed: Recipe Stack resetting upon closing forge and reopening
  • Hey Survivalists,
    Alpha 13.8 Patch is out and ready for consumption. This patch addresses many important fixes.

    • Changed: Create RG City Spawning Method
    • Fixed: Throwing rock just falls to
    • Fixed: Workstations not catching up
    • Fixed: POIs never spawning zombies in RWG
    • Fixed: Gaps in skill returns
    • Fixed: Changed skill effect curves to match internal chart balancing
    • Fixed: NRE on scrapping a now empty inventory slot
    • Fixed: craft preview time was not matching actual craft time in recipe queue
    • Fixed: Cannot craft a recipe when it is not showing in the recipe list.
    • Fixed: OutOfMemory on water particles
    • Fixed: Recipe Stack resetting upon closing forge and reopening

    Danke für die Info und Guten Morgen :evil:
    Hast du mal geschaut von wann die New´s war? :D:?:


    05.02.2016 als kleiner hinweis *fg*

  • Laut MadMole steht der release von Alpha 14 wohl kurz bevor. Auf die Frage ob das Update noch vor Ostern kommen würde gab der Entwickler folgende Antwort: We're ready any day now. Unless showstoppers keep cropping up we're going to release it. So wird das Update,sofern keine weiteren Bugs auftauchen, wohl dieses Wochenende oder nächstes Wochenende raus kommen (oder auch nicht :P).
    Das Update an sich soll lt. den Devs doppelt so groß sein wie Alpha 13 und viele Bugfixes,Änderungen und vor allem Performance tweaks bringen. So wurde gesagt, dass der Client nun besser laufen würde, als bei manchen Alphas zuvor.
    Mal schauen, ob das was wird oder wir nochmal ein paar Wochen warten müssen, bis das nächste Update raus kommt.