7DTD - Patchnews

7 Days to die
Survival Game meets Bauklötzchen.. DayZ und Minecraft als Einheit!

Re: 7DTD - News

Beitragvon Hallac » Do 1. Mai 2014, 15:48

Ok, wenn am Samstag Alpha 8 rauskommt, macht es ja wenig Sinn, mit 7.11 Aufnahmen zu starten, ergo warten wir aufs Wochenende. :D

@Marchel
Wir könnten uns ja mal entweder alternative Locations als Basis aussuchen, oder Überlegen, ob wir "Außenposten" errichten.
Aber erst mal schauen, was es bei Alpha 8 neues gibt.
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Re: 7DTD - News

Beitragvon Niffler » Fr 2. Mai 2014, 23:24

Ja, das habe ich auch schon Überlegt. Als warten wir aufs WE.

Ich bin dafür ne neue bas zu Bauen in einer guten Umgebung. also Wasser und essen in der Nähe.

Aber auf keinen falle an einer Biom Grenze. Jetzt fragst du Warum nicht? Weil an Biomgrenzen die Zombihorden startet und man pech haben kann das von beiden Grenzen die Horden gleichzeitig kommen.



LG

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"Jeder Tag, an dem du nicht lächelst, ist ein verlorener Tag." Zitat von Charlie Chaplin
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Re: 7DTD - News

Beitragvon Hallac » Sa 3. Mai 2014, 09:18

Das würde den "Besuch" an der Kirche erklären. :D

Von mir aus gerne, gibt ja genug Plätze die in Frage kommen, man muss ja nicht immer ein Gebäude übernehmen, deine Idee mit Selbstbauen find ich sogar sehr gut.
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Re: 7DTD - News

Beitragvon Hucky » Mi 7. Mai 2014, 05:31

Alpha 8 ist draußen.
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Re: 7DTD - News

Beitragvon Hallac » Mi 7. Mai 2014, 11:38

Official Alpha 8 Release Notes

Added
•Added full smooth terrain RIP minecraft looking world
•Added new per poly colliders for improved thrown objects
•Added airplane supply drops with configurable drop frequency
•Added new weapon holster and unholster system and sounds
•Added animation controller to rock resources so they can have break animations
•Added new sub biomes into most of the main biomes for variety
•Added lens flares to house lights, mining helmets and flashlights
•Added ability to break secure containers down into non-secure containers
•Added Delete All option to Drop On Death
•Added gascan recipe from grain alcohol
•Added “forged metal” item
•Added new model window blocks with environment mapping to all the Navezgane prefabs 3 of which support the new window upgrade/downgrade path
•Added reinforced hard metal door

Changes
•Changed made high res old window frame, transparent glass, garage door, old shingles, painted wood textures used on world prefabs
•Changed wood frames so you can pick them up (useful for re-arranging your house) until they are upgraded. Once upgraded to a solid wood wall, if you tear down the old wood wall the frame remaining can never be picked up
•Changed FPVFemaleMagnumHold so iron sites aim with the magnum
•Changed pickaxe animations to have more weight
•Changed FPVFemalePickaxeFire Blending
•Changed wood ramp frames so you can pick them up (useful for re-arranging your house) until they are upgraded. Once upgraded to a solid wood ramp, if you tear down the old wood ramp the frame remaining can never be picked up
•Changed frames and ramps so they drop nothing when destroyed now that there are frames that can be picked up and used for scaffolding
•Changed cobblestone walls to be upgraded to the third tier using cobblestones instead of cement
•Changed art for cobblestone reinforced and cobblestone reinforced with metal
•Changed Sped up crafting of sharp stones
•Increased probability of finding iron ore
•Decreased weight of lead ore
•Changed block downgrade to drop items just like block destroy
•Changed various stacklimits
•Changed zombies path on smooth terrain (dogs/animals are very bad right now)
•Changed dirt to only be two layers deep so players only have to dig down two layers to make a strong foundation
•Changed dirt and stone have a 2x additional hardness underneath land claims
•Changed dirt and stone are harder to dig or mine
•Changed “New” and “Continue” game options to use categories and accordion style lists
•Changed removed boarded windows recipe. Windows can now be boarded up by repairing them with a stone axe as long as you have planks in your inventory
•Changed mining helmet light to be more of a blue tone and lowered the intensity a little so it doesn’t blind the player as much
•Changed dying will now respawn you with 50% health, food, and water
•Changed removed Survival Mode (for non dedicated servers) and replaced with Survival SP and Survival MP
•Changed sticks burn only half as long
•Changed “wood framework” to “wood frame”
•Changed wood based ramp blocks to downgrade to a ramp frame
•Changed hard metal door texture
•Changed hard metal door recipe to use forged metal item instead of forging metal block
•Changed removed Dm and Horde maps. Horde like gameplay will be supported in Navezgane, Future new maps and the random generated worlds with game options in a coming builds
•Changed rebalanced wood cutting and wood base blocks
•Changed player names only shows if a player is closer than 3m
•Changed updated rock shader and glass shader to properly change lighting level at night
•Changed Increased durability of tools to compensate for harder wood and earth
•Changed increased block damage on zombies to compensate for much stronger forts
•Changed turned down volume of hornets flying
•Changed did Some dedi server speed optimizations
•Changed rebalanced all loot containers
•Changed Steam authentication port from 8766 to GamePort + 2 for scalability
•Changed added block durability option 25% durability
•Changed running no longer decreases stamina and stamina will no longer regenerate while running
•Changed stamina weapon damage reduction is capped to 50%

Bug Fixes
•Fixed FPV water drink animation
•Fixed upgrade and downgrade path of new placeable frames for wood and rebar
•Fixed material bug on resource rocks
•Fixed explosions should consider land protection now
•Fixed zombie damage ignores land protection correctly
•Fixed water drink from playing after using last block
•Fixed trees too dark
•Fixed item duping bug when dropping and changing toolbelt items at the same time
•Fixed item duping bug when swapping molds in the forge
•Fixed item duping bug when closing the crafting grid with non ingredient items in it
•Fixed null reference error in telnet that would sometimes lock up dedicated servers
•Fixed: Holster/Unholster animation gets out of sync
•Fixed it so downgraded blocks do not leave a block
•Fixed knives so they can cut grass
•Fixed bug that sometimes on a server with connected clients decorations (like trees) were not shown
•Fixed problem that you could activate the same toolbelt slot twice by pressing the hotkey
•Fixed block rebarRampFrame renders adjacent blocks right
•Fixed dropping empty backpack on death or quit.

ServerConfig.xml
•AirDropFrequency – Added; How often airdrop occur in game-hours, 0 == never
•DropOnDeath – Changed; option of 0 (drop nothing), 0 now drops everything.
•GameMode – Horde and Deathmatch have been Deprecated commands will be removed in the coming builds

Known Issues
•You have to hit Shift+Tab twice to bring up the steam overlay
•64 bit is known to be unstable run it at your own risk
•Playing with larger numbers of players can be slow to rebuild collison
•Cactus damage is inaccurate

Dann auch mal einige Bugs die ich gefunden habe:
* Wenn Ihr beim anklicken eines lootbaren Gegenstandes Euch noch bewegt, läuft ihr beim Herabzählen des Loottimers weiter
* Beim Durchwählen durch die Schnellwahlleiste mittels Scrollrad werden die jeweiligen Auswahlitems nicht immer korrekt dargestellt, so dass Ihr ggf. kein Wasser trinken könnt. Am besten momentan über die Tasten 1-0 auswählen.
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Re: 7DTD - News

Beitragvon Niffler » Mi 7. Mai 2014, 13:06

Coole sache und sie haben es geschafft das man jetzt durchs Grass Looten kann.

Der Nachteil von dem Update ist, wenn wir Sterben verlieren wir was im Gürtesl ist. Das geht momentan nicht andes Einzustellen. Entweder alles verlieren den Backpack oder im Gürtel das sind die Möglichkeiten.
Wenn ich einestelle Nothing dann verlieren wir Trotsdem alles. Ich habe es jetzt auf den Gürtel minimiert. Allerdings bei Quit behalten wir das was wir haben komplett.



LG

Niffler
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Re: 7DTD - News

Beitragvon Niffler » Mi 7. Mai 2014, 15:15

Hallac hat geschrieben:Das würde den "Besuch" an der Kirche erklären. :D

Von mir aus gerne, gibt ja genug Plätze die in Frage kommen, man muss ja nicht immer ein Gebäude übernehmen, deine Idee mit Selbstbauen find ich sogar sehr gut.


Mein Vorschlag währe hier zu Bauen Zentral, essen u. Trinken gesichert und keine Biomgrenze in der Nähe.

Von der Kirche etwas Nördlich Zwischen den 2 Flussarmen und den See unterhalb der Farm und westlich von der grossen Stadt.


Ich weis nicht wie ich ein bild hoch lade deswegen schreibe ich es.

LG

Niffler
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Re: 7DTD - News

Beitragvon Niffler » Mi 7. Mai 2014, 19:45

Lt Nitrado Support

ist das Problem mit den verlieren des Inventares jetzt behoben.
"Jeder Tag, an dem du nicht lächelst, ist ein verlorener Tag." Zitat von Charlie Chaplin
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Re: 7DTD - News

Beitragvon Hallac » Fr 23. Mai 2014, 17:07

Official Alpha 8.2 Release Notes

Added
•Added new Enemy Aggression game option. With normal and feral. Feral means zombies sense you from over 100 meters at night simulating our old horde mode. They also come every night. Combine this with short 24 hour cycles and air drops for the classic horde mode experience.
•Added lens flare to sun and new sun texture
•Added moon shadows and increased moon light
•Added pine and maple tree farming. Tree seeds can be planted on dirt or forest ground and do not need to be watered or near water using seeds dropped from pine and maple trees
•Added rebar ramp recipe
•Added cobblestone upgrade path to include ramps and require forged iron (Joel)
•Added rotting flesh, femur and hide to zombie dog loot
•Added military weapons and ammo loot groups
•Added melee weapons loot group
•Added Hard Metal Door recipe & two upgraded versions. They are upgraded with forged metal.
•Added furniture material that has no stability (couches and chairs can no longer be stuck to walls)
•Added a weight to small rocks so they can be smelted into cement (Joel)
•Added cobblestones to airdrops
•Added new icons glass pane, cement mold, forged iron, goldenrod flower, goldenrod tea, dirt, sand, and clay

Changes
•Changed recipe crafting system overhaul includes: new recipe group tags to items and blocks so recipes are now sorted by groups. New color backgrounds for matching groups F.E. ammo and weapons are read, semi-transparent item icons appear in recipe grid, new recipe text colors bright green quick craft, dark green known, white unknown but have ingredients, grey unknown and don’t have ingredients, new alphabetical recipe sorting and sorting based on text color
•Changed cut down memory consumption by clearing refs on chunks
•Changed the limit on the number of chunks that are generated at the same time. Also to reduce memory consumption
•Changed optimized chunk memory consumption once again
•Changed internal handling of all normal maps to save memory. On a client this will bring about 300MB of system memory
•Changed the game uses now a different texture compression that leads to a 300MB memory saving on clients
•Changed the voice chat is now disabled per default! If a server switches voice chat off, no client can do voice chat! Note the voice chat bug is not fixed but this allows folks with this problem to play
•Changed biome resources underground to have no gravel and more small deposits of ore for better mining
•Changed mismatching versions cannot connect message is shown “Incompatible versions”
•Changed improved suitcase loot
•Changed increased drop scale of metal fragments, lumps of coal, and small rocks
•Changed selectable max player value in game options, limited to 8
•Changed removed Rusty Metal Door recipe
•Changed all recipes using thin metal plates or forging iron (a block) to use forged iron (an item)
•Changed hunting knife and bone shiv to have more durability and damage
•Changed lightened dead shrub texture
•Changed new high res cacti
•Changed default spectrum to be desert blue sky
•Changed went through menu descriptions and fixed inaccurate or incorrect wording and updated new options english.txt
•Shortened names of the recipes that are too long in the english.txt
•Changed ammunition nation book now unlocks bullet tip mold and bullet casing mold
•Changed cobblestone recipe now yields 2 cobblestones instead of 1
•Changed Sleeping bags now drop cloth when destroyed
•Changed increased stack limit on coal and potassium nitrate to 250
•Changed dirt is now at least 3 meters deep before hitting stone
•Changed increased stack limit of aloe cream to 10
•Changed weight of scrap brass to 8 oz so smaller items can be scrapped like trophies
•Changed updated icons for yucca juice, small rock, coffee, and stone
•Changed decreased fog in the plains
•Changed resource rock prefabs to more optimized sphere colliders, fixed excessively large collision area boxes had previously had
•Changed updated grass texture, curbs and curb corners
•Changed tuned zombie loot
•Changed Mp5’s, rocket launchers and sniper rifles are only found in military munitions crates
•Changed corrugated metal textures

Bug Fixes
•Fixed players can’t fall through terrain or get stuck inside blocks
•Fixed problem that wrong blocks were hit when digging
•Fixed zombies can’t hit doors & heads clip through doors and can attack things behind doors
•Fixed grass should be easier to hit from every angle
•Fixed colliders on melee weapons. Gave each weapon appropriate sized colliders. For example its much easier to hit a zombie with a sledgehammer than with a stick
•Fixed campfire output not clearing when changing recipes (putting in bag)
•Fixed issue with oven not being able to loot from certain angles
•Fixed stability problem in Diersville homes with basements
•Fixed the lighting on zombies & animals black at night except dog
•Fixed glass panes forging bug
•Fixed you can’t crouch while iron sighted
•Fixed the bad lighting on the ski lodge roof
•Fixed cobblestone so doors can be placed in it
•Fixed Sledgehammer not playing all the time
•Fixed supply crate bgs Airplanes animate smoothly on clients, parachute not showing, supply crates appearing black, supply crates despawning after landing
•Fixed maneuvering through open door doorways is bad
•Fixed burnt wooden frames to be made of wood instead of stone
•Fixed use of don’t not use texture in several prefabs
•Fixed use of thin grass only in many prefabs f.e the grass in Diersville is now thicker
•Fixed hole in the plains that went down to the bedrock
•Fixed fall damage not working since introduction of smooth terrain
•Fixed player keeps walking/running when opening chat window

ServerConfig.xml
•<!– 0 = Normal, 1 = Feral →

Known Issues
•You have to hit Shift+Tab twice to bring up the steam overlay
•64 bit is known to unstable run it at your own risk
•Sometimes players might bounce up and down from certain collision situations
•Some users have reported a possible problem with Windows 8. A possible fix is to run the executable in windows 7 compatibility mode.
•64 Bit version could be unstable.


Beste Neuerung: Die Rezeptübersicht wurde sortiert, und Items haben ein Colorierung erhalten, an der man den Gebrauch unterscheiden kann. Großartig!
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Re: 7DTD - News

Beitragvon Hallac » Fr 30. Mai 2014, 14:31

Official Alpha 8.3 Release Notes

Added
•Added schematic required to learn how to craft iron armor. There is a schematic for each piece
•Added book to learn leather crafting & leather armor. The one book teaches you all leather armor pieces

Changes
•Updated to Unity 4.5 which resolved many known 64 and 32 bit crashes and freezes
•Changed tuned pipe bombs and rockets and their damage to players, zombies and structures
•Changed hardness of concrete/cobblestone, metal and their resistance to explosions (Joel)
•Changed land mines so they can be scrapped
•Changed reduced chance of finding books
•Changed reduced crafting time for sharp stones
•Changed reduced repair time of anything using metal strips
•Changed only one book can be found in book loot group instead of 1-2
•Changed reduced air drop loot to a maximum of 6 items instead of 9

Bug Fixes
•Fixed Non feral zombies hone in on the player non-stop and is harder than feral mode.
•Fixed conflicting recipe with barnwood & red wood planks
•Fixed a pipe bomb would destroy a water block, which could then be picked up as a dropped item
•Fixed bug that decals weren’t showing
•Fixed problem that explosion destroyed land protected doors
•Fixed helmet model for Iron helmet now uses swat helmet and leather helmet uses a cowboy hat instead of a cloth item
•Fixed garage loot container size to be same as regular cardboard boxes
•Fixed Shift clicking on a recipe in the recipe list will swallow items if it’s already full
•Fixed zombies don’t take damage from land mines
•Fixed plant shader for cactus models to accept fog
•Fixed campfire particle system to not have smoke appearing far outside of the model
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