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Showing content with the highest reputation on 07/19/2020 in all areas

  1. COMPOPACK_44(for Alpha19exp_built169) is available now !!! to get it go to the openingpost here is the Changelog: CHANGELOG COMPOPACK 44 : i asked Pille to do the whole conversation from A18 to A19 for all the CP-prefabs - and he did it inner minutes - thx Pille really appreciate your competent and good work it was also needed to adjust the brightness of the lit lights for A19 to let them appear like they were in A18 - also thx for that Pille in detail: changed following blocks to air in all prefab: 1779 : treasureChest cntMountainManChest 2250 : cntBuriedStashChest cntBuriedWeaponChest 2119 : cntBackpackDropped backpack03Prefab 2670 : toiletBlockVariantHelper cntToilett01 2667 : woodFurnitureBlockVariantHelper endTable exchanged following prefab with newer versions (thx to TopMinder for keeping his own prefabs always uptodate and also thx for working on some existing CP-prefabs) : xcostum_4Apartments(by_TopMinder) xcostum_7EndStore(by_Jackelmyer) xcostum_Blue_House(by_TopMinder_and_Pille) xcostum_CanucksCoffee(by_Genosis) xcostum_Cave1(by_NAGGcommunity) xcostum_celltower_2(by_axebeard) xcostum_celltower_2_waste(by_axebeard) xcostum_ColonyShip(by_NAGGcommunity) xcostum_deerstand_1(by_axebeard) xcostum_deerstand_2(by_axebeard) xcostum_Dormerhouse(by_TopMinder) xcostum_DriveIn(by_NAGG_Genosis) xcostum_Experimentalhouse(by_TopMinder) xcostum_hideout(by_axebeard) xcostum_hideout(by_TopMinder_and_Pille) xcostum_Hostel(by_TopMinder) xcostum_InsaneAsylum(by_Genosis) xcostum_MinderManor(by_TopMinder) xcostum_ModernArtGallery(by_Pille_TopMinder) xcostum_Paintballarena(by_Jackelmyer) xcostum_PetStore(by_Jackelmyer) xcostum_research_vessel(by_Pille) xcostum_Villa(by_TopMinder) REMOVED: xvanilla_carlot_03_temp (not available anymore) xvanilla_remnant_burnt_deco_01 (not available anymore) xvanilla_remnant_burnt_deco_02 (not available anymore) xvanilla_theatre_01 (not available anymore) xvanilla_warehouse_01 (not available anymore) xvanilla_settlement_trader_01 (renamed) xvanilla_settlement_trader_02 (renamed) xvanilla_settlement_trader_03 (renamed) xvanilla_settlement_trader_04 (renamed) xvanilla_settlement_trader_05 (renamed) xvanilla_ranger_station1 (renamed) xvanilla_theatre_01 (not available anymore) xvanilla_warehouse_01 (not available anymore) xvanilla_mp_waste_bldg_01_red (not available anymore) xvanilla_mp_waste_bldg_02_red (not available anymore) xvanilla_mp_waste_bldg_03_red (not available anymore) xvanilla_mp_waste_bldg_04_red (not available anymore) xvanilla_mp_waste_bldg_05_red (not available anymore) xvanilla_mp_waste_bldg_06_red (not available anymore) xvanilla_mp_waste_bldg_07_red (not available anymore) xvanilla_mp_waste_bldg_08_red (not available anymore) xvanilla_mp_waste_bldg_09_red (not available anymore) courthouse_med_02 (not available anymore) all A18 xvanilla-prefabs (exchanged them with the new A19 versions) NEW PREFABS : xcostum_Bookstore(by_Kayido) xcostum_Bunker(by_Pille) xcostum_ExcavatorMassGrave(by_Pille) xcostum_HNHouse(by_Hernan) xcostum_LazMans_church_01(by_LazMan) xcostum_Modernhouse02(by_TopMinder) xcostum_OrigamiGallery(by_Pille_TopMinder) xcostum_Sawmill(by_Pille) xcostum_SmallWoodhouse(by_TopMinder) (all the new A19 vanilla-prefabs) FIXED: -added questRallyMarker to xcostum_Bavarian_Bowse_Shop(by_magoli) -some block-repairs to xcostum_swimmingbath(by_magoli) (roof,water,cactee) -some block-repairs to xcostum_timbershop(by_magoli) (misrotated bedrolls) -set rotationvalue to 0 and metavalue to 0 on block256 terrWaterPOI (done to all xcostum_prefabs) WORKS on PREFABLIST.TXT FOR NITROGEN : -removed all entries for vanilla-prefabs that are deleted in A19 -added all new vanilla-prefabs to the prefabslist.txt -renamed all vanilla-prefabs with new names (if needed) -checked and fixed all sizes, rotations and yoffsets values for all prefabs Magoli 2020-07-18 keep in mind that there is NO RWGMIXER.XML in this COMPOPACK44-Release pls use the delivered examplemap or use Nitrogen to generate u a own map have fun
    9 points
  2. I found the original concept art references for Trader Jen ! OMG the new hair is so detailed : https://clips.twitch.tv/MuddyFuriousTrayOptimizePrime
    5 points
  3. I know it is happening to some people. It is just a matter of finding a middle ground that works reasonably well for everyone within our minimum computer specs. This is experimental and that was an experiment. In any event it can't stay how it was before, since Joel consistently would report his FPS dropping to 20 FPS after x minutes of play and having to reload to fix it. He has a high end PC. The irony is it may be the console warning messages from block prefabs not yet loaded causing a lot of the lag and not the actual loading.
    4 points
  4. No, just trying to help isolate or repro the issue.
    2 points
  5. This change would be sort of pointless... INT finally got playable and now its getting nerfed - INT doesnt really have that many options early game or late game. TFP should figure out a way how only INT guy can use these weapons ( so you need to spec into int. in order to be able to use turrets ).
    2 points
  6. I can tell you right now, from experience, that the current method causes a lot of hitching during gameplay. I even put all my settings to minimum (which still resulted in approx 1.5GB VRAM usage in Nav) and was still getting lag spikes from entities loading in as needed... from an SSD (SATA, not NVME. I felt that was more representative of what the average user has for games). It's not a good system. If you guys need to sort out performance, then stop adding deco blocks.
    2 points
  7. All modlets updated for b169. New link in first post Updated biome zombie modlet to include more zeds! Added new modlets as well. Check first post.
    2 points
  8. COMPOPACK 44 for Alpha19exp will come tomorrow !!!
    2 points
  9. ahoi hoi survivalists Please click the following link to go to continuing development of this mod:
    1 point
  10. There's a proverb : if it looks dumb but it works, so it's not dumb. This is a topic not for PGM optimized roXXor autonomous game-breaking bases, but just weird and fun working builds. Maybe my topic is redundant (I didn't read ALL the forum), so I apologize if it's the case. I'm actually working on various zombie carrousels. This one seems to work well (tripwire linked to horizontal door -> Z falls -> Z climb again -> Z falls... I just have to molotov time to time) and makes no-stress bloodmoons. Pimps nerfed the "slippery slope" ? Nevermind : I use it to make Z access easier on a smaller surface. And another stupid carrousel. The fun thing is : if your hammer triggers a demo, you can bet on which block it will destroy What are yours ?
    1 point
  11. mine too though it only started appearing on the map untill i got close to it i'd say like 70m
    1 point
  12. well i even checked on the map and its gone! Oh well! im making a motorcycle now! INTELLECT BABY!!!!!!!
    1 point
  13. I am playing an agility character now so if it feels weak we can always boost it. It's main advantage is superior sneak damage to everything else so it isn't meant to really keep up damage wise with pistols. Cheap ammo, best stealth and sneak damage means it is going to have to be worse damage wise than firearms. We are adding core visuals for mods to all weapons that don't have them yet.
    1 point
  14. I will take a look, as I think Red Mesa was spawning normally before to make it appear more. Might need a mixer modlet for it. Maybe I will tinker with that and offer a more advanced version that can put a certain minimum amount of these coveted buildings on the map.
    1 point
  15. Awesome, My players love em, only thing is now they want them to be like badass boss mobs.
    1 point
  16. Mastery of the kiting technique I wanted to talk to you about mastering the technique of kiting. Basically kiting is backing up which anybody can do. But to gain mastery of it, one has to learn how to time and space at just the right time moment. Most people overdo it and step way the hell back and that is a waste of time and effort. While others have bad timing and get hit. Just tap the "S" key just when the zombie moves forward and you stay just out of reach. Small quick taps are better than one long one. Mastery will allow you to continuously hit the zombies without a break. It would be best to practice this with the knife as it has a high thrust rate with low energy expended. For best results, aim for the center of mass, COM. For the quickest kill and if you are getting good. Aim for the head. Make sure you can back up. You don't want to get stuck, that would be bad. Finally, practice, practice, practice and some day you will be nearly as good as me. IMAO πŸ˜„πŸ˜ƒ
    1 point
  17. Its not SSD/HD or otherwise, the game for me like for many with specific high end GPU's was fine and rather smooth right up till this particular build update. Wasn't perfect but was working for us a whole lot better than now. Its this latest build's code with regards texture handling and how they are loaded in and then purged.
    1 point
  18. You mean these? https://imgur.com/9RszkEv https://imgur.com/hgC53ig https://imgur.com/FGLw9Iv
    1 point
  19. It may "seem" so, but not be the case. It might just need to be optimized so it just works right and doesn't cause lag. I know a couple devs have really wide monitors and it worked fine for them, but I don't know the exact res so no promises, but it sounds promising Yes they should be. We aren't being heavy handed about it, but more of a weighted setup to where you are more likely to get things you can craft early game like a forge and not a gyro because it needs x,y and z.
    1 point
  20. This stutter is not happening to everyone. I have a mid-level PC with Ryzen CPU, rx580 with 8G VRAM and SSD. I play co-op with 3 others and neither of us noticed any stutters. So be sure to mention your stats, CPU, GPU, RAM, VRAM size and SSD/HD. My bet is on the hardware and probably age of the platform (because internal data paths throughput) and/or using a HD. Other rumors I heard: * They soon want to remove the ability to pick up mines with a wrench!!! So hurry and pick up as many as you can before that ability is gone forever. * Madmole was banned from the forum for using the m* word * They found a bug. In the game. It was said to be there undetected for all of A19.
    1 point
  21. I had a lot of that console errors when using a Nitrogen made map. The far distance pois models do not unloaded when i got close to them, causing strange textures overlaps. I was seeing the poi and the distance poi (marbled blocks) merged together.
    1 point
  22. Yeah, I had to start a new game. I recently had all the files of all my games completely wiped, and it persists even when I rolled my computer back in time. It always occurred the moment I plugged in my new second monitor (a hard crash) so I'm going to definitely be returning it. Anyway, not asking for a nerf, I think it's fine. It's not like it's going to be immediately useful to the player either, especially if they are far from a desert. The almost full stack of ammo rewards though... Yeah, that's gotta go. πŸ˜›
    1 point
  23. Anyway - I'd like to think I'm really good at finding problems and flaws and seeing their genesis. If you want another QA tester..I think i'd be a good one and hit me up..I work cheap and will do anything and everything I can to help make this game better. Invite me if you need or want another QA..
    1 point
  24. If there was anyway to reduce the complexity of Zombies and other entities based on how far way you were - man oh man would that go a long way. I realize it's harder to do than on static objects like blocks - but if you could make zeds have some form of LOD from distance - we'd be goin places.. I had a few ideas when messing around with Unity - I don't know the details - but I can see how on a normal dynamic entity like a zed how you can define several files for its model and texture based on whatever triggers you want. I'd use a distance - I'd make about 5 different ones. That load in and out basaed on distance. 5 diff meshes, animations, and textures for each entity - so as you pulling up - you're not loading the max resource - depending on distance - you might load just a small tex + animation file since the zed is so far away. NO way an expert in this - I am just goofin around...I just want to see the game better is all.
    1 point
  25. @faatal On the zombie spawning hitching: I do a lot of testing in my testing compound POI in playtesting, and I notice (before b169 this never was the case) the first spawning -- whether it's 1, 5, or 25 at once -- there's a small stutter, and anything else after than first spawning (even different zeds or animals) there's no hitch at all. In fact, I can have like 50~ entities spawned with only minor suffering of FPS and no hitching. This includes future spawning of zombies/animals after they all die, or I killall, from the spawning menu (in that session). Weird. On my day 7 horde night in a test run on Navez, there was a hitch as soon as the first zombies spawned (I even saw them magically appear), and after that there were zero hitches (including when horde night spawning ended about 02:30 and I spawned 20 more zeds for fun, no hitching). Other than that, the stuttering on my end mainly consists within new chunks, and usually only every few chunks. If I hit, say, a town, getting close to POIs always causes the hitch, after that there's no or nominal hitching. Yes, I am on a HDD lol. Just observations if they help at all.
    1 point
  26. fixed that for ya. Also if you've never been Rick-Grohled, here's a preview of Alpha 20. https://www.youtube.com/watch?v=C5oeWHngDS4
    1 point
  27. I'm pretty sure its a missing texture bug.
    1 point
  28. Hey Stallionsden, Just wanted to let you know that Zombie Mod 2 and Looter seem to be working perfect now. Thanks for that update!
    1 point
  29. This isn't much of a deal on Nomad difficulty. HOWEVER, the higher up you go in difficulty the less this is true. The downfall of int is DPS and resource cost and each bump up in difficulty makes that weakness stand out more and mroe. On the default difficulty (adventurer) everything is cake. On the next level up (nomad), which used to be the old default, it's still pretty cakey, but once you start going Warrior and above the drawbacks of int start getting pretty noticable as anything tougher than Moe or a Hawaiin Zombie starts taking a long time to kill. At least turrets have AP ammo now so they are not totally screwed vs high gamestage hordes relative to other specs. Penetration is a pretty big deal once the average horde zombie starts being feral or rad because of the sheer amount of hp being thrown your way. So if you're on higher difficulties than warrior then yeah, Int is prolly a super expensive spec, albeit pretty safe. I'll stay mum about the drone until it's in my hot little hands and I can test it directly. That being said I have faith in TFP, if we give them good feedback they can verify they tend to make changes. I remember the original implementations of Junk Turrets and I had some strong criticisms of them early on at a time where most people were in love with them...because they were using them off spec and I was testing them out on spec. I remember posters justifying their launch state by "their not supposed to be a main weapon!" and the like. But after conversations back and forth with the devs and a few videos the devs made several powerful and smart changes to them that brought int in line as a viable spec. They nerfed baseline junk turret, buffed the turrets syndrome skill, let them use more mods, and made the ammo stack much higher. Overall int got much stronger, and it needed it, and junk turret stopped being a god item for every other spec and just became a useful item for every other spec. And the ammo pool buffs for junk turrets and tying those to skills were a huge QOL/balance change. You can see here how much time I was spending just constantly reloading those suckers pre-buffs. It was like playing a reloading simulator instead of a game. I took someone's advice on the forums and just had 4 turrets on horde night so I wasn't getting so much firepower downtime from the turrets. IIRC they buffed baseline turret mag size, allowed them to use drum mag mods, and buffed turrets syndrome to give more mag size AFTER that video, so no longer do they run dry so much. It's seriously one of the best changed made from the release state turrets. I figure Junk drone will likely go through much the same cycle. Implementation, feedback, iteration, and then the happies :P.
    1 point
  30. Yea, I like the amount of loot, just didnt like how often it popped up πŸ˜› But thanks for all your hard work!
    1 point
  31. Thanks Jax, appreciate the work you do.
    1 point
  32. well i have another idea maybe the intellect guy can craft unique weapon mods eh? what do you think of something like a target locator that can find targets from 40 metres away or maybe the ability to craft special ammunition that none of the books or traders sell like incendiary rounds or maybe ballistic rounds dragons breath to be precise
    1 point
  33. hmmmmmm a intellect ranged weapon i would say probably either a minigun that uses junk ammo that deals 4 damage per shot and has a rpm of 1,200 or maybe some sort of battery rifle i'm not too sure what weapon thats ranged would go with intellect lol
    1 point
  34. UPDATED STARTER CLASS SYSTEM - Fixed Quests not working
    1 point
  35. Same here, no perks to increase harvest or animal tracker. Was all night inside my base and never did active hunting. I just did trader quests and if I have seen chickens on my way to missions I killed them. I usually ignore rabbits because they are annoying to hunt. In my game there were 2 rabbits who had no way to escape I killed them. It’s a new game with b169. 1 bear + 1 wolf inside the poi where I live + 2 boars + 2 rabbits and all the chickens on my way.
    1 point
  36. INT...most valuable. Definitely a lot off cool, and much different ways to play this game than when I first started. I never even thought about being some ninja badass wielding an electric baton while popping candy when I first started this game - Game is always full of innovation and cool things - I am loving where the perk system is...I can tell it's getting closer.
    1 point
  37. SATA SSD and a 4GB VRAM card and I get them pretty badly too. That no preloading thing needs to go, and we need some texture size options for the TERRAIN if it's that much of a concern.
    1 point
  38. Nah it's not just you. I've noticed increased hitching and stalling when loading chunks with most recent patch as well. I suspect it happens during loading and unloading blocks from VRAM - cause I notice the VRAM usage fluctuate much more now than before and I notice this occur during those periods of the most fluctuation.
    1 point
  39. Quick fix for the Increased Biome Zombies - In spawning.xml, change 'FriendlyAnimalForest' and 'FriendlyAnimalSnow' to 'WildGameForest'
    1 point
  40. These mods are great but they need more work on death penalties. Increased difficulty isn't as exhilarating if dying doesnt mean much. I'd love the option for a eventual perma death if a player is careless, with being able to prevent it happening with proper self care, be it, crafting a difficult, a resource expensive item or a rare drop in the world. It could be that death gives you the infection, but its very slow to increase, and goes up by a certain percentage point after another death, until eventually hitting 100% and perma death. Just an idea.
    1 point
  41. I had go into the modlet and change the spawning.xml they changed the animal group from FriendlyAnimalsForest to WildGameForest now for all of the friendly Animals this goes other biomes like Desert also.
    1 point
  42. No worries Jaxteller, its kinda what I suspected to begin with. Either way to me it was fun to at least run them in the prior version.
    1 point
  43. Not sure how you got a spider on day 1. I know they can spawn at night but in a POI? Oh wait you are probably on 24 hour days now lol.
    1 point
  44. Maybe its mentioned so many times because its a valid argument that several people feel the same way. Or maybe it has to be reiterated over and over because you won't let people have their opinions.
    1 point
  45. Exactly. And I command you to like it πŸ˜‰ Since the attribute trees don't help with digging you could have them at 20 and it wouldn't help you. How about telling us what your level is in sexrex and miner69? Are you drinking coffee or blackstrap while digging?
    1 point
  46. Why is the game awarding you things you're not supposed to be using? When is one ready for steel tools? I've got two attribute trees at 10 and I still spend too much of my time standing around waiting for my stamina to return. I think your off here and I stand by my statement.
    1 point
  47. Doesn't matter to me whether they are @%$*#! tier or god tier, canned food is all I got, and the ratio of what I eat to my hunger is off by a lot. The games got zombies, so I don't expect this to be a sim, but it must be partially based in reality for any kind of immersion. That is the point the OP is ultimately making. It's not realistic to eat that much food and not be full. As for the other bit of your quote, it irrelevant because by the time you reach radiated zombies, you have better weapons. I'm talking about a starting position. But whatever buddy.
    1 point
  48. Yes, into the Mods folder of the game. The editor can't replace nonexisting blocks. Therefore the removed blocks have to be added back temporarily using the AAA_A18_TO_A19_CONVERSION_HELPER modlet.
    1 point
  49. Changelog 0.86(b), 0.87, 0.88 * fixed bug in sleeper generator * auto repeat mode for export expand buttons * improved import/export box (y-offset/underground is represented by brown color) * yOffset for export function * added way to handle multiply game versions more efficiently (see 'set game directory...' dialog) * slightly faster nitrogen list creator and better indication of when process is finish * new console command 'restart' - restarts the editor * new console command 'adjustLight' - Changes light densities POI-wide * added A18 - A19 converter (see subfolder 'converter' in main directory of the editor). The following instructions apply analogously (use the AAA_A18_TO_A19_CONVERSION_HELPER instead of AAA_A17_TO_A18_CONVERSION_HELPER): A17 to A18 conversion The lights of old A18 POIs need to be adjusted. They will be too bright if you load an A18 POI into A19. So I recommend to adjust the densities using the console command (see system tab) 'adjustLight 0.33' (without the ' '). This will change the intensities of all POIs in the specified directory. Unfortunately, the autoupdater is not working ATM. So you have to download the whole program if you want to have the most recent version: Download v0.88
    1 point
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