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Showing content with the highest reputation on 12/17/2020 in all areas

  1. Believe or not, some people actually do so. Problem solved.🤯
    3 points
  2. -=TacticalAction=- Hello everyone, I'm from china, and not good as English. About this mod plese see the video : https://www.bilibili.com/video/BV12X4y1M7r6 This mod add a lot of guns and gun mods to the game. Right now, you can use EOTechG33 + AimpointM3 + PVS22 three scopes on one weapon. Or, ACOG_ECOS + PVS22, Or just G33 + PVS22, without Reticle. All those scopes use "C" or "Ctrl"key to change state. There have many other things in this mod. And the best, a huge display of fireworks. Noted LavenderManor : when you planted Lavenders, they have a chance to grow up to LavenderManor, it was more beautiful. TαVirus : when you get hit by zombies, you may infect TαVirus. at first , you feel nothing, then in a while, the symptom will show up. And dont ask again, this virus has no cure. That's why the whole world end. Download link A19.x : DownLoad Old versions : DownLoad Have Fun
    2 points
  3. I'd love a full character customization setup like Bethesda has but we're a small team and have to pick our battles or never ship. The head system is expandable and we might get a little face customization in, we'll see yet. After a few hours though everyone has a full helmet on and you never see your face anyway so I don't see the argument. Cool, maybe I missed it, but a smiley face to indicate humor with text is a must have usually I agree, and I myself have spent hours making new characters for certain role plays in other games, but 7 Days was never that game for me. The customization wasn't good enough and the game is too light on the RPG side for it to matter. Console outsold PC with zero customization, all it had was presets you could pick from, I just don't think our audience cares that much about it. I'd LOVE it, but we need to get bandit AI in and get something that looks decent for player characters, and not spend 2 years R&D making a Bethesda like character system. I heard they had at least 2 years in Fallout 4's setup with several programmers and a dozen artists just on that one feature. It's a fixed time to scrap an ounce I believe, so we'd need to reduce the time, or make everything insta scrap, which probably would make for a better game honestly. Waiting for a timer isn't that great of game play.
    2 points
  4. How does crappy sliders that don't really change much compete with a decent amount of properly modeled/textured heads to choose from? We might let you change hair/eye/skin color none of that is even started on yet, but the main thing is proper pbr faces that are professional looking and performant. Uma is ugly and slow, and wastes a giant texture on each player in the game, his armor etc is all baked to a single unique sheet. The new system can share textures and stream them.
    2 points
  5. Is this a joke I have too many Blunderbusses to understand..?
    2 points
  6. This mod is made entirely by doughphunghus, I only made the request, gave licensed sounds and tested. Dough made the entire thing. Smitty's Sirens & Alarms This adds 19 additional sirens, alarms and alerts. When used with timed relays, motion sensors or pressure plates - the possibilities are invaluable. For Darkness Falls users, you can set a timed relay with a specific siren to alert you when night is 2 hours away. You can have a siren for security breaches vs an alert for when a horde is passing by. Requires Speaker Schematic & Advanced Engineering. All special speakers require a Speaker + Electrical Components. LIST Speaker - Ship Siren Warning Alarm 1 Warning Alarm 2 Warning Alarm 3 Warning Alarm 4 Warning Alarm 5 Security Breach Voice Sci Fi 1 Red Alert Security Breach Intruder Voice Emergency Voice and Alarm Emergency Voice All Hands On Deck Voice Alarm Siren 1 Alarm Siren 2 Alarm Fire Sci Fi 2 Sci Fi 3 Test and working in current build A19.2 Smitty-SirensAndAlerts.zip
    1 point
  7. I was playing survival difficulty and I was possitively sure I'd die the first day of bloodmoon because I wouldn't be able to deal enough damage to zombies. To my surprise and despite dealing too little damage I quickly realised that I had no problem being protected in my base. Zombies dealt very little damage (about 20 per hit) despite making cobblestone blocks. The only thing I did different was using full blocks to protect my base. I went into a single player creative mode I made some terrifying discoveries about the damage done from zombies to blocks: -"Fat" or "full" blocks like normal blocks/100 pillars/arcs got 20 damage from biker zombie -50 pillars got 24 damage (20% more) -Centered poles got 54 (270% more!) For me at least this is unacceptable. I've been using all those nice combination of blocks like poles and sometimes pillars and I play with 270% less block hp than the rest of the players who make simple block bases? Can you at the very minimum change the hp of the blocks and make zombies deal flat damage? Or add an indicator showing blocks getting more damage from zombies (but why would you add this complexity?) Zombies also deal less damage when diggint blocks.
    1 point
  8. Having the EXP never pop up whenever you make any kill anytime would be most nice....
    1 point
  9. I'm sorry, but I could never support insta scrap. It hasn't happened to me in a while, but instantly scrapping a precious item like a gun, a stack of old cash, a stack of bottled water, etc. sucks, and having those few seconds to react can save them from being turned into a less than preferred form. Just my take though.
    1 point
  10. Having the EXP pop up when you make a kill while looking down a scope would be nice as well.
    1 point
  11. TY, set up native input and made a few other changes to my settings to lessen the overall load. Have not capped my framerate yet but this seems to have helped a bit.
    1 point
  12. No problem. Hey, thank you for the detailed explanations this is exactly what i need and was looking for. I had a roommate who played a game that spread across 3 monitors. I never had to think about this topic much, but having to squish his entire viewing angle into one monitor would seem to raise complications, no doubt. This is all making a little more sense now, thanks for the reply. (I'm currently at work. I'm looking forward to reading the rest of the replies here--particularly the math--when I finish for the day. Thank you all.)
    1 point
  13. Besides running at native resolution and adjusting your GPU settings for various scaling I'm afraid that's a department I'm only familiar with since I've never had any issue (I prefer smaller monitors and always run at native res). This thread started recently that may help
    1 point
  14. Plot twist: He's a team killer and abuses the party-member-display to locate them. *SCNR* Or he want's to hide who parties up with him. So you can see player names in the chat but still don't know which one are his mates. Probably to make people not know if they see those names when they join a random server.
    1 point
  15. Forgive my naïveté as a non-PvP player, but why are you blurring out part of the screen? To hide the names of players in your party? Because it seems like the participants are visible in the chat feed anyway.
    1 point
  16. Hahahaha, sounds like a lot of difficult fun but something will be possible. Changing the vehicles.xml settings will change how it works. Best to compare the differences between motorcycle and gyroscope settings and combine the two.....somehow.
    1 point
  17. Variety is fun. For some of us, playing around with sliders isn't just something to get out of the way before you get to the game. It is itself fun, intrinsically: a place to experiment, be artistic and creative, role play, and take satisfaction in the fact that no one has ever played the game with this particular character before, in the same way we find it satisfying to play on a random world no one else has seen before. My first hour (literally, I clocked it) of playing Fallout 4 was spent in the character creator, despite the rest of the game not holding my interest for long. Swapping between heads that have gotten an artist's stamp of approval guts most of that fun. Don't forget, people make bases that aren't professional looking or performant, and share images and videos of them, all the time. And you let players do this, because it's fun and this is a sandbox. You do your best to make the pieces look good and perform well, but with few exceptions (like a minimum distance between trees) you don't limit what players can make. ...With that said, the greatest need for variety is not with the player characters, but with the zombies, and eventually bandits. If a new player starts a game and plays just through the first Blood Moon, they'll still typically see hundreds, possibly thousands of zombies. And they're only getting a subset of the zombie types at any given gamestage. So if you do any further work on character variation, I hope you do it on zombies. Tinted clothing and skin, subtle scaling, body part swaps... I get that UMA didn't pan out, but anything would be better than clones - even new, high quality HD clones.
    1 point
  18. Worked tanks How to do 2 in 1 Motorcycle + Gyroscope :)
    1 point
  19. Hi guys ! Euh .. I was just connected and i took my chainsaw to cut some trees, This was the first time the bug appear. I disconected and reconected took the chainsaw angain and the bug appeared again. Disconected and reconected again, i dont took my chainsaw and gone to to mining some charcoal with my drilling machine and the bug appeared again. Si i decided to create a new game and i dont hade this bug on my new game. And i dont used my bicycle since i have my little motocycle. Hope this is understandable because English is not my native language 😕
    1 point
  20. I tried 3440x1440 with my dell ultra-wide just to see how can it look like with one fps)) But never had anything like that...
    1 point
  21. For the reapplying it part, you can add a onSelfBuffStack just above the first onSelfBuffStart. Have it also set the cvars (basically copy paste the first two lines in Set CVars effect group and rename them to be onSelfBuffStack.) This will make it so when the buff triggers it's stack_type=Replace, it will reset the cvars. As for the reloading... i'm not sure ill have to try it out myself later today after work and get back to you on that.
    1 point
  22. That also depends on the screen aspect ratio. A recent post here complained about "stretched" image on a 21:9 monitor compared to a 16:9 (*). Mistake was both used the same fov. So the 21:9 displays the same visible "area" as the 16:9 but stretched to a wider display size. Increasing the fov for the 21:9 display however makes it fish eyed. That's wrong. The wider display should be able to show a bigger fov without getting as fish eyed as a 16:9. Other games get this done also, they show wider view on ultrawide monitors without getting fish eye effect. Fish eye usually occures if you show really big FOVs on narrow displays. In theory the perfect FOV is that one that your display really covers in your view. Assuming a 27" 16:9 display (60cm wide), viewed from 80cm distance, that would result in ~40°. Everything higher then 40° will show fish eye effect, because you are trying to display a wider view on display that is to narrow to show it undistorted. However with a 21:9 34" that is 80cm wide should show a bigger FOV without fisheye as it is wider. It turns out to be at ~52°. So the screen aspect ratio matters by how the graphics are rendered. If this is not considered (or hardcoded to 16:9) it will not work correctly. 16:9 27" (60cm c side), ~80cm distance. 21:9 34" (80cm c side), ~80cm distance (*) i guess that other topic on the forum was that one from that guy that just answered above this post. 😆
    1 point
  23. you get the same, i always power attack personally.
    1 point
  24. The higher your FOV, the more fish eyed it gets. Decreasing FOV should help, but you will see less.
    1 point
  25. This seems like a FOV issue to me - the FOV is set too "wide" for the screen's aspect ratio. I've noticed that with other games too. Could be wrong.
    1 point
  26. Too soon razor... Random posts were supposed to start......now.
    1 point
  27. Yeah, some of us just can't be ugly in real life and we need that escapism release through fantasy. Oh....to be ugly.... What's it like @The Gronk?
    1 point
  28. Could the scrap timers for brass items (minus radiators, of course) be reduced in A20? It would be such a wonderful quality of life change. I never scrap brass unless I absolutely have to, but it's a bit excessive in my eyes that it takes nearly 2 minutes for a single candlestick to be broken down when lead items only take a few seconds per.
    1 point
  29. @AsukiFiesta- No that's the only DL I host. Have you tried using the 7D2D Mod Launcher? I know others are using it successfully @Xorian- Thanks for posting the feed back and yes those all sound like bugs I'll try and get them fixed in the next update. @BluBusBandit- The mod does not edit the SI on building blocks but the frames for Bricks and Flagstone do not support horizontally like other building material frames. Reasoning behind this is they are just sticks and strings to lay out your stone laying unlike say the Wooden Frame that is boards with nails holding it in place. Once you upgrade them they will have the normal Brick and Flagstone horizontal support. So just support your build until you upgrade it then remove the supports.
    1 point
  30. My favorite is face tanking them with a stun baton as they can't do anything if you keep the stun going and it's even more fun with the stun repulsor mod to send the bear flying.
    1 point
  31. Not sure why it put all that in a quote... lol
    1 point
  32. AND Once Downloaded ........ YOU Need Java64 .......... Not the Standard _ It is a Manual download for 64
    1 point
  33. I see. Tweaking other vehicle settings such as using 'gears' for the gyrocopter may offer a better solution. Another technique to hide the motorcycle when it is larger so you can ride and grab it is to replace the texture to an invisible one. This is something oakraven did for the Snufkin Plus zombies for the drones in the entityclasses.xml file and I could copy it for the Shark zombie. It was a very useful and stable way to hide the vultures but still use them. This technique is simple but extremely effective. e.g. adding to the entityclasses.xml area for your motorcyle bath. <property name="ReplaceMaterial0" value="particleeffects/materials/waterfallslope"/>
    1 point
  34. <property name="velocityMax" value="10, 18"/> thats not so easy i tried that yes make motorcycle bath, run on ground i tried also but shows the motorcycle if put too small i cant ride it or grab
    1 point
  35. Greetings. A good place to discuss these questions. In the vehicles.xml file, try changing the BathBlimp entry from: <property name="velocityMax" value="10, 18"/> to the vehicleGyrocoptergyroscope value of: <property name="velocityMax" value="9, 15"/> As for motorcycle bath, do you mean it will run on the ground just like a motorcycle except the player sits in the bath?
    1 point
  36. @Damocles: if you are moving on to other things (and you find this post) would it be possible to release the source code to this? if it has other uses for you/other games of course It would make sense to keep it closed/protected. Forgive my ignorance if this has been discussed already, or if something about it is proprietary. I haven’t read any of the above posts I doubt I would be able to do anything with the code but someone else may be able to continue maintenance of it for this game.
    1 point
  37. Finally solved the purple effect from nail mine, it was the particle effect, I guess no surprise there. Just replace Explosion.ParticleIndex" value="1" with 11 or 12 or try something else. Looking forward to using this traps now in my next game
    1 point
  38. Here is another cosmetic update and this completes hand placement for the bus type vehicles. Download: https://github.com/arramus/Snufkin-CommunityPack-ServerSideVehicles-A19-2020Dec08 As it is purely cosmetic, updating has been shown to be trouble free. From escapologist: To... School Bus Driver This improvement also applies to the Battle Bus and Battle Bus Drone.
    1 point
  39. Yeah I would be all aboard getting rid of the trophies , knobs etc and just have scrap brass...pretty much the pointed stick , sharpened rocks And definitely would be for NEVER having exps pop up when you make a kill...
    0 points
  40. Could just find/harvest scrap brass and ditch the trophies, knobs, etc.
    0 points
  41. You might want to reword that bit. Not pointing fingers at you, but the way you presented the first part of that message makes it seem like you're acting entitled. I'm sure whatever TFP will present to us will be "good enough" if not beyond. Edit reason: spelling errors
    0 points
  42. btw it appears you have included a file in your illegal repo that shouldn't have been in the dll you hacked but nevertheless is proprietary information owned by Fonterra NZ. Im sure you dont want a multi billion dollar company coming after your for releasing that information.
    0 points
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