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Showing content with the highest reputation on 02/27/2021 in all areas

  1. Hi everyone ! After a few hours of "hard work" in my free time, I polish my prefab: a huge mountain resort. The biggest is done. Next I will turn my prefab into a POI with zombies & quests. Here some screens (progression since Nov - Dec 2020). Enjoy Prefab: Club Hotel (50-60% completion) Prefab: Club Hotel (65% completion) Prefab: Club Hotel (80% completion) Prefab: Club Hotel (WIP 95%)
    2 points
  2. Got another Prefab finished, this one is inspired by the clock tower in Wasilla Alaska. I took some liberties with it but it is very similar along with some of the shops that use to and are currently in the building. Hope you all enjoy. https://github.com/DMC-Nivar/7daymods/blob/master/DMC_ClockTower.zip Here are some pics since people love pictures....
    2 points
  3. You can remove them via the nav_objects xml file. land_claim and sleeping_bag would be the entries to look at.
    2 points
  4. What is this? This plugin replaces the zombie spawning model with an offline simulation. Players on the server will be assigned a visibility zone that decides which zombies will be active and which ones will be offline. If the zombie was killed it will respawn at the map border as an offline version and roams the map, if the zombie is still alive but leaves the player visibility it will become offline but keeping attributes such as health and class. For more information please visit https://github.com/ZehMatt/7dtd-WalkerSim You can find the latest release here: https://github.com/ZehMatt/7dtd-WalkerSim/releases Update 1/24/2021, Version: 0.3.0 - A19.3 support. - Fixed potentially locking up the server. - Fixed initial population not using 'POITravellerChance'. - Added option to make sound distance configurable. - Added sound event vizualization support to the viewer. - Added option 'PauseDuringBloodmoon'. - Added option 'ReservedSpawnSlots'. - Added option 'WalkSpeedScale'. - Improved offline walking behavior. - Improved zombie spawning to avoid lag. - Improved despawn when backtracking, they have a minimum lifetime of 1 in-game minute. - Reduced network bandwidth for viewer. - Reduced default server update rate from 60 to 40 Hz. - Reduced 'PopulationDensity' from 120 to 60. - Increased 'POITravellerChance' from 0.25 to 0.65. Download: https://github.com/ZehMatt/7dtd-WalkerSim/releases/tag/0.3.0 Update 8/27/2020, Version: 0.2.1 - DMT support, you can now play this mod without a dedicated server. Download: https://github.com/ZehMatt/7dtd-WalkerSim/releases/tag/0.2.1 Update 8/25/2020, Version: 0.2 - A19 support. - Fixed visibility zone not being calculated correctly. - Fixed exceptions being thrown when new players join. - Removed the need to disable enemy spawning via serverconfiguration.xml. - Removed sleepers from the simulation, uses the builtin system instead now. - Added audio events, offline zombies will be attracted towards gunshot sounds. Download: https://github.com/ZehMatt/7dtd-WalkerSim/releases/tag/0.2
    1 point
  5. @Roland Thank you very much. Didn't know that. I didn't know where else to put this question. It's not really a support ticket and also there is no technical subforum.
    1 point
  6. I tested it and it looks like the bear, chicken and mountain lion all despawn after about 2 default game hours. It is possible I wasted that much time, so I am not going to worry about it. Not like I was exactly timing it, heh. Still kinda short, I would probably do 4 or 6 hours. Maybe it was shortened in one of the updates, because I know I killed a wolf on horde night, then forgot about it after and started mining... remember and was like "oh crap it is probably gone", and it was still there after a long time. Good to know anyway.
    1 point
  7. Fresh couple of thoughts after watching some youtube vids and playing. I'd like to preface all my questions and suggestions with this: 7dtd is TFP's baby, I wish only to offer ideas that may strike inspiration within the team. Pathing: We've all had experiences with zombies trying to run at you, but they seem to only be able to functionally move in north, south, east, and west directions smoothly. When moving outside of the cardinal directions they seems to zigzag unrealistically. Is path smoothing a priority for alpha, beta, later, or not at all? Loot drops: Let's get real, we LOVE loot. I have seen some issues with horde night loot bags having abysmal contents (not nearly worth the effort and cost that goes into building the horde base to fight them off), and I was wondering if there was going to be some time spent on the loot bag loot table. I'm not saying every bag should have a T6 auto shotty in it, but at the same time, going through a horde night and getting 4 pieces of cloth and some blunderbuss ammo feels a bit underwhelming. Good loot, in my opinion, encourages people to fight the horde, instead of using cheese bases. Some solutions could be, as I said earlier, adjusting the loot table for dropped loot bags over all; decreasing drop rate but increasing loot quality; Boosting drop bag quality for bags dropped during the horde; A special air drop the day following the horde with extra supplies. Planning: A white board/chalkboard where we could leave notes to ourselves/teammates in game for what we plan on doing I think would be a well received addition. Base builders and looters could use this equally. Leaving a grocery list of stuff needed for the base, or a plan for the next day. A small thing, but I think it could be really valuable. A search function in our inventories. I'm sure we've all lost that critical item in a sea of other items. Being able to search for the one thing we need in our storage spaces would be really helpful. Recipe plan. You see these in a lot of games these days. Basically, kinda like the starter quests, you select a recipe you want to create, and it puts all the materials on the side of your screen, as an easy to see reminder of what you need to grab. This leans into the previous point of the search function, however, there could be a button somewhere that just grabs items for the recipe from the container you're looking in (a handy option, but hardly needed if we have the plan). That's all I got today Survivors. Cheers 🍻
    1 point
  8. Can someone from FunPIMPS please update us PS4 people on when the servers will be back up and running its all good selling 12 million copies and pumping it all into the PC version, but it's about time us Console players got some love back.
    1 point
  9. I do everything with my hands. Tools are for wimps.
    1 point
  10. Just added japanese localization for the flamethrower, thanks to the lovely @chikorina !
    1 point
  11. Thanks alot guys, I`ve spent so many hours building in this server and now...
    1 point
  12. It worked! Thanks to Telric for guiding me into the right direction! I added the following 2 lines into the "HideonScreenSprites" Mod! <remove xpath="/nav_object_classes/nav_object_class[@name='land_claim']/map_settings" /> <remove xpath="/nav_object_classes/nav_object_class[@name='sleeping_bag']/map_settings" /> Happy me! Thanks Telric!
    1 point
  13. I connected to the server and LiteNetLib was disabled on the server. Sever admin enabled LiteNetLib which fixed the ping problem.
    1 point
  14. Sorry, no dual-wielding yet...
    1 point
  15. Thanks fabio! Welcome to the community and glad you are enjoying the game.
    1 point
  16. I'm sure you don't hear this often, but I'm very thankful that you are part of TFP team. When you are around, features magically pop up . You should be called a "Programming Fairy Sasquatch", 'cause you grant wishes like vehicles, Zd AI and optimization while being a rare breed of methodic worker. I still remember A16 with all the pain it gave to my PC. Hell no to the 1 fps hordes. +1 for the future.
    1 point
  17. Could take a look a V's mods: She has a DMT mod that allows adding in new terrain textures.
    1 point
  18. I've been thinking on how to add the game stage into the mix, the issue remains primarily on having multiple players in the same area. I want to keep the system more natural with less rules, if you clear an area you should be fine but there is always the chance more of them stumble upon that area and gun sounds have a way of attracting them all in all pretty simple rules. I have however different roaming models planned for the future, one example being actual waves spawning at the border and just crossing through the map from one random map border to another random map border of the opposite direction, this just being one example. Another thing I definitely want to look into is terrain elevations, there are so many things I wanna try out eventually but I have only so much time sadly. There is also always the option to simply fork the source code, the code is under MIT license so you can pretty much do whatever you want.
    1 point
  19. Update 1/24/2021, Version: 0.3.0 - A19.3 support. - Fixed potentially locking up the server. - Fixed initial population not using 'POITravellerChance'. - Added option to make sound distance configurable. - Added sound event vizualization support to the viewer. - Added option 'PauseDuringBloodmoon'. - Added option 'ReservedSpawnSlots'. - Added option 'WalkSpeedScale'. - Improved offline walking behavior. - Improved zombie spawning to avoid lag. - Improved despawn when backtracking, they have a minimum lifetime of 1 in-game minute. - Reduced network bandwidth for viewer. - Reduced default server update rate from 60 to 40 Hz. - Reduced 'PopulationDensity' from 120 to 60. - Increased 'POITravellerChance' from 0.25 to 0.65. Download: https://github.com/ZehMatt/7dtd-WalkerSim/releases/tag/0.3.0 This is what the new sound visualization looks like: For demonstration purposes all zombies not inflicted by the sound are standing still in this gif.
    1 point
  20. @meganoth@meganoth all other games are working on PSN just not 7 days to die.
    0 points
  21. I am actually hoping they just fix the trees in stealth. in a party with my wife, I am in the attic, she is 2 km away, she chops down a baby pine tree, and my stealth meter goes to 100? that is just wrong
    0 points
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