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Showing content with the highest reputation on 06/05/2021 in all areas

  1. While I agree that there should be key bind options for HOLDE/TOGGLE ADS, I hope that hybrid is also an option as I prefer current ADS hybrid system. Hold for ADS or simply click for toggle. Easy to use and practical. P.S. I play competitive FPS games and wouldn't call current system terrible. Suits this game.
    2 points
  2. Please provide a setting to allow for strictly HOLD TO ADS or strictly TOGGLE ADS. The current implementation of hold/toggle ADS in this game is terrible. There is a reason basically no other FPS games have this incredibly clunky hybrid system. Please at least give an option/setting to allow for an explicit hold to ADS, or toggle ADS. Please. I love this game but this specific function, that one has to perform thousands of times is not user friendly. It physically pains me every time I press the right mouse button for the wrong amount of time and get the wrong behavior. I'm sorry if I posted this in the wrong place. Thank you for your time. ❤️
    2 points
  3. Nitrogen is so far out of date now, it's not even funny. Since the author has left, it's not getting any more updates. As of 19.5 making maps with it is just a recipe for disaster, so we'll shut this thread down now. @Damocles feel free to PM me if you want this re-opened. For now, I recommend using KingGen as it is being actively developed.
    2 points
  4. Damn....this is totally on topic. Can’t move it away. Can’t LOOK away....
    2 points
  5. This is what I typically choose when I go Intellect. Max out Electrocution Max out robotics Max out physician Max out Advanced Engineering I typically only go up to 4x4 with Grease Monkey, I wait to find the schematics for the gyrocopter Better Barter maxed to be able to get solar banks / cells ASAP To help in combat, I typically take the first perk in Sex Rex and Flurry of Blows Survival perks to help out, especially with SP Turrets (Q6) - I go with Drum, extended barrel, auto trigger, and rad remover on the one I put the normal junk shells in and Drum, shotgun choke, semi trigger, and cripple mod for the turret I use the shotgun junk rounds for. Some people prefer not to use the shotgun junk rounds since they don't work well long range, but I always use this turret for short engagements so I like the extra damage I get from it. Oh, and you are not a melee god going this route. The key is finding / building a junk turret ASAP and using it. Mobility is key. POTs will take longer as you will need to set turret(s) down, clear an area, pick them up, and repeat.
    2 points
  6. Bdub's Vehicles Updated to 3.8 for A19.5 Download at Git or Nexus -----FIXED/CHANGED----- -Changed: Tweaked custom vehicle sounds to work better on servers -Added: LMTV -Added: Old Semi -Added: Willy Jeep color variants On Git and the Launcher, Nexus is on the way.
    2 points
  7. Gonna just make this thread for all my modlets to keep it organized. !!!ALL MODLETS THAT ADD NEW ASSETS MUST BE INSTALLED ON SERVER AND CLIENT!!! The Wasteland: Bdub's Vehicles: zAlert: Buggy: Hot Rods: Humvee: GNX: Box Truck: Willy Jeep: Golf Cart: MRAP: Marauder: UAZ 452: Pickup: Work Truck: Nova: BRDM-2: MD-500: Grass Blocks: Duster: Stallion: Charger: Dirt Bike: Cruiser, Junker, and Rat bikes: SHERP: UH-60:
    1 point
  8. Hi All! RGW Map Preview Image Tool I'm with my fiends usually waste a lot of time to generate and choose best random seed for our server. So I wrote custom open source java app for generate map preview image like this: UPDATED: v.6 You can try it by yourself, just follow the instructions on project GitHub: https://github.com/ognivo777/7D2D_RGW_Create_Map_Preview_Image_Tool/blob/master/README.md
    1 point
  9. Thanks, but the journal tip was just an example. Really what I'd like to do is trigger one of SphereII's custom MinEvent actions. The actions that you can put in the quest's <action> tag are not the same kind of actions. The only (vanilla) quest actions available are "ShowTip", "SpawnEnemy", "TrackQuest", and "TreasureChest". You could not use, say, the vanilla "AddBuff", "ModifyCVar", "ModifyScreenEffect", or "PlaySound" actions like you can for a triggered_effect. Though, I did look at your quest mod, and it actually helped with another quest idea I had (a "tower defense" of a POI). So, thanks!
    1 point
  10. Maybe, I assumed it had something to do with their path finding and the future thing allowing zombies to fit into one block openings.
    1 point
  11. It is necessary. When you use a cities map, the other settings about cities are overwritten. Actually, you are correct. The other settings about cities are overwritten, however in the case of a forced generation (the city map is empy), then the old setting are used. I did not think of that.
    1 point
  12. thermite will looks bad XXD well btw put flamethower will be easier
    1 point
  13. Dude I accidentally had two mods with the same name!! I feel so silly. Thanks for your help it caused me to figure it out! Thank you so much man, this is so helpful for me ❤️❤️❤️
    1 point
  14. Exactly, if it’s not consistently available then it can’t be fully factored in to balance analysis. I was referring to equipping a rifle when the hordes were out of reach or when dealing with a cop zombie, in the next section I mentioned the unique benefits of the turrets and how that should be factored in. The point was that any stat build can use unperked weapons to fill holes in their tactics so the argument that INT specifically is fine because it can do that isn’t satisfactory by itself, which is why i said the point of comparison should be a fully perked set of turrets with an unperked weapon vs another stat’s fully perked weapon. the reason I’m suggesting perked turrets is because the Robotics Inventor perk provides huge benefits to the turrets which, given the initial weakness of them, lets them be more accurately compared to other weapons. It’s clear that the INT tree’s combat capabilities are weaker than the other trees and it’s also clear that direct combat isn’t intended to be INT’s strong suit, the question is are INT’s capabilities appropriately weaker or are they overly weak?
    1 point
  15. Either one will work. The second one will only target guns that have an "effect_group" with "gun" in the effect group's name, but as it so happens, that's true of all guns. If you want to make sure you target that passive effect, no matter where it is in the XML, you can start with two slashes ("//"). That means "any node in the XML file." (Technically it means "any descendant of the current node" but 7D2D always starts at the root of the current XML document.) You also don't need the "contains" function, because "SpreadMultiplierAiming" is the full name. But - there are different operations on the spread multiplier. Some passive effects use "base_set", some use "perc_add", and so forth. You're setting all of those values to zero too. This is what I'd do: <set xpath="//passive_effect[@name='SpreadMultiplierAiming' and @operation='base_set']/@value">0</set> To see if it worked, you can load up the game, go to the console (usually F1), and enter the command "exportcurrentconfigs". That will output the transformed XML files (the console will say where) and you can look at them by hand.
    1 point
  16. Vertical FOV has been the standard for over a decade, ever since developers realized Hor+ was better than Vert- in terms of supporting as many aspect ratios as possible. Although a lot of games still convert the vertical FOV into a horizontal FOV at 4:3 aspect ratio because users expect "90 FOV" to look a certain way and be the default value. In the Source Engine for example, using 90 FOV on a 4:3 monitor gives you a 90 horizontal FOV but on a 16:9 it's closer to 100 because of the added Hor+ pixels.
    1 point
  17. There really needs to be a zoo POI with all the animals in it.
    1 point
  18. You only need to build the first time, rebuild when you add more mods or the game releases an update Alas no, I meant the game used to use code in the Assembly-CSharp.dll to make the builds. It doesn't do that any more so it doesn't need to be there.
    1 point
  19. I keep trying to convey the same message in good faith, yeah it's HOLD/TOGGLE ADS. In 19.5 scoping/un-scoping seems updated and more responsive (on the acceptable level at least according to my cognition by quickly pressing the right mouse button) but still, I`m not a big fan of the hybrid system unless it's ON/OFF in the menus. I`m always opting for standards present in most of the released games nowadays. Devs should look into some of the systems to lose the feel of "wooden era mechanics" (the official jargon of PC masters) to the game at least when it comes to character movement, actions, and responsiveness... this is what I keep hearing from the people I play with. It's not an easy task to properly formulate or name what holds the game back. Might stay as a default system, but I would rather see more options available in the game menus. I believe nobody is trying to be overly hypercritical in pointing out what could be possibly done in order to reach more people.
    1 point
  20. xcostum_Asylum(by_Wsiegel).5852 has jammed crates
    1 point
  21. It’s now used to make the impact cushioning armor mod
    1 point
  22. If you use 8 bit heightmaps, they will be smoothed by KingGen. If you use 16 bit heightmaps, they won't be smoothed by KingGen. This is a design choice.
    1 point
  23. can we harvest the silicon?
    1 point
  24. You could try kinggen. Not as many options but is being maintained and evolving as kingslayer works on it and real easy to use.
    1 point
  25. Looking at the chart, it looks like AGI and PER need a buff independent of STR and FOR needing nerfs. i’m a little hesitant to say INT is in a good place because the AOE effect is from a consumable and not inherent to either the weapon or a mod. i get the argument that INT can just use other stat’s weapons without needing the perk and i agree with it. That being said, that’s true of every stat, not just INT. STR can use rifles to cover their shotgun’s lack of range, PER can use pistols for more flexibility, etc. So that argument doesn’t work so well by itself for saying INT is in a good place out of hand, you would have to make the argument that a fully perked set of turrets + an non-perked weapon is equivalent (taking into account the non raw dps benefits of the turrets and the reduced combat focus of the INT tree) to a fully perked ranged weapon of another perk, which i’m not really convinced of at the moment.
    1 point
  26. awesome to hear on the mod sorry to hear about the second part and i hope this update fixes the problem i had logging in where i would insta lag out
    1 point
  27. I mean, I like the walkways, crossing signs and street lights but what's the use? There's a bunch of zombies jaywalking!
    1 point
  28. If you load the NPCHumans pack, it disables all "humans" that load in the CreaturepackHumans mod. If you cant hire any character, it means you don't have faction with those characters. You can only hire friendly ones. Unfriendly ones are basically bandits or neutral to you. If you want all to be friendly, edit the entityclasses.xml and change faction to whiteriver
    1 point
  29. Oh, I know. The players going with an Int build do not use the stun baton the same way they would use a club. If you want both great melee dps and cool turrets then you need to invest in 2 attributes. I get that some players would prefer if whatever attribute they pick had always the best dps and best effects and it should all be on one item to avoid the stress of thinking. I just don't want to do that. =P For every single weapon, and yes, that includes batons and spears, someone will always pipe up that this is their favourite weapon. That doesn't mean that these people are stupid or wrong because those are not always the optimal dps weapons - they just play in a different way, using the strengths of those weapons instead of stubbornly amplifying their weaknesses.
    1 point
  30. People often forget you can use ANYTHING in a pinch. Will you be as good with it? No. Will it still kill zombies? Yes. Then use it!
    1 point
  31. Hi OP, I can understand your point of view and hope you can find something new in the game to entertain you or at the very least keep circling back to check on the game every alpha release. Although the wait can be excruciating, I hope you find it worth it when it does arrive. I myself started with 7d2d around alpha 6. I often have looked back through the years to see what has kept me coming back for more. 1st and foremost, there is still no other game out on the market that does a better voxel/RPG/Survival/Builder/TD game. The ability to create your own POIs/worlds/mods to play has been the most important feature to me and has easily consumed more than 50% of my 2000+ game hours. If you haven't looked into any of these activities, you should as it can help with the wait. Lastly, 7d2d development is very much all about the journey and not the destination. Every Alpha brings a host of new changes which challenges players to see if they have the ability to adapt and survive as long as possible again. *Cough* (Does best Mamdole impersonation) "A20 will be the best alpha yet..." 😅
    1 point
  32. Ironically, that and rabbits were discussed yesterday, but don't hold your breath.
    1 point
  33. Ironically wouldn't a hazmat zombie be the least threatening of the lot? Their mouth, hands, and almost every part of their body is trapped inside the protective suit. 😛
    1 point
  34. Tesla is so stingy. They should have let me keep an early development model in my garage all this time. That way I could send them weekly emails informing them that the hunk of metal in my garage is STILL not drivable...
    1 point
  35. Sounds pretty good I hope you do well with this super project
    1 point
  36. Well that's good, because dismissing the developers' work really makes it hard to take your argument seri... Oh, never mind. In any case, here's some behind the scenes. And here is a list of updates and changes. And here. Also here. Here, here, and here as well. But devs never tell us what they're working on, right? Except when they do. Or that other time they did. Yeah, but they don't really want our ideas, except for the place they specifically set aside for it. Have you considered running an overhaul mod? Maybe that would give you the new hotness you seek.
    1 point
  37. Will the pump action shotgun ever be improved? It's been the same since bees were in the game. The pump shotgun needs some love! I also really wish the animation showed the correct number of shells being loaded into it. It could be as simple as changing the animation to loading 1 shell. Then repeating that animation for how many shells are missing. And once that's done, you get a full mag. It doesn't have to be perfect, just better then what it is, please.
    1 point
  38. Yep, that illustrates the point very well. We just don't see the behind the scenes time. Same as with non early release games, it takes years before we see any of it. People have a hard time grasping that concept tho.
    1 point
  39. And now, here's something I hope you'll really like. Bad Medicine You can only craft dirty bandages using cloth alone. Dirty bandages can be sterilized (to "vanilla" bandages) using alcohol in your backpack, or by boiling with clean water in a cooking pot. Dirty bandages have a chance to cause infection. Treating lacerations (as opposed to just bleeding) will always cause infection. To make up for the increased chance of infection, first aid items now have a very small antiseptic effect (less than honey). You can now drink grain alcohol. It has the same effects as beer, but lasts slightly longer, and has a good chance of making you sick. You can also drink gasoline. Don't drink gasoline. If you are on fire, don't douse yourself with flammable liquids. You're not Rambo. Stitch up a wound using a sewing kit, and you'll make pain sounds for everyone to hear. Unless you're drunk. As always, details are in the README.md file in the repo. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Bad_Medicine EDIT: Forgot to mention - this modlet is compatible with EAC. However, it does include a custom icon for the dirty bandages, so it must be installed on both client and server.
    1 point
  40. I build cars (or at least I work for a major automotive maker) so I thought this was interesting. I am sure TFP could release a game in 6 years or less if they had the same capital and resources that carmakers have. However, comparing them to a car manufacturer like Honda or GM is not very fair since the scales are not the same. It may seem like 6 years that the vehicle makers are introducing new models, but the research and development starts earlier than that. We are researching new technologies to go into vehicles 6+ years out. Also, I don't know many carmakers out there that let you drive their vehicles while they are still in development 😉
    1 point
  41. Yep, as I said, None of it makes sense to you.
    1 point
  42. Hello everyone! Today we are releasing A19.5 to the public. While the team is tirelessly working to bring you a high quality A20, we were able to port back an entire system, a handful of bug fixes and optimizations to Alpha 19. What it holds for you guys: Twitch integration beta (download documentation here) Performance improvements Keybind to change vehicle controls on game pad while on a vehicle You can report bugs here, but please read here first. A19.5 Added First version of Twitch Integration. Voxel mesh pooling Chunk decal and model dither fading Distant terrain decreases mesh detail when farther gfx dtmaxlod console command Allow selection of steering mode on controllers by pressing DPad down Changed FindTagInChilds does not make garbage Improved Show Stability colors Distant POIs to use a shared material Improved chunk LOD update Optimized chunk object handling and frame timings Optimized terrain mesh generation Optimized terrain control textures to not update with every mesh update Optimized distant terrain tile size Optimized VoxelMesh AddMesh Optimized distant terrain render order Fixed Z fighting at barn_02 (window/loot container) Dedi servers fail to update bedroll locations after pickup Block previews have differences in shading at night Block preview for normal blocks leaking a mesh on each update ItemClassBlock CreateMesh having to destroy unneeded colliders Empty voxel meshes were being created Distant POI mesh and material leaks Distant POIs could load and leak extra invisible objects Chunk LOD update not using XZ center for distance
    1 point
  43. this topic's almost a year old (apologies for resurrecting it, if I wasn't supposed to), but would you ever think of updating this for alpha 19, or even updating it to add an export feature?
    1 point
  44. Works very nice. Thank you for updating this eagerly.
    1 point
  45. This is a super utility !!! Small request: invert scaling with the mouse wheel please! =) And the second question: where can I see the description of the symbols? Thank you!
    1 point
  46. New version released! Hi all! Chek out latest release of RGW Map builder! We are working hard to make our map more informative and beautiful. Added bunch of different buildings, more accurate landscape. Different types of roads. So latest release produce map like this:
    1 point
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