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Showing content with the highest reputation on 09/14/2021 in all areas

  1. I knew it there must be some sort of relation to Londo Mollari!
    5 points
  2. Nope, the towns are laid out in general tiles first, then the connections are built. It doesn't have any other function other than filtering out some prefabs based on rules in rwgmixer.xml. Now, you could abuse the rules to make sure that only certain ones spawn, but not on a per township basis.
    2 points
  3. Since White River - Tools of Citizenship that @ShoudenKalferas has kept very up to date and continues to build on, has been incorporating Snufkin Zombies into the quests, it was considered proper to let this continue without adding anything to this mod beyond Snufkin's original Juggernaut quest. For example, the use of the Juggernaut and Wendigo to receive some awesome rewards through sophisticated multilayered quests is far and beyond. They can be very challenging and nicely follow player gamestage/level. I hope this quest mod continues to add further zombies into the story line as every server that I play on that runs both the Snufkin Zombies and the White River quests has been a very positive experience.
    2 points
  4. Wait a minute... Does LightLOD mean that we will now see light sources at a distance (even if they are simplified)?
    2 points
  5. I don't want to say it was aliens but it was ALIENS
    2 points
  6. arramus if yall ever update this mod again hopefully soon I have a idea for a new quest you guys may find interesting. let me know if your interested and ill reply with the details.
    2 points
  7. TFP continues the Developer Stream series Sept. 15 at 9 PM CST. Join Eric, Allan, & the level design team with Host & Senior Developer Lathan (@fubar_prime) for an in-depth look at new POIs, the new player build menu & the new Restore Power quests. Fubar_Prime - Twitch
    1 point
  8. You won't like the other things I'm working on either, then. Lol.
    1 point
  9. Are there conditions such as max per city, max per world and minimum distance between for tiles?
    1 point
  10. That's easy when you are using cubes, ramps, poles and pillars. I don't think it's going to be easy to replace wood frames with corresponding ready-blocks when you are using 100 shapes with multiple rotations.
    1 point
  11. Can someone tell me name of the incredible atmospheric music, which plays while you at your base? I definitely need this track to relax no matter in game i am or not PS: The more I play UL - the more amazing it feels. Subquaqe, you are a genius!
    1 point
  12. In my mind the issue isn't about the upgrade path. The advantage of rebar frames was that you could pick them back up if you made a mistake.
    1 point
  13. precisely and i answered the same question earlier either here or different thread. no more need for rebar and the only rebar i have seen in game (thus far in a20), is the ones sticking out of broken decorative blocks. if you have the resource to make blocks respectively wood, cobblestone, cement mix and steel. you can make the block without the need to start at wood and then upgrading. EXAMPLE: one cobblestone block (or shape you desire) 10 cobblestone or if you can make steel blocks (or desired shapes), you need 10 steel bars. cant be no simpler IF you learned the skill/perk. seriously, there is no need to unless you wanted to and thats to use frames as the shape menu makes it easier then boiling water (for most)
    1 point
  14. At this point I'd just wait for them to cover the topic explicitly in a video, before getting worked up. They've pretty clearly done a lot of revamping on the building system as a whole, so A20 will very likely change the process entirely and be rebuilt and rebalanced from the ground up for the new system
    1 point
  15. This isnt really a problem from the game, its just that you now know how it works and you exploit the game design at your advantage. Its just a normal process and assurance that we acquire over time, in any game of the genre. They still come from all sides, it just depends on the type of base you have. Case in point, you can watch the Lockdown series from Glock9. He made his horde base in the vanilla prison and although he has an open entry point on the front, the Zs came from various sides and angles and he had to adapt. I also was afraid of going out at night during my early 7DTD sessions and i couldnt deal with Zs coming from all sides because my horde base setup was deficient. Nowadays, just like you, im comfortable whatever the situation is and my adaptation capacity is much sharper than before. But Darkness Falls can flip that up quite intensily, trust me on that. Its almost like you have to learn how to play, all over again.
    1 point
  16. Wait until Feral Sense comes in Alpha 20. Based on Roland's feedback, nights will become more interesting if you set that to On.
    1 point
  17. You can control this to a degree with how you build your base. If you build a base that specifically exploits them into lining up and waiting to be smacked then that is what you will get. But build a basic bunker style and you will get more of the random surrounding behavior that you remember. There is a current meta with designing a base that creates a killing corridor that they will mostly follow and predictably killing them all-- but you don't have to follow that meta. Make a simple tower surrounded by spikes like in the old days and you may get some surprises. Make an exploitive base that you saw someone build on YouTube that grinds up all the zombies in predictable ways and you will kill them all efficiently and boringly. Its true that they will tend to go to the weakest point but there is also a lot of randomness in their behavior now.
    1 point
  18. I'm creating some custom entitygroups within the entitygroups.xml file. does it matter what order i list the zombie entities within each group? for example, given the two entitygroups below, myGroup1 and myGroup2, and that the game needs to spawn 3 zombies.... do both groups have exactly the same probability of spawning zombieJoe? <entitygroup name="myGroup1"> <entity name="zombieJoe"/> <entity name="zombieSkateboarder"/> <entity name="zombieSoldier"/> </entitygroup> <entitygroup name="myGroup2"> <entity name="zombieSoldier"/> <entity name="zombieSkateboarder"/> <entity name="zombieJoe"/> </entitygroup> also when using the "prob" attribute, does the scaling of it matter? for example below, does myGroup1, myGroup2 and myGroup3 all have the exact same probability to spawn zombieJoe? <entitygroup name="myGroup1"> <entity name="zombieJoe" prob="1.0"/> <entity name="zombieSkateboarder" prob="0.5"/> <entity name="zombieSoldier" prob="0.25"/> </entitygroup> <entitygroup name="myGroup2"> <entity name="zombieJoe" prob="4.0"/> <entity name="zombieSkateboarder" prob="2.0"/> <entity name="zombieSoldier" prob="1.0"/> </entitygroup> <entitygroup name="myGroup3"> <entity name="zombieJoe" prob="0.1"/> <entity name="zombieSkateboarder" prob="0.05"/> <entity name="zombieSoldier" prob="0.025"/> </entitygroup> thanks for any insight. πŸ™‚
    1 point
  19. Given these grievances, maybe console players could boycott the game. If enough people do it, Telltale Games might even go out of business! /s Okay, fine. That's being terribly glib and sarcastic, but here's my point. Telltale Games is a dead horse, and when you ask for updates to the existing console release, you're beating that dead horse. Actually in this analogy, when you come here to do it, you're beating the jockey that was on the horse before it died.
    1 point
  20. I'm finally caught up on everything, and wow A20 is looking amazing!! I know you guys really want extremely complicated to implement feature suggestions, so if you guys are really really bored while working on terrain generation, expanding on the underground generation at some point would be really cool. A cave system generator might be a bit too taxing, but a "spawner nest" that spawns near areas with too much heat on the heatmap and spams out zombies forcing you to go clear the nest would be pretty neat. There could be quests for it too, where a trader sends you to go clear a tunnel complex full of strong zombies to reach the "core" Sure, zombies spawning out of a nest may not make sense to zombie fanatics, but who cares about the babies crying about muh lore breaking burnt zombies and zombie spawners.
    1 point
  21. Issues with LightLOD code and prefabs.
    1 point
  22. We could talk about whether it will be: Gold - Workshop - Console Port vs Gold - Console Port - Workshop.....
    1 point
  23. TFP has said that Steam workshop WILL be added. After Gold. So.........rather useless topic now.
    1 point
  24. Is it possible to create tiles that have some kind of meta data that when generated in rwg always spawn a group of specific tiles, that always line up together in a specific way? Say to split a larger prefab than 150 into separate prefabs and have each section of the prefab in it's own tile always spawned together lined up. true the 6700k has a boost of 4.2 and there is an all core optimisation option in the bios that runs all cores at that boost, but for that test it was running a manual 4.5 all core oc, so the clock speeds were capped at a maximum clock of 4.5, single dual or all core loads would never exceed that clock speed.
    1 point
  25. 1 point
  26. I am just not a fan of health bars. I just don't like the clutter. But I am also for being able to remove the XP popup on death as well. Lol. Working on getting these guys finished up, adding them all biomes, with a low spawn rate. Just gotta get their sounds sorted out.
    1 point
  27. They come back as congressmen or Senators.
    1 point
  28. No mod requires the launcher. It's just usually suggested for certain mods, such as ones that use DMT as it can make it easier for people who don't know what they are doing. But it doesn't do any magic you cannot do yourself.
    1 point
  29. @faatalA few questions... I remember there being a effect were a snow texture covered the tops of blocks during snow storms. I thought this effect was really cool, will it return? Maybe it's just me but exclusive full-screen mode doesn't seem work. Can that be fixed? I'd Love to use down-sampling as anti-aliasing, without having to first change my desktop resolution. Will the new pump action shotgun come with proper animations for loading the correct amount of shells? Are there any plans to add a low quality and high quality SMG? If not, maybe it isn't a bad idea... Eventually, will all weapon attachments actually show on guns? Example, being able to see the retracting stock mod on the double barrel shotgun.
    1 point
  30. No mod needs the mod launcher if you aren't a potato who knows how to copy, paste and unzip files. It's that simple. Go learn to use a PC. Because a lot of us overhaul makers are tired of answering the same question when 7DTD updates. "The mod updates and broke my game!" "Did you update 7DTD?" "No, I thought the launcher would do it." "Well it doesn't. Stop using the launcher and then you won't have this problem."
    1 point
  31. Don't like the mod, don't play it, no one is forced to play Undead Legacy
    1 point
  32. This really needs to be in the DF thread. But, yes, I'm pretty sure those kind of restrictions apply to almost everything in DF. Usually clicking on the perk levels or hovering over things will tell you what you need. Some are perk gated, some are player level gated.
    1 point
  33. If you are playing Darkness Falls, there are other things you would have to unlock first before you can make certain items. Read the descriptions and it will tell you what you need to do.
    1 point
  34. #3 take a quest that takes you there. That will completely respawn the entire building.
    1 point
  35. Empyrion struggles hard with 2-3 big ships in close vicinity. But you can play this one if you want voxel ships in space. Space Engineers doesn't have as much "game" around the fiddling with ship building.
    1 point
  36. Your gun is in your chin and renders through walls in almost every fps game but this is the thing that makes it unrealistic for you? πŸ˜‹
    1 point
  37. I can't imagine anyone really liking those changes. I accept that they are solutions, in the same sense as cyanide pills are a solution to headaches. πŸ˜‰
    1 point
  38. Vehicle driving changes are not planned and feel fine to me. The gyrocopter is technically an airplane and they do not fly like a helicopter. Someday I would like to add a helicopter that will fly like a helicopter. It will hover and be easier to fly than the gryo, which I never intended to be easy to fly, since it is the starter crappy flying vehicle.
    1 point
  39. Just as an example. The top rated mod on Steam Workshop, Quality Map, was released on Nexus before it even came to SW. A lot of high quality mods that I see on SW were first available back on Nexus when I started playing the game. As someone who heavily modded Skyrim and Fallout 4, it wasn't SW that made both of those games have HQ mods, it was the mod creators. However, you are missing a key fact in that both of those games are fully released today while 7D2D is in Early Access. Fallout 4 has some great mods out there, like Sim Settlements, various mods that introduced new weapons, changes to weather, textures, etc...The list goes on and on. Funny thing is, I don't see FO4 in the Steam Workshop........ I just realized that they released a sequel to Sim Settlements for FO4. Looks like I am going to be reinstalling FO4 this holiday weekend πŸ˜‰
    1 point
  40. AKA - How to use your PC to cook your food and boil the water for your coffee
    1 point
  41. But nothing can be done to the Pimps in that sense. They dont sell a game that's not functional or disfunctional, its working and advertised as such. Plus, the game beneficiates from its early-access status. Cyberpunk 2077 was said to be working fine (on PS4/XBox1) when it wasnt.
    1 point
  42. Early on I had more sympathy for people losing the early access lottery. Now I don’t. we all know many early access games fail or end up being something completely different than expected. We all know buying a early access game carries risk and we all should avoid risks if we do not like them. Regarding 7D2D while I agree it came to be in the beginning of early access, I have said they did it right, sold the game at a low cost. I have gotten plenty of value our of the $15 or $20 I spent on it and I feel it is a perfectly good game as is for what it cost in its current and probably since Alpha 12 form.
    1 point
  43. 1 point
  44. There's nothing wrong with it. A slider would be great. The two sliders for damage we do to zombies and damage they do to us would be great to have back as well. I'm just saying that until/if they add them there is no reason to not enjoy having more zombies today. I wasn't saying no slider because we can edit spawning.xml. I was saying learn how to edit spawning.xml so you have what you want starting now and despite whatever may or may not happen with the top menu.
    1 point
  45. Basically when you buy a game, you agree to an End-User License Agreement, or to Terms of Service in case of online games on official servers. Those pages of legal mumbo-jumbo tell you your rights and your obligations. No more, no less.
    1 point
  46. So is a slider. A slider is a graphic representation of changing those same values. Its barely modding.
    1 point
  47. Technically it is still there but you simply have to change values in the xml. Don't even need a modlet to do it. Just go to spawning.xml and change the numbers for each biome for day and night. If you are feeling spicy you can change the values for the respawn delay. It is practically as easy as a slider if not as fast but you also get a lot more fine tune control over what you will get. honestly the biggest problem is lack of education about spawning.xml Regardless of the minimum specs posted on Steam, anyone whose rig can handle more can have more in less than 5 minutes of changing some number values.
    1 point
  48. Everybody seems to want a little something different when it comes to zombie AI. Some want them completely dumb simply reacting to sounds or smells and smashing what is between them and their distraction. Some want a little decision making by the zombies and others wand them feral stalkers/killers like in a Doom game. I think the important thing is that TFP builds the tools to make them a range of things and allow people to mod their behavior to where they want them. Which is, of course, what they are doing. The base game once released will be TFP's dream and likely a large part of the population will be happy with that. From there it will be mods and mayhem for years to come. People will still be modding and playing this game in 2040 I suspect, as long as there is still civilization and the game is released by then, that is.
    1 point
  49. @Naz I've set the affinity config as you said (0, 2, 4, 6), instead getting 81-125 now i'm getting 98-119 while most of time seeing numbers between 101 and 111 so I can say both combined are pretty good, even lowered the highest peak I'm getting more average fps and better stability. Now I'm gonna test in-game video options to check if some make more difference than before and conclude this entire stuff. @SylenThunder as a moderator, do you thing this entire stuff qualifies to be a pinned "something" as instructions for everyone to reach the most performance possible on the game or something similar? I can write it down pointing Naz's post about 4-core limit plus this boot.config tweak as well as video options tweaks and Naz can provide benchmarks and maybe add further details for example (if you want so as you've already screenshot some).
    1 point
  50. OUTDOOR SPAWNS As you scroll down the spawning document you will see lists of biomes followed by code that controls the spawn max count, the respawn delay, the time, and the group of entities it applies to. This is an example from the pine forest biome: <biome name="pine_forest"> <spawn maxcount="1" respawndelay="3" time="Day" entitygroup="ZombiesAll" /> <spawn maxcount="1" respawndelay="4" time="Night" entitygroup="ZombiesNight" /> <spawn maxcount="1" respawndelay="14" time="Any" entitygroup="EnemyAnimalsForest" spawnDeadChance="0" /> <spawn maxcount="1" respawndelay="21" time="Any" entitygroup="FriendlyAnimalsForest" spawnDeadChance="0" /> </biome> To change your game significantly all you need to do is increase the mumbers for maxcount and for respawndelay. That's it. You don't need to change anything else. For respawndelay you can use decimals to make them reappear sooner than a whole day. So... <spawn maxcount="4" respawndelay="1" time="Day" entitygroup="ZombiesAll" /> This will give you four times the number of zombies during the day and they will regenerate each day. <spawn maxcount="2" respawndelay=".5" time="Day" entitygroup="ZombiesAll" /> This will give you twice the number of zombies during the day and they will regenerate twice a day. <spawn maxcount="6" respawndelay="0" time="Day" entitygroup="ZombiesAll" /> This will give you six times the number of zombies during the day continuously. Slap a Ghostlight name tag on yourself and get to killing. All you need to do is go down through all the listed biomes and change the numbers as you please. Some of the biomes aren't used any longer but don't worry about it. Changing those numbers won't hurt anything. Once you are done save the file and close it. Exit the game launcher and then restart and this time go and play and win.
    1 point
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