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  1. Today we deployed A20.1 b4 to EXP for you all to enjoy! Savegames should be compatible, but as always we recommend a fresh start. We have updated a few POIs that will only show up in a newly created world with A20.1 b5 To participate: 1. right click on the game in steam 2. click on properties 3. click the "betas" tab 4. the drop down menu will have latest_experimental available ← you want THAT 5. select that and wait for the game to download. The changelog: A20.1 b5 Added Show Stability makes a clearly different green for max and darkens colors every 1m of world space Changed Updates to downtown_strip_05 based on player feedback (e.g. texture issues, sleeper adjustment, etc.) Updated to house_modern_18 made path more obvious, added torches, added triggers so sleepers aren't left behind, etc. Updates to remnant_skyscraper_01 based on QA feedback. Updated house_construction_01 and house_construction_02 with new art props Updated remnant_business_0205, updated with new art and shapes Updated store_book_01, store_clothing_01, store_electronics_02, store_grocery_01, store_gun_02, added new art and new shapes House_modern_23 Changes made based on feedback Updated restore power and sleeper configuration for countrytown_business_04 based on player feedback. Warehouse_04: added floor trims inside warehouses, fixed mispainted textures in bathrooms and kitchen's floor, replaced shelfs to prevent z-fighting. Remnant_waste_01 replaced sinks for sink shape inside ice cream store. Improved destroyed ceiling Updated downtown_strip_10 based on player feedback. Downtown_filler_27 removed door frame simulating door that was permanently closed to avoid confusion House_modern_23: changes made after level designers meeting feedback Reworked all couch harvests to give some of the main resources on the destroy event instead in the middle of the harvest Slightly increased the probability of books found in book piles and crackabook shelves Enabled graphics jobs Downtown_filler_23. Replaced bank upper windows for bulletproof. Replaced old fuse boxes. Fixed trigger not properly linked to door. Updated loot probability and quality templates to better align with the new loot stage system Added and updated loot probabilities with a ProbT2Cap template to prevent empty loot containers and/or missing loot items at high loot stage where ProbT3 is not available Mailboxes now have a higher chance to spawn archery, spear, and needle and thread books early game Reworked tiered chest loot to better reflect POI difficulty Reduced the amount of aloe cream found in backpacks Increased the chance to find acid in sinks and chemical sets Added another low chance to find vehicle wheels in Pass-N-Gas crates Warehouse_04: final loot room sleepers volumes rearranged to hold at least two feral. Replaced fake scrap metal rollup doors for steel ones. Fixed mispainted texture in perimeter wall ) Reorganized the furniture helpers to prevent unwanted block rotations hiding adjacent block faces due to mixed block types/properties Moved cabinets, cupboards, and bookshelves to a new player crafted helper block (same recipe as before) Moved the storage crate and writable storage crate to their own recipes (same recipe as before) Moved the old chair out of the furniture helper and gave it its own new recipe Added produce baskets, pallets, and empty clothes shelves to furniture helper Updated preview thumbnail JPGs for part_loot_t1 through t5. Updated house_old_tudor_06 to new RWG standards. Updated house_old_bungalow_08 for new RWG country residential. Updated large_park_01 moved kiosk 1 block to the back, added extra floor under it Farm_04 made changes so it's no longer easy to reach and kill final sleepers before triggering. Fixed mispainted textures. Changed quick exit for roll up door. Farm_08 locked front door. Added light pointing at the quest's entrance. Removed restore power quest from lot_downtown_filler_01 Cut Game Stage Achievements in half Penetrator Perk now references the Lever Action rifle instead of the Marksman rifle Updated Localization for furniture helper blocks Drone description no longer references the ability to fight Reduced ammo loot counts by ~15 to 30% Reduced amount of ammo found in yellow zombie loot bags from large to medium group Reduced amount of ammo found in blue zombie loot bags from 2 large rolls to 1 Fixed Remnant_downtown_12, mispainted textures Terrain density covers satchel in warehouse_04 Missing paint behind curtains in house_old_ranch_01. Missing paint in gas_station_07. In body_shop_01, loot room sleepers on rooftop spawn within players view Terrain water blocks can be broken and sent flying in block shape by the splash damage from Rocket HE rounds. Distant and/or low resolution reflections/lighting on arrows are pink Inaccessible cabinets in house_old_ranch_06. In POI oldwest_business_12 sleeper stuck between 2 bookshelves. In POI house_old_victorian_05 nightstand and bed clipping into window ledges. House_old_modular_06 z fighting on exterior. Diner_03 density issue on roof. Diner_03 bathrooms need stall art update (restaurant booths, commercial sink, mirror, easy exit, etc.) House_old_modular_08 z-fighting on exterior windows POI canyon_gift_shop has extra blocks. Survivor_site_09 z-fighting on watch tower. Fastfood_04 terrain hole under car. Treasure maps calculate location from 0,0 Confuse does not affect vehicle controls. Drone can fall under bedrock and get stuck Junk Drone stay command sync error with clients that could cause multiple drones. Remove the "and fight" from the Robotic Drone's information localization Junk Drone case where teleporting away was not creating a nav object for the unloaded chunk. Handled a case where picking up the junk drone was not fully cleaned up from the player data. NRE caused by highlighted text in inventory search field UI button hover scale effect only playing once per button per game session Playtest and give feedback on countrytown_business_13 The Dead Rooster HUDStatBar not working with "statcurrent" for "ActiveItem" when holding a paintbrush Playtest and give feedback on countrytown_business_06 Ruby's Downtown_filler_30 (TIER3, clear, search): sleepers showing through ceiling and birdnest clipping through awning Workbench not crafting multiples of items correctly if output slots full and placed directly into player inventory. Workbench duplication bug Can not shoot through bunkBedFrame Pathing incorrect ladder height check if open to sky SMG and Desert Eagle holosight location update. Adjusted collision to close out gap between the door and the frames of all cellar doors and shutters that allowed player interaction behind them Inconsistent resources and scaling on military armor recipes AK47 and Pump Shotgun holosight location update. Tactical AR holosight scope offset for dot alignment. Holosight dot position updates for Iron Crossbow and Compound Crossbow Holosight dot position updates for Lever Action Rifle and AutoShotgun Structural Integrity is not recalculating when block pillar is recreated Slightly tweaked Scope Camera offsets and dot placement for Reflex scope on pipeShotgun Playtest and give feedback on countrytown_business_13 The Dead Rooster Missing textures and sleeper volume issues in downtown_filler_13 based on player feedback. Sniper Rifle holosight dot update. Attempting to generate a world with Seed: ActableCravings results in a KeyNotFoundException Scrolling too fast in part selector causes NREs Show Stability could show old colors Playtest and give feedback on commercial_strip_01 Using Advanced Generation to generate a 4k world results in an Argument Out Of Range Exception Cellar door and shutter open/close issue Explosion of water fix would cause chunk regen to never resume ChangeBlocks handling of clusters with recursion Farm_07 mispainted texture in kitchen cabinet next to stove Achievements aren't working Switching between Steam offline mode and online within one save game results in different player profiles/saves Restore power host melee desync Z-fighting on exterior windows at house_old_bungalow_11. In POI motel_01 sleepers in final room do not spawn until after player is inside room Door unlocked in house_old_victorian_01 House_mansard_06 unstable cellar door Z-fighting and missing paint at POI bank_01 Exit sign in courthouse_med_01 is too low. Floating TV's in bank_01. Bank_01 z-fighting Action_time_shift index out of range. Using Twitch teleports while in a workstation UI does not close the UI. Added missing IndexName property for chandelierLight to work with restore power quests Origin shift could cause objects to fall through world Vehicles and drones are using repair kits without showing the minus inventory icon on the HUD Path node otherheight bad in cabin_11
    18 points
  2. Works of fiction are simply different. When people mention "Romero zombies" most don't realise that this does include zombies smart enough to ride a horse or fire a rifle. Everyone has their favourite book/movie universe but that does not make it any more correct than all the others. 😃
    11 points
  3. Nope, as far as I can tell this is a Unity bug with the internal physics collision data. Origin shifting moves all the transforms at one time, there are no delays. It works most of the time, but when it fails, all physics casts in parts or all of world fail repeatedly frame after frame until something changes that causes the physics collision state to update. Even the editor Physic Debug mode won't highlight the collider when you mouse over it. Strangely, rigid bodies, their colliders and world colliders still collide fine, which is why a vehicle would not fall through the world, but the raycast to check if a vehicle fell into or off the world would fail and try to fix it. It appears I now have it fixed by detecting failed raycasts and shifting again and checking again. I did move the shift to FixedUpdate, but that alone did not fix it.
    9 points
  4. We are a company of many people with a variety of ideas on how things should work. Over the years you also get new people coming onboard with new ideas. Opinions also change over time, so what I thought 4 years ago when I started, may be different now. AI uses rounded block health in their pathing calculations, not SI. It is tower defense and we want them to be able to reach you, but since we can't do massive piles of zombies, smarted ones will do. My zombies have xray/heat/magic vision that lets them see weak spots in blocks and their semi functioning brains lets them decide to go there. They also have a dim recollection that doors allow them to get places, so they favor them. My lore for now until I change my mind or the company decides to have some official lore.
    6 points
  5. @Grandpa Minion Just curious but why is it that you always start these threads with inflammatory statements, but very little actual information; only to then later basically turn it into an advertisement for your server. (The advert isn't here yet, but I expect it will be coming along shortly as it usually does.) And on top of that, you're spouting about a supposed issue on an unstable experimental version that is likely to see at least one more update with changes before it goes live. So it's basically the equivalent of running around screeching that the sky is falling. Pro-Tip.. Anyone who wants to run a Stable PvP server wouldn't be running with the settings and configuration you have for your servers, and absolutely wouldn't be running on an unstable experimental build. Final note, killing off three percent of the total player base isn't killing off much that anyone really cares about. Especially when it is concerning a feature that the developer doesn't really consider a priority. The game is primarily designed for 8-player co-operative gameplay. Not 50 player PvP raiding.
    6 points
  6. Why not just explain the issue here? Instead of just expaining it you post a hard to read message (black text on grey background) and a picture that is difficult to read. Hope it gets fixed.
    6 points
  7. Rigid bodies are not the problem. They collide using their collider just fine. When ray/sphere casts to the ground fail in large sections of the world, then objects relying on them for physics fall through or in the case of vehicles, think they are falling through and move back. The code I did is visibly fixing it 100% in the case of the player and zombies, but I just don't know about vehicles and turrets yet, because I have not seen one move in days, which does not prove it is fixed, just that it might be fixed.
    6 points
  8. Honestly, I had to search for "retcon", but good joke. I'm starting to think that if Roland wanted to insult me, he could find a way with words so that I wouldn't even know...
    5 points
  9. Current Version: 20.1.01.01 The NPCMod is a community modding project. While initially started by Sphereii and Xyth back in A16, the team continues to grow in size every alpha. The goal of this project is to provide "Core" functionality and templates that can be reused by modders to add high functioning characters to their mods. There are 2 core modlets, both are required for this mod to work. The 0-SCore modlet contains C# code and the 0-XNPCCore contains the xml and templates. By design this mod encourages expansion through expansion packs. Character packs focused on a entity type, for example, a 1-soldier pack or a 1-spider pack add new characters to the 0-XNPCCore. A 2-soldierfactions pack might add different factions to the 1-soldier pack, reusing those same soldier models. The sequence 0-, 1-, -2 etc. indicates there is a dependency on another modlet with a lower number prefix. Other character modders have committed to contributing additional characters that leverage this mod pack like they do to the POI (Buildings) collection called CompoPack. If you would like to join this community team, or have some features or characters to contribute, we would love to hear from you! Features: This mod includes a Unity Tutorial Project (available separately) containing the mods controller and templates and scripts so making new characters is easy. NPC characters support all vanilla character features. These include Humanoid rigging, root motion animation, collision with vehicles, rag-dolling, 100's of animated reactions (including hit locations, limping, etc.), limb decapitation and gore. These can also be retextured in xml to offer even more variety. There are some exceptions, especially on animals, which typically do not have ragdolls. NPCs use a new Artificial Intelligence system called UAI. Unlike zombie AI (EAI), this system allows for advanced tasks and real time decision making based on considerations. Should the NPC attack, run, loot, follow, backup to optimized weapon range? All tasks and considerations. Work very well as sleepers in POIs, respecting all of the POI volume properties. Can be setup to attack on bloodmoons! Spawn with vanilla or custom weapons just by editing xml. Can be hired, becoming loyal companions, sharing your adventures and challenges. Hired NPCs can be ordered to follow and stay, with new features like looting and guarding coming soon. Animals can also be hired, though don’t accept Dukes. Try meat. NPCs have factions. Some like you, some don’t. Beware of bandits! Hostile NPCs have additional AI so they will hunt you down more than zombies can, be warned! No more losing your NPC. They will teleport to you if stuck, get too far away, or if configured, to your bedroll when you die. They will follow you on foot, keeping up with you, and if you get into a vehicle, they will hide and reappear once you exit the vehicle. They can heal themselves when its safe to do so, and there is a medic package for characters that can heal and mend others. Low maintenance, no need to feed or water these folks, but that is a feature that could be available later. Lifelike Idle animations while chatting and wandering were added to improve immersion. Many more will be added after initial release. When the player/leader crouches, so do the NPCs Scalable, modular architecture, so expanding character and new behaviors is much simpler. Customizable pathing per NPC will be available but requires implementation details not yet available. Stay tuned. There are craftable player commands that will control your hired NPCs as a group. You can craft these commands by typing in NPC in your crafting menu. Tutorial Video: NPCMod: Controlling Hired NPCs through Player Actions - YouTube There are currently three commands: Mode: This command is a toggle between various control modes: Hunting (default): In this mode your NPC swill automatically target anything that it sees as being hostile towards it or yourself. You have no control over their actions besides stay and follow. Threat Control: In this mode your NPCs will only automatically target entities that are not flagged as being threats. At the moment, all hostile animals (including zombie) are identified as threats. This will allow you to avoid having them fire at a dire wolf or bear, which can get you in quite a bit of trouble, especially early game. For anything seen as a threat, your NPCs will only engage if: a) you are damaged by one of these threats b) you attack one of these threats Full Control: In this mode the NPCs will not automatically target anything. It will behave as if all hostiles are threats and will only engage as per the above, if you are hurt or if you start attacking one of the threats. Stop: This command is a toggle and when paired with either Threat or Full Control will make your NPCs halt or resume attacking their targets. This becomes especially useful when you feel like you or your NPCs will not survive an encounter and you want them to simply follow you so you can avoid the encounter altogether. It is also useful when you wish to travel without engaging any targets. Help: This command is useful when you are Either in Threat or Full Control and want your NPCs to engage targets within 20 meters of you. If you are without ranged weapons, you want to be able to have your NPCs help you without having to either take damage or attack the hostile. FAQ's What happened to the CreaturePacks and NPC mod? They have been merged, combined and obsoleted. Now that code can be natively loaded by the game, there was no reason to keep those two separated. This version is simpler to load, maintain, and has more features than either one did. Can I run this with EAC enable? NO, EAC must be turned off. Can I learn how to add my own characters? Sure, its never been easier to learn to make characters. Lots of work went into simplifying the process, and scripts can do most of the work for you now. There are videos available to assist. I have great ideas for more features, where do i make suggestions? This thread works or on Guppy's modding forum in the NPC-mod channel I found a bug! Where do i post that? Please provide the info requested in the bug form found below, and post it here or on Guppy's modding Discord under the npc-mod-bug reports Does this work on dedicated servers? It should, the current version tested well on dedi. All mods, cores and expansion packs MUST be loaded into BOTH the Dedi and all client Mods folders. Have a good question? Maybe you will see it listed here soon! Known issues: Always use a fresh game if you update Score or NPCCore. Strange things can happen updating the cores on an existing game. The UI needs work, some overlapping text, Sirillion has volunteered to refresh it. Hired NPCs might Leroy Jenkins on aggressive animals, use the command interface to gain more control. Melee NPC detection of crawlers in the grass isn’t as good as ranged, but works. NPC ranged can sometimes not hit as well as other times. Let us know if you see a pattern. Might be debuffs accumulating. It’s a very new mod, expect bugs we didn’t find yet, and please report those. Bug Tickets: NPCMOD-SP-0034 Hired NPCs will despawn at times (ex: using vehicles) NPCMOD-SP-0037 Ranged Hostile NPCs stop being able to damage you when you are close and lower than them NPCMOD-SP-0039 Friendly NPCs spawned in "passive" sleeper volumes will not move if hired NPCMOD-SP-0044 Melee NPCs can properly hit crawlers when on the road but cannot always see them when in grass NPCMOD-SP-0048 NPCs can talk to the player while fighting, until they are hit by an enemy NPCMOD-SP-0049 Setting the respawn CVar to 0 still respawns NPCs next to their leader. Possibly change SCore so CVar value of 1 would respawn them. No CVar or value of 0 would not NPCMOD-SP-0050 NPC ranged can sometimes not hit as well as other times. Might be debuffs accumulating. NPCMOD-SP-0051 NPCs will use the trader voice set at times NPCMOD-SP-0052 NPCs in passive sleeper volumes turn to look at the player when they're not active NPCMOD-DEDI-0006 NPCs can be hired by another player after you've hired them - fixed NPCMOD-DEDI-0008 A hired NPC does not know who to focus on when two players are around them. Focus should be on the leader - fixed NPCMOD-DEDI-0015 NPCs no longer have the walking anim, float when walking away from you and you chat with them : Only occurs when you press "E" quickly before they enter chat action. NPCMOD-DEDI-0016 Hired NPCs will path to another player then path back to the leader NPCMOD-DEDI-0021 When you hire a dynamic spawned NPC, their spawner source is supposed to be changed to static. It seems that's failing BUG REPORTING FORM Summary: (a short description of the bug) Game Version: (A20 bxxx) Platform: (PC / Mac) Video Settings: (Low / Medium / High / Ultra / Custom (Custom has many combinations, so just list the settings you think are relevant to the bug if any)) Game mode: (MP host / MP client / SP / Client on Dedi) Did you start a new game? (Yes/No) Note: do not submit a bug report until you retest your issue in a new game. Did you validate your files? (Yes/No) Are you using any other mods? (Yes/No) Note: Please retest without any mods loaded in a new game. EAC off? Note: Needs to be Off. Bug Description: Detailed steps to reproduce the bug: Actual result: (description of what is occurring) Expected result: (what you expect to occur) Installation: Turn EAC Off! Option 1: Download 0-XNPCCore.zip and SCore using the links below. If the download is a .zip or .7z file like the 0-XNPCCore.zip is, then unpack that compressed file and place the mod found inside into your Mods folder. SCore isnt compressed, so download that folder directly. Then load as many expansion packs as desired, unpacking the file if needed. If you are using a dedicated server, you also need to load both Core modlets into your dedi server Mods folder. So copies in both the client side Mods folder and also on the server Mods folder. Option2: Use the modlauncher to load the 2 cores. Here is a helpful video to get you started: Terms of Use: You are allowed to use the NPCMod, its NPCCore, Unity Controller and expansion packs without any kind of direct modifications. All modifications and/or derivative works of NPCCore, controller and expansion packs are restricted to private use only unless those modifications are done in expansion mods that have a dependency on the unaltered Core mods being loaded. The mod and expansion packs contain purchased assets, including animations in the included character controller, so any derivative use of the models or controller is also contingent on purchasing those assets first. You are encouraged to use the NPCMod as part of your own mod, public or private. However, you must provide credit to the community team by adding the “Powered by Score and NPCCore” logo to your mods opening screen and forum posts. (Resize as appropriate) or The team is not responsible for any damage, including damaged savegames, by using this mod. Unity Tutorial Project Download: A20 Tutorial project: http://drive.google.com/file/d/1DsFR0e1V-f0bNiZDAuVd0kb7_iYtyNqL/view?usp=sharing This is only needed if you want to teach yourself how to make your own characters. Core Mod Downloads: (also available on the ModLauncher) SCore: (0-SCore) https://github.com/SphereII/SphereII.Mods/releases/tag/score NPCCore: (0-XNPCCore) https://github.com/7D2D/A20Mods/blob/main/0-XNPCCore.zip Expansion Packs: By: Xyth 1-NPCXBirdPack: https://github.com/7D2D/A20Mods/blob/main/1-NPCXBirdPack.zip Adds birds to the sky 1-NPCXSpiderPack: https://github.com/7D2D/A20Mods/blob/main/1-NPCXSpiderPack.zip Adds giant spiders to hostile biomes 1-NPCXDogPack: Coming soon By: DarkStarDragon 1-RaiderGurlzPack: https://github.com/7D2D/A20Mods/blob/main/1-RaiderGurlzPack.7z Adds 50’s style Gansta gals 1-RaiderzPack: https://github.com/7D2D/A20Mods/blob/main/1-RaiderzPack.7z Adds several nasty bandit type foes 1-SoldierPack: https://github.com/7D2D/A20Mods/blob/main/1-SoldierPack.7z Basic military types 1-VaultDwellerzPack: https://github.com/7D2D/A20Mods/blob/main/1-VaultDwellerzPack.7z Vault 99 is waiting... 1-RobotzPack: https://github.com/7D2D/A20Mods/blob/main/1-RobotzPack.7z Mechs and more! 1-ZombiezPack: https://github.com/7D2D/A20Mods/blob/main/1-ZombiezPack.7z DarkStar's first zombies, wasn't gonna happen until it did. 1-PitFighterzPack: https://github.com/7D2D/A20Mods/blob/main/1-PitFighterzPack.7z MMA at its finest By: Mr.Devolver 2-RaiderGurlzPack-Friendly: https://github.com/mrdevolver/7D2D_Alpha20_Mods/tree/main/2-RaiderGurlzPack_Friendly An expansion for an expansion pack! Adds friendly, hirable versions of DarkStar's RaiderGurlz. You need to load the cores AND the RaiderGurlz expansion when you load this mod. By: Arramus 2-NPCXSpiderPack-ColonyExpansion: https://github.com/arramus/A20-NPCMod/raw/main/2-NPCXSpiderPack-ColonyExpansion.zip An expansion for an expansion pack! Adds more spider variety. You need to load the cores AND the 1-NPCXSpiderPack expansion when you load this mod. By: GanTheGrey 1-GansStandardZombies: https://dev.azure.com/pouellette25/_git/Gans Standard Zombies?path=/1-GansStandardZombies.zip Gan is back with some of his A19 favorite normal zombies 1-GansSpecialZombies: https://dev.azure.com/pouellette25/_git/Gans Special Zombies?path=/1-GansSpecialZombies.zip Like zombie oddities? Look no further. By: Khzmusik 1-khzmusik_Zombies: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/tree/main/1-khzmusik_Zombies As if you have enough zombies.... By others: Coming soon, the team is growing! Meet the Team (Historic and Current, in no particular order) Sphereii: C# wizard and modding community teacher. Famous for his mod launcher and other code bits Xyth: Unity guy and modding community teacher. Not very famous. GuppyCur: Discord master and sometimes zombie maker. Hope to see him active in A20 TSBX: TFP tester and previously a zombie creator DarkStarDragon: Active creator of NPCs, maker of great expansion packs Sirillion: The UI master himself, creator of screens and menus. FuriousRamsay: Lead tester and contributor of NPCCore xml code Khzmusik: C# code contributor and local math wizard Mumpfy: Graphics and character retexturing guru Khaine: very helpful input on mod design Arramus: POI/sleeper tester and designer Mr. Devolver: longtime tester and advocate Magejosh: Tester GanTheGrey: Zombie maker I’m sure I’m missing several others who helped along the way, please let me know whos been missed! Videos that might be useful
    5 points
  10. I usually go all the way from wood for the XP. Sometimes I will use cobble and/or concrete blocks in the interest of time, like putting finishing touches before the horde showa up. That being said, I really miss the rebar frames, that was my prefered method prior to A20.
    5 points
  11. Allan committed a fix for it and similar blocks today. He changed the colliders and xml tags, so path raycasts can now see the colliders. It was a general fix for things falling through the world, which also effects vehicles. One of our testers retested vehicles and it is better, but he still found cases of them moving, so more testing when I get back to it.
    5 points
  12. What I posted before is about that issue: "All or most of the issues with players/zombies/turrets/vehicles falling through ground appear to be caused by the world origin shift. It happens about 4 times more often in a20, so these bugs are more apparent. It seems to be a random Unity physics update problem after the origin changes, causing physics casts to fail. I've tried a ton of stuff and added a rapid origin shifting mode to repro it quickly. I now have the Origin code doing extra physics updating that reduces the problem to one frame and a raycast which detects when it happens, so I can try even more adjustments to fix it. " This is not an easy bug to fix as it is an internal Unity engine issue with their physics values not updating after we shift the world origin. After a week of experiments trying to repro it and come up with fixes, it seems better, but it still is not 100% fixed, so come Monday I'll be trying more things. We have to shift the origin or you get jittering animations as you move away from the world zero point.
    5 points
  13. https://www.nexusmods.com/7daystodie/mods/1921 https://github.com/Warlockdaddy/ImprovedRWG Relatively simple mod that improves random world generation to give more cities, towns, and POIs. This is done through editing the rwgmixer to increase town and city counts as well as minimum and maximum tilesizes. Here's a 12k map generated with the mod (59 T5 POIs) And here's a 12k map generated without the mod (10 T5 POIs) As you can see, the mod essentially allows you to double (or over double) the amount of cities and towns that are generated with the in-game RWG. This allows you to get many more of the juicy T4 and T5 buildings that your heart desires. Mod has been tested with 6k, 8k, 10k, and 12k. Feel free to go higher, should work if you want it to. Have fun 😛
    4 points
  14. 4 points
  15. "First, we need to mobilize all government and civilian infrastructure to build 340 million stone forges and campfires and smelt down all the iron we can find. Second, we will need to distribute this minibike book to every man, woman, and child in the country... after that everyone should have all they need to fend for themselves, but people also need to know if they get infected to NOT hide in closets or attics. Leave a few lights on inside... but not too many. That should be enough that some survive long enough to mine and farm." - Some government person who likes to play games on the side
    4 points
  16. It is clear that the world in 7D2D is not our world, but a parallel universe where our laws of nature and science may be similar in some ways, but different in others. In our world, zombies don't exist, vehicles don't become transparent and fall down 50 feet into the ground or magically move on their own, and a normal person can't haul around 1000s of 1000s buckets of concrete. In this world, well..... There, solved that problem. What's the next problem we need to solve? 😁
    4 points
  17. Not that I know of. Our Vulkan support comes through Unity. We have little control over it beyond enabling it. The game is always going to have random FPS slowdowns, because the world, what is going on around you and what you are looking at changes a lot and the game has to do data cleanup at times like garbage collection. The goal would be to minimize it, but it will never go away completely until we have computers so fast that you can't tell when it drops from 300 FPS to 100 FPS at times.
    4 points
  18. New build, compatible with A20.1 What's new? HUGE gains in efficiency! You can now have those mega battles you wanted. NPCs take about the same computer resources as vanilla zeds, with vastly greater functionality and AI. New templates, basic versions for highest efficiency when you wouldnt plan on hiring and commanding those NPCs, advanced for when you want it all. Many bug fixes, will update the list later. Enjoy.
    4 points
  19. Okay, I'll jump on the speculative fiction bandwagon... How about a fungus that's commonly mistaken for or referred to as a virus to due lack of knowledge or cultural bias? The hyphae would be able to create a network to pass nutrients through the body, although at a slower rate than normal blood flow. This would go a long way to explaining the slow movement, difficulty thinking, and abnormal behaviour of the zombie. Something like Ophiocordyceps unilateralis for animals with a central nervous system. https://en.wikipedia.org/wiki/Ophiocordyceps_unilateralis
    4 points
  20. Define "realism". I mean, you're already out of whack here, since zombies don't exist! Can you tell me if you consider my current A20 base cheesy please? I'm asking because I don't think my base is like that, since I actually fight and kill zeds and my gate CAN be broken.
    4 points
  21. Undead Legacy goes Stable with 2.5.41 for A20.0: The full list of changes with Undead Legacy from 2.5.01 all the way up to 2.5.41 Stable can be found here: https://www.patreon.com/posts/61362037 Key new features: - New User Interface with even more quality of life improvements and more options - New Maintenance Station where you can repair or upgrade your equipment, tools, weapons, vehicles and pretty much anything, that has either durability, quality or both - New tools and weapons - Rebalanced item stats with tightly integrated A20 vanilla pipe tier weapons - New Trader POIs with a brand new from ground up built Trader Jen POI - And more Undead Legacy Experimental branch was updated to 2.5.42 for A20.1(b5)
    4 points
  22. lol..its all free stuff we never got before when finishing a full tier of quests. In A19 you never got any portion of a minibike or a nailgun as an extra reward above and beyond the individual quest rewards. Look how fast the traders corrupt us...
    4 points
  23. Do you happen to have seen in your game a guy named Moses by any chance?
    4 points
  24. Hi guys and gals, finally got around after the new A20 to correcting and updating my POI of The Overlook Hotel from The Shining. Many thanks to Cpn Whiskerbiscuits and Mentalninja for tipping me off how i could rescue my POI after the update. Let me know if you have any issues https://drive.google.com/drive/folders/1-dnB7rzJBYRn90ZcV5KiHM_uYC1WYbVp?usp=sharing
    4 points
  25. Vehicle Madness Continues >>........ A20 Version Guppycur's awesome original concept for Vehicle Madness started way back in the early days A17 and now continues for 7 Days to Die in A20, Guppy handed over the reigns of the project to me (Ragsy) in A18 to rework and develop further the visions we had for vehicle systems in the game. About Vehicle Madness in A20 Features 58 vehicles ( New Physics and particle effects). 80 Plus wreck variants (some may look familiar) All new custom vehicle sounds. Find working spawned vehicles in the world ( Custom code was written by HaidrGna and adapted for Vehicle Madness with his kind permission) Find Repairable vehicles versions in the world Harvest wrecked vehicles to salvage parts for crafting vehicles on the VM Workbench ( Balancing feedback required as always ) . You will come across a variety of different types of vehicles in the world that may be working or have repairable versions you can find to fix up !! There will still be spawns of the 'lower end' Vehicles in the world but the 'high end' stuff like military vehicles or other customs will be a case of either find the repairable version and repair it or craft it with harvested parts from vehicle wrecks on the VM Workbench. A vehicle repair kit consists of the following parts that can be found in the world or crafted at appropriate levels on the Workbenches : <ingredient name="CarFootpump" count="1"/> <ingredient name="CarBatteryChargerUnit" count="1"/> <ingredient name="VMToolRachetSet" count="1"/> <ingredient name="HotwireKit" count="1"/> .....and a specific tiered tool . Wrench for lower tier repairs , Ratchet for mid tier vehicles and Impact Hammer for High tier vehicles. ****** Dont forget to take some fuel with you as you will need it for the repaired vehicle *****. If you dont come across a vehicle you like subject to rwg pot luck , you can still craft the vehicles by salvaging parts from vehicle wrecks such as: Transmission (and damaged version) Engine (and damaged version) Seats (and damaged versions) Carburetor (and damaged version) Battery (and damaged version) Alternator (and damaged version) Chassis (and damaged version) Body parts (doors, hood, trunk and Fender and bumper) Full Vehicle Madness Style Wheels Wheel Rims Damaged wheels We have adopted a system where 2x Damaged Parts go towards making 1 good working part along with other smaller items in the recipes. Tires that you find on the ground? They can be picked up! But, they are NOT WHEELS. You must find a wheel rim , these can be obtained by salvaging the vehicles in the world (you may be lucky and get full wheels and a wheel rim during salvage), or you can make a fully functional wheel by adding tire and wheel rim and using the air compressor tool in the Auto-Workbench. There are some full damaged wheels you can collect on the roads to make a full wheel using our 2x damaged = 1 good system. To make the VM Auto-workbench you need to first be able to craft 'normal workbenches' as you will need one to build the full Auto-workbench along with a car lift (craftable) , a compressor and a ratchet set (lootable in world) ......you can then, after learning how, assemble the various vehicle parts into the various assemblies to build your custom vehicle. Car body assembly (requires a fully body kit) Electrical subsystem assembly Car engine assembly Car Body Kit Vehicle Madness wheel set ** Vanilla vehicles can be crafted using the existing vanilla parts as before but on the VMWorkbench ( Except bicycle and Minibike), we have left in vanilla items to maintain vanilla compatibility for other vehicle mods that do use vanillla resources as part of thier builds, vanilla parts however will not fit the custom vehicles system build method ** Gas will be at a premium, this means you may have to raid gas stations or find a damaged gas tanker vehicles on the road or make your own. Gas is more expensive to make in this version ... ***** We recommend that you use a bigger backpack modlet such as this one here by KhaineGB as there are many parts to collect. Also Recommend Khaines vehicle fixes for sound and entity damage in this thread ***** The Vehicle Madness Current Team Ragsy ActiniumTiger Magejosh Éric Beaudoin Marcus A20 Testers A special mention to the testers and thanks for the feedback and bug reports Magejosh Mr Devolver Furious Ramsey R.U.I.N.S Acknowledgements : Many thanks to the various modders and contributors helping us make Vehicle Madness better since Alpha 17, without whom this would not have been possible.. Guppycur - Original creator of VM and all round support on the development path so far. Telric - For some vehicle fixes in blender and his help on the buffs system .. HaidrGna - Spawning system code and general support on development. Mumpfy - 'The Texture Guru' for texture reworks for the MotoGuppy bike , NPC Mod van and the Ragsy n Tiger Van (plus his original texture work on A17 version). Random Person - Texture work on the original VM in A17 bdubyah - Donating the first wrecked vehicle pack for beta 1.1 thats still part of VM today and his support. DUST2DEATH - Support feedback and original Development of VM in A17 with Guppycur and the original team . Also thanks to valdifer for the Spanish Translations for Vehicle Madness Beta 1.1 , feel free to take the current localizations and add more languages. Others who have been involved of whom i may have forgotten , and rest of the 'Crew' on Guppy's Modding Discord for the support along the way. More to come..... New tire fitting station and car lift system . A Dedicated POI for Automotive Repairs Work on localisation updates. Add tracked vehicles into the mix ... and a few novelty vehicles. ***** Note: You are not allowed to extract and alter any of the assets in this mod in any way without first gaining permission , these assets must not be used in any venture that attempts to make money out of modding **** Vehicle Madness Continues A20 Download link ***** Please Note : This is an Overhaul mod in modlet form and is required on both Client and Server as with other mods that add new assets. ******* Overhaul Modders can use this modlet overhaul as a recommended add-on if you wish but leaving the core files of vehicle madness intact. A brand new game save is required as the mod overhaul adds a lot of new blocks in the game and changes existing ones too !! Failing to start a new save game will break your existing save so be warned up front !!! Changelog Beta 2.0 : 1. Added a lot more New Vehicles into the mix ..bringing the total to 58 for ultimate variety. 2. More wreck variations 80+. 3. Added 30 + Repairable Vehicles that you can repair on roadside with special kits, dont forget to take some fuel with you . 4. 20+ custom vehicles that may or may not spawn in the world with the luck of RWG. 5. Crafting these new vehicles is still an option at the VM Workbench for those harder to find vehicles. 6. New Vehicle Sounds applied for all vehicles. 7. Loot overhaul inline with A20 system ( as usual feedback much appreciated on this area). 8. Our own particle systems for exhausts and vehicle damage. 9. Reviewed and updated storage sizes and vehicle speeds 10. Apocaliptic Style textures for the rustic used look 11. Recipe changes for crafting to help with vanilla engine shortages in the original version . 12. Added more deco stuff to collect on roads .. 13. More wrecks in world specifically on the country roads and reduced loot to balance out the numbers . 14. Support for vehicle mods on all vehicles except the cosmetic option as these vehicles are all custom made textures. Some vehicles have seating mods but not all (example Military Truck has 8 fixed) 15. Numerous of the the original vehicles have had brake lights added and some addition headlights where needed. 16. Added a few decorative advertising boards to world ..these can be harvested . 17. Vanilla Vehicles now require the VM Vehicle WorkBench to build them except the minibike and bicycle. 18. Revisited the vehicle damage scales on blocks ... Targeted individual blocks now and adjusted some down and some more added ... (like for instance vehicles ran into and stopped dead on mailboxes and cactus and so on.. vehicles will not destroy any wood on bridges anymore This system is going to be replaced with vehicles that have individual profiles at some point). 19. Adjusted all vehicles to have lower degredation so when you hit 25% damage level particles are triggered ..so be careful and try not too crash too much 20. Reworked vehicle physics in-line with vanilla settings. 21. Making gas is more expensive and requires more oil shale to craft your own gas. 22. Some vehicles will attach parts/vehicles from player inventory when you get in them , Bicycle - Motorcycle - engines ect ect .... these are only on the 'Pickup style vehicles or open trucks but not all and is still WIP. 23. Added recipes to make the 'repair kit' parts on a workbench if you dont find enough of them in the loot. 24. Changed some stack sizes to help with looting vehicle parts if you do not wish to use the bigger back pack modlets. Changelog Beta 1.1 : 1. Added various new wrecks created by bdubyah for the ultimate salvage variation ( There is only 1 vanilla sedan in chain as required by some POI's and all others are now custom). 2. Tweaked some vehicle speeds and camera positions and some storage on the big vehicles 3. Increased amount of wrecks on roads and in biomes to provide more resources. 4. Experimental block damage changes 5. Added Quad to world spawns and reduced spawns very slightly (feedback on this will be required as catering for server vs single player). 6. Added compressor to EMS and Military loot options , increased probabilities in automotive and rare automotive loot as were too rare before. 7. Removed damaged motorcyle part2 from spawn ( will add more motorcycle variant wrecks at some point) Have fun 🙃 The Vehicle Madness Team !!!
    3 points
  26. Some people approach their problems systematically, logically, rationally. I've never claimed I was one of those. So after a little over 30 minutes of trying to find enough to trigger the yellow dots to help me find the rest, I did was any other logical person would do. "killall". When that didn't work, well, unusual problems need innovative solutions. Or a bigger hammer. Guess which one I went for? If you guessed, "100 sticks of dynamite", you were probably correct: Note top right hand corner and compass. Still no yellow dots. Anyone watched this movie? (Spoiler alert - They destroy the house trying to get the mouse). Then I remembered I never cleared the sewers under it... Ah well.
    3 points
  27. No, the pathing system looks at the health of pairs of blocks to determine path cost. We have lots of blocks with different health values. SI is based on distance not health and there is a block glue value for collapse calc. Yes, the old pathing favored doors, which made sense, so I added that to the current system.
    3 points
  28. I was just watching that as you replied, very good video! Stright to the point and no fluffing around, good job!
    3 points
  29. I'll admit that it's been a couple of years since the last data pull, but in every one done previously, PvP only made up 3-5% of the player base. A lot of people just play group co-op. Dedicated servers aren't the only source. We've even had a few public polls, and in those we saw the same results.
    3 points
  30. Yes no problem We left in vanilla items and bdubs stuff should work with Vehicle Madness as he adds his parts into the loot system .... just build his on a vanilla workbench . Harrys Mods I am not sure about as never tried them with Vehicle Madness .. Ragsy !!
    3 points
  31. You can use the modlet overhaul on a server .... but as with all mods that add new assets you have to have the modlet on the client as well . If you are doing peer to peer with other players they also will need the modlet installing . In A20.1 Experimental Vehicle Madness does work but you may find the vanilla loot seems to be way too much ... from my small check on A20.1 , but it is experimental so its up to you. regards Ragsy
    3 points
  32. I don't recommend that you play experimental versions. You don't appear to have the temperament for it nor the understanding of their purpose. If you simply download experimental versions to play as a 7 Days hipster you are always going to be disappointed. If you wish to actually help, then an attitude-free report submitted in legible format in the bug report forum is the way to go. You posting in general discussions with a click bait title and incredulity dripping from your text that TFP could ever think it smart to implement something is really going about this the wrong way. If it updates with the intention of finding flaws and issues and reporting them and everyone who joins that server is helping to do that then it is very much appreciated but yeah, if someone loads up the experimental the day it drops cuz..."We only play the newest version, yo!" and expects to be able to have a flawless experience-- this person is the one killing his PvP community. Honestly, if I was running a PvP server and wasn't interested in testing and reporting-- just playing for entertainment-- I would stay on A19.6 until A20.6 goes stable since that version will be the absolute best and most stable version of Alpha 20. Going from final decimal of a version to final decimal of a version will always result in the least disruption. But the lure of playing new stuff that everyone else is playing is tough to resist.
    3 points
  33. A20.1 EXP I am feeling that so much is to easily obtainable either from one POI or the merchant(specially now one is in every city - do we need so many ?). The enthesis for exploration is mainly for ingredients and they shouldn't be so easily found so quickly else the process of progression becomes unchallenging and the game stagnates very quickly, after all this game is a survival is it not ? I found the absence and scarceness of Acid for instance in the last build was neat, but I noticed you gone and upped the chance and low and behold first new game and POI I find ACID and the merchant is also selling it. I mean at this rate you may as well just unload all the items needed for everything at the first car we come across and get it over with.
    3 points
  34. Maintenance Station is where you repair things cheaper, it's a new workbench.
    3 points
  35. Yeah, but do you WANT Clippy to pop up with a "It looks like you are building a base. Would you like help with that?"
    3 points
  36. Yeah you can eliminate oldtown and countrytown if you wish but I like to keep them pretty low instead for variety 😆
    3 points
  37. Removed, didn't read context 🤣where's my coffee...
    3 points
  38. My experience is that a sleeping softbody will awaken a rigidbody if it gets too close and that often results in a collision. You are a better person than me.
    3 points
  39. No thank you, I'm currently enjoying my life as a house-husband raising my sprog. The hours are terrible but at least I only have to deal with one boss 🙂
    3 points
  40. In my experience playing Alpha 20, they all have in common that they act decidedly like Matrix Buggy Software Entities very often that need to be deleted They have behaviour that clearly is not intended, and unrelated to being dumb or smart. For instance: 1) Charging the player, gets stuck on a tree (or a 1 wide block) and instead of moving aside, just beats on it. Even with the player moving to stand watching right next to it. 2) Rushing towards the player. Then running away from the player. Then running perpendicular to the player. Then again towards the player. This can repeat making for a super jerky and buggy path. 3) Running towards the player. Player moves a few blocks. Zombie arrives at player position and stops, then starts leisurely walking (having obviously lost track of the player in the span of 5 seconds, despite no obstructions, daylight, etc). 4) Player jumps. Zombies run off to beat on a random tree or pillar, as for a moment the player is now not in the exact spot it was, being 1 meter up in the air. There seems to be something seriously wrong with the pathing, OR the zombie AI is hitting a lot of unintended decision tree branches struggling to adapt in a reasonable fashion. While we had some of this in Alpha 19, it's almost comical with how this makes zombies act decidedly non-zombie like. A "dumb" zombie I can understand trying to break through rather than path a convoluted path. This is not what is happening
    3 points
  41. 2022.01.16 - 2.5.38 Experimental is out: - Added Russian localization by KelThuZer - Added Chinese localization by ourbed - Added Window Store Pane variant to Bulletproof Metal Window block - Changed Lucky Looter perk scavenge time bonus from 5% to 8% per level - Changed Looting Action Skill scavenge time bonus per level from 0.5% to 0.4% - Updated localization for perkLuckyLooter entries - Updated resourceBulletTip, resourceBulletTipDesc localization - Updated resourceBulletCasing, resourceBulletCasingDesc localization - Updated some UI elements to avoid localization go beyond the UI bounds - Cleaned up localization of currently not used entries - Fixed salvaging Minibike sometimes giving bicycle wheel - Fixed twitch integration glitch with commands overlaying voting
    3 points
  42. Do you set the CharacterControllers enabled state to false before shifting the origin? The physics engine does not like moving a CharacterController around externally when its active.
    3 points
  43. 👆 👆 👆 So much THIS! I ❤️ what Bdub has done with The Wasteland to give us Fallout (at least 3, NV & 4) fans a great experience. But we don't necessarily think alike on how the game should handle certain things. Real examples - #1 - Bdub uses Khaine's 60 slot backpack in The Wasteland. I (and the folks I play with) like to use a 90 slot backpack. #2 - I like harvestable and lootable zombie, mutant, and raider corpses. Bdubyah? Not so much. #3 - Bdub wants vehicles to use more fuel, and for fuel to be more scarce, whereas I think a 4x4, even with stupid gas consumption rates, should still be able to make multiple trips back and forth across an 8k map before running out of gas. After all 8k is only about 5 miles. Even at a ridiculously low 10 miles per gallon, a 15 gallon (US) gas tank should get you 150 miles of range. That's 30 trips from one edge of the map to the other. Solution? I have made my own mod collection of tweaks and stuff that I call "Xtended Wasteland" (so it loads after The Wasteland does). It makes my game fit more into my idea of a proper 7 Days to Fallout. Now that The Wasteland has been updated for A20, rather than bug him to make changes I'd like, I'm updating Xtended Wasteland to do it. If this 60 year old dinosaur can teach himself how to do XML/Xpath modding, I think most folks can. And I have found that Bdubyah (and most of the rest of the modding community like KhaineGB, Guppycur, magejosh, et al) to have been incredibly helpful at pointing to where I should be looking for errors in my code, with advice on how to make changes and tweaks, and answering questions. If you want to make the effort to do your own edits, I think you will get the same kind of encouragement and support I have received. 👍 🖖 😊
    3 points
  44. STALLIONS MODLETS UPDATES: One Book To Rule Them All - now all books are read and the 2 change to read when you read them. Anti Block Ammo - Fixed books not being read and fixed a few other issues found. Supply Crate - Removed ability for the rates to spawn on the roads Whiperers and Whispererswithlightandreducedstamina - fixed issue with removing set and re adding and zs ignoring you Renamed invisible animal fix to More Animals, removed the extra big animals and made a new modlet called - Animals on Viagra. Animals on Viagra - adds big animals to the game friendly and enemy. Open Door Syndrome (no loot respawn) - bought to A20 Big loot fix on most modlets VALMAR MODLETS UPDATES: Survivor Notes - updated to include all the new stuff including the drone Starter Class System - Added icons to the items missing icons Big loot fix on all modlets
    3 points
  45. Heck, I am just glad they are using the terms cement and concrete correctly..... You got to take your victories, no matter how small they are 😉
    3 points
  46. I don't know man. If you connect the dots......... TFP changes farming where you have to replant each time and may not get seeds back..... TFP removes the farmer zombie from the game..... TFP increases the number of farms in the game....... We see additional farming equipment in the game, like combines...... Therefore, TFP is changing 7D2D to 7D2D: Farming simulator 😁 /s
    3 points
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