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FramFramson

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Everything posted by FramFramson

  1. An assembly plant is indeed the first thought which comes to mind. You could also do a component plant, in which case you wouldn't need some sort of half-built or empty shell car model for the assembly lines.
  2. If you're an aussie, maybe. If you're Canadian. that would be a lumberjack toque. Or some sort of vehicle-themed T5 (IIRC, there's no T5 Pass n' Gas, but a T5 gas station plaza doesn't exactly feel like the right way to go with this) They did make a refinery. But that's a T3.
  3. Also, you probably want to see what the new player animations will do to your mod and how much work that will be to deal with. No point in releasing something now if you have to do a huge animation update in 4 weeks.
  4. Holy crap this is a huge upgrade! Way better than I expected for city and road generation!
  5. @Laz Man , can I ask how many new T5 POIs we're getting (so far, or roughly)? Just wondering since so much of the late game for now is still tied to T5s, so additional T5s represents an extension of endgame play.
  6. One thing I've noticed is that for one, everything regarding custom maps is very Discord-oriented (which makes finding discussions and keeping references straight a nightmare), with the occasional spray of youtube tutorials, which invariably are mostly-outdated. Over and over threads on here or questions on Reddit or the various Discords asking for help finding something or trying to address a problem because documentation is inconsistent, incomplete, outdated, difficult to find, or plain non-existent. Got a Terragon question? Off you go to the Terragon Discord. Maptoolz? Their Discord. And so on. Is there nothing like a unified repository of documentation anywhere? I mean, updated tutorials or feature descriptions, rather than a shotgun blast of videos which are mostly left to age poorly? Not being able to track anything I research is a nightmare, and you see it in the results too. I don't think it's just a problem I face either - when was the last time you even saw custom maps being uploaded? Even before, there were only a few creators doing this, now no one uploads custom maps to mod sites anymore at all. The hurdle right now for assembling custom maps seems like an enormous barrier to map creators compared to other games with custom mapping. Granted 7D2D has a lot more going on than many other games with custom mapping, but not so much more as to be impossible. We've come a long way in terms of tools which can manipulate the terrain, even if it does require multiple programs and a lot of fussing (editing cities, not so much - too much city editing appears to still be purely manual, which is a chronic problem, but that's another thread), but it seems like so few people know about all the tools or how to use them. Is there really no common reference resource out there for map creation which can actually be edited and kept up to date? Then again, even the game's own vanilla wiki is a disaster several alphas behind. I've had friends come in as new players and often there's nowhere to direct them to read up on game features without even getting into modding. Maybe I'm expecting too much.
  7. The log blocks are another currently-existing block. You can see them in POIs like the log cabin lodges, and they can be found in the normal block menu (I forget where exactly).
  8. Technically you can have frames instead of the blocks, but you have to pick them as a shape.
  9. Another +1 vote for making the demoman a military zombie. Fleshes out the army models giving us more than one soldier and fits him mechanically way better than the current weird swat team biker model anyway.
  10. Yeah, not sure in that case. It could be something funny going on (possibly another mod interaction), but they're rare enough that it could just be really bad luck.
  11. Might be unlucky, but the perk which unlocks better quality goods from traders is Better barter; Daring Adventurer unlocks better quest rewards. I generally see the occasional filter at Better Barter 3. Yeah, with a few extra points in looting or a big multiplayer it can get excessive. Some people like it because they want buckets like they used to want jars - in large quantities, some don't. Might put together an alternate version with lower spawn rates. That said, you can also just edit the lines in the .xml yourself. Just open the loot.xml and delete the lines for dumpsters or wherever else you feel they don't fit. I actually seem to get the majority of my found buckets from sinks though, so you may or may not want to alter the odds for that.
  12. I find that nowadays if the loot crate drops in really deep water, the map marker just vanishes. Not really worth drowning for an airdrop these days anyway.
  13. They might be described as gamerfluid. 😆
  14. Yeah, we have a few kinda-sorta miniature versions of that where's like two barracks buildings, one garage, and a command post, and then we have the more camp-like ones with containers and mobile units. The latter fit the size better, but with one of those whole-tile base sizes (like a lot of T5s use), you might be able to better approximate those big, permanent army bases. More barracks and a training ground, other workshops, etc.
  15. Maybe not immediately, but I'm definitely hoping we get a second T5 military POI, and a large conventional military base or a (national guard?) armoury seem natural.
  16. This might sound kinda brown-nosey, but honestly I do want to say thanks to @Laz Man and the other POI-makers. Looking through the POI browser last night reminded me of how good the verisimilitude is on POIs now, and it's honestly impressive that you guys have made so many business strips and generic town/city buildings and POIs that still have an identity, a recognizable architectural style, while still incorporating a playable layout and interior. That's some really unglamourous work compared to skyscrapers or other splashy or memorable POIs, but they mean everything in terms of making towns and cities in 7D a fully-fleshed out place to play. Also, there's complaints about dungeoneering POIs and I get that too (and often I too just say @%$# it and bash through), but one thing dungeoneering does do is offer a different play sequence for what would otherwise be fairly identical buildings. So don't think nobody notices all that work. It means a lot to the game.
  17. Agree with all these. There are docks in game files as Navezgane-only, so I suspect there just needs to be a way to make them spawn using RWG. Oh is the big junkyard gone? Booooo.
  18. I just like seeing more stuff, so I'll be happy regardless. If I really have to pick one, then another skyscraper is naturally good for fleshing out a busy downtown in a larger city, and it's something modders have trouble doing well because it's a big, intensive job, but other buildings we're missing include: Public Library main branch Concert Hall Museum Elementary school Federal/State Building (could be a skyscraper - nice to have a non-commercial one) Amusement Park (probably not feasible due to needing multiple tiles) University Campus branch location ("AZU Navezgane Campus") T5 military site which is very different from Red Mesa But to be honest, one thing I notice is that RWG tends to have a lot of small towns, so there's a LOT of pressure on small houses and the more modest rural commercial/industrial sites and you run into them early game too. If I really wanted to increase variety, that's what I'd beef up. A couple POIs we haven't seen which fit into that framework could be: Meat-packing plant Industrial bakery Small trucking company location Self-storage Standalone donut shop 1-2 'cemetery' variations on the vacant lot filler (not like the Crypts, just gravestones) Rest stop-style multi- franchise fast food restaurant (the sort where you have one building, but with two+ counters inside). Powersports store Farm equipment store A second small church (IIRC, there's one in the game files, though I never seem to see it). Extra points for one which visibly used to be a different kind of building, like the Pizza Huts-turned-church you see out there. For a standalone wilderness remnant, how about an oil drilling rig?
  19. So here's a question which probably won't get an answer right now, but I'll ask anyway. In the prefab editor, there are a number of very interesting, yet incomplete skyscrapers. A bunch of them, including an absolutely glorious 25-story tall monster under "aaa_skyscrapers" and a rather civic-minded/government-looking one under "skyscraper_05". I know we're getting at least a couple more large buildings in, but might we hope for the completed versions of any of these specific ones in A22/1.0? And is there a plan for that 25-story behemoth? Because hooooolllly sheeeeeeeet.
  20. No, Unity completely backed down and also fired the CEO (which puts him 0 for 2 on his attempts to do things like this at various companies). Underappreciated post, lmao.
  21. lmao, this is perfect. Do it do it. IIRC, significant multithreading improvements are unlikely simply because Unity itself has problems with multithread utilization. It IS a fairly old engine after all.
  22. Fewer Karen and Business zombies, more Janitors and Hard-hats, for mighty zombie proletariat. Oh, that's with fewer sleepers.
  23. fataal or Laz may reply, but my guess is a place you can hotswap entire outfits without doing so piece by piece. This is more important in a game with more specialized outfit sets, and also if they're going to bring in cosmetic skins/mods as another point suggests.
  24. I suppose. It's just I'm used to game devs playing fast and loose with terms like alpha, beta, and live, that I don't put much faith in game versioning. Of course in other sectors there are clearer requirements for versioning software, especially enterprise software, but there's too much salesmanship and too many semi-amateurs in the games sector, and no outside body or customers with fixed expectations. Some players would have been happy to see A16 called 1.0, others like yourself feel it's not done yet, and neither opinion is wrong per se. I just focus on the content and functionality. Does the game work as advertised? How likely are promised future updates? What's the studio's track record, etc. Versioning doesn't reliably correspond with any of that from game studio to game studio, at least not in my experience.
  25. Just getting around to this. I've been putting my mods in a "Mods" folder in the actual Steam directory, with the launcher, .exe, etc. This has worked just fine. When I watched the video it mentioned you're actually supposed to put the "Mods" folder in the appdata (along with the saves, etc.)(nobody told me!), but I guess the old method still worked? Anyway, I'm looking to have multiple installs now for different mod setups, so if I just move the whole Mods folder over to appdata from the game's Steam folder, will it break any existing games? Also, how do I even tell if a mod won't work from the appdata folder? All my mods except one minor one are updated for A21, so I think they're probably fine, but it would be good to know for future reference.
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