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Pille

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Posts posted by Pille

  1. 9 hours ago, Gamida said:

     

    When I saw Riamus say there was a new update (0.49.0) on Sunday, the 7th, that is when I downloaded it.

     

    The date added to the name was just for my benefit so I would know which one it was by looking at folder.

     

    I was referring to the year. We have 2024. :)

  2. 57 minutes ago, meganoth said:

    * Essentially this is an issue between Unity and game companies using Unity, not endusers. If anyone doesn't buy a unity game anymore because of this he will hurt the game companies more than Unity. For future games lots of developers might switch to other engines if unity's price policy is too risky or too expensive for them. If they don't change then Unity may be right with their opinion that they didn't charge enough until now.

     

    * Still, the announced policy sounds like their brains were clouded by illegal substances when Unity came up with that plan 😉. Or they knew they would get flak anyway and wanted something to backpedal from so the developers would think they achieved something in the end. Sort of like negotiations are always started with extreme positions so the middle ground everyone agrees to eventually is nearer to the wanted result. 

     

    * If anyone thinks TFP would switch to whatever engine for 7D2D, forget it. No matter how much it costs in licence fees, switching engines would almost surely cost more, and a lot more time. 7D2D will be released with Unity.

    Also they surely have a Unity Pro subscription and will pay less than the .20 cent per installed game.  Statistically most players will have the game installed only once, and even if someone installs the game on virtual machines to harm TFP it would be a drop in an ocean. And Unity can simply add a limit to the maximum installations per user that would have to be payed to make it impossible for an internet mob to perceptibly harm TFP through creating lots of parallel installations.

     

     

    I think this view is rather naive (this is not meant to be offensive!). Neither do we know whether individual users can be reliably distinguished, nor do we know what counts as an installation. So we can't foresee how elaborate it is to generate fake installations and/or users. It all depends on the effectiveness of Unity's countermeasures. The consequences are unforeseeable. 

     

    Users may suffer from this in the form of delayed releases and canceled/disappearing projects. Of course, I'm not talking about 7 Days here.

  3. On 7/22/2023 at 2:00 PM, n2n1 said:

    Are You talking about your old prefab editor?

    Yes, I need to update or rewrite it.

     

    On 7/22/2023 at 2:00 PM, n2n1 said:

    By the way, do you want to change the overall concept of the project?

     

    Not really, I am satisfied with the concept but the code is hard to maintain. Actually, I just need to repair the XML parsing.

     

    On 7/22/2023 at 2:00 PM, n2n1 said:

    And how do You use it now?

    I don't use it at all at the moment. It's not really compatible ATM.

  4. On 9/5/2022 at 8:15 PM, Pille said:

    I'm about 80% done with my other project (in terms of the needed progression for a first release). After that, I wanted to continue with the editor at some point. However, its code is total garbage, on which one should not continue to build. So not sure what to do, rebuild the whole thing or try to improve the existing system. Decisions have to be made... Perhaps the zombie will even rise as Opensource, the lowest form of existence. 😜

     

    Ok, I've to admit that it takes a bit longer than expected but good news is I haven't given up on the project yet. Still two weeks to go until I have some free time. By then, I will make a decision. Either coding this from scratch or fixing the mess.

     

    Maybe someone here knows Qt/C++ and is interested in collaboration?

  5. You might have already read Riamus's post in the other thread but if not I just wanted to let you know that an a21 compatible update has been released a couple of minutes ago. Also, for those who don't have discord, there's a short-term road map for the project:

     

    1-month road map (till end of July)
    * Compatibility with A21 (won't take a month)
    * Improved feedback for incorrect settings (including fixes for crashes due to wrong settings)
    * Bugfixes for rotations and part issue

     

    Obviously, the first item has already been achieved to a significant extent. I admit that this doesn't look super existing but there may be stuff not mentioned in the schedule. 

  6. I'm making decent progress getting Teragon ready for A21 (just started yesterday after a long hiatus). So far, it doesn't seem to be particularly elaborate to make things compatible... 

  7. 11 hours ago, paulj_3 said:

    Nyaaaahh - you are shaking my trust in you Riamus!! 
     

    First number ->   west (-) or east (+), elev,  south (-) or north (+)

    Please -tell me I am wrong!
     

     

    You're right. Proof:


    image.thumb.png.3e6d8e300b4ecacf0049316808da7989.png

     

     

      

    On 4/2/2023 at 8:43 AM, spud42 said:

    @Pille   is there a way for teragon to append something to the end of the world save name if the name already exists? cant remember how many times i started a new world generation and forgot to change the save name... today i overwrote the world i am playing in !! lol

     

    i managed to copy the original before it was completed then renamed both worlds... still playing that world and so far it seems i got away with it.

     

     

    Nope but I could add a corresponding feature.

  8. On 3/26/2023 at 4:12 PM, paulj_3 said:

    Hi Riamus: Just a quick note: I read the updated doc, and immediately got stuck at Add Height Map "EPI:Low"  😵 . . . .   With all due credit to Pille (He's still a God) - his brevity leaves me wondering if we're even talking the same language!  🤒  Could/would you (kindly) apply some of your 'magic' to your document (please 😎 ),  just as you did with 4.1? It helps the learning process immensely. And I can't really expect Bob or Spud to keep supplying me with good maps. . . . . (sigh)

     

    We young people have to be brief, we simply do not have time. 😉

  9. After reading spud42's post I realized that the rotation issue wasn't only affecting the traders but also other prefabs on certain tiles. But it's now fixed in the testing version of Teragon and this fix will be available as soon as I release 0.42.0.

  10. 3 hours ago, Shvonder said:

    Version 41 adds pretty... strange lines and curves to ready heightmap. What could cause this? 🙂

    Image_2023-03-21 1955.39.966.jpg

    I can't tell from the screenshot what you mean but note that Teragon uses not only contour lines to indicate elevation differences, but also shadows based on the local gradient. The later implies that a dark line in the preview does not necessarily mean a large absolute difference in height. Teragon doesn't modify an imported heightmap unless you apply commands after importing it.

  11. On 3/13/2023 at 5:34 PM, edyonline said:

    In a world where you can find a decent axe, you could probably just find enough coal to keep them running.

    I’ll have to try again with sledge. I had a few tries with spear. If I died then I tried again. Then I tried a few cheesy tactics, still seemed impossible.

     

    Have you seen someone else do this, or do you have video?

    Maybe I could make a video (although I tend to be very busy and I am a bit rusty ATM.). 

  12. 5 hours ago, FA_Q2 said:

    If you sink all your points you are getting on that one skill and fire up a zed farm, I can see it.

     

    It does not take much to set up a consistent farm and an amazingly simple cobble structure can let you just sit there and hammer away.

    Only thing that I can see being an issue is food - you will get hungry killing all those zeds.

     

    I doubt that sitting there and wait for zombies would be fast enough. It's done mainly by non-stop clearing of (preferably high-level) POIs. So a little luck is admittedly part of it, since you need a decent world seed / spawn point, and also some decent loot. Getting nerd glasses and stamina mod early is a big advantage. 

    The rest is then

    * focus only on offensive skills (strength, skull crusher and sexual tyrannosaur).

    * wear only armor that doesn't slow you down.

    * do trader quests only occasionally (if you pass by the trader anyway).

    * have a high "headshot" rate

    * don't build a base

    * don't waste much time on sorting loot and deciding what's worth keeping

    * if possible buy things from trader that improve offensive capabilities 

     

     

  13. Using a sledge hammer you can reach 1000+ zombie kills and level 30 (on insane, nightmare running speed day and night, 1h per day, 100% XP, 100% loot) before the first horde night on day 7. I doubt very much that this is even remotely possible with any other melee weapon. So in my eyes, spears are rather mediocre.

  14. I know that Teragon is not in a very satisfactory state. However, I am optimistic that future updates will bring great improvements in all key areas, especially in terms of usability, performance and ways to control the program's output. In the long run, the "Expert Tab" should become almost superfluous for most users, because there will hopefully be corresponding presets for all important use cases. But until then it will take a while, because I can only work on the project occasionally in my little spare time. If I could work on this full time over several years, we would be much further along. 😁

     

    There's a 3-month road maps BTW. (was created 13. Jan.)

    Improvement of town generation

    Improvement and fixing of POI distribution outside towns

    Improvement of road generation including bridges

    Better mod support

     

    The patch nodes of the last few updates indicate that item 1, item 2, and partially item 4 have already been addressed (which does not mean that there are no more improvements to these items). And I will turn to the 3rd item soon...

  15. 53 minutes ago, Shvonder said:

    If i import heightmap and road map (all needed maps i mean), is there a way to make heightmap "follow" road paths with smooth descent or climb in the hills in newly generated map? Which command makes so in usual generation?
     

     

    AFAIK no, but it's an interesting idea. Will probably implement it.

  16. All this social media crap is a waste of life time and that's why I'm striving to drastically reduce my online presence and activities. Apart from that, Teragon's main purpose is not to generate worlds for 7 Days To Die. The fact that it can do that is rather due to a misjudgment on my part. I underestimated the effort needed to make it compatible with the game. If I had had today's knowledge at the beginning of the development, I would not have tried this again.


    But here we are. So much time has already gone into the project. Most of the work to make it compatible is behind me, so it seems reasonable to go the rest of the way (means bugfixing and better mod support) but that's probably another misjudgment. Anyway, no one needs my permission to open a thread here. I myself just don't see any reason for it.

  17. On 11/6/2022 at 2:32 AM, Blackgryphon said:

     

    Really?  It's been what? Over a year? and not even a basic version is out.  By the time he's done, A21 will be out and it won't work.  He'll have to spend another year updating it.

     

    The initial announcement was on January 15, 2022, so it hasn't been a year yet. However, the development began much earlier, on March 15, 2021. But I am still optimistic and assume that the release will be very soon. BTW. A21 shouldn't require any major changes. At least that's what I've heard.

    It's a really complex task and I'm very busy, that's why it takes so long.

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