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Pille

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Everything posted by Pille

  1. I was referring to the year. We have 2024.
  2. 1. The first official release was Jan 13th, 2023. So you can't have a version from Jan 8th 23. 2. It can update itself, so there's no reason to add a date to its directory name. 😉
  3. My guess is that you have a display bug for some reason. I guess it wants to tell this: "You are not allowed to rename Teragon's main directory.".
  4. 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.
  5. Hope it's ok the post the preview video here (which is actually no longer a preview): Video of Teragon version 0.45.
  6. Yes, I need to update or rewrite it. Not really, I am satisfied with the concept but the code is hard to maintain. Actually, I just need to repair the XML parsing. I don't use it at all at the moment. It's not really compatible ATM.
  7. 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?
  8. 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.
  9. This kind of basic stuff can also be done using Teragon. It even can perform the conversion (PNG <---> RAW) losslessly. However, it is probably a bit more difficult to use.^^
  10. 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...
  11. You're right. Proof: Nope but I could add a corresponding feature.
  12. We young people have to be brief, we simply do not have time. 😉
  13. 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.
  14. @Riamus You could use the command "Create Flat Heightmap".
  15. 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.
  16. Maybe I could make a video (although I tend to be very busy and I am a bit rusty ATM.).
  17. 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
  18. 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.
  19. 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...
  20. AFAIK no, but it's an interesting idea. Will probably implement it.
  21. 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.
  22. 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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