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SavageSaffron

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Everything posted by SavageSaffron

  1. I believe I read somewhere (Twitter/X maybe?) that you post regularly on the Discord channel. Joined that group, not sure if this is a Discord problem or not, but the only channels that pop up are "welcome" and "rules." Are there other channels supposed to be populating in there? In the Darkness Falls group I have an option to "show all channels" but not in yours... want to follow your updates there if possible.
  2. Just about wrapped up a solid Darkness Falls server game and we're all eagerly awaiting completion of this update! Keep up the good work; hope you get to the finish line for A21 soon!
  3. You're running a "fair bit of mods" alongside Wasteland? If so, that is likely the cause of your problems. Wasteland is an overhaul and does not play well with other mods.
  4. Looks like it's an issue with the players save file on the server. Removing a player save from the server's "7dtdsaves\[map name]\[save name]\Players" directory allows them to log back in. I'm guessing a corrupted entry in the .ttp file. The error seems to occur after an in-game error... in our case the player was looting an object, an error occurred and was then unable to interact with any objects at all. Once logged off, he was unable to log back in. If this occurs again, we will attempt restoring the .ttp file backup that is saved.
  5. Any movement on this? We have a dedicated server with 6 people playing and one just got this net connection error and is unable to log back in. He played for a few hours before this occurred.
  6. @bdubyah - thoughts on this update breaking current saves? Wife and I are in the midst of a game (getting crushed repeatedly by radiation, mind you) and don't want to start a new world quite yet...but would like to incorporate the latest update. Adding a variety of weapons to NPC's sounds fun!
  7. Is there any sort of consolidated list of XML properties used in 7DTD? It looks as if TFP started to put one together with the XML.txt file in Configs, but that seems wildly out of date now.
  8. I hadn't considered a camera being a problem. The .fbx did have a "Render Camera" at the bottom of the list and I didn't give it any thought. I'll try removing that from the prefab and see if that could have been the problem with that model. The .obj model did not have any cameras or lighting effects loaded in it.
  9. Hoping someone can help with a Unity problem I'm having. Been messing around trying to learn, downloaded @xyth's A20 Tutorial package, which I have no problem using the premade items and importing them properly into my test mod. I was experimenting with a free melee weapon file I found online (just a generic mace) which I wanted to see about making similar to the baseball bat weapon. The file I imported was a .fbx model, I added some textures to it, aligned it with the same orientation and rough size as the template wooden club. The prefab parent object is set to all defaults. The XML file for the weapon I created works perfectly with the template club (no code changes, just the meshfile). However when I use the mace prefab and equip it, the character view in game is all janky. It's basically rotated like 160 degrees, and at a slight angle (I see the characters arms, gripping the mace on the handle properly, but just all jacked up). The view on equipping is both arms, looking at the character like you're standing in front of him, but just floating arms. Any idea what my problem could be? UPDATE: Apparently the .fbx file was the problem. The model I got also had a .obj file, which I imported to Unity, aligned with the club, and viola...the character in game is holding it properly. I still have absolutely no idea why the file type imported would have an effect on the exported unity3d file, so if anyone can provide some insight, I'd love to know.
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