Jump to content

Falcon197

Members
  • Posts

    95
  • Joined

  • Last visited

  • Days Won

    2

Falcon197 last won the day on January 20

Falcon197 had the most liked content!

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Falcon197's Achievements

Hunter

Hunter (4/15)

64

Reputation

  1. I second this question and suggestion. More custom blocks is better.
  2. Hopefully not too much of a necro thread post, but the Fort Knox base has evolved into a full modding project and is now live on Nexus for A20 + Undead Legacy. https://www.nexusmods.com/7daystodie/mods/4191?tab=description Plans are in the works to roll out an A21 update soon, which will include a bunch of new and updated models that are themed for the structure and which can also be used in general horde base designs.
  3. See below for screenshots of where to stand to trigger the occlusion bug.
  4. Summary: Jail Doors Occlude at Certain Angles Game Version: A21.2 (b30) OS/Version: Windows 10 CPU Model: Intel Core i9-9900K (16 CPUs @ 3.60GHz) System Memory: 32GB Corsair Vengeance RAM GPU Model and VRAM: NVidia RTX 3080 Ti Screen Resolution: 1920 x 1080 Video Settings: Ultra Game mode: MP host, RWG Did you wipe old saves? Yes Did you start a new game? Yes Did you validate your files? Yes Are you using any mods? No EAC on or off? Off Status: NEW Bug Description: The single jail doors will derender / occlude when the door is open and the player is standing in the doorway looking parallel to the direction of the open door. This only appears to affect the single doors, as the double doors don't have this issue. Detailed steps to reproduce the bug: 1) Load any game and enable Creative Mode 2) Place a single jail door (not a double) of any color 3) Open the door 4) Stand inside the radius of the door's hinge while facing the door, then look off to the side - or just walk through the open doorway while looking straight ahead - as you pass through the side that the door opens to, it will disappear! The door itself should be partially out of view to trigger the bug. Actual result: Occlusion issue with the Unity asset. Expected result: The door should remain visible while partially visible. Link to Pastebin Output Log: https://pastebin.com/951DBUCP
  5. You know, it's funny. I've actually thought about importing the IRL heightmap for Fort Knox into 7 Days and making a realistic recreation of the area with the depository as the focal point with the surrounding towns and stuff. It wouldn't be a bad map design, really. The trouble is all the map makers that can use heightmaps need updating for A21, and even the A20 versions had a lot of bugs. But a community project would be fun if the tools get patched to where we can use them again.
  6. Major update! Coming soon to A21! Enjoy!
  7. I figured. Not looking to steal his thunder, either. I've just been messing with A21 conversions for my current mod load and started off with Izayo's stuff to see how tough it'll be to get other stuff working, since a chunk of what I use is abandonware at this point.
  8. Unfortunately that's one thing I'm still working on fixing. It'll likely require some triage in Unity. Also, to the earlier question about potential imbalances: A21 changed up the loot groups and removed a lot of the tiers for different weapons. In A20, those would keep you from finding a Desert Vulture instead of a Pipe Pistol, for example. Now the loot tiers are pooled together, and the spawn rates are governed in other configs by stuff like looting skill. So there's a small chance that the higher tier weapons in Izayo's mod may appear more frequently than they are supposed to - but I have no easy way to test that. They should, since perk configs didn't change much in A21 and the original mod included a progression.xml enabling perk integrations on all the guns. I'm still learning how to integrate modded guns into the new magazine-based crafting system, so for now I just made it so you can still find schematics in loot that'll unlock the recipes. I'd like to eventually have everything bolted onto the skills. Or I may just leave it as-is since IMO, schematics made more sense.
  9. So for the heck of it, I updated izayo's Vanilla Weapons Expansion pack for A21 and resolved all the XML errors in console, plus some warnings for the ModInfo.xml and a couple other headaches. I also combined the v2 and v3 versions so no manual update is needed there. Due to changes with the base game's loot groups and trader inventory categories, I can't promise that this version is balanced but it does work without errors. Enjoy! https://drive.google.com/file/d/1RUQttHSP9rzisDVgRywuB_NEuemu82SJ/view?usp=sharing
  10. Summary: Jail Doors have broken colliders. Game Version: A21 b313 OS/Version: Windows 10 CPU Model: Intel Core i9-9900K (16 CPUs @ 3.60GHz) System Memory: 32GB Corsair Vengeance RAM GPU Model and VRAM: NVidia RTX 3080 Ti Screen Resolution: 1920 x 1080 Video Settings: Ultra Game mode: MP host, RWG Did you wipe old saves? Yes Did you start a new game? Yes Did you validate your files? Yes Are you using any mods? No EAC on or off? Off Status: NEW Bug Description: In creative mode, placing either a single or double jail door of any color and then destroying it leaves an invisible collider object behind in the voxel. The only way I have successfully cleared the voxel is with dynamite - after blowing up whatever remains invisibly in the voxel, I can place new objects again. Detailed steps to reproduce the bug: 1) With Creative mode enabled, use U to open the creative menu and search 'Jail' 2) Pull and place any type (single/double) or color of Jail Door in the world 3) Using the digger SMG or any other means (except explosives), destroy the door 4) Attempt to place any block or object into the voxel grid previously occupied by the door 5) Notice there is something invisible there blocking new object placement Actual result: The voxel doesn't reopen to accept new objects when the jail door occupying them is destroyed Expected result: You should be able to put something in the voxel after breaking the door by means other than explosives
  11. Summary: The lake near the Our Best Moments log cabin POI that has a dock and bridge over to a shed had lots of grass and chrysanthemums growing underneath the water. Some of the generated grass ignores the water shaders and really stands out. This bug does not occur in every instance of this POI. Game Version: A21 b313 OS/Version: Windows 10 CPU Model: Intel Core i9-9900K (16 CPUs @ 3.60GHz) System Memory: 32GB Corsair Vengeance RAM GPU Model and VRAM: NVidia RTX 3080 Ti Screen Resolution: 1920 x 1080 Video Settings: Ultra Game mode: MP host, RWG Did you wipe old saves? Yes Did you start a new game? Yes Did you validate your files? Yes Are you using any mods? No EAC on or off? Off Status: NEW Bug Description: BPG Shapes Menu Not Working Detailed steps to reproduce the bug: 1) Generate a RWG for a new game 2) Locate a Our Best Moments POI 3) Inspect the lake adjacent to the main log cabin for tons of grass and other stuff growing in it Actual result: Too much grass and other stuff is generating in the lakes for some instances of this particular POI Expected result: This POI should consistently have underwater flora similar to what is seen in larger RWG lakes and rivers
  12. Summary: The shapes menu for framed BPG appears to be bugged. Using the radial menu, I can copy the shape of framed BPG from POIs but when I open the shapes menu there are no options available (and there's nothing input into the search box, or any tabs or favs toggled). Also this is for BPGs used in POIs, not the player-crafted variant (which appears to work fine but I'm wondering if the framed BPGs were intended to be included in the craftable BPG shapes menu). Game Version: A21 b313 OS/Version: Windows 10 CPU Model: Intel Core i9-9900K (16 CPUs @ 3.60GHz) System Memory: 32GB Corsair Vengeance RAM GPU Model and VRAM: NVidia RTX 3080 Ti Screen Resolution: 1920 x 1080 Video Settings: Ultra Game mode: MP host, RWG Did you wipe old saves? Yes Did you start a new game? Yes Did you validate your files? Yes Are you using any mods? No EAC on or off? Off Status: NEW Bug Description: BPG Shapes Menu Not Working Detailed steps to reproduce the bug: 1) With Creative mode enabled, use U to open the creative menu and search 'Bulletproof' 2) Pull and place a Bulletproof - Variable Shape Helper into your toolbar 3) Using the radial menu, open the shapes view on the Bulletproof - Variable Shape Helper object 4) Note that while no shapes appear, the Copy Shape function still works for this block if you copy a placed BPG window on a POI Actual result: The shapes menu isn't showing any block options Expected result: There should be block options, including a lot of what can be seen in the creative menu by searching 'Bulletproof' and toggling Dev Blocks to On.
  13. Title says everything. I found a lake near the Our Best Moments log cabin POI that had a dock and bridge over to a shed that had lots of grass and chrysanthemums growing underneath the water. I've seen this in a few other spots too near lakes and rivers. More of the time the bigger water areas only have a few smaller, sparely placed grass that looks more like seaweed but this was fully populated with lots of flora from the normal ground. This next screencap shows the normal underwater setup. Also, at another Best Moments POI there was a more normal layering of underwater grass but a few instances of one particular grass variant were rendering in a glowing state, unaffected by the water shaders. This is on Ultra settings preset.
  14. So last night I explored one of the drain pipes and had a couple crawlers pop out at me. But they had a weird movement interaction with the water in the bottom of the pipe, where it's like their NPC tried to use a swim animation but ended up floating through the air instead. I'm not sure if this only happens in these pipe areas but it was extremely weird to see and made it impossible to hit them while they were in the pipe, since they would dodge my arrows by trying to "resume" their crawl animation, which would send them prone but then they would pop back up and continue floating forward.
  15. The shapes menu for framed BPG appears to be bugged. Using the radial menu, I can copy the shape of framed BPG from POIs but when I open the shapes menu there are no options available (and there's nothing input into the search box, or any tabs or favs toggled). Also this is for BPGs used in POIs, not the player-crafted variant (which appears to work fine but I'm wondering if the framed BPGs were intended to be included in the craftable BPG shapes menu).
×
×
  • Create New...