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Falcon197

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Everything posted by Falcon197

  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).
  16. If looters are grouped with other players who opt to specialize in something other than looting, it benefits the looter to pass along stuff they find that is more useful to the other people. Because assuming the others aren't complete lazy loafs, they can specialize in things like cooking, crafting, or building and all of those lend support back to the looters - if nothing else by saving them the time required to do all of those other things themselves. The critics will gush: "But good solo players can do EVURTHANG! #TimeManagement!!" - but that's only true up to a point. Meanwhile, there are negatives of looters in groups soaking up everything they find, be it skill books, food, weapons, gear, whatever; all of that ultimately applies an opportunity cost to the group's potential. Help your teammates help you. Otherwise why roll in a group to begin with?
  17. No opinion on pets, but LBD absolutely needs to come back to 7 Days. The perk system has been in a weird and unnatural state for the last few alphas with the way things are categorized and gated. There's too much rigidity in how the skill trees are structured to where it's really hard to advance skills in multiple trees without inevitably wasting points on less useful perks. Even if LBD was only applied to physical skills like melee, carry capacity, jumping, etc. - that would make the leveling experience feel much more organic and points could just be used to unlock more of the crafting based perks or efficiencies for that. I know we're on the verge of A21's release, so I'll limit my case on this for now but I've had a big bone to pick on the way perks work; to the point where I'm considering learning how to code in C# just to mod a better solution.
  18. Update: I figured out a solution to this problem and thought I'd share it here. Since my custom materials used Ocb's texture framework, changing the painting.xml config parameter for SwitchUV and GlobalUV from False to True made the paint surface ignore block rotations. Hence, the issue is now corrected!
  19. Really appreciate it Laz! I know the timing's inconvenient but it would make a huge difference for a bigger mod project I'm doing that leverages custom paints. From what I've seen after digging around, there's other modders wrestling with this same question too and no one seems to know how to solve it.
  20. So I'm currently working on implementing some custom painting mats and they work fine in the game, except that painting them on the side of anything other than a regular block leads to the mat being 90 degrees off. Here's an example: Notice the bricks have a normal orientation on the block sitting in the foreground, but painting it on the half blocks in the middle of the screen turns everything sideways. Vanilla textures don't have this issue, as I can paint any of the base brick textures onto the same surface and have everything orient normally, regardless of block rotation. Does anyone know if this is something that needs to be adjusted in the painting.xml parameters or is maybe a C# related thing? I can post examples of my configs and other details, but I'm curious if anyone else has dealt with this or knows more. Any help comes appreciated!
  21. Tell that to every cheeseball base builder who abuses the voxel system and AI pathing to create infinite loops so they can claim they've mastered the game lol. My objective isn't to hinder the blood moon. It's to establish sensible conditions for viable (not impervious) base defense. What's the point of building a base or walls if the "spirit of the game" reserves the right to render all that work useless by spawning zombies to circumvent those defenses? Why not simply get rid of building altogether at that point? I appreciate the thought, but I think you misunderstand where I'm coming at this from. I'm content to have the horde bust down my defenses and kill me - but not by spawning hordes ad hoc inside my walls.
  22. Also agree with this, but I'd challenge the logic on making LCB's totally irrelevant to the horde spawning equation.
  23. One more passing thought I'd add to this on the matter of balancing the size of bases is that if I correctly understood what was mentioned earlier about the distance from players for horde spawns being ~35 blocks - that also creates a chance of imbo spawning inside of bases that only fill a quarter of a max-size LCB if the defenders ever move too far from the portion of the claim occupied from the base. So even building smaller may not matter in the grander scheme of the spawn mechanics. I could envision zombies still popping up inside a base or perimeter wall on setups like this, where the LCB radius is big and placed to cover farms or other stuff outside the base, but even if the radius was 71 and the base size ~40, everyone moving to engage horde spawns in one corner of their base still opens the possibility for spawns to shift behind them and end up inside the wall / base. Really appreciate the consideration though, @Roland!
  24. Fair enough - I get that there's a legitimate dev perspective and grounded reasons for the spawns being setup as they currently are. The concern about the next guy, though, waters down a bit if this issue is treated within the limitations of land claims as they are today. The max radius of 71 blocks would have to be expanded, which isn't what I'm asking for. Let the hypothetical next guy wrestle with that and be told he needs to scale within the maximum. I'm limiting my ask to ensuring that bases built within that established radius don't suffer from buggy spawns on horde night.
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