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cammel

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Posts posted by cammel

  1. 1 hour ago, meganoth said:

     

    I have no problems playing shooters or 7days myself, but watching other people play, especially from the side, can make me motion sick. I think this is more because you never know the direction of movement, whereas you know that when you play yourself.

     

     

    I suffered motion sickness for about 2 1/2 months. It was so bad that even scrolling a page would make me sick. Turned out it was caused by my vitamin C supplement, which was not non-gmo. I can take the non-gmo  supplement without problem.

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  2. How do I find what this means?

     

    Generating heightmap.
    Generating biomes.
    Generating cities.
    Traceback (most recent call last):
      File "crash_log.py", line 19, in handle_crash_log
      File "gui_generation.py", line 27, in generate
      File "ntime.py", line 11, in ntime
      File "world.py", line 1301, in run
      File "world.py", line 265, in generate
      File "world.py", line 540, in init_cities
      File "world.py", line 617, in gen_cities_from_mask
      File "world.py", line 582, in gen_hub_from_label
      File "hub_factory.py", line 32, in gen_random_town
      File "hub_factory.py", line 59, in gen_random_hub
      File "city.py", line 46, in __init__
      File "city.py", line 61, in generate
      File "city.py", line 274, in populate_grid
      File "city.py", line 246, in try_place
    AttributeError: 'NoneType' object has no attribute 'rotate_to_face'

     

  3. 4 minutes ago, sonicdeathmnkey said:

    Just downloaded the latest version and I'm getting the following error message:

     

    Traceback (most recent call last):
      File "city.py", line 221, in random_poi
      File "rrlist.py", line 25, in get_random
    IndexError: list index out of range

    During handling of the above exception, another exception occurred:

    Traceback (most recent call last):
      File "crash_log.py", line 19, in handle_crash_log
      File "gui_generation.py", line 27, in generate
      File "ntime.py", line 11, in ntime
      File "world.py", line 1258, in run
      File "world.py", line 267, in generate
      File "world.py", line 534, in init_cities
      File "world.py", line 629, in gen_cities
      File "hub_factory.py", line 31, in gen_random_city
      File "hub_factory.py", line 62, in gen_random_hub
      File "city.py", line 46, in __init__
      File "city.py", line 61, in generate
      File "city.py", line 265, in populate_grid
      File "city.py", line 232, in random_poi
    Exception: No POIs found for wasteland, city, downtown


    I'm using the compopack 47 list, and I've just validated Steam files.

     

    Did you download the updated prefab list for CP47?

    • Like 1
  4. 6 hours ago, Subquake said:

    @cammel very strange, because if I copy the link in the browser URL bar, it works

    @CamouflageUK that's not normal, make sure BEFORE installing the mod you have A19.5 (b60) version of the game, the mod will not work with any other version.

     

    If I left click it opens a new tab and says server not found. If I right click and select open in new tab the download pops up.  Am using Firefox.

  5. 1 hour ago, xyth said:

    My understanding was no probability means probability = 1

     

     

    Then what would be the purpose of having a probability = "1" setting? If  "0" is no chance and "1" is a 100% percent chance, that indicates that "1" is guaranteed to spawn.

     

    So if you have 4 zeds listed and only one of them has the probability = "1" setting, which one will spawn if you only spawn one?

     

    I am not saying you are wrong, just trying to understand how it works.

  6. 5 hours ago, Dark_Shadow_231 said:

    Hi All,

    To any interested I have modified the entitygroups xml file to incorporate the different probabilities of certain spawns.

    I attach a link to be able to see the modified file, if anyone wishes to use. Just replace the entity groups xml file with this one.

    https://drive.google.com/drive/folders/1MuzKdA_1cgca2_R15Tvc2ufzoHalds1F?usp=sharing

     

    (The new markup works by bucketing the probabilities into 5% groups, so while not exact, it's pretty close.

    i.e. a radiated with a 67% probability becomes a 65% )

    The only problem I can see is it adds a probability of 1  to zombies that don't have any probability. Which means you are always going to get the modded zeds and not vanilla zeds.

     

        <entitygroup name="wanderingHordeStageGS1"><entity name="zombieSkateboarder" /><entity name="zombieFemaleFat" />
          <entity name="zombieFatMamaHDV1" prob="1"><!--Element inserted by: "HD_MumpfySkins1"--></entity>
          <entity name="zombieFatMamaHDV2" prob="1"><!--Element inserted by: "HD_MumpfySkins1"--></entity>
          <entity name="zombieFatMamaHDV3" prob="1"><!--Element inserted by: "HD_MumpfySkins1"--></entity>
          <entity name="zombieFatMamaHDV4" prob="1"><!--Element inserted by: "HD_MumpfySkins1"--></entity>

     

     

  7. 1 hour ago, Pille said:

    @cammel

     

    You mean, you used the adjustLight command in the console of the editor?

    Yes it only happened a couple of times. I figure it was something I did.  Currently all lights are at a default of intensity 3.0 in ingame editor. I would like to change them to all to 2.5, so that they are not washing out the textures around them. With the adjustLight command what setting should I use?

     

    Top pic is 3.0  bottom is 2.5   Notice the difference in color richness on couch and wood wall on the right?  house is  xcostum_House_AF02P(17x16)(by_Nodabba)

    A19.0_2020-07-31_01-11-42.jpg

    A19.0_2020-07-31_01-12-13.jpg

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