Jump to content


  • Posts

  • Joined

  • Last visited

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.

    • Like 1
    • Haha 2
    • Confused 1
  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.



    (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:



    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)



  • Create New...