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JaxTeller718

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Everything posted by JaxTeller718

  1. You can count me in on that too. Finally got a chance to give these a look and they are fantastic but indeed on the first spawn my screen locked up for a few seconds, probably 5 or more. Never had any freezes with UMA once i did the texture trick so Im assuming its probably the initial load up of the asset file. Also I have a potato, like the king of potatoes lol. But considering I modded RH on it including the custom zeds I made with no freezes like that I just wanted to mention it just in case other do report it. Running my game with no reflections, half texture quality and lowest UMA.
  2. A quick question about how this works. First of all fantastic job and thank you for getting this to work. As Im using my weapons I noticed its giving me a text that I levelled. When i go into the perks screen, it shows in green that i have levelled 25/100 for blunt weapons. But the only one unlocked is the first one. The rest have green padlocks. Do I also need to purchase the skill to get the bonuses or are the bonuses already added, and buying it does nothing. Thank you again for such an awesome mod, and I look forwArd to seeing how you expand on it.
  3. <append xpath="/progression/perks/perk[@name='perkAdvancedEngineering']/effect_group/passive_effect[@level='2,5']/@tags">,industrialLight01_player,industrialLight02_player,porchLight04Brass_player,ceilingLight07_player,ceilingLight02_player,ceilingLight02Brass_player,ceilingLight04_player,ceilingLight05_player,ceilingLight05Brass_player,porchLight01_player,porchLight04_player,endTableLampPlayer</append> try that
  4. Yes i can add the lights to any stage of recipetagunlocked in any area you want it. do a search for light or generator or even forge. You can let me know which level you want the lights unlocked at and i will add them to the right levels, and then tag each as learnable for you.
  5. Here you go bud. Feel free to rename it to your name if you like. I made the end table a seperate recipe. Modlet version of this because it deserves it and because a know a specific player on my server was JUST talking about this and missed light options. Great work. I can whip up a progression file if you like. Let me know where you want em locked up at. MoreLights Modlet
  6. I know this may be too much of an ask, but if possible Id love for the trees as they are now to remain in some fashion, even if not active. So far we have been testing Ravenhearst with this pack and not only is performance amazing but the trees are working so well in our favor when it comes to hidden pois and zombies. The atmosphere is amazing. Either way Im a lifetime member of the Dust fan club but had to ask
  7. You are my hero. Thank you for your work on these.
  8. I literally got BETTER performance adding this to my game. I seriously love you.
  9. When Jax says you are in good hands, you are in good hands. Credit to w00kien00kie for figuring all the logistics out, now its up to me to balance it all. Mods will still be VERY important. the plan is for the qualities to give a small bonus in all areas, with mods giving the rest. As you can see from the pic, when you loot you can find any number quality. Here is how it works thus far: - Quality is now 1 - 120 (instead of 1 - 6). 6 colours as usual. - Tools and Weapons (melee, ranged and guns) now have a sliding dmg instead of a fixed dmg for all quality levels. - Quality on crafted items are linked to the int perk as current setup but with slightly reworked levels (perk descriptions not updated yet). -- Level 1 int = 1 quality items -- Level 2 - 3 int = 20 quality items -- Level 4 - 5 int = 40 quality items -- Level 6 - 7 int = 60 quality items -- Level 8 int = 80 quality items -- Level 9 int = 100 quality items -- Level 10 int = 120 quality items - Loot boxes should contain items lvl 1 - 120, percentage chances are standard atm - Trader should have items with lvls 1 - 120, percentage chances are standard atm - Quest rewards should have items with lvls 1 - 120, percentage chances are standard atm - Treasures should have items with lvls 1 - 120, percentage chances are standard atm - Air Drops ... should be working as well
  10. Thank you for the kind comments. I think the biggest thing that makes us so cherished by our community is that we all PLAY the game a lot. Ive done at least 4 plays to day 21 now with shorty and we take notes every single time. Work is in full swing on RH 5. Right now its me porting over the best features from the previous RH. We have some great and talented people this go around. I'm excited for what Makabriel is going to bring to our maps, w00kien00kie is a recent addition but his knowledge is unmatched and he is the one who is rigging up the quality system again for us. Im currently figuring out our perks and progression with the rest of the team, and just recently added gun parts back into the recipes for all guns. It may not be assembly like we knew and loved.... yet but its been nice to not find a box of full guns at my base on day 7. We have already ported over a few models and are working on more too You can see some of them here https://imgur.com/a/rhP1iVF All in all once stable is released I will be sharing way more news and updates.
  11. So this is VERy doable, just a lot of internal work. Credit to one of our dev members w00kien00kie for finding this and working on it. There is hope guys!
  12. Youre amazing man. Inspiring even. Thank you for these. Helps a LOT too in understanding how mods work and are written up.
  13. Running into a slight headache. Anyone know WHY im getting that extra </item> tag at the end of this code? <lootcontainer id="36" count="0,2" size="4,3" sound_open="UseActions/open_suitcase" sound_close="UseActions/close_suitcase" loot_quality_template="baseTemplate"> <item name="drinkJarBoiledWater" count="1" prob="0.15"><!--Attribute "count" replaced by: "JaxTeller718_LessWaterInLoot"--></item> <item group="cannedfood" prob="0.5" /> <item group="junk" /> <item name="meleeToolFlashlight02" prob="0.1" /> <item group="medicine" prob="0.1" /> <item group="weaponsBasicGuns+ammo" prob="0.03" /> <item group="weaponsMelee" prob="0.03" /> <item group="ammo" /> </lootcontainer> here is the xpath im using for that <set xpath="/lootcontainers/lootcontainer[@id='36']/item[@name='drinkJarBoiledWater']/@count">1</set>
  14. I dont know if I found a bug or not but I was messing around with combinations of modlets and Ravenhearst. It seems that if I add a block with a custom asset into the xml, and then add a modlet that also has a custom block it OVERWRITE the Ravenhearst one. For example I have a drying rack in Ravenhearst. I added it to 17 using the old method. I then went to drop my farming modlet in that adds wheat. My drying racks disappeared and became a wheat plant. Mentioning this because for mods like Walkers and Darkness Falls that have complete overhauls this could cause massive issues if players install modlets on top of it and it removes our items. Was this intentional? If it is I think it should be explicitly stated that this is how it works otherwise somewhere along the line someone is going to install something from the Launcher and then try to add modlets and its going to wreck their games.
  15. I do not want to take anything away from this wonderful addition so first let me say thank you for putting the time and effort into making this happen. That said I cant stress enough the importance of the Localization being something we have control over using xpath. Unfortunately I can not use xpath as I wished i could have due to this. So many of my mods include new items and blocks and require descriptions that by having to still do them by hand in the original file, as well as having to instruct people HOW to copy the Localization into their vanilla install negates the use of this for me and some others. Also the issue will arise where someone like myself and others include vanilla Localizations in their modlets, and each will contain DIFFERENT entries that when the user copies into their files will overwrite the other. I know this may not seem like a priority but descriptions and conformity in naming conventions almost require we be able to include our own Localization in mods.
  16. we will definitely be going to look at adding more drivable vehicles in 17 yes, like the cars you now find in the street in RH. Also not making any promises but if i can i MAY be able to drop that FINAL RH Patch for those of you staying in RH for a bit until 17 Stable. I'll have more news on that during the week.
  17. 100 percent yes. We have our work cut out for us because from what I have seen the Pimps did a nice job in increasing difficulty but Ravenhearst will definitely live on in 17. It may be a few months though, learning the new systems and playing it to fully understand and grasp what we have to work with. Number one priority for us is to make sure we provide a properly balanced challenge so research is necessary. We do not want to drag and drop RH into 17, rather we want to reinvent things. I can promise that RH 17 will be the biggest version ever. On top of adapting all the new features to our mod we will ensure as always everything remains based in realism and we will always ensure that no matter what our fans get a true challenge to their gameplay. After speaking to some players in Grumbuls stream the general feeling is that we need to ramp up the difficulty to new levels. This will be a challenge because everything needs to make sense of course. But I look forward to it. Ill be sharing more with everyone as go further along in development. Thank you to everyone for making our first year as a mod a success. The support and kind words from everyone has been humbling. Looking forward to your ideas and to what 17 has in store for us!
  18. MAJOR UPDATE I am working on a new patch that WILL REQUIRE A WIPE Since 17 is taking longer than we thought, work has begun on a new patch that will be v4.4. It will see the removal and modification of some systems that aren't working quite well (fishing for example has a new system) and also the addition of several new mods that have been created since 4.3 had released. It will most definitely be worth it for you guys and hopefully give those of you who are bored something to tide you over until 17. More info as it becomes available. No estimate for a release date yet, but work began today and I will keep everyone informed. With SO much changing n 17 I thought I owed it to everyone to give you a full "kitchen sink" finale that you guys will love. Shortly after will see the release of my Proof of Concept for the Romero style mod. This one will have a very different feel from RH and is basically being released because lots of work went into it, and also some systems i created for it just won't be doable in 17 so rather than let it collect dust and never be seen I thought I would share it with everyone.
  19. Maybe this is known and answered, but if I wanted to offer this for my server members, does the server need the these files as well? or is this all client sided.
  20. Unfortunately no as they are not my asset. That is sphereii's and you will have to ask him. I have but no go, he is happy with them. We removed those Terrors because of the sound but a number of people asked for their return as they were missed so i added them back in. For A17 I will be purchasing these assets myself and redoing them with proper sound and headshots so they fit in better with our mod. I am also working on lowering some of the louder sounds in game such as the auger, thunder and wind. Not sure if i am going to release that for a16 though. There's some adjustments that could be made for 4.3.1 but at this point I am unsure of WHAT our plans are. I was going to have a NEW mod for you guys to play with but then a17 was right around the corner, and then it wasn't so i stopped working on it. Now I'm working on it again and Im hearing soon so is it worth it. It's a very tough time to be a modder with a new idea right now. So much uncertainty. Servers are dead, mods are falling off a bit and overall 7 days activity is all but silent. I'd love to get a very early draft of my new mod out to you guys to give you guys SOME reason to keep 7 days alive, but i can also release a hotfix for RH. Or do nothing. Needless to say Im getting antsy to work on SOMETHING. I hate sitting on my hands.
  21. That actually looks pretty decent. Ima sucker for survival and zombie so i will be checking it out! Its so surreal seeing those models in something other than RH since i was staring at them for months lol. Ill definitely pick it up. Yep all those assets are Unity bought, and like Gup said they can appear anywhere in any game. Everyone has been tremendously wonderful this cycle. 17 is going to be major fun to develop RH on. I MAY have a nice little surprise in a week or two to help tide people over if 17 isnt out by then, not RH related but something new
  22. Im literally living next to a campfire in the open woods right now. I cant bring myself to go INSIDE! You are right, this does not look voxel at ALL. Its truly a work of art.
  23. Absolutely stunning. FINALLY had a chance to try this and oh my god its like a whole new game. The hard work shines through. Fantastic job. Look forward to any future updates with anticipation!
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