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Everything posted by n2n1

  1. MOD version UPDATE - CSH_v19.6.02 - the method of taking and disassembling Workstations, loot-containers, and all other - has been changed. - balancing, tweaks and e.t.c (saves and worlds must be compatible with v19.6.01 ... but i'm not sure)
  2. It would be nice to have a warning when trying to put a block on top of a block that has the <propertyname="StabilitySupport" value="false"/> property. Something like... changing the color of the setting frame, for example...
  3. I love this fun madness Ryu&Maのゲーム珍道中:
  4. @Devs We know that you have managed to significantly reduce the generation time of large worlds. But, did you manage to reduce the amount of memory occupied when using this world during the game?
  5. @Kinyajuu Will the method of generation or placement (relative to the surface) in the wilderness area somehow change? (right now, prefabs are spawned on sockets that have a square shape)
  6. MOD version UPDATE - CSH_v19.6.01 - fixed a missing prefab - tweaks, balancing. (this compatible with saves and worlds from v19.6.00) but there is no point in this compatibility, because the previous save is ruined - it is better to start again.
  7. Added a new version texture pack (correct old weapon textures).
  8. Added a pre-generated 14k map.
  9. MOD version UPDATE - CSH_v19.6.00 - many changes, tweaks, balancing, new content, minor gameplay changes (this not compatible with previous saves and worlds). + and if you don't want to waste time on generating and selecting a map, here is a ready - made one: North Kuxeha Mountains_14K_map_for_CSHv19.6.00 New Batolo Valley_14K_map_for_CSHv19.6.00
  10. n2n1

    Translation Tool V2

    Thank You for the duplicate removal feature! I think it works for me the way i need it! I will use this in my next mod release!
  11. n2n1

    Translation Tool V2

    Is the "Remove duplicated keys" button operate for now?
  12. n2n1

    Translation Tool V2

    Why did You make Utility? do You translate by yourself?
  13. n2n1

    Translation Tool V2

    Yes, i understand about it. What do You think - is there an automatic way to remove unnecessary entries? For example: wineBarrel,blocks,Block,,,Wood Barrel,,,,,,,,,,Деревянная бочка,,,, ..... (many lines) wineBarrel,blocks,Block,,,Wine Barrel,,Weinfass,Barril de vino,Fût de vin,Barile di vino//////// The fact is that i often change the names and meaning of what is written. Editing existing records will lead to confusion, so i just create them again - at the beginning of the file. I would like to get rid of the vanilla duplicates (the last line) that are left without doing it manually, because i have a LOT of them . (something like the function of "finding and deleting duplicates")
  14. n2n1

    Translation Tool V2

    Hello Knarox! Thank You for work! I want to ask You how i can solve some problem. I often edit the Localization of my mod and chose the path of simply adding lines to the beginning of "Localization.txt". I need this to make it easier to transfer changes from version to version. Therefore, when i make new entries - there is no problem, but when i add existing lines - they are, of course, duplicated for the game. So far, i don't pay attention to the yellow messages in the console - they don't bother anyone. But in the future, i would like to clean up the file from duplicate lines that are left from vanilla. The localization file is some kind of database format that i do not know. Can You tell me which program uses this type of database, in order to do such cleaning automatically?
  15. In my experience of creating prefabs, the main problem of creating a prefab according to the concept - is the space inside the prefab, the distance between the blocks impose a greater restriction on the practical implementation. They turn out either spacious or beautiful. By the way, this is the problem that manifests itself in modern vanilla prefabs - they are very tight, compared to the old ones....but it looks beautiful.
  16. Yes, this is concept-art what i meant. But, to be honest -this concept art seems useless to me within the framework of 7dtd (this is just my opinion )
  17. Понятно! Очень интересная технология! А крутить вокруг осей можно готовый результат? I see! Very interesting technology! And you can twist the finished result around the axes?
  18. Аааа, вот оно чо .... а я вообще не слыхивал что так можно.... теперь понятно . Как бы то ни было - сделано хорошо и атмосферно! Но все равно, чисто на мой взгляд, такой подход концепт артов совершенно не подходит для 7дтд.... Эт чисто мое мнение. Я тоже занимаюсь много созданием локаций и мне подобный рисунок совсем не помог бы. А вот на отдельные детали/элементы тут много что можно взять. Но ценность их была бы реальной если бы они были отдельными моделями. И вот поэтому я и начал вас расспрашивать. Т.е. я хотел посоветовать Вам создать отдельные блоки - декораций и собрать из них локацию. И тогда это было бы возможно сделать, например, как отдельный мод для ваниллы.... ММ делал эти наброски баз трейдеров еще до А16 или около того. Они были просто рисунками. Прям вот найти их на форуме целенаправленно вряд ли смогу, но бывает попадаются на глаза. Ahhh.... I did not hear at all that this is possible.... now i understand . Whatever it was - it was done well and atmospheric! But still, purely in my opinion, this approach of concept art is absolutely not suitable for 7dtd.... This is purely my opinion. I also do a lot of creating locations and such a drawing would not help me at all. But there is a lot to take for individual parts/elements here. But their value would be real if they were separate models. That's why i started asking you questions. I would like to advise you to create separate blocks of scenery and assemble a location from them. It would be possible to do this as a separate mod for vanilla.... MM made these sketches of traders ' bases even before A16, or so. They were just drawings. I can hardly find them on the forum purposefully, but sometimes they catch my eye.
  19. В других играх со статичным миром - да, все именно так и происходит. Но тут (в 7дтд) это работает по другому. Тут как в конструкторе состои из кирпичиков - и только из них, посредством редактора уровней создаются локации. ММ тоже делал подобные рисунки трейдер станций, но - он делал именно рисунки, а не на основе рендера. Поэтому я и спрашиваю. Хорошо, спрошу напрямую - вы действительно моделите на таком уровне или вы использовали сторонние ассеты? И вы уж извините что так напористо и прямо (не часто вижу что то достойное) In other games with a static world - yes, that's exactly what happens. But here (in 7dtd) it works differently. Here, as in the constructor, consist of bricks - and only from them, through the level editor, locations are created. MM also made similar drawings of the trader stations, but-he did exactly the drawings, and not based on the render. That's why I'm asking.
  20. Понимаю, что это кажется просто ... но... думаю не ошибусь если скажу за всех моддеров (и даже за разработчиков) - что это сложно... (а точнее - возможно, но невыполнимо практически, на приемлимом уровне. Хотя, я бы тоже хотел сделать нечто подобно - в своем моде). Да что значит "рисунок"-то ? Я вижу 3д рендер - значит есть 3д модели, текстуры и прочее сопутствующие вещи... I understand that it seems simple ... but... i think i will not be mistaken if i say for all modders (and even for developers) that it is difficult... (to be more precise, it is possible, but it is impossible to do it at an almost acceptable level. Although, i would also like to do something similar - in my mod). What does "drawing" mean? I see a 3d render - so, there are 3d models, textures and other related things...
  21. ... Ну я Вас тогда вообще не понимаю... Если возможности ее реализовать не будет, (а это имеет смысл только в качестве отдельных декораций(по блокам), что кстати вообще не сложно по сравнению с идеей генерации мира из игры) то.... тогда зачем все это? Ииии так все же... у вас есть 3д модель этой локации, или это только рисунок? .. Well, then i don't understand you at all... If it is not possible to implement it, (and this makes sense only as separate decorations(blocks), which by the way is not difficult at all compared to the idea of generating a world from a game) then.... then why all this? Sooo... do you have a 3d-model of this location, or is it just a paints?
  22. I can't understand only one thing - what does "concept art" mean in your understanding here? In this case, what do you have? is this a modelled location? or a picture that i can't distinguish from the model? The 7dtd world consists of blocks... so why model locations - create separate blocks of scenery from which you can make a location in the ingame editor... or i something understand wrong? Я не могу понять только одно - что значит "концепт арт" в вашем понимании здесь? В данном случае что у вас есть? это смоделированная локация? или такой рисунок который я от модели не могу отличить? Мир 7dtd состоит из блоков... так зачем моделить локации - создавайте отдельные блоки декорации из котороых можно сделать локацию в редакторе... или я чот не так понял?
  23. Is this your model?... It's done good. It's really cool... and about the details and about the Art. About the implementation of the idea of a generated world: - it is probably theoretically possible to launch and generate a world from the game, but it will be difficult even for developers, and you should not even expect this from modders. - do not forget that the world of 7dtd - is voxel. And how will the pier be modeled, completely or a set of separate blocks? Эт твоя модель?... Ничегосе....сделано шикарно. Прям очень круто... и про детализацию и про Арт. Насчет реализации идеи о сгенерированном мире: - запустить и сгенерировать мир из игры наверное теоретически можно, но это будет сложно даже для разработчиков, а подобное ожидать от моддеров даже не стоит. - не забывайте что мир 7dtd воксельный. А пристань как будет смоделирована, полностью или набор отдельных блоков?
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