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n2n1

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Everything posted by n2n1

  1. Thanks! Okay, i get it. I will use this entry (perhaps temporarily), at least just to show the link for those who want to download it manually.
  2. Hello sphereii! I would like You to check my xml when You have time: https://gitlab.com/n2n1/Classic-Style-Hardcore-MOD/-/blob/master/CSH.xml The fact is that i added another option to download via the ModLauncher - "Adjusted Textures". But I don't fully understand how this will work - i'm not quite sure what instructions in xml i should still change, and whether this is even possible. Will it be loaded into an already loaded mod? Or at least leave just showing the link (without automatic loading). The bottom line is that i have a large resource that replaces the vanilla one to make optional changes. Installing it is optional, it is not necessary so i did not include it in the main mod. I would like those interested to be able to download it separately. Thank You for Utility - it helps people a lot! Even those people who do not know about the official forum know about ModLauncher!
  3. n2n1

    CLASSIC Style HARDCORE

    Hello! I like Your videos! If there are any questions in video itself that i did not answer - write (I am watching through an automatic translator, so i may miss some meaning). Yes, there are waves of walkers - this is normal. It may not even depend on difficulty or progress... They may or may not be. But in the first horde - usually always. About spikes. Maybe You just put them on the ground - but they need to be upgraded to take their form. (Or are you talking about big LogSpikes that are made from logs? - they work as usual) About nails from WoodLogs: Aaahhh.... i didn't take that into account... this will be fixed! Thanks!
  4. n2n1

    CLASSIC Style HARDCORE

    Mostly because i'm not very familiar with C#. Skipping time already available from the dm menu, so it probably won't be a problem. Bug report really speeds up debugging a lot. It is especially needed because it covers aspects of the game that i do not touch during my gameplay. We all play differently. By the way, i will post a separate small hotfix for hanging houses, because the current version is stable enough to play on it normally. And the next one will be incompatible.... most likely. *********************************************************************************************************************************************************** UPD: This hotfix is ONLY needed to ensure better compatibility (hanging houses) with the worlds generated in previous versions (this is not mandatory). If you generate the world on version v19.03.01b - do not download this hotfix! https://yadi.sk/d/sXGBauC-97TxMQ
  5. n2n1

    CLASSIC Style HARDCORE

    Because of this, i would not restart the play. Perhaps you could adjust the offsets for these houses in the generated list of prefabs - but, i don't remember their names... Between patches, i make a lot of small changes that can`t be tracked... for this reason, i never publish detailed changelogs. Sleep is a very difficult mechanic for this game. Many ideas - are only good in the imagination. I have some work ideas, but my knowledge of C#is not enough. And simpler variants - do not make sense now.
  6. n2n1

    CLASSIC Style HARDCORE

    Yes, this one, and 5-7 more houses will hang in the world generated on version v19.03.01a. These hangings are related to the new height of these prefabs in the patch v19.03.01b. The claimed compatibility between these patches, due to my forgetfulness, turned out to be untrue... (temporarily, before entering - put logs under the building so that it does not collapse) PS: By the way, it turned out that the distribution of biomes, in general, was always the same in these versions - regardless of the seed. I can change it...but i don't know whether to do it or not. Because, it's really going to be very unpredictable...
  7. I checked again. Yes, i must admit that the example with RWG was really bad. There were differences. They're small - but they're definitely not the same! I didn't notice them because of the tilt of the map. In addition - i myself deliberately made it so that the differences were not very strong in order not to disrupt the desired balance.... and forgot I'm sorry i misled you about this. I now experimented on this. I'm not sure right now, but it looks like the whole generation is based on the seed alone. Which, however, does not prevent this from getting non-repeating results (when changing the seed, of course). Regarding the embedded stamps - stamps are now used to create relief. It seems that stamps are not used for the distribution of biomes - but, i agree , this is exactly what it looks like.... it's all the same..... there are minor differences on the border. (why statements were made for A19 that biomes are now random - is unclear... this is only purely formal) After turning off the deterrent function, i began to get a variety worlds generated by procedural generation (based on the seed) in a way that - a real random would envy!!! I was wrong - old RWG algorithms based on "seed" (pseudo-random) - work better than random now in the game !
  8. In rwgmixer.xml. I use the very old code (similar the one that was in A16) - it still works. And what you described - was in A17 (static map of biomes). Of course mod, he did it based on the capabilities of the game itself. No third-party utilities and integrations are used. Just take a look at the screenshots i made there.
  9. Right.... Only in our case it turned out that the algorithm designed to solve "imaginary repetitions "generates "real repetitions". I would like the developers to pay attention to this. And what algorithm they will eventually choose-we should not care. And what algorithm they will eventually choose-we should not care.
  10. .... there is no point in having a conversation here - messages are transferred to another branch - the meaning of what was said is lost... it turns out some nonsense... If you(moderators) do it this way, then disallow any messages that are not addressed to developers so that conversations between users do not start at all.
  11. No - it's not. I can change the ratio, size, and shape of biomes for generation - so this is definitely not a presets. What You're talking about - was earlier. But i agree that it doesn't have much to do with loot. I just wanted to show that now there is nothing random, and very frequent recurrence in everything. (of course, there is a mod here, but we are talking about algorithms that lie deeper)
  12. Just by the way: I can give an example, when in a discussion about the distribution of biomes i was shown a map. https://community.7daystodie.com/topic/22253-classic-style-hardcore-mod/?do=findComment&comment=414735 To check (without knowing seed) i generated any two maps.... and one of them - was exactly the same as i was shown.... https://community.7daystodie.com/topic/22253-classic-style-hardcore-mod/?do=findComment&comment=414901 A coincidence? I do not think so. I just want to repeat once again - it doesn't matter how the algorithms work, whether they are a real random or a masked sequence of numbers.... good - this is when her work is not thrown in the eye. And that the player would not pay attention to it. And that the player would not pay attention to it.
  13. n2n1

    CLASSIC Style HARDCORE

    Here is a right attitude to survival, in Japanese: (review/tutorial to the mod)
  14. n2n1

    CLASSIC Style HARDCORE

    MOD version UPDATE - CSH_v19.3.01b this patch compatible with the previous save (v19.3.01a) (well 99%) - it fixes the error that occurs in Wasteland cities and causes the console to open many times - +small changes, tweaks... UPD: This hotfix is ONLY needed to ensure better compatibility (hanging houses) with the worlds generated in previous versions! If you generate the world on version v19. 03. 01 b-do not download this hotfix! https://yadi.sk/d/sXGBauC-97TxMQ
  15. n2n1

    CLASSIC Style HARDCORE

    I found an error that occurs in Wasteland cities and causes the console to open many times in a row. I will post a new version with corrections soon. Don't go near the Wastleand cities yet - it can be dangerous!
  16. Just for info: this error in some of the first patches (A19.0?) was transferred from the category of red to yellow - i.e. when it appeared, it did not open the console and did not stop the zombies. I was very happy and thought that the problem was solved. Now, it opens the console again and has a red color
  17. n2n1

    CLASSIC Style HARDCORE

    It's a sandbox. You can really come up with something interesting for yourself. Trial and error is appropriate here. There is no point in telling the player what to do. Just, some planning under the pressure of circumstances - is necessary. This is the aspect of the game that vanilla has lost.
  18. n2n1

    CLASSIC Style HARDCORE

    ....in journal? No... No way !
  19. n2n1

    CLASSIC Style HARDCORE

    Yes yes, that's how it should be.... "Stone age" in classical terms! In addition, of course, out of habit, no one expects interesting things where they usually do not exist. When you find a city, you will find books. That is, at the initial stage, the primary task is to find a city, this is the main meaning of large maps and biomes. If you feel that this is unnecessarily difficult - then i would advise, nevertheless - to adjust the difficulty of other settings, but not to change the distribution of biomes.
  20. n2n1

    CLASSIC Style HARDCORE

    Well... the case is yours. But in my opinion, if i had such a huge forest biome - i would not need to look for a detour through dangerous wastelands and travel in search of an interesting place, the number of "easy cities " - there also more.... the lack of wasteland is also evident here - wastelands are not useless in this mod. CSH mod about travel too PS: by the way, if the map was edited after the world was generated, the prefab types will not match the corrected places. Unfortunately, i forgot about this when i said that editing may would work... So .... don't know... i'm not sure.... probably - better to change the probability in Biome Mapper Output ...
  21. n2n1

    CLASSIC Style HARDCORE

    Today i made a couple of generations to check version A19.3. The distribution of biomes looks normal (as it was intended). I even got exactly the same picture as you. I don't think this is a coincidence - it just indicates that there is no randomness in the generator Nevertheless, the result is acceptable. Therefore, i recommend using the built-in features of the mod. Because this choice of algorithms is dictated not only by the personal preferences of the author, but also by some technical "nuances" that affect the overall gameplay. Nuance.... nuance... - i love nuance
  22. n2n1

    CLASSIC Style HARDCORE

    Usually artifacts appear at the biome border when colors make a transition (this is normal for the graphics editors, but not for generation) - so you need to check at the border. I will generate a map later to check on the new version (A19.3). So far, i don't have the ability to do this . The error in the prefab with the "wine barrel" has already been fixed and won't appear in the next patch.
  23. n2n1

    CLASSIC Style HARDCORE

    What is shown in the screenshot is normal - this is the ratio intended. I do not recommend changing it. Yes, to prepare for the passage, i do generate a few variant to choose a worthwhile one, unfortunately it takes time, but i think it's worth it if the game is planned for a long time. By the way, the generation algorithms will not give similar results on different sizes. Unfortunately, now it has become impossible to estimate by small worlds as by examples. I can't control the dispersal of localities towns right now - this is not configurable from xml.
  24. n2n1

    CLASSIC Style HARDCORE

    Basically (with a few exceptions), the generation of biomes was always normal. Maybe something has changed in the new version - i haven't checked yet. I will check soon and write here. Changing the biome.png maps is probably possible - it won't cause malfunctions, but I haven't tried it. But changing the terrain and prefab list, or generating cities outside of this mod will make the map inoperable. PS: take into account that the biomes here are huge - this is intentional. But usually the whole set is present. Perhaps you are out of habit looking for small biomes like in vanilla. Or have you seen the biome.png?
  25. n2n1

    CLASSIC Style HARDCORE

    No, the mod is not compatible with anything. You should definitely start a new game with the generation new map. Maps from other mods, other utilities or from vanilla (standart pregens) - do not fit and will not work. The mod has its own algorithms for generating landscape, biomes, settlements, plants ... almost everything. Any "modlets" will also break its work. Please note: if you have 16GB RAM, then the world sizes up to 12k will suit you. If more 16GB RAM- you can use up to 16k.
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