Jump to content


  • Content Count

  • Joined

  • Last visited

  • Days Won


Everything posted by n2n1

  1. MOD version UPDATE - CSH_v19.4.01 TEST version for A19.4 stable link here: CSH v19.4.01 TEST (completely incompatible with previous saves and worlds). This is a big patch. Added content, all sorts of improvements, changes, a little redesigned GUI, including: - improved the work of the scalability sliders for large monitors - please note that the woodLogs now do not work as before. They can still be placed on the ground and on top of each other, but they do not cling sideways. They are knocked out by zombies very easily, and require an upgrade to become a s
  2. In fact, i can't tell you anything specific right now, but, look for an example using text="${valuecontent}" in "player_stats_entry", maybe this will give you a new way. (i used it before, but now i don't remember anything...)
  3. Ты заметил что какой то квазимодо обсирает посты которые не нравятся разработчикам? ;)

    1. Survager


      Да, я как-то с одним из таких даже срался в личке ))) Бесполезный тип оказался, не умеющий аргументировать и воспринимать чужие аргументы )

    2. n2n1


      причем, сам он не делает посты никогда.... человек на форуме, если он реагирует на посты всегда ,когда нибудь зачет написать что нибудь ;) а если не пишет - то значит у него есть еще акаунт, я думаю так ;)

      Как только идет неугодная адекватная критика - появляется этот  квазимодо. 

    3. Survager


      Я видел, что ты его отслеживаешь )

  4. I have not seen such things except for UABE. (it seems to have been a very long time ago, but, they only work with very very old Unity) This thread contains only 36 pages - scrolling through it, you may find a lot of interesting information, including the names of other utilities.
  5. There is a trick when you use the bottom block on which another block grows in a millisecond. If your blocks are placed one above the other and do not require rotation this will suit you. Check the block with" GrowOnTop".
  6. I don't remember, but it probably supports it. I think they are not extracted for some other reason. (give me the file and i'll just check it out).
  7. Fightings in the firestation:
  8. Thank You! Now i fixed it.
  9. The replacement of the mesh was made by me earlier, but the result did not meet expectations - this is due to many problems that i described. But, please note - that the main topic now is that the UABE databases are outdated!
  10. I would like to translate the mod into Japanese... But i can't do it myself. If you want to help, please contact me. (The primary language of the mod - is Russian)
  11. this is better... i didn't like "glowing speederman" Now i like three new models. Stripper, dog, and burnt. Gaser/gazer ... or whatever his name is - it looks bad. The old "guy in the Hawaiian shirt" is nicer. Why do these screenshots appear on the forum after the "social networks"? The developers do not consider the forum to be the main platform anymore?
  12. I do not know of any other utility (from modern) that can edit assets. A many years ago there may have been more, but they are outdated and do not work with a version of Unity older than 5 or even 4...
  13. AssetStudio GUI. It is a good viewer, but it can't replace UABE.
  14. I confirm that i can't open this file via UABE either. Probably, the reason is outdated UABE databases. Because other utilities open it successfully (but they don't have the ability to edit it).
  15. A look at the past.... A16 in 2021 : (Mod CSH gameplay for A16 !!!) What do the A16's capabilities look like in 2021? The past versus the modern
  16. Thank! The ores are present underground - i haven't touched them since A16, but the showing of textures (new ores and soils) - doesn't work. Only standard ores are visible. In my opinion - mining is now bad both in mod and in vanilla. But, its very good in the A16 version of the mod. I am waiting for the developers to fix this problem - i can hardly do anything about it myself. I don't know much about network technology. But i suspect that for multiplayer - the usual way of creating a server, like vanilla. Mod do not have a separation of the mod versions in
  17. I am very happy that people like the primary/basic features of the mod. But, in addition, most of the work is on details and nuances that are not immediately visible. Therefore, interesting situations are possible even with a long game. I'm just holding back so i don't spoilerize . Yes, You can use the same world(map) again. The main requirement is - to have it generated in the mod. But the maps maybe also be incompatible if you change to a new version of the mod (i report this in changelogs).
  18. 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.
  19. 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 th
  20. 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 fro
  21. 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. **************************************************************
  22. 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.
  23. 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 t
  24. 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-rep
  25. 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.
  • Create New...