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mdf25

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Everything posted by mdf25

  1. What does this mean for POIs built with brick or corrugated metal parts? I've made a few custom ones so do i need to update brick ones to say, cobblestone, and repaint? Or are tbose other materials still being kept? Also does this mean glass is getting all the shapes?
  2. Sounds easy enough to mod in... i'll give it a go But I definitely think vanilla needs more love for INT players.
  3. I find that cloth armor works good enough at T6 to cover most needs and I mainly play melee. You can loot that pretty easily as you level. So until I start seeing Q6 iron armour I have no need to invest anything into armour skills. Then really it depends. I like to do Level 1: Advanced Engineering 1, Miner 69er 1, Sexual Tyrannosaurus 1, Animal Tracker 1 Level 2: Master Chef 1 Level 3: STR 2 Level 4: STR 3 Level 5: Sexual Tyrannosaurus 2 Level 6: Miner 69er 2 Level 7: Pummel Pete 1 Level 8: Healing Factor 1 Level 9: Living Off The
  4. The problem also comes wity the overuse of dungeon style POIs. In A16 the skyscrapers were the only dungeon ones whereas other POIs were meant to be broken into and not all had guaranteed loot crates at the end. I think what needs to happen to help bring back the fun factor, is to have non-dungeon versions of all the dungeon POIs apart from skyscrapers and factories, then spread it 80% normal 20% dungeon. Normal POIs have no loot crates at the end or maybe 1-2 dotted randomly throughout. No lights to guide, and less sleepers. Dungeons would then have more sleepers but
  5. Are you guys planning to add different walk type animations for zombies? How about attack animations, such as biting attacks in addition to their swinging attack? Could make getting an infection more plausible from a bite and would feel immersive seeing zeds try to bite you. Will ragdoll effects applied to your character keep the camera in 1st person in future alphas rather than revert it to 3rd person? Also will players be subject to falling over when trying to hop over fences like zombies? Will the punching buff that knocks zombies' teeth out be shown to do it in a fu
  6. Have you got a roadmap of which zeds are being worked on?
  7. I think fataal mentioned that a fix regarding the insane reach in SP and MP which was to do with animation and hits registering not syncing up quite right. So that should be better in A19.
  8. Technically 5 biomes are axed, since caves, hub cities, water and other forest variant were also biomes too I miss the plains though and hub cities. My take on your progression is that whilst I can see that as very much closer to a realistic way of survival, (in fact I like that it could even be made into a Backstreet Boys Reunion Tour) I could see that the early dogs and ferals could be a turn off for those just trying to learn the ropes unless they are nerfed in early days on HP and damage. The problem with having bandits in forested areas and assuming bandits have l
  9. Whilst I think it does make sense from a realism standpoint, we have to remember that 7 Days is a survival game but not a complete simulation experience. So it would make sense that the biomes and what is found within them are staged in such a way to create player progression rather than to follow something more logical. You could argue that the bombs dropped in the waste areas were not high explosive nukes, but say toxin bombs with some top secret new toxin tested by government capable of causing mutation - thus killing and mutating creatures and plants, but damaging buildings les
  10. Steam name: MaxFox_Gaming / metal_max_90 https://steamcommunity.com/id/metal_max_90 Hours played: About 6500 Started on Alpha 13.2 Discord: @Max Fox Gaming#0401 Native Language: English
  11. I think it's still possible to have non random elements whilst still being random. Example: Every ranger station is the same as every other ranger station - but it still is random loot inside each onecwhich makes it feel more random. So a map having a hub city albeit different layouts and even location in the world is not too far fetched to still be considered random. It worked up to A15 and I think the main reason it was cut wasn't due to it not being fun or interesting, but because A16 introduced socket POI placement which likely screwed up the hub city code. Maybe allowing town genera
  12. Are there any plans to bring back hub cities? I really miss big cities being dangerous late game areas and perjaps it could be a cool spot for bandit camps. Amazing loot but high risks.
  13. I use DXTory. Never let me down I also record modding tutorials with OBS which is free and IMO better than bandicam.
  14. Same with hub cities. That's what made Starvation A15 so good, the hub became midgame as you had to prepare for it due to radiation risk and the rad zone provided a good endgame goal.
  15. Powered workstations for me. I liked the need to have a power network to progress Also, the 'changer' blocks that would take materials and transform them over time. Being able to explore rad zone as an endgame.
  16. mdf25

    DMT Modding Tool

    In A18.2 it seems they merged Localization.txt and Localization - Quest.txt together. DMT will fail when applying the localization patch for the first time with 18.2 as it is now missing this file in the Config. I've just added a dummy file to fix this for now but wanted to let you guys know
  17. Greetings! Whilst this is not a 'balance' thing per se I wasn't sure where to post this. It's to do with modding support so please disregard or move elsewhere if there is a better section to put this in. When creating a modlet that uses a rwgmixer.xml file, there is a problem when creating a new world. In essence, the world generation is done BEFORE the rwgmixer is applied to it from modlets. so any changes made via modlet are null and void and you would have to alter the vanilla rwgmixer instead. Not sure if this has been fixed for stable build as I tested this a week or so ago.
  18. mdf25

    Bomber Zombie

    In A18 I don't believe it works right - zombies seem to not trigger buffs on Action1 use until you actually hit them. Very odd.
  19. Awesome Can you make it attach to entities too? Would love to stuff it down the pants of a cop and bugger off quick How's THIS for exploding on death
  20. If you feel like any modlets could benefit the pack, let me know Feel free to add and remove mods as you see fit from the pack, could be interesting to see what happens. Could be the 'Dead Rising: Gup Edition' modpack Just tested in DR1.1 and it seems great so far - they will be live in the pack for everyone in about... 1 minute
  21. You're welcome Glad to help This mod is now incorporated into Dead Rising I will be testing and releasing shortly but here's what I did: - All recipes set to tags='learnable' so they can be unlocked rather than known right away - Added schematic for all 5 traps to unlock the recipes. Once I've tested that I'll put it live and announce in new version 1.1.0
  22. Just had a dig in the XMLs - I have a suggestion for a compatibility issue the items.xml could cause with other mods In your claw hammer entry you delete the entire Action1 class and re-add it again with 2 new attributes for repairing. But, if another mod also adds their attributes you may end up overwriting them if your mod loads after another one. So, instead, swap the whole XML in the file for this: <append xpath="/items/item[@name='meleeToolClawHammer']/property[@class='Action1']/property[@name='Allowed_upgrade_items']/@value">,resourceAcid,thrownAmmoMolotovCocktail</a
  23. Greetings Can I add this (with some alterations) to the Dead Rising modpack? This looks awesome and would love to be able to showcase it in more places
  24. This looks awesome! I would love to include this as an optional extra in FennecMod, if you are happy for other mod creators to incorporate your mod into theirs once released Is this using any SDX stuff or are you purely doing texture and DLL edits for the new assets in Extended?
  25. Send some output log and I maybe be able to help
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