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Everything posted by stample

  1. Glad you like it! I don't use the World Editor, because I've had a rough time using it also. I just added it to my NitroGen prefab list. I'm sure the World Editor is useful if one takes the time to learn it, but since I exclusively use NitroGen these days, I haven't been bothered to do so.
  2. Yes they do exist in creative. They have to exist because they're used in POIs. Like Hugh's trading post, for example. You place them upside down not just to repair easily, but so zombies don't bob up and down while running across them. So you can get them headshots. Plus you could place barbed wire directly on top of it to slow them down, too. Yeah, they were OP. But good, sensible traps. I miss them.
  3. Your trick breaks my immersion. I expect to be able to live off a pond full of water for my whole life, but magically refilling sinks and toilets when no one lives there? Game-breaking!
  4. Its actually broken in favor of the player. Or last I knew it was. It doesn't stop reducing armor when armor is gone; rather it puts their armor to a -%, causing ever increasing damage with each successive shot. I use Ergo, Spike, Flaming, Weighted.
  5. Might be able to do something similar in PvP, but not PvE. No way to build something (in-game) that has spawners.
  6. Thanks, @Gouki, means a lot coming from you
  7. What you're seeing is the imposter that the base map says exists there. It's how you see buildings that are too far away to be rendered without tanking performance. When you get close, it goes away and renders the actual blocks, which is your base. As Jugginator said, its something they are working on.
  8. Random, with a uniform amount per quality tier. <passive_effect name="PhysicalDamageResist" operation="base_add" value="7.25,10.25"/> <passive_effect name="PhysicalDamageResist" operation="base_add" value="0,3.75" tier="1,6"/> Basically its random between 7.25 and 10.25 base, then .75 per QL above 1. Its got much more overlap than weapons' damage ratings. A perfect roll on T1 would only be slightly worse than the worst roll on T6, and exactly match a worst roll on T5.
  9. "Blood Falls", an underground lake and waterfall. Tourist attraction for many kilometers in every direction the interstates run. This is a large-ish prefab, primarily underground, inspired by the many caves in my part of the country, and one particular underground waterfall. Complete with garishly colored lights that curators seem to think "enhance" the natural beauty of cave formations. My first prefab attempt, trying to teach myself proper prefabbing. Many thanks to Genosis (sp?) at NotAGamer Gaming, for his video tutorial series. I'm calling it T4, but might only be a T3 by number of zombies. Good for Clear, Fetch, and Fetch/Clear quests. Best viewed with shadows on, and/or at night. Kinda loses the magic without proper darkness. My computer is pretty potato, so my screenshots will look like rubbish. In an attempt to cater to multiple playstyles, I've tried to put in pros and cons for both Stealth and Run N Gun. Proper, careful stealth may net you some extra loot, while fast and loud will help you avoid certain traps. Known Bugs: There is some wonkiness with the first Spawn Volume. Doesn't always show up, so far only in Clear quests. I have no idea why. I've tried moving the quest starter further back but that didn't fix it. If anyone has any ideas, I'm all ears. The crawler's trap doesn't really... work well. Kinda works? If anyone knows ways to get them to do what they are supposed to, I'd love to hear from you. I'll avoid saying more so I don't spoil it. You'll know when you see it. Trying to make zombies spawn in shallow water results in uneven water surface. Not sure how to avoid that. Maybe they need to float on top and fall in? But I don't have a good way to block LOS in some of the places, so you'd see it happen. For now I'm leaving it with uneven water. Designed in/for A19.x Prefab: https://github.com/stamplesmods/7d2dmodlets/blob/master/prefabs/blood_falls_cave.rar NitroGen prefab entry: blood_falls_cave,USED,3,-34,63,42,63,alone;farm
  10. Liking a lot of the changes, but two things have me worried: Inventory unlocking: Currently you can unlock your entire inventory using double clothing pocket mods and triple armor pocket mods. Going down to only 4 pieces of equipment means we'd like 6-pocket mods or something like it. Or will Pack Mule become required to fully unlock your encumbrance slots? It was mentioned much earlier in this thread that possibly a larger backpack is something on the roadmap in the future. That would only make this even more vital. Temperature management: Are there plans to drastically increase the temperature bonuses of armor/clothing? With half as many, you'd need twice as much on each piece to combat desert/snow temperatures. If you're not going to continue the cowboy hat/skullcap/pressboy hat mods (which gave excellent temp bonuses, its not just about visual effects), how will we possibly have enough temp resistance? I'm worried that a lumberjack-type outfit might be great for snow, but useless in wasteland/burnt/whatever-its-called-next biome, resulting in either constant overheating or foregoing the bonuses. Likewise, would your ranger outfit result in you constantly freezing in the snow biome? I look forward to the increased challenges in the harder biomes, but I hope that challenge doesn't include dealing with stage 2 freeze/heat exhaustion the entire time. Today I can swap my skullcap mod for a cowboy hat mod, and my duster for a poncho, and I'm all set to handle a different biome. That won't be possible now.
  11. stample

    Stamples Modlets

    Probably not, since it will be adding items to the world. It's likely to mess up the order of any other custom items, if anyone is in possession of any when you load it
  12. Sounds like we need to get more replies into this thread so we don't confuse people
  13. Nevermind. I actually hadn't noticed the Invite Friends button before.
  14. I would try adding a direct damage component to the traps. I suspect they don't take dmg if they don't inflict it, directly.
  15. So here's what I've got. Its a bit rough. Could probably use a bit more smoothing. I'll go through what I did to get here, though. I used this image as a base, which I snagged off Wikipedia, of all places. Its still got shading, but it was pretty good. Turn it to B/W first thing. Select water and delete it all, set it nice and dark. I did 45, which was a mistake (more on that later). Next I went around the borders with an eraser at 100% opacity but feathered edges. Reduced brush size for the fiddly bits around harbors and for tracing rivers. That eliminated the white border at the water's edge, which would otherwise have resulted in huge, thin walls. Next, clone stamp at 70% opacity to edit out latitude and longitude lines, as well as the rivers I didn't want to keep. This is the most time-consuming bit of all of it, but at least we didn't have cities and such named here, so it wasn't too bad. Pull from nearby, usually a little on each side, and try to match general terrain features and brush stroke the direction of the features. This disturbs the overall image the least. Apply a Gaussian Blur at 1.6 px to the entire image. Blur any rough edges in delicate areas, like the islands near the coast that were too small to risk with the eraser, and smudge river entrances/exits or rough areas where the eraser didn't get everything. Finally, I started adjusting brightness and contrast until the peaks were about 180, and the shoreline hung around 50-60. Another mistake, but not that big. Start in with dodge tool nad 20% opacity to fix the major mountains. You have what looks like a volcano in the southeast, and a few other prominent peaks, as well as that entire SW mountain range. Lightened up the shadows on the SW sides to match NE sides, which mostly eliminates the weirdness of the cartographers light sourcing. Generated a map, and realized that 45 is not underwater. Check readme, its actually 33. Oops. Adjust brightness down until shoreline area is about 40. Re-render. Check in game, looks pretty good, but because of my earlier mistake, all the peaks are below 165 so there is no snow anywhere on the map. El Salvador has some beautiful peaks, and I want to preserve that. So I adjust the brightness up about 70 points. This puts most of the peaks above 165, but not much else. Highlands are sitting around 160 now. Export that, run a map gen, and save the biomes.png off to the side. Now, we can run the original heightmap again, but swap in the biomes.png and we'll still have snow on the peaks, even though they are quite a bit lower than NitroGen would place it. I'm not happy with the POI spread that I got, and they're pretty turned down, so I'm just going to post the files, and you can run gen as many times as you want until you get a spread you like. Just remember to swap the biomes.png file back in when you put it in the 7d2d folder. Overall, I'm pretty happy with it. Some of the areas are still pretty rough, and it'd probably benefit from a some more smoothing. But if you want rugged terrain up in the mountains, this is definitely that. I'm not happy with the rivers (I never am) because they have to be at sea level, rather than descending from the mountain heights. Also, the POIs tend to generate near them and overwrite sections of them. They make nice canyon paths through the highlands, though. Here are a few images I took of the southern shoreline, near the SE volcano thing, and up in the highlands area of the NW. Here are the settings I was using in NitroGen. You probably want more cities and towns, I just wanted a fast gen time since my computer is a bit potato. ElSalvador.zip
  16. Um, honestly I'm not really good at tutorials, and its very dependent on what editing software you are using. Also, I'm not set up to do recording for YouTube. Personally, I use Photoshop 7.0, which is like 15 yrs old at this point, because its the last version I bought that I can still "own". Most of the features of NitroGen are explained pretty well in either the first post or the readme file included, and I recommend you read that for those. Main post also has links to several tutorials, many of which I used when I started out, so I highly recommend them. But here a few quick things: 1) mask.png is what controls what POIs can/can't be where. Clear is not masked, I use black for masked (nothing spawns in that area), and a single pixel of red is a city seed, while green is a town seed. Yellow is same as clear, but lets you mark your seeds easily. For example, looking at an 8k map, a single red pixel is not visible, so I put a large square around towns, and a large circle around cities. This lets me see what is what quickly when fully zoomed out. 2) To create your mask.png quickly, I copy my import_HM.png, use a magic selection to select all water, and fill it with black, then invert selection and delete to unmask the rest of the world. 3) Biomes are controlled by biomes.png and can only use a few very specific colors. Be sure if you are editing that that you are using a pencil-type tool with no transparency (or I think its called pixel art mode in Kriento). If you get any shading at all, any single pixel outside the 5 predefined colors, it will error on map gen within 7d2d. 4) You don't need a biomes.png when running in NitroGen. It's only used by 7d2d, using the NitroGen output to create the world. In fact, if you have it, NitroGen will overwrite it with its own. So you can do this step last. I recommend you set biomes in NitroGen to "Natural", which will just give you green everywhere. You're going to overwrite it later anyway, but it'll create the base biomes.png that you can then edit. 5) import_HM.png is your main thing here. It needs to be greyscale, and the RGB values will equal the in-game height. You need to use global contrast and brightness so that your lowest point is below sea-level (I use about 40 25 so my seas are kind of deep [Edit: wow, big mistake here, Sea level is 33, oops] ) and you don't have any huge spikes between adjacent pixels, which are what create those huge vertical cliff faces or spires. The blur and smudge tools are your friend here. Photoshop also has a filter called Gaussian Blur, which does a great job of smoothing stuff out quickly. For removing words/roads/labels, I rely heavily on cloning stamp at around 50-70% flow. The trick to removing them effectively is to sample from several areas around it and overlapping those samples, so you're randomizing pixel changes over recognizable things like letters without drastically altering the overall height in that area. This is best when words overlap terrain features like hills/ravines that would be recognizably edited if you weren't careful. Blur afterwards to smooth them out further, and smudge to repair canyons/crevices. Look at pictures below around Mt. Kosciuszo to see what I mean. 6) Remember that unless you have extremely recognizable features, no one is going to know the difference, so feel free to take liberties with terrain features. Trying to preserve, for example, the actual peaks of a given mountain range would be all but impossible, and no one would notice or appreciate it even if you did. You might make sure the tallest mountain is where Everest lies, but no one would make sure that the 2nd and 3rd highest are proportionally accurate in comparison. So have fun, and don't sweat altering terrain to get done. 7) When testing your terrain gen, use all desert for biome, and turn off all POIs. This will make map gen very fast, and desert is the easiest biome to see the terrain in, since it has only small scrubby trees to get in the way. Load it up in 7d2d, turn on god mode, and fly around to see how its looking. Also, in cheat mode (dm in console) you can shift-right-click on the map to teleport straight there (i used to type in coordinates before I figured this out, ugh!), and the lightswitch in the upper right of the map will toggle through things like "see entire map" and "see biomes" etc. Helps you orient quickly if you're trying to find a specific area of your map to critique. Ex. Below is a small corner of my last map, which was Australia. The first is part of my source image, and the 2nd is from the final import_HM.png in the same area. In-game, these are all rolling hills, since the scale is obviously way off of real world. Also, I put a massive bomb crater just north of Melbourne. Third is from the mask. You (might) see that I seed 3 cities and 3 towns around the crater, which itself is masked out so there are no POIs in it. The yellow squares and circles are a little hard to differentiate at this scale. End result is that you get a massive single-city-like area with a bomb crater in the center. Finally, the last is a screenshot that shows what it looks like in-game, from the top of a Dishong Tower.
  17. Hi all! Starting to get into POI creation, finally, and came up with a question I think I need to throw to the experts. Is it possible to use any type of trigger in a POI to turn on/off POI (non-electricity-using) lights when the player enters a given area?
  18. Yeah you can eliminate that by seeding the cities/towns directly. That's what I normally do. I made myself a lil chart of how many cities/towns you get for a given size map for each setting, and then seed exactly that many. So for instance, I did the Big Island of Hawaii, and put a city on each of the major RL cities. Alternatively, you can use the mask to mask out the water, and prevent it from seeding towns/cities out there while still allowing for random placement on the land. Those massive hills you're seeing are why you'd reduce contrast, gives a flatter overall map, and no death-drops off the sides of mountains.
  19. @Chrnosdark Some warning on what you are trying to do. The map you have there will do bad things, because of the light shading applied to the rougher areas. What you really need is a true topological map that doesn't put those obnoxious shadows in for human readability. It can be difficult to find. Otherwise, you'll need to heavily edit the picture for it to be right, which can take a lot of time. Ideally, you want a grayscale image where dark is lower elevation and white is higher. Expect to have to hand-edit to get that, though. Once you're there, you'll need to adjust global contrast and brightness so that most of your elevations are between 50 and 120 (meaning RGB value of 50,50,50 and 120,120,120) with emphasis on the lower end. so that cities can spawn in the most places possible. Somewhere early in this thread is a note about the max height a city will spawn in, due to height of skyscrapers needing to be below the top of the world. I've done a few of these now, and happy to help you out, but I don't recognize that country from the image. Is it El Salvador?
  20. Ah, gotcha. Here, this does it. <configs> <set xpath="/recipes/recipe[@name='farmPlotBlockPlayer']/effect_group/passive_effect/@level">1,2,3,4,5</set> <set xpath="/recipes/recipe[@name='farmPlotBlockPlayer']/effect_group/passive_effect/@value">-.3,-.5,-.5,-.7,-.9</set> </configs> Edit: Ha, beat me by a minute! Your way works too, but if they change the recipe, yours will overwrite it. The above is more selective and less prone to breakage. Certainly either way works, though.
  21. That's supposed to be correct, but it does still happen. I typically stay crouched on BM night for the additional accuracy, and I occasionally get stealth bonus. It's rare, never more than 1 or 2 / night, and frequently none at all. But it happens.
  22. Not really possible given how quests work, at least from a "mod the quest" standpoint. Each POI is tagged as a certain tier, and when a quest chooses a POI, its based upon the tier of the quest. Its possible to get around by having sub-quests, but things like quantity of zombies are based on the POI, not the quest, and what mobs spawn is primarily based on your gamestage. If you could get T5 quests at level 5, they'd be all normals in nearly every case. You could fake it by copying the POI, and making the copy T5 instead of T4, and bump up the zombies in each spawn volume, as well as adjusting what loot boxes exist. You'd then have to re-gen your world, and hope you got some T4s and some T5s of that given POI. Nothing guaranteed, though.
  23. Without knowing what you tried, its hard to say what you did wrong. I would expect this entry to work to reduce by 70% and 90% for levels 4 and 5. <passive_effect name="CraftingIngredientCount" level="1,2,3,4,5" operation="perc_add" value="-.3,-.5,-.5,-.7,-.9" tags="foodRottingFlesh,resourcePotassiumNitratePowder,resourceClayLump"/> You'll need to update both the value attribute's values and the level attribute's value, so 2 xpath statements. When you get stuck on xpath, I recommend hard-coding your changes directly into the config xml, rather than a mod with xpath statements. Then you can separate if its what you're doing, vs the xpath statements themselves being wrong.
  24. I think a couple variants of the T5 POIs would be enough. Certainly not every POI. I'd also like to see some "no path" POIs that aren't a rat-in-a-maze type. They work well for the large POIs with clears (and I get why we need it on the large ones), but there are no POIs that are not suited for clears, and only for Fetch. I finally went into a Red Mesa, and was dismayed to find it was the old missile silo, revamped to have a "path". I loved that POI before, because it was large, confusing, and had several ways in and out. Plus, the loot was spread out, including a good cache in the secret room/hallway. It was a fantastic POI, and I feel like the 1-path version ruins the immersiveness of it. I think it would have been a great POI that was tagged for Fetch only, and you had a choice of ways to get to wherever the supplies are. Without zombie-radar, its easier to surprise players with the hidden walls and closets, etc. You end up checking them and finding some of them empty, and others not, retaining the feeling of surprise and building tension. Not to mention if you wake up the sleepers, they'll potentially be coming from multiple directions since there isn't a single path. @Solomon I think there's nothing stopping us from making a variant or two of a T5 POI and having them added to the compo pack. My main issue, though, is that each POI needs a unique name. So maybe you have factory_01 and a factory_01a and a factory_01b. Since that is what is displayed in the quest dialog, it'll be easy to tell them apart for questing purposes. Obviously not if you're just randomly encountering them in the wild, but I think it highlights a need for TFP to implement localization for POI names. I'd much rather see "The Crack-a-Book Distribution Center" than skyscraper_02, and it would also allow you to hide variants behind a common name.
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