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stample

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Everything posted by stample

  1. Yep, sounds like your pit is too deep and most don't want to run off it and go into destroy mode. I fixed this by thinking more like an Ant Lion. instead of a sheer drop, do a vertical wedge slope until the last 2 blocks. Then, run electric fences across the gap, rather than the edge, so they fall through them. Protect them with the overhanging lip of the steep ramp, and low enough that you can reach up to repair them.
  2. They randomly attack any blocks if they can't find a clear path to you. Is the pit you're in a drop-off that they don't want to jump off of?
  3. Jimmy is not buried. He's not even dead. A release on July 30th, 1975 to rework his graphics accidently removed his textures and model but never added in the new assets. The artist quit without ever correcting it. He's been invisible ever since. When you shoot a zombie nearly point-blank and miss? You hit Jimmy. He was trying to melee that zombie and you just shot him in the back. When you're driving a vehicle down the road and suddenly stop dead like you hit a wall, but nothing is there? You hit Jimmy. Watch where you're going, punk.
  4. Mine is only possible on MP servers, so you probably already know what it was. Spawn in the wasteland but its also the middle of the night, cause I didn't check gametime when I looked at the server. I zombie sees me within seconds. I turn and run 3 steps, hit a landmine.
  5. Turn off the option for dynamically generated imposters. Whatever they're called, I don't recall. It was new in A20. Once you get in a city, it spends a ton of CPU time trying to render mid-distance imposters instead of letting them pop in when you get close enough. It makes the world more immersive for sure, but lagged me terribly.
  6. I'm going to throw some more info into this, which may make terminology muddier, or clearer. No telling. But this is what i've determined over years of stealthing and various patch notes and MadMole comments, etc. There's a distinct difference causing what appears to be instant vs non-instant aggro drop, and that's what the zombie is aggro'd on. It isn't always you, the player. If a zombie sees you, he's aggro'd on you, the player. He will continually path toward you, until he gets to you or loses sight. Breaking LOS will make him stop searching when he reaches the last place he saw you. If he's reaching that point about the same time you stealthed around the next corner, he'll appear to have dropped aggro instantly or very quickly. But this is more-or-less coincidence based on distances we're moving and he's moving. However, a zombie that heard a noise is not aggro'd on you. He's aggro'd on the sound, or more specifically, the point where the sound originated from. He has no idea you exist, though he suspects it. If you run and stealth, he doesn't know or care if he doesn't see it happen. He's on his way to the spot where the sound came from, and will continue to it regardless of whether you stealth or not. And if that's a ways off from where he started, he can easily continue pathing to that point well after you re-stealth behind a corner 5m away. I also play stealth basically every time. Its a great build except on horde nights. My end-game is a machete for the majority of kills. A silenced SMG with reflex sight, and semi-auto trigger in case 1-2 things wake up or don't die in the initial hit. Backup is a desert vulture when I need to go loud and proud, but that's very rare. Compound crossbow with steel bolts for the feral wights, feral cops, glowy bikers, glowy grandmas and glowy tourists. I've played with silencing a vulture for glowy wights, but that didn't seem any more effective than crossbow. Saves a few perk points, but didn't seem worth it cause its still pretty loud and I end up carrying a bow anyway. A few things are pretty mandatory to make it not feel like playing in molasses, though. You need the magazine to remove stamina drain on crouch running, then you run everywhere. You need the magazine to jump full height while crouching. You want the magazine to reduce noise on landing. SexRex is great addition to help refill stamina from the power attack stealth strikes, so you aren't draining food and water so fast. You really need the magazine to not make noise crouching over trash. Pretty much all other magazines and non-Agi perks aren't needed, though. I start with the muffled connectors but remove them later. I do use the stealth military boots if I find them, but it never felt like it made the difference. Just saves a mod slot for something else until you stop using connectors anyway. I never use the NVG, don't like them. (caveat, i'm playing on an older computer with an old gfx card, so shadows are off. That makes indoors at night quite a bit more visible, so maybe that's why I never use NVGs)
  7. There had been discussion at one point ( can't recall if it was TFP or just players suggesting ) that hidden rooms' zombies not count toward the clear, and being specifically excluded? Maybe that's already a thing? I just know in A19 it could be a real bear if you missed all the hidden rooms, because there were enough that you wouldn't get the yellow marker. You had to find and clear at least one of them on your own, else you'd spend all day wandering through the levels wondering what went wrong.
  8. Did they fix this? Because before (a19) that wasn't true. Dishong notably had 3 or 4 'hidden' rooms, which contained sleepers that the main path didn't go through. It also does mark the last 3 (?) volumes. By the time you got to the top level, if the roof wasn't marked, you missed some below. I did a lot of runs perfecting my path through Dishong to try to not miss anything on the first pass. I make a lot of my own challenges that way, and it makes T5s more fun. Its the journey, not the loot room. Not being able to carry out all the loot never bothered me unless I really needed more specific things that I could carry, which is rare. If you're running T5s, you don't need to carry out every can of food (go in without food and eat your way through), or paper, or even electronics, etc. I leave behind tons of stuff and never miss it. What is fun, though, is finding out just how much of something exists in certain T5 POIs. As another survivor posted above, go through Dishong and dissassemble every single computer, fridge, microwave, and light, and see just how many electronic components you can pull out of one run. Its kinda crazy. Or see how many doorknobs you can get out of the new 6 story apartment building by breaking every single door. You can quickly get what you need, while raking in zombie kill xp. Just don't try to get all of everything. You'll need 14 wrenches and 5 other people to carry it all.
  9. We've totally flattened and/or tunneled through mountains just to build a flatter and straighter path between our base and a trader. Never underestimate the amount of work a lazy person will do to save seconds in the future
  10. Here's a tip you might like. Its been my go-to every since we got free rotation of most blocks. Put ladders 4 off the ground. On the 2nd block from ground place a metal hatch sideways on the wall, such that opening creates a platform. Close it when you want nothing to get up. (This assumes one level of +1 jump from parkour, because i never go without that) Or, my real preference, just stairstep said hatches up the side. If your wall is 5 high, you can put 3 hatches, and open all of them from the ground. You just need to remember to close them as you go up before the horde attacks. Lock them and you have the added benefit of keep players off, as well. No way to lock a ladder You might be tempted to try this with powered vault hatches late-game. Don't. Zombies can stand on closed sideways hatches because of how much they stick out.
  11. I originally had a lot of trouble with the gyro, way back when it first came out. Flew in a circle trying to figure it out, crashed a few times, said "Forget it, I like motorcycles just fine." Next playthrough, I stuck with it and really figured out the controls. Now I have no issues at all. Easy to take off, easy to land, I can get anywhere with it. Loved it ever since.
  12. Jumping out on the bounce causes damage (not that an occasional repair kit matters at that point in the game, but, you know, in principle). You actually want to jump out just before the initial impact, and drop 5 feet to the ground. Because of how vehicles work, the copter will just stop in mid air and then drop straight down to the ground, no damage. It actually makes it ideal for "landing" on tall buildings, because you just fly a few meters above, and straight across, then hop out at the right time. Getting off the building usually involves breaking out a piece of the edge of the roof, or if you feel gutsy, place the copter on the edge of the roof, and hop in super quick. With good placement, it will tip forward off the building, getting you the momentum you need to pull and fly away. With bad placement it falls off before you get in, and you have to walk down normally to recover it (or eat some candy).
  13. The hand-crafted, one-at-time, each-made-individually items are all identical. The production-line, mass-produced, machined parts with standardized clips/mags have wild variances in power and number of bullets they can hold. The things we just accept for the sake of gameplay...
  14. I typically put one of my friends points into his Int tree. I miss the point less that way. But seriously, I always wait for the loot fairy. I had a SP game in A19 where I made it beyond level 50 without ever having one for sale, or ever found the recipe. Checked every trader on the map every week, and had about 15 destroyed workbenches in my town. No. Luck. At. All. I was using a functional POI workbench that was about 700m away from my base. Super painful, but I refused to spend points in Int.
  15. They really missed an opportunity here. Making it functional would be hard since its actually 9 blocks, but why is the graphic set to 7 o'clock? Should be 9:59. Or 4:20. Because that's something TFP would do.
  16. We've done this on our server. The trick is to never kill them during the day. "Time to respawn" is set when the zombie is killed, and during the daytime, its normal (couple days). So if you clear the area during the day, you have no nighttime mob farm. When night ends, be sure to jump on a vehicle and drive far away rather than finishing off what you have, or you'll wreck your farm for a few game days.
  17. Try the wall-mounted medicine cabinets, including the non-lootable version of them. Really high return rate of acid on those.
  18. 8.4km away should only be possible if you're pretty close to the edge of the map, too. Sounds like you have a trader down in a corner, in a small town without big POIs. The reason its making you go so far is because it needs to find 5 POIs of each appropriate tier, and those are probably the closest. If you can find a trader near the center of the map, preferably one in a major city, it'll give you much better options.
  19. yeah but I like that warning, just not the rest of the drivel
  20. This! Unlike previous versions, where your rep was "shared" across all traders, in A20 your rep is pre-trader-location. I wasn't sure if it was a bug or not, but its consistent so far. Every new trader I get to, I start over at T1. I thought I even had to start over going from Rekt to Rekt, but maybe I just hadn't progressed up Rekt 1 before I went to Rekt 2. I'll pay attention next time.
  21. They are pretty cool. I found a Q2 one on... I want to say day 30ish, and I was probably mid 20s at the time. My friend had already built his own Q5 one by then, though. Few things about them: You can use multiple cargo mods, but you can't shift-click to add 2nd or more. It blocks it (presumably) because one already exists. However, you can pick one up and manually drop it in. I never would have tried if the patch notes hadn't called out specifically that its possible to do. Its the only mod in the game that you can stack, so its pretty unintuitive. With 4 of them, though, its like having an extra motorcycle worth of storage. Pretty amazing. Healing we don't fully understand yet. It only heals you if you're under 50 (hp? %? not sure, haven't done testing). And if you have both bandages and medkits, it seems to have some preference. Might be the order they are in the storage? Again, haven't put time into figuring it out yet. The drawback, the drone LOVES to get in the way. I mean, it blocks doors so your party members can't get through until you run far enough off. It really loves blocking the door in the Bob or Jen trader areas, preventing you from leaving (duck, you can kinda go under it). It even has a habit of jumping between me and zombies when I'm trying to snipe them with arrows. Gonna rename it Pinhead. I would love to see a "Move" button in the context menu. Really need a mod that removes all the talking except an alert, which should just be a beep sound. If I can get some time, I'll make it, unless someone else beats me to it.
  22. Haven't tested it yet in A20, but I wrote these back in A18 and A19. Ghillie suit as mods is one of them. But yeah, it'll all break/be irrelevant when outfits change in A21.
  23. 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.
  24. 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
  25. 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
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