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Haidrgna

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Everything posted by Haidrgna

  1. Well looking forward to see the real deal when we get to A18. Any chance of some lifting of the veil while we impatiently wait
  2. I corrected and rotated the two existing prefabs that are in A17.4 and then let the code of the random gen do the placing. Just needed some more water on the map (and if the prefab is not renamed this generated errors during creation).
  3. Pretty nice, you know what I liked most though is the fact the character no longer needs to push the book in his face to learn it like before most actions would use the eat animation.
  4. Better, it was 5 dukes in A17 and 16 so good that this is also getting some love.
  5. Finally fixed the 5 duke Chemstation did you
  6. Yes the realism argument, hence I modded those things you mentioned in the previous alphas and will do again this time around if they keep being silly about it. But the baseball bat being able to be crafted from broken baseball bats is just one step to far where it is no longer gameplay convenience anymore but just plain on ridicule. Anyway it seems they have a system they want to introduce and cram everything into it for the sake of streamlining, I get that part. Just sometimes you also need some exceptions to keep things believable.
  7. The idea works well for firearms (and I am not talking game design, but just plain suspension of disbelief here). Guns can be dissambled into parts that could be reassembled into a new gun from parts from other guns. I can even see that needing a lot to get a good quality gun because you are basically discarding most and only using the very best parts. But a baseball bat is made out of a single piece of wood (or aluminium). How does a person go about breaking that up into bits and making a new one out of it. Same goes for most other melee weapons and tools too most likely. They are not made of granular parts but mostly just a few components. If they are doing actual weapon parts using the attachment system, then it could work if the parts to upgrade the basic bat are added later. But needing parts of broken down bat to CRAFT a new higher tier bat just does not make any sense.
  8. He said recipe, that does not sound like attachments or mods at all...
  9. Baseball bat parts.. for real??? How does that even work, are they not supposed to be made from one piece of wood or aluminium?
  10. Haidrgna

    Gnamod

    Great to hear you are enjoying it
  11. Haidrgna

    Gnamod

    You seem to be starting one of the Protocity maps, those are not really meant to be played but more a proof of concept on a world generated with POIs. You should select random gen and let it roll a new world if you are playing Core, or if you want to play Horde Mode select any map with Horde Mode in the name. If you load a world with Navezgane or a world generate with vanilla or my mod you may have a harder time since it will not have the new biomes.
  12. Haidrgna

    Gnamod

    Lot of recipes and different UI so can be easily overlooked Yeah Solo is pretty hard, I am not yet finished with fully balancing since not all systems are done. The cheap concrete is because this block was not intended to be sold and I have not updated that specific block. Since I am completely redoing blocks it will be fixed by then, depending on how I implement it for Horde Mode. Not sure if the sandbags are craftable, but probably should be there, craftable, repairable and maybe sold as well. I plan to add more kinds of barriers, traps and defenses down the line (likely after the block update). This will be cheaper to make than actual blocks (which will be more time and resource intensive to build but will also get more HP). These defenses will be early game to fortify POI or to add defenses quickly. All credits for the Boss Mode map go to Like A Boss (think I included a link to his Twitch channel in first post). But he will be delighted to hear people like his map. And yeah the intend is to continue development and port this over to A18 when it becomes available.
  13. Haidrgna

    Gnamod

    Hello Poutre, You can craft the landclaim block as per the vanilla recipe for 5 stones. Players do not start out with one as it is not needed in my opinion, especially not since it can be crafted cheaply. A player that needs it can craft it by that time and does not need to lug the block around.
  14. Haidrgna

    Gnamod

    This is related to me using a LOD on them to reduce some of the load, but the game has this tied into tree quality. When I set them I tested on the highest setting and did not know a lower setting would cause them to pop out really fast (especially the smaller ones as it also factors in the mesh size). When I revisit them for a next update and probably add some more stuff into the mix I will fix them. For now all you can do is set tree quality high, which should be fine with the new trees added (but might give some lag with the vanilla trees). Eventually I want to do trees for all biomes and add in some more variation as well, The mix of biomes is still lacking as well. I have been working on the construction overhaul which will allow building with blueprint blocks and add in some new paintable shapes as well, when this is done I will do some more of the Rocks, plants and maybe trees if I can find some nice free ones to work with. - - - Updated - - - Hello Markezzz, I will see what happens if I run one on my server today and report back, maybe there is some trick to it that we are missing to make this work. Followup: I did some testing today and loaded my server up with both Horde Mode Hill and Horde Mode Crater and both worked fine. I installed the mods manually and copied over the prefabs. I think I left the WorldGenSeed and Size on the default values. So I am not sure why people are falling through the world on your server. Maybe you can share the logs with me (pastebin or join the discord and post it there). Could be that something errors out causing something to not load correctly.
  15. Haidrgna

    Gnamod

    Thanks - - - Updated - - - I have not tested myself to load it onto a server, but it should load it like any other generated map (so instead of putting in RWG you reference the name of the map, the folder name in this case). I will check it out tomorrow on my own server to see if there are any issues with them. <property name="GameWorld" value="Navezgane"/> <!-- RWG (see WorldGenSeed and WorldGenSize options below) or any already existing world name in the Worlds folder (currently shipping with Navezgane) -->
  16. Yeah it is not 100% safe and if one cast of the cvar fails it will not work, but as long as there is a clear indication to the player they have the set effect then they can re-equip again to get it if they lost it. Sure not good enough for the actual game, but I am sure the trigger onequip could be made more robust that it can check sometime or change it to something that keeps doing its thing as long as it remains equipped. I am sure you guys will code in a better solution when you do set items.
  17. CVars from buffs can do that work already for you, if you want a set of items to have a certain effect. I helped Stallionsden set it up for his zombie hiding clothes. Tags might also work to the same end though,
  18. A13 and before, when blocks were not harmized and there was still hardness for materials different shapes had different health, it was a mess though. Think A14 was the first alpha where they added the block masters to unify the blocks and thus their HP and stats. (I looked at some xml files I have saved from these alphas). But I agree, different shapes should have different cost, strength and support, but the amount of work to get it all done is quite some and it may not be for everyone as it complicates construction a lot more. I did it in A16 and it worked nicely, still working on the A17 variant.
  19. Yes I did, well I imported something from unity according to what I saw how it was being processed by the game and it worked after some attempts. So seems it is already possible, though need to experiment more to fully understand it.
  20. Haidrgna

    Gnamod UI

    You are welcome
  21. Thanks for pointing me in the right direction. Was not easy, but I did it.
  22. Sadly it does not work that way at the moment, there are at least two problems that prevent us from doing this. - We cannot add meshes like you and other devs can, we can add models exported with Unity but those come with their own texture and are model blocks or model entities and thus do not work along with the painting system. I tried importing just a mesh from the mods folder but no luck so far. - No access to block textures so we cannot add anything or change anything there, not even by supplying it as external assets in the mods folder. It probably is not a priority of A18 or even A19 but it would be nice if this would be opened up for modders just like importing unity assets and xpath was opened up in A17.
  23. Haidrgna

    Gnamod UI

    Gnamod Core UI 0.4.2 is out and stable (updated download and Mod Launcher). ====================Version 0.4.2==================== - Changed the Power/Solar/Generator Bank window to be in line with the rest. Added space for potential future slots (currently no more possible without dupe bugs appearing). - Changed Ranged Traps window to be in line with the rest. Added space for potential future slots (currently no more possible without dupe bugs appearing). - Changed the Trigger/Camera window to be in line with the rest. Increased size of the camara preview and text size of it. - Changed the Tip and Offer windows to be in line with the rest. These now have a header similar to the rest and bigger buttons. - Changed the size of the Radial menu items. More size for the icons and the text is now below and has a bigger font and more space to show. Makes the radial menu easier to operate.
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