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Everything posted by Haidrgna

  1. All it would really take is having a description key added for a recipe, rather than always using the output material as name. Even better if an alternative icon could be set, or overlay for the icon. But this probably is not in scope at all, though not sure what will happen with the icon overhaul they are doing.
  2. It would indeed not make sense if it would just be armor, but you said yourself it is also heads and other pieces. Armor is clothing, a dress is clothing. If you already are making a system to randomize parts of bandits then it would be a waste to not extend this functionality to zombies at some stage of development. I get it will not come to A18 or even A19, but can could you at least consider the fact that the game will be become so much more awesome if zombies are not the same or even worse where you enter a house and it is almost all the same zombie? Even if you do not use this new system, the game already has a system to replace materials of entities on spawning (used now for the radiated skins of zombies). We modders use that system to add variety to the zombie skins, so could you. Having access to the source material it would be really easy to make a dozen per zombie and have the game select one at random. I know it is not in scope for A18, I just hope that this aspect of the game at least comes in scope at some stage.
  3. I agree, just a few tints on the zombie skins already do wonders. This includes some skins made by Mumpfy and some tinted by myself, but it is al the same (Arlene) zombie.
  4. @Madmole They are up until gamestage 50, then it loops back to 1. And when on the subject, maybe Scout (screamer) and Biome spawns could also move to gamestages. Those are the only thing in the spawning.xml that still does a thing. I was hoping A17 would streamline all spawns into the gamestages.xml file. Maybe A18 this could be a thing?
  5. As far as I can remember (and going back into my modding history till 13.8) zombies have always awarded xp for being killed by the player. But also since then and before, crafting and/or action xp, especially crafting, overshadowed kill xp greatly. A17 is probably one of the first where kill xp greatly overshadows crafting xp and only harvesting xp at some stage becomes just as great.
  6. You should ask the coders if maybe the entitygroups.xml groups can work the same way as loot.xml or the rwgmixer.xml. Will save you a ton of mathy stuff and a ton of xml code if groups can list other groups so code does not need to be replicated. And while you are at it, maybe ask for the possibilty of an emtpy list so we can get rid of the dummy spawns as well.
  7. Sadly its not, I even found at least one paint (on the Navezgane road bridges, the asphalt) that you can copy with the (dev)paint tool but not select from the paint selections. At least we have a lot of paints at our disposal and its great, but it could be better if indeed all of them where on the list.
  8. Or a screwdriver and a hammer, will break the lock but not the door. I doubt many people would actually tear down doors all day. And we are not even talking doors, but actual safes, would be way more efficient to crack the lock than to actually pound on the door, cracking the lock should have more options than just the pickaxe. Variety is the spice of life right, even if underwater is uses the exact same mechanics.
  9. Haidrgna

    Mod List

    This is good stuff, will point people to where the mods are and then they can figure out over there if they like it or not.
  10. All they need to do is add basic parts to the gun and we will still have gun parts that a weapon is composed off. The basic parts then can be replaced with the modified parts to increase the stats of the gun. Attachments should go into extra slots that could be tied to the quality or type of weapon. I really like the gun part system the game has, finding complete guns should not have to exclude finding parts. I use both systems in my modding and it works fine, that is finding a complete gun or finding parts of them. But it also has to technically work well and there might be the problem that it seems to take the place of the old assembly system rather than being added to it.
  11. This sounds wonderful and I fully agree that sometimes you just need to take a few steps back and start from scratch again applying all you have learned and make it better. This sounds to me that it has not only gotten better but also leaner and to boot will give the developers and modders more options. I am just hoping the xmls are not totally changed hehe, but I am guessing we can forget any backwards compatibilty on blocks.xml, items.xml, buffs.xml and progression.xml at least, and possible more xmls that will also call upon these. But that the price of progress I guess
  12. If they are just the same there is indeed no point to having different ammo types, but the game supports damage by ammo type, thats what I have been doing so far in my mod. I have added some extra ammo types and the weapons no longer decide the damage but rather the type of ammo (and it's grade). The system is already there for the pimps to use should they decide to add some more depth. I personally like to have a bit more variety and thus also justify the existence of a weapon by the type of bullet(s) it can fire. The hunting rifle at the moment becomes obsolete the moment you find a sniper rifle just because it shoots the same bullet less effectively. Where when it shoots a different type it becomes a (cheaper) alternative you can use.
  13. Maybe, but Sherlock is more observant than I am. But this is clever, I see it now (I think). Your maximum stamina is now determined by you fullness and or hydration. So if you keep yourself fed you have more stamina at your disposal. So basically you can see how much hunger/thirst you have by looking at your stamina Will make keeping yourself fed more important than it already was, since I think it already affected your regeneration rate before. As for the cupboards, I think the idea is nice, the implementation is a bit a off. Ideally a closed one would turn to an open one after looting (but might still have items in it) an open one will show a player its likely been searched before and will this take its loot from a different table with lower chances or less stuff. I would certainly use these models that way in my mod, loot something and it turns into a open one.
  14. I think I missed one: Seems Madmole's avatar has facepaint (or a shader bug?)
  15. Well I took the time to reanalyze it when I saw Rolands post, I did not see that trash button and it does only show in creative and later on its gone when Madmole opens his inventory.
  16. Things I have spotted so far: - Game runs on DX11, but thats already been spoiled. - Clothes seem to have lost quality and stack to 500 now. - Same goes for minibike parts. - Some blocks (with stack numbers) have quality now, could not see what blocks they were but could be electric ones. - Mining hat as the 'Assembly' option so it can be assembled from parts now I think? - Spawn menu seems overhauled with optional more than 1 screen of zombies to spawn (which is great for me as a modder). - Seems there are is a Bandit Leader now and some NPC survivors added. But only visible on the list so no way to tell if it works. - Zombie kills give a lot more experience by the looks of how fast he levels from killing just a few (but that could just be a wip side effect). - Zombie ragdoll movement seems to work, they fly when hit by the shotgun. - Weapon parts are no longer there when a weapon is assembled, so they could be out and replaced by the new attachment (this new system would likely otherwise conflict with the existing weapon part system and create a lot of xml entries for multiple weapons as it is in A16). - The bedroll starter quest does no longer seem to need the bedroll to be crafted or placed, only fiber gathered. - It seems that Madmole can attach weapon mods to his shotgun/use the assembly but cannot repair it because he does not have the recipe learned. This means that perhaps finally these two systems have been separated so that repairing is not tied to being able to assemble a gun. But it could also be that assembly with the recipe known will show the weapon parts that as mentioned before are not visible. - New stats on weapons that show, but these seem for debugging and only horizontal/vertical spread are new. - Scrap frames are now Iron frames (but thats just a rename in localization.txt) - The Inventory has a TRASH button Edit: - Wellness is not gone yet (from the GUI at least). Probably more that I missed, but lot of cool stuff here
  17. With the addition of the Health Bar for zombies this game will really something akin to the Ranger Mode from the Metro series. A mode or setting that removes much of the HUD/Crosshairs health bars etc. Or something akin to Realism mode in Left 4 Dead 2. Then new players can enjoy the game with a lot of visual feedback guiding and helping them and veterans/masochists/survivalists can play with this mode on. But I guess this for now will be something we will need to turn to modding for. I liked all the other stuff I saw in the video. Though I am wondering what happened to the standard weapon parts, seems they have been removed in favor of mods. Does this mean eventually all weapons come with like default parts on each slot that can be swapped out, or is the base weapon just no longer composed of parts anymore?
  18. Thats no Ninja, I can see him, despite the feeble attempts at blinding with sunlight
  19. Haidrgna

    Bad Company

    2017-01-27T17:53:41 28.957 ERR Loading and parsing 'loot.xml' (lootgroup 'ak47+ammo' is defined multiple times) Here you go, you have duplcate entries.
  20. Haidrgna

    Bad Company

    Setting probability to 0 in the entititygroups.xml for anything you dont want to see should be the easiest way to achieve that. Removing zeds from groups has the same effect, but if you later want to readd it is gone
  21. Haidrgna

    Bad Company

    I have 100% rural hubs, except for the central city which is a 4 block tiny city. I have 1250 wasteland_hub in the center, cells of 1350. Going down in cell size usually results in 0,0 spawn and that yellow warning, but with some biome testing I made ALL of the world become wasteland/wasteland_hub/city_wasteland and some other biomes. Only with the wasteland biomes and cell size that does not give the error on a normal world I had 100% 0,0 spawns and that warning. Perhaps its the small cell size combined with a central wasteland that causes it, as I often spawn right at or near the border of my central wasteland.
  22. Haidrgna

    Bad Company

    Spawning at 0,0 I think might caused by the game attempting to spawn a player in the wasteland, tho not 100% sure. It 100% happens when you set the world tot be totally covered by wasteland/wasteland_hub or city_wasteland. You get a warning that player was spawned at wrong position and you appear at 0,0 with usually a missing or partially missing hub buildings. It may have something to do with addition in A15 that should prevent you from spawning in the wasteland. Still this does not work all the time, I sometimes just spawn in a wasteland, even in vanilla RWG settings.
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