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Haidrgna

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Everything posted by Haidrgna

  1. Haidrgna

    Gnamod

    Added in some new images to the main posts to spice things up and give a preview of some of the mod's content.
  2. Haidrgna

    Gnamod

    The stats are displayed in the Player stat windows though, but it takes more time. I will see about a food/water bar in the near future for the UI.
  3. Haidrgna

    Gnamod

    Release Version 0.7.2 Gnamod Core has been updated to version 0.7.2 This version has been brewing a while since 0.7.0 as I planned to release this to be stable much earlier and the 0.7.0 was more of an in-between release that was still lacking in many ways. 0.7.2 is probably the best balanced version since I started to work on Gnamod Core in 17 and basically started over from scratch since the changes in that Alpha. I have updated the main posts with the current documentation on the Core and Gnamod in general, text you will also find in the readme.md file found in the manual downloads or the Mod Launcher downloads. Some highlights of changes: - Spawning of zombies and animals has been greatly improved to a balance I think is more suitable for the average player than ever before. I introduced a new system of biome spawn thinning that will not make the initial spawn of animals and zombies when the safe zone ends to overwhelming. This should give players a much better chance to explore and kill zombies without being boxed in. - Animals now follow a similar system to zombies, they have behavior templates and are generated by code in various sizes and other randomized stats. The behaviors will not make all animals fully aggressive or immediately aware of the player from afar. - Zombies also had their templates updated, making most of them easier to combat in general and combined with new entitygroups will make it easier to slowly ramp up the challenge and keep the biome spawns from being overpowering at the same time. - Loot has had some rebalance to it as well, mostly noticable in cars, the wrecks have their own list now so the more complete the car the better chance of useful loot in them, busses and trucks will even have a better chance and yield more on average. - All pathways of crafting and building should now be complete, stuff should unlock and icons mostly be there except for the special arrows (which will be done in 0.9 when I revisit ammo and guns). I think that the 0.7.2 version is a very good stable base to continue to work on but also for people to play longer games on. Later this week I will further update the main posts and add in new screenshots.
  4. They have been turned off since A17 experimental so for it to be an issue they first have to be turned back on for spawners, if so then it is likely intended for the mod, or there is some other setting, like their senses that makes them not awake.
  5. Haidrgna

    Gnamod

    Another Status update: Gnamod Core is nearing a full release on the Mod Launcher. I have been frantically fixing issues, bugs and been balancing the mod. I did not finish all I wanted and thus the current Dev version has been pushed as the near stable to the launcher versions only. I will be taking the remainder of this month to complete the release of a full stable version of the mod. This means finishing documentation as well as fixing any remaining issues or those that pop up. Current known issues: - Biome spawns, especially in Snow and Wasteland are to tough, there are to much tough zombies (radiated, bosses and exploding zombies) spawning in the wilds. This will be fixed after I redesign spawn lists based on the experiences so far. - Bows/Xbows may not perform as well as they should, further feedback is needed. - Item prices and numbers may be off, this is still an ongoing process to incorporate all new items in the system and give them a proper price. I will need to develop a new tool to calculate fully balanced prices which will not happen before 0.8.0. - Doors and Windows cannot be repaired or upgraded. I want to bring this back, but need to write better xpaths to only remove upgrades and repair on blocks where I want it gone and to leave it on these. I want people to be able to board up doors windows and repair wooden buildings. All feedback is appreciated here on or on the Discord. If you notice that an item you think should be craftable is missing or now showing properly (shows in search but not the actual list of the workstation) let me know, since it may either need an A18 group to show or I just forgot to add the recipe.
  6. Haidrgna

    Gnamod

    Status update on Gnamod. So I have I just put up a stable branch for 0.6.2 on the mod launcher, this is the same version that is in the manual download and the same version that was on the dev branch. The dev has been updated to 0.7.0 I have been working on (but may still say 0.6.2 on load/in files). My plan is this week to finalize this 0.7.0 version, update documentation and the version numbers etc. Then by the end of this week if all goes well it will become the current Stable branch. The intent of the stable is that it will be a rounded out version of Gnamod that works and is complete enough for a longer term game. So any issues you encounter before I can fix for it. After that the stable will be left alone at least until 0.8.0 is done, which I will then be working on, as well as Horde Mode and UI updates. I will also begin updating this and the Gnamod UI threads this week with new images and documentation as it becomes available.
  7. Haidrgna

    Gnamod

    1km is not really close, I will look into heat again soon anyway, could be it build up there before and you spawning just triggered the screamers, Not sure they called any buddies though, could just have been other spawns.
  8. Haidrgna

    Gnamod

    There are multiple ways a few zeds can spawn just as fast as the player and on respawn you could be very close to where you died and then its even easier for zombies to also linger. Scout zombies can spawn as normal zombies in the world, without a console log or debug menu nobody would be able to tell them apart either. But I know recent changes to heat made things works differently, heat actions that previously went unregistered work now, so I might have to do another pass on heat generated by sound, I noticed that screamers can turn up rather quickly if you linger somewhere so there is that as well. But in the end, it is intended to be challenging, no matter the source of the zombie spawn In the next version I am giving the player a sleeping bag as starter item, this way people can better control their spawns, since its harder than vanilla to craft a sleeping bag.
  9. Haidrgna

    Gnamod

    Thanks for giving it another go again in A18. I see you ran into the issue of the bandage too, somehow A18 will not display it properly anymore as a campfire recipe, search will reveal it. I will have to see how to get it fixed.
  10. Haidrgna

    Gnamod

    Cool Well I just updated the version that is on the Dev for A18 on the Mod Launcher and this version is getting really close to version that can become a stable release. Added a lot of icons and localizations for already existing items and added some new ones as well. Currently looking for some honest feedback of people that played the mod for a bit, preferably after today. This way I can see where the shortcomings are, like items that are seemingly hard to get, uncraftable or way to expensive (or the other way around as well). Balance is not fully done, since I was still working content, which I think is getting close to being finished for a stable release. Sure there is more content planned, but the mod also needs a solid Stable version to be able to thrive and I hope to get that going by the end of next week or sooner if all goes well. This includes updating documentation for the mod and the thread to include up to date pictures and info.
  11. Haidrgna

    Gnamod

    Launcher version was also updated, I fixed the bones yesterday as well as some other stuff on prefabs and cans and bottles returned from eating. I am currently tracking down an issue on loot quality, it behaves oddly (gives out way to many blue items). Xml seems correct so I am not sure this is an actual bug or something is being added somewhere I am not yet aware off. Leather is something I will need to spend a bit more time on, same for cloth. The materials are there, the pathways not yet fully there. The vanilla game only knows one type of leather, but I want to have scrap leather, animal hides and properly tanned leather. Recipes are still mainly using resourceLeather (the vanilla one) but certain stuff is already giving the other types so I will have to check on recipes so that all pathways connect at least.
  12. Haidrgna

    Gnamod

    Thanks for the positive feedback. The recipes are not fully done, I will likely push out a fix tonight for this as some recipes were still using vanilla resources instead of the replacements Gnamod adds for some. It was quicker for me to port over recipes first and fix later to get it running with no errors. Remember tho that it is still in development for A18, so you will likely run into more dead-ends on crafting before I got the chance to fix them. But posting stuff you find here will surely help me track down issues faster and fix them. Edit: Seems the manual downloadable version was a bit behind on the Mod Launcher version so I put the latest 0.6.1 Build there and the latest UI version as well. The download for Gnamod Core (0.6.1).zip includes Gnamod UI (seem to have forgotten to add that to the last one, since it needs the UI to work properly for loot container sizes).
  13. Haidrgna

    Gnamod

    I am sure if you have the new workstations use the windows I use for the vanilla workstations you will get it fitting smoothly, since I am sort of assuming that the modlet will also expect to use the vanilla ones.
  14. Haidrgna

    Gnamod

    Modlets are not really supported for this overhaul mod, the mod goes to quite extremes and ignores more and more vanilla content as I update it. Basically means that anything designed to work with vanilla will either target stuff not in use (like resourceWood in recipes no longer being used by the mod) or it will no longer exist at all (entities, loot groups, spawn groups all being completely overwritten). UI is also completely replacing the vanilla one so any modlets that want to add stuff always will have to load afterwards, which is recommended anyway because of the overwrites happening to certain files. You should check out the logs, it should tell you what stuff did not apply and make changes there, the workbenches will likely want to add windows and use some tool and output windows that may not exist by that name in the Gnamod UI, probably a good place to start.
  15. Haidrgna

    Gnamod

    Thank you for supporting my work. Blueprints are a Gnamod exclusive feature and will remain that way until the Fun Pimps implement such a feature into the vanilla game. I spend a ton of time to get them right, there is not one block there are over 100 of them, all shaped to match existing block shapes and also a few new ones. You should definitely give the mod a go and if it is to hard turn down the difficulty or increase player benefits. I plan to add more choices in difficulty in the near future to make the mod more accessible to a broader selection of players that may not like the tougher difficulty of Gnamod.
  16. Haidrgna

    Gnamod

    Not really, though you could swap out the POIs for something else each time you start a game. The size of the segments is rather limited. I guess post generation something could be done to the world, but defeats the purpose of RWG
  17. Haidrgna

    Gnamod

    So an update on progress here as well. I have been working hard for a while now on Gnamod Core 0.5. This version took longer since I am overhauling a number of core systems at once that rely upon each-other (like changing the foundation of a building while leaving it standing so to speak). These core systems are: Resources/Harvesting, Loot Distribution, Construction, Recipes and World Generation. This is a hint of what I have been working on, Blueprint Construction being the major change. Basically it does away with frames or blocks the player carries and places, instead placing a ghostly blueprint block that you upgrade. This video explains a bit more how it works and most importantly shows how it plays out. This is still being integrated in the mod. The shape menu of A18 will make this feature even better. But the other bit is the resource overhaul, adding more metals (Tin, Copper, Zinc, Bronze) into the mix as well as more minerals and ores. No more simple grab a stone and be done, you will need to take the right kind of stone for the job, such as Flint to make stone tools. I activated Bridges in the Random World Generator and created my own version of the prefab. Bridges still do not always spawn correctly, but most of the time they will now. Lot of water was added to the world. I incorporated Tin's work on the RWG mixer for A17 and tweaked it some to give more water. The city layouts are different and so are the biomes. There are currently no snow or deserts in the worlds, they may get different worlds with a different climate/atmosphere. So far I have been working on green biomes only, but there may be patches of desert/snow and wasteland added in some stage. Mostly will depend on if I can alter terrain textures in A18 to add some variations. This version is available on the Mod Launcher under Gnamod Core (Dev) only at the moment, I plan to update the Stable version within 2 weeks, or a bit later depending on when A18 Exp drops. This is playable, but still being worked on (Still a lot of placeholder icons and missing stuff.
  18. Haidrgna

    Gnamod

    Thanks, I have been following your streams for a bit, its nice to see someone play the mod for real. - - - Updated - - - Not that I am aware off, mod is not that popular under server owners yet and Horde Mode is probably played on private servers more.
  19. Haidrgna

    Gnamod

    I am not sure what you are asking for? A specific modlet that you want added to the mod or you want to install it together with Gnamod? Gnamod comes with its own custom UI, you can try loading a different modlet with it, but they should probably load after (so give the folder a name that comes alphabetically after the Gnamod folders). No guarantees it will work, I do not really support adding other modlets on top of Gnamod. If something fits well and the author allows it, a modlet or it's functionality may be included, but otherwise it's meant to be played as is. If a modlet does not work with Gnamod you can check with the modlet author to see if they are willing to make a version that works with Gnamod, otherwise you may have to do the work yourself to make it compatible. But as far as I know the Mod Launcher should be able to load modlets on a Gnamod install (but it probably does not rename it if needed for load order).
  20. Haidrgna

    Gnamod

    Yeah Khaine implemented it successfully on Darkness Falls so he would be the best bet to get more info on. But yeah using a script is a good idea, lot of zombie skins to replace and blocks as well. Also if you do find a solution, maybe some other people can benefit from it as well.
  21. Haidrgna

    Gnamod

    I have no experience with running my (or any) mod on Linux. I did just learn there is a bug with how paths are processed in Unity in the game. It basically gets the wrong path to the custom assets of the mod. I got it confirmed from Alloc that it is fixed for A18. Not sure there is an easy work around, except changing all the #@modfolder calls to @file:Mods\ and then the rest of the path might work (Khaine is using it for DF and works for macOS that has the same issue). You can try that if you are willing to experiment with the xml files, but may be a lot of paths you have to replace to get the mod running. Not sure if is just a UI thing, could also try and not load the UI part of the mod, but I think it will then fail on the Unity Assets. With A18 this close and not having access to Linux or the experience to test it, I am not going to invest time (Also considering the other method of getting the path is not supported and will likely break in future versions of the game). I am sorry this is not working for you.
  22. Haidrgna

    Gnamod

    Probably a good idea to (if you have not already) join the discord (link in first post) so can discuss it there in more detail. But in order to work with them they will need to use one of the road segments that come with the mod or a variation on it (but then the side information will also need to be adjusted). Though the easiest way is to let me handle it and just build something decrepit, ruined or broken. I need buildings in between totally collapsed and mostly intact, maybe even the variations of the same building. If you never build a prefab before, probably a good idea to learn how the ingame editor works, I can help you with questions on it and there are some tutorials I think on YouTube if that works for you. But the measurements of any building should be in increments of 16, so 16x16 would be the smallest, probably not going to go bigger than 512x512 (which would be a massive build). I managed to fit the Higashi on a 64x64, and most of the road segments I made are also that size.
  23. Haidrgna

    Gnamod

    Great to hear you are enjoying it
  24. 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.
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