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Haidrgna

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Posts posted by Haidrgna


  1. Any normal zombie you see that has a glowing green variant will be deleted and some new radiated ones made from the ground up to look mutated will be made to replace them. Probably about 3-4 unique ones, plus cops and wights off the top of my head.

     

    I am going to read that as: All radiated skins are getting deleted, new mutated zombies are going to be added to the mix to replace the rad zombies and there will be a mutated version of the wight and cop. Sounds like a good plan to me, I am liking it.


  2. No just one so far, it can take weeks to months just do do one zombie properly for pbr.

     

    Are those new zombies going to completely replacing the current model of zombies or will they be added in addition, or are they going to be those special radiated ones? I know the Wight and Spider models are pretty old so could use a redo, but others might not need to.


  3. No, although I'd say it should go inside buildings as real fog will. It's only the warm air of a heated building that dissipates the moisture, with a cold building the fog will permeate throughout.

     

    Well it would be cool if it worked that way so a player would need to put down torches, campfire or maybe electric heaters to prevent fog in his base :)


  4. Did I miss something?

    I can’t criticize the forum now?

    Or was my criticism unfounded?

    Maybe now I can only admire or be silent?

    Or should criticism be so soft that no one notices it?

    Which of these?

     

    You can say criticize everything, just not say the truth. If you get an angry reaction back you know you are right since they cannot handle properly founded criticism. Just keep your critique flowing even if not everyone appreciates it, some do!


  5. We are using exponential fog now and it is fully controllable from 0 to 100 percent. The sky now fogs out, but the sun can punch through it until reaching 100% where the sun is fully hidden.

     

    Cool, does this include xml control, for say people that wanted a less or more foggy world?


  6. I don't really do side projects. Spend enough time working on 7dtd.

     

    We are still plugging away on the conversion to linear color space. A lot of good work has been done so far.

     

    [ATTACH=CONFIG]31312[/ATTACH]

     

    What about the fog though, kind of takes away from the sunset :(


  7. We were adding more animals and didn't want to end up with bear meat, boar meat, rabbit meat, venison, snake meat, etc and then all the variants.. charred versions, broiled versions and grilled, then all the stew variants. It would clutter menus, inventory, storage, etc. But adding in a prime meat that is plentiful from bears and limited in others might make sense.

     

    I get where you are coming from with leather. One of the key designs for A18 was to bring back *needs*. Its just one of those things that was causing more inventory clutter and felt like a sharp stick process that wasn't very rewarding. Some players like that, but in the interest of making early game more accessible it got cut. I know these processes can be fun if done right, but I'd rather limit them to workstations not just backpack tetris, like turning grass into plant fibers is just needless clicking. Leave that for the harder recipes.

     

    You could take a look on how Red Dead Redemption 2 does the meat. They have a lot of different animals but the meats are grouped, so some animals drop Venison, others Stringy Meat, Pork, Mutton or Game Meat etc. This way you can have maybe 4-5 varieties of meat and the recipes for them. I would also not go for having a grilled, cooked and charred variation of each with how currently the recipes work because indeed that would clutter it up badly. Probably should just be one, like cooked or prepared and then the recipes using only one type of meat. The kind of meat could determine the fullness it gives, in RDR2 the meat from the big predators gives the best effects.

     

    But even better would be if you guys could consider recipes to have alternative ingredients, so rather than needing a certain specific item, it could take a list or category of items instead, I think Fallout 4 uses such a system. So a recipe for boiled meat could then take any variant of meat but always give the same effect, since you are just boiling the meat and not preparing it as a special recipe. Obviously this would have some complications for the return item if applied to say boiled water that could be made from a variety of containers (cans, jars, bottles etc).

    • Like 1

  8. No its in been in A18 for ages. At night that biome has a lot of zombies.

     

    Oh you meant the currently existing declaration of the 'city' biome that never spawns anywhere in the game of which even the spawning xml clearly states it is no longer being used (actually a relic from before A16). So A19 will have the same non-existing city spawns, check.


  9. That's just busy work making leather or sharp sticks. Cluttering up precious inventory space for the sake of nostalgia? Food was simplified until we figured out wtf we were doing with it, and might see "prime" meat or something like the old bear meat come back. City biome has more zeds than ever at night.

     

    Simplicity is a tool, just like complexity is a tool. Simplicity is used to ease the new player in, complexity is used to challenge the player who is more experienced.

     

    Mundane early game tasks shouldn't be complex. We've added complexity to where it matters, like crafting a vehicle, but simple tasks that are done by noobs on the first few days and are not in the least bit rewarding should be simple.

     

    City Biome huh, I cannot say I believe it until I see it. At least that makes 6 biomes we can use now..


  10. Is there any way to disable just toolbelt? I don't like it, its very frustrating for me to using it :/

     

    @edit: i forgot mention that mod is amazing :D i love hard start

     

    The mod comes with a disabled modlet called Gnamod CoreUI Classic Toolbelt. If you enable that it puts back the normal toolbelt on the bottom of the screen.


  11. Kill command worked, thanks a lot!

    Great work, i am enjoy playing your mod very much!

     

    Good to hear. I hope that bug does not happen again, if it does let me know and how it happened so I can maybe track it down.


  12. Hi there!

    How can I unstuck my character? I cant move, cant control camera view and i am riding a bike.

    Help me pls, i dont want to start new game.

     

    I am not sure what happened, but Gnamod does not really alter vehicles so it must be some exotic bug you encountered.

     

    There are two things I can think of that may help: You can try killing or teleporting your character if nothing else seems to work to get off the vehicle. Both methods should force a respawn of your character and hopefully get you out of the vehicle.

     

    You will need to open the game console (by pressing f1).

    Then type in lp , followed by enter. This should give a list of players, likely only you and a number. You need this number since it is your entity number, this likely is 171 or 172.

     

    Then you can try either the tele (teleport) or kill command on yourself. Teleport also needs a location, x z y, so: tele <number> 0 -1 0 would put you at the map center. The kill just needs an entity number and will deal enough damage to kill you. kill <number> is the syntax.

     

    I hope either of these does the trick, otherwise I am not sure what I can do since I have no info how you got there in the first place.


  13. Haidrgna .. Glad to hear you updated .. I had to remove the UI on game when .. "A 18.3 b4 Stable" .. Auto updated on Steam, caused some major error ..

    So I'm guessing the link here has been Updated to 0.7.2, is that correct? FOR _ A 18.3 b4 Stable.

    Thank you

     

    PS: First pages still says " Current latest version: 0.7.2 for A18.3 b3 (experimental version). "

     

    There is no difference as far the UI is concerned between b3 and b4. But I will update it.

     

    Also if a Stable version breaks there is always a Latest version to load up. The latest version I keep up to date with any experimental releases, while the stable stays behind to remain compatible with the last stable release of the game.

     

    People seem to be scared of the latest or dev releases, but those are usually the best versions of my mods, just may also contain some style issues in case of the UI.


  14. I have taken some notes and there is now a green check under the last few bug reports in the current bug thread that haven't been responded to. We see them, but haven't been able to get to them yet, can't reproduce them, or have something else in the works behind the scenes. I PERSONALLY will make sure to get them looked at by the end of the weekend.

     

    Patience is not simply the ability to wait, it's how we behave while we're waiting. :wink-new:

     

    Schwanz9000

     

    Thanks, yeah that will help know our report has been processed.


  15. I have pushed the 0.7.2 Version to the stable branch now that A18.3 has hit stable. If you ran into issues before using this modlet try updating it (on the Mod Launcher that is). For the manual download you can install the Latest version, but I will update those shortly as well so the stable version is clear what it is.


  16. It may not be compatible with A18.3. That version brings a lot of changes to the UI side of the game, most notably the new font. So you could revert back to that version if possible to make this work until Sirillion updates it.


  17. Every texture will probably need touched. Most the stuff has been redone and its just re-export the substance materials, but still it is a significant undertaking, but it looks so much better. Stuff lights much more realistic and to me everything looks more grounded in the scene. It looks how it does in substance vs completely different and needing hacks to look right before in gamma.

     

    Good to hear that it is paying off and worth the effort. Just need to put off investing to much time in Unity until the kraken hatches :)


  18. With all the linear color space changes in a19, it will change. Granted it could be worse, but probably end up better. ;)

     

    Any idea how Unity assets are holding up to the changing to Linear Color Space? Are a lot of changes required to make it all work or do a lot of things work after just changing the project settings?


  19. I know it isn't just you. Those others are welcome to speak up and tell me that all those examples over the past month where they are responding to bug reports don't count either...lol

     

    I'm sorry if you and those others are feeling ignored. I don't know what to tell you. But QA are reading bug reports and responding as they see fit and judging by the only metric I know how to use it seems like they are doing a pretty good job.

     

    Also people tend to report the bugs that bother THEM the most and those bugs may not be priority fixes at the moment. If I had a nickel for every bug that was reported as being game breaking that wasn't remotely game breaking I'd be at the gift card change machine right now signing up for a free dinner at Outback Steakhouse.....

     

    Here are two examples of Ignore bug reports: Note that all bug reports before and after are clearly answered.

    https://7daystodie.com/forums/showthread.php?136445-A18-2-b5-stable-bug-report-thread&p=1074494&viewfull=1#post1074494

    https://7daystodie.com/forums/showthread.php?136445-A18-2-b5-stable-bug-report-thread&p=1076565&viewfull=1#post1076565

     

    The fact that these two reports have not been answered to at all while the rest is, that is what sets me off and makes me think: Guess they do not want MY reports, even though valid.


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


  21. Thus the reason I stopped reporting bugs. I feel as if most bug reports are being ignored, I could be wrong but sure does seem like it.

     

    Yeah same, I reported two of them in the 18.2 stable thread and they did not even bother to reply that they received the reports. Not really encouraging to report bugs. Like the one thats been around since A17 where if you get stunned and reload at the same time you move backwards (or reload with broken leg).


  22. no-no .. you misunderstood .. I'm building floating bases with the game blocks .. there are thin blocks (Plate block) that you Can lay down one direction _ flat and then rotate in advance to the upper side of the block that will give you a (2 block) spacing between them.

    I started building them in A15 and never had an issue until now ..

     

    Game will not show any issue in the loading F1 screen .. until I start building one of the floating base and it will only show up in F1 after starting the game again (when going back into game next time). It must have something to do with TFP coding changes ………. But the Game still will run fine, even with that error _ just strange. never happen until A18.2

     

    [ATTACH=CONFIG]31205[/ATTACH] …. [ATTACH=CONFIG]31206[/ATTACH]

     

    And the Zombies have No clue .. vultures and splitters are the main problem .. haven't had bombers on the base design yet.

    Just want to give you my thoughts and let you Know everything is good with UI.

    Have Fun and Enjoy … the Older Gamer .. :02.47-tranquillity:

     

    Ok I was not sure you talking about the plate exploit or actual floating blocks, since both are a thing. Floating blocks just give more problems, the plates are valid for SI, but the AI has issues with it. I rather stay away from such exploits and build a real base.


  23. Nawwww there isnt any of mine in the mods for a18 section lol :'(

     

    Yeah Gnamod has not been on there for a while, only older versions. I am not sure this thread/list is still updated?

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