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Haidrgna

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Everything posted by Haidrgna

  1. Haidrgna

    Gnamod UI

    Then whatever causes it must be in that modlet, at least it seems logical that way. Not sure how that mod works, but floating stuff generally leads to stability issues. Probably should let the creator know if you have not already or if it uses vanilla stuff report it as a bug.
  2. Great work. Maybe you can add the settings of biome spectrums and ambient sound loops (the sounds used, referencing sounds.xml) so this completely locked in piece of world building can be exposed to modders and designers as well
  3. 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.
  4. 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.
  5. Haidrgna

    Gnamod UI

    I have just updated the manual download link as well as the mod launcher versions. Since A18.3 is still in experimental there are two versions of the UI modlet. The 0.7.0 version is compatible with A18.2 b5 and before while the latest version 0.7.2 is compatible only with 18.3 b3 and later. They changed the fonts in 18.3 and some other stuff, so if you load the wrong version you will have no text and some other issues will pop up. The mod launcher also has these versions, there you can find the A18.2 version under Gnamod CoreUI (Stable) and the 18.3 version under Gnamod CoreUI (Latest). The main changes in the 0.7.2 version: - Compatibility changes to 18.3 b3. - Redone the Players window, use more screenspace and bigger icons/text for better readability since there is enough space on the screen. - Redone the Map window, this is still a work in progress and has some hiccups I am not sure are fixable with xml only. The icons on the waypoint selection are currently still to large and working on finding a way to get them to draw horizontally (seems hard-coded to draw vertically). - This version has mostly been made compatible with the new font changes but since I was mostly working on getting the Gnamod Core mod out to a stable release this kind of was put on hold. Now that it is done I will likely pick this up again and work on it for until 18.3 goes to stable. Updating the main post(s) and adding new A18 screenshots is also on my list for this week as much of it is outdated.
  6. Haidrgna

    Gnamod UI

    This message you typed over seems to be related to some physics stuff so could be your video drivers or something. But its kind of pointless to me, since it is just one isolated message. The log shows the entire story, with that there is a chance to point it down. So far all evidence suggests is not related to the UI mod, but I cannot be sure with a log where the error appears.
  7. Haidrgna

    Gnamod UI

    I cannot read that, its to small. Maybe post logs instead on something like pastebin if you want me to be able to look at it. I also have no idea what you did, the current Dev version of the UI is only compatible with 18.3 and the stable has not updated for a while and should still be compatible with 18.2. The fact that 18.3 remains experimental is a problem though as I want to release the new version, but it will break with 18.2 for sure because of the font changes and other stuff they altered to make the new localization work.
  8. Well the double barrel shotgun fires so fast you can actually release both shots at once by clicking really fast. This however is the same hack I used when I added a double barrel shotgun. Actual firing of two barrels at once would be nice, as well as the model not being sawed off and being able to add the sawed off mod to it.
  9. 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.
  10. That is also a good way to solve it. I do hope that when it is changed we get some form of XML control over it, setting certain zombies to rage more often than others or turning it off for some.
  11. Darkness Falls shuts off the new distant terrain, which is a resource hog.
  12. Rage seems to have an x% chance per hit or time the zombie takes damage. Since knives cause bleed a lot, attack faster, you get way way more hits in. Since the rage was added I really started to favor the sledgehammer even more, before I would use a knife as it is efficient (since also used for harvesting corpses). The sledge just has so much advantage in the current system, since it will knock them down or kill em in just 1 blow. I would suggest that rage chance should factor in not just taking damage, but also the amount the hit does and the damage dealt recently. So the recent damage taken could increase the chance for a hit to rage to increase, while the actual damage the hit does determines the base chance. Then big hits like a slegde would likely always cause rage (which should trigger at the time the zombie gets up if he still lives), but knife hits may not unless you have been stabbing em often or he bled a lot. This way these both extremes would see rage happen more equally as it is not based on hits per second but on damage per second. - - - Updated - - - Beat me to it
  13. I would not be suprised if the optimization was made somewhere in the UI code. Maybe that was draining more resources in the way it was setup. But yeah seems the game flows smoother, I do not see a big increase in fps, but I do see that the game looks better and flows better for my eyes with the same settings I had in 18.2 b5.
  14. The thing is, it is supposed to be gated behind 2 workbenches, but as you say it is super easy to find a working workbench on day 1 and getting the forge is no challenge either. The raw materials are literally everywhere and even the ammo itself and the guns are everywhere. Bows indeed lose value quickly, except for more stealthy gameplay. Gunfire draws in zombies, but there is not much in vanilla to draw in, so blasting away has no real consequences compared to being silent/careful.
  15. You could de-couple the death part of the buff into a new buff that is cast on the player on reaching 100%. This buff would kill the player, but not carry over on death and also remove the infection when it cast, basically resolving the infection since it killed the player at the end. So infected casts a 2nd buff on 100% infection. Infection debuffs itself on 100%. 2nd buff kills player and does not stick on death. Effect: Player is dead, infection is resolved. Alternatively have a new infection cast by the 2nd killing buff, then the player will respawn with a infection again at 0%. But infection probably is a cvar, might also be possible to reset it to 0 on death, so it will not cure. Could even be simpler this way.
  16. If they could just parse the README.md if one exists and support markdown they would have not much work as long as modders include this file also in their manual download (or if they link their git).
  17. I am not sure it will be needed to have to upload to the site directly, speaking for myself here but I rather not have multiple places to upload files to but concentrate it on one place. Currently that is a drive folder I can easily drop files in whenever I need. Maybe it could be handy for certain newer modders that have no place they upload their stuff to yet. But whatever works and does not confuse the user.
  18. Gnamod UI is on there but not any of the actual Overhaul mods. I am sure they will get around to adding all mods eventually.
  19. Haidrgna

    Gnamod UI

    Yeah probably a hard to track bug, if you can find when it happens they might be able to fix it, but it seems pretty random.
  20. Haidrgna

    Gnamod UI

    I know what you mean and I have no idea what causes it, it happens sometimes on games, other games it does not. The map is rendered somwhere in code and in the 0.7.0 version I have no adjustments to that window. The dev version has some experimental new map but its awfully limited and much seems hard coded on the map. All I know is the very bright map also happens on the vanilla UI and could be a (rare) UI bug.
  21. Haidrgna

    Gnamod UI

    You can install this modlet on a server, it should work for clients to, but they might not see the Gnamod Icon if they have not downloaded the modlet themselves. I have not really tested it as server side only, the UI relies on a few added localizations that the vanilla UI did not have localized as well so those may be missing as I do not think localizations are pushed by servers. But I guess you need to test to see if it works or not and let me know, there might be options to make a fully server side working version.
  22. Haidrgna

    Gnamod UI

    Probably because I had not yet deployed a hotfix (was at work until now). Update: Added a small hotfix to the Stable version of Gnamod UI that should fix the Light Properties menu from bugging out after the backend of the window was changed in A18.2 (b5). The Dev version on the launcher also has this fix but other currently still experimental changes.
  23. Haidrgna

    Gnamod UI

    Thanks for reporting, this is fixed in the dev branch (launcher only), it relates to a editor part of the UI I think, so unless you are doing prefab edits it should work for other menu's. I will push a fix later today to the other branches.
  24. Haidrgna

    Gnamod UI

    I am currently working on the 0.7.0 version of this, currently only in Dev for the launcher. Once that is done, hopefully the end of this week, I will update all the manual downloads as well. The next version will include a new player window (done), Map window (done) and I will try to also get the Notes window, shape selector and progression window done. Possibly also include some dev windows (for the poi editor). I want to release a full and complete version for the 0.7.0 release and then update this thread (and the Gnamod base thread). So until that is done the launcher will only have the latest version. Does the current version have any bugs, things not working in the stable release? If so I will update he manual download version (As not much did change since A17.)
  25. Yeah Tree quality affects all LOD settings on blocks but also on zombies. I am not sure they can set this specifically for trees or not, but there are a lot of objects that have very poorly set LODs and even on high settings appear to pop in when you are really close (like the food piles, the new utility carts, tilt trucks etc).
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