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Haidrgna

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Everything posted by Haidrgna

  1. Haidrgna

    Gnamod

    GNAMOD NOMADIC Nomadic is currently not available yet for A18. It is planned to be included in the 0.9.x release of the mod. This mode will likely not be added before A19.x is stable.
  2. Haidrgna

    Gnamod

    GNAMOD NECROPOLIS Necropolis is currently not available yet for A18. It is planned to be included in the 0.9.x release of the mod. This mode will likely not be added before A19.x is stable.
  3. Haidrgna

    Gnamod

    GNAMOD SURVIVAL Survival is currently not available yet for A18. It is planned to be included in the 0.9.x release of the mod. This mode will likely not be added before A19.x is stable.
  4. Haidrgna

    Gnamod

    GNAMOD HORDE MODE ====== Overview ====== Gnamod Horde Mode is the full on Arcade version of Gnamod where it all resolves around tower defense. In this mode you will spawn near a machine called 'Beacon' that is your only route of escape, or so your poor character thinks. It sends out smoke signals and acts as a radio beacon for airplanes to drop supplies. It also attracts zombies, they just cannot resist punching it. Sadly for you the machine has an unstable nuclear core and to much zombie punches will make it explode and likely take you and your base with it. As of the
  5. Haidrgna

    Gnamod

    GNAMOD CORE The Core mod is designed in such a way that when possible it adds new content into the game rather than replacing existing content. This way it is less dependent on changes made during the alpha development of the game and whims of its developers. The Core mostly relies on XML alterations and the addition of content through a single Unity package. In the future the Core may also include code scripts when this becomes supported by the game or some feature can no longer be added without it. The Core also functions as a standalone mod, only requiring Gnamod
  6. Haidrgna

    Gnamod

    GNAMOD DOWNLOAD HERE Join Gnamod's Discord 1. Basics 1.1 Introduction Gnamod has been developed since A14 by Haidr’Gna, hereafter referred to as mod-author. It all began as a set of tweaks for personal use and grew bigger during A15 into a full overhaul. The name is derived from the mod-author’s nickname and has no special meaning and is not an acronym for anything either. Gnamod grew from just one overhaul into a group of mods that all share the same base of alterations to the game. This mod is now referred to
  7. Haidrgna

    Gnamod UI

    Release 0.4.1 I just released a version 0.4.1 on the Mod Launcher and to the download, moved the old version to History. - Fixed: Quest reward window was showing up behind the player inventory window and lacked a header. Now has a proper header, and windows are in line with the rest of the UI style. Added 2 extra potential reward slots (not activated unless max rewards from perk is increased). - Fixed: Logo doubling in certain resolutions. - Changed: UI Logo now has a 3d effect on the letters UI so it looks better in the menu.
  8. Haidrgna

    Gnamod UI

    Hmm I did not touch that window and thus there could be an issue, I will investigate and see if I can fix it. Thanks for pointing this out.
  9. Haidrgna

    Gnamod UI

    This is on purpose, the toolbar on the side of the screen is only there to display what you have equipped, The top row of the inventory are the slots of the toolbar. This might take a bit to adjust to, but it actually is faster since it is closer to your inventory, well unless you fill out the bottom rows only, but that would be deliberately making it harder on yourself. But I will see if an indicator for the toolbar will be good, I like the clean look of the hotbar slots being part of your inventory. I do not view the inventory as a backpack, but rather as a collection of all the pockets a
  10. Haidrgna

    Gnamod UI

    I have redone the logo's of my mod series to replace the placeholder logo that was mostly text based. This is the new logo for the UI, will show up in the game menu, ingame menu on top and in the top right corner.
  11. Haidrgna

    Gnamod UI

    Thanks for the support guys, very much appreciated
  12. Haidrgna

    Gnamod UI

    Thanks Necropolis is in a very early prototype stage still, judging by how far A18 is along the dev track I forsee it sadly not making it to A17. Mostly because a lot of stuff I intend to overhaul that is being redone in A18 it is clearly a waste of time to do it now. But it will surely make a return. The one that might be hardest to bring back is Nomad Mode though, the maps currently supported are just to small and not interesting like A16 maps were for that concept.
  13. Haidrgna

    Gnamod UI

    GNAMOD UI Hello everyone, you may remember me from Gnamod (A15/16/17), from mods like Horde Mode, Nomad Mode, Necropolis and Gnamod Base. I have been working hard to bring all of those mods back to A17 but also gotten into UI modding while doing so. Some of them have been in a more managed (Discord only) release for a while for people wanting to help out test or just have early access. While creating a new UI for Gnamod I realized that most of it was backwards compatible with the vanilla game and I also was testing it in there for faster loading (no unity assets to load). So I decided
  14. 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.
  15. 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
  16. 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
  17. 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 snipe
  18. 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 lo
  19. I think I missed one: Seems Madmole's avatar has facepaint (or a shader bug?)
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