Jump to content

-Holo-

Members
  • Posts

    350
  • Joined

  • Last visited

Posts posted by -Holo-

  1. I'd want the traders quests to be limited (or better yet tied to when he restocks)

    Idea is to get say 7 quests per week, when those are done he won't give out any more (or recieve from multiplayers trying to cheese it) so it has to be 7 quests per week/trader not per player.

     

    It would feel better lore-wise to have the trader get tasks to do from around the area with the arrival of whoever resupplies him with stock and thus not behing an endless source of tasks to do and infinite wealth.

  2. Update.

    Seems like it doesn't like A21 :(

    "VTable setup of type WalkerSim.API failed
      at System.Reflection.RuntimeConstructorInfo.InternalInvoke (System.Object obj, System.Object[] parameters, System.Boolean wrapExceptions) [0x00029] in <03bd9b261dff4c2b8b568aca27f561b2>:0
      at System.RuntimeType.CreateInstanceMono (System.Boolean nonPublic, System.Boolean wrapExceptions) [0x00095] in <03bd9b261dff4c2b8b568aca27f561b2>:0
      at System.RuntimeType.CreateInstanceSlow (System.Boolean publicOnly, System.Boolean wrapExceptions, System.Boolean skipCheckThis, System.Boolean fillCache) [0x00009] in <03bd9b261dff4c2b8b568aca27f561b2>:0
      at System.RuntimeType.CreateInstanceDefaultCtor (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Boolean wrapExceptions, System.Threading.StackCrawlMark& stackMark) [0x00027] in <03bd9b261dff4c2b8b568aca27f561b2>:0
      at System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic, System.Boolean wrapExceptions) [0x00020] in <03bd9b261dff4c2b8b568aca27f561b2>:0
      at System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic) [0x00000] in <03bd9b261dff4c2b8b568aca27f561b2>:0
      at System.Activator.CreateInstance (System.Type type) [0x00000] in <03bd9b261dff4c2b8b568aca27f561b2>:0
      at Mod.InitModCode () [0x0007a] in <aa9c1f60dcc749c98d88a1474a3dbca4>:0
    UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
    Log:Exception(Exception)
    Mod:InitModCode()
    ModManager:LoadMods()
    GameManager:Awake()"

    And Zombies are stationary :( Pity. this seemed really good

  3. I like the basic premise!

    Is it somehow possible to have POI's sleepers slowly repopulate when they have been away from player for a time?

    I love the idea of clearing out a town and it stays clear of sleepers (but have wandering zombies walking in), but if no players are around for a configurable time

    the sleeperzombies eventually returns, ramping up from just a few sleepers per POI to eventually all sleepers restored.

    I don't know if such a feat is even possible to mod in?

  4. I can't say I understand -exactly- what this does but i'm intrigued.

    I have been talking with my firends for a long time about how much more threads we have available now and it would be nice to have an option to use 'free' threads to do pathing and other cpu intense things to allow for more zombies at a time.

    I don't know if this is whats going on here, but seems like a start :D

     

    How does it handle sleepers? For example I would love to be able to see stray zombies roaming around inside POI's from outside or the building close to it.

    How's sound handled? That's also something I think would be amazing for a gunshot inside a city causing large amounts of zombies within say, 200 blocks radius to investigate the sound, maybe even waking some sleepers inside nearby POI's, causing them to come crashing out windows and walls.

    Would make making noises in cities really interesting :D

     

  5. On 12/7/2021 at 4:45 AM, doughphunghus said:

    I'm not aware of any updated tutorials or methods to generate the unity3d files (in Unity) BUT its possible the version of Unity you're using may not be the *exact* one needed for the game. Well I say *exact* but apparently the one a19 is built in isn't available in the Unity downloader, but the "closest, slightly lower" version is, and that should work. If you're still interested in a19.6 and want to know the version let me know and I'll look up what I'm using.  I'm, not on my "system with Unity installed" to easily check.  I'm also pretty sure a20.x will be a different version of Unity.

    Ah sorry, been on a hiatus from 7days for a while. I think it would be helpful with a detailed guide for the current unity (a20) for the totally unity-inept people likemyself :)

  6. On 9/18/2021 at 9:36 PM, bdubyah said:

    Not something I'm super familiar with, but maybe take a look at the top of the recipes.xml. Might need to add one of the <wildcard_forge_category /> lines for your item.

     

    On 9/19/2021 at 1:07 AM, Gouki said:

    Hi -Holo-

     

    You are correct Bdubyah, you have to add a line something like this in recipes.xml, in the form of a modlet:

     

    <recipe name = "parts44Magnum" count = "1" tooltip = "ttScrapMetalBrass" always_unlocked = "true" tags = "salvageScrap"> <wildcard_forge_category /> </recipe>

    Regards

    Darnit, cant seem to get it to work anyways :(

    I did some renaming on somethings to make more sense in the files, now all looks like this

    *In recipies.xml
    <insertBefore xpath="/recipes/recipe[@name='resourceRockSmallBundle']" >
    	<recipe name="parts44Magnum_frame" count="1" tooltip="ttScrapMetalBrass" always_unlocked="true" tags="salvageScrap"> <wildcard_forge_category /> </recipe>
    </insertBefore>
    
    *In items.xml
    <set xpath="/items/item[@name='gunHandgunT2Magnum44']/property[@name='Material']/@value">M44MagnumParts</set>
    
    <item name="parts44Magnum_frame">
    	<property name="Extends" value="gunMGT1AK47Parts"/>
    	<property name="CustomIcon" value="parts44Magnum_frame"/>
    </item>
    
    *In materials.xml
    <material id="M44MagnumParts">
    	<property name="damage_category" value="metal" />
    	<property name="surface_category" value="metal" />
    	<property name="forge_category" value="parts44Magnum_frame"/>
    	<property name="Experience" value="6" />
    </material>

    Everythings seems to be at the right place, looking at the files in ConfigDumps, but the whole scrap options is gone on the magnum with these changes -.-

  7. As the title says, anyone have insight on how to control/change what a thing scraps into?

    I have experimented a bit with the 44magnum gun and changed it's  material into a new material i added with a small modlet.

    (truncated a bit, edits go in and showsup as intended in configsDump folder)
    items.xml
    <set xpath="/items/item[@name='gunHandgunT2Magnum44']/property[@name='Material']/@value">M44MagnumParts</set>
    
    materials.xml
    <append xpath="/materials">
      	<material id="M44MagnumParts">
    			<property name="damage_category" value="metal" />
    			<property name="surface_category" value="metal" />
    			<property name="forge_category" value="parts44Magnum"/>
    			<property name="Experience" value="6" />
    	</material>
    </append>
    
    items.xml
    <append xpath="/items">
      		<item name="parts44Magnum">
    			<property name="Extends" value="gunMGT1AK47Parts"/>
    			<property name="CustomIcon" value="parts44Magnum"/>
    		</item>
    </append>  

    All it does is remove the scrap option on the gun, but I can't figure out why

    As far as I (think) figured out, the pistol item scraps into what the material it's using with the material tag, and the material inturn uses forge_category to determine what item it scraps into. (?)

    Changing the magnum material to something else already in the game, it works fine, like motorparts och shotgunparts but not as soon as it supposed to use a custom material to scrap into.

    Been butting my head against this for so long now i'm starting to think it's hardcoded in somehow -.-

     

  8. Is there any updated guide how to add music/sounds to the game?

    I followed these two threads in the past (around the end of A18, beginnning A19 i think and got it to work, but not anylonger)

     

    I tried to follow the steps but it yields only silence even with the music file I used for a test modlet back then, so I'm sure the problem is exacly how to deal with unity and creating the unity3d file

     

    /

  9. Playing on own dedicated server and this happens -alot-.

    I am now a fleet admiral commanding 16 Bikes, 12 Minibikes, 17 Gyrocopters, 2 Motorcycles and 7 4x4's

    I only crafted one of each.

     

    Seems like the game keeps an array of each vehicle and what it was carrying when the vehiclemanager saved.

    (Which is double annoying since the game's backup on players are awful)

     

  10. 16 hours ago, KhaineGB said:

    To get rid of health bars, go into Mods/0-SphereiiCore and open blocks.xml.

    You're looking for this.

    
    <property name="UnlockEnemyHealthBar" value="true" />

    Set to false and you're done (only needs to be done on the server).

    Scoutsmod fixes an... issue... with screamers. So what happens in A19 vanilla, is your heat gets to 100% and then there's a CHANCE of a screamer spawn. If the screamer does not spawn, it resets your heat back to 0. That mod means 100% heat ALWAYS spawns a screamer (how it used to be).

    Forge schematic is pretty common. Chem station... not so much. You got lucky with that. :) Schematics are fairly common, at least for the "lower level" stuff. Not so much for the higher level things.

    I see! Thanks!

    Also, I think I found a bug in laborer class quests, Part 2

    Needed to have 100 flagstone blocks and place 50 (and other parts I already had collected)

    I only had cobblestone to craft 52 blocks, and placed 50 of them when the quest passed for some reason.

     

     

  11. There is not words to explain how happy I was yesterday when we finally tested the A19.1 version and I found a tier 11 piece of junk shovel. And repairing it later lowered it's tier.

    More tiers. learn by doing on many things. repairing lowers tier. A better progression.xml

    Hadn't played Darkness falls since the end of A17, so had forgotten just how much greatness it brought back.

     

    Poking around and checking all harmony mods, I get very curious about a few things in particular

    the scoutsmod does this mean that the regular scouts is indeed bugged as of A19.1 and not calling in correct numbers?

    And to get rid of healthbars, is it just to move out Harmony-NoSleeperHealthBar from the harmony folder on the dedicated server? :)

     

    Since to much is done to restore older systems, the decision to not have lootable zombies, is that from a performance standpoint or just don't like it?

    Also a general question about how schematics/loot are intended to be. Are they supposed to be rare or did we get really really superlucky finding a forge schematic on day 1 and a chem station schematic on day2? (and a bunch of more schematics) from regular house looting? (no crackabook or so)

    We're set at 100% loot abundance in serverconfig.

     

     

  12. Would this work to open up old (A15.2 and maybe A8(I think)) assets for exporting? (I have never even looked at Unity for models or assets)

    I want to bring out some sounds from A15.2 (eventually zombieskins too(missing the old classic versions))

    Aswell as grab the titlemusic from A8 :D

    Or is there better tools for that?

    UABE seemed to not handle assets from what I could understand

     

  13. Ah, I see! Fairenough :)

    Gonna have to dabble in how to export and import assets from earlier alphas, I really want to get some of the old sounds back :D

    And that main music theme from A...8? I think. Mmmmm!

     

    Oh. I made a Localizationfile if you'd want for the zombiepack 1

     

    Key,Source,Context,English
    zombieArleneV1,entityclasses,Entity,Putrid Girl
    zombieArleneV2,entityclasses,Entity,Putrid Girl
    zombieArleneV3,entityclasses,Entity,Putrid Girl
    zombieArleneV4,entityclasses,Entity,Putrid Girl
    zombieArleneRadiatedV1,entityclasses,Entity,Radiated Putrid Girl
    zombieArleneFeralV1,entityclasses,Entity,Feral Putrid Girl
    zombieBoeV1,entityclasses,Entity,Infected Survivor
    zombieBoeV2,entityclasses,Entity,Infected Survivor
    zombieBoeV3,entityclasses,Entity,Infected Survivor
    zombieBoeV4,entityclasses,Entity,Infected Survivor
    zombieBoeRadiatedV1,entityclasses,Entity,Radiated Infected Survivor
    zombieBoeFeralV1,entityclasses,Entity,Feral Infected Survivor
    zombieSteveCrawlerV1,entityclasses,Entity,Crawler
    zombieSteveCrawlerV2,entityclasses,Entity,Crawler
    zombieSteveCrawlerV3,entityclasses,Entity,Crawler
    zombieSteveCrawlerV4,entityclasses,Entity,Crawler
    zombieMoeV1,entityclasses,Entity,Bloated Walker
    zombieMoeV2,entityclasses,Entity,Bloated Walker
    zombieMoeV3,entityclasses,Entity,Bloated Walker
    zombieMoeV4,entityclasses,Entity,Bloated Walker
    zombieMoeRadiatedV1,entityclasses,Entity,Radiated Bloated Walker
    zombieMoeFeralV1,entityclasses,Entity,Feral Bloated Walker
    zombieYoV1,entityclasses,Entity,Rotting Carcass
    zombieYoV2,entityclasses,Entity,Rotting Carcass
    zombieYoV3,entityclasses,Entity,Rotting Carcass
    zombieYoV4,entityclasses,Entity,Rotting Carcass
    zombieYoRadiatedV1,entityclasses,Entity,Radiated Rotting Carcass
    zombieYoFeraV1l,entityclasses,Entity,Feral Carcass
    zombieFemaleFatV1,entityclasses,Entity,Hungry Zombie

     

  14. I absolutely love this mod, more skins for the wins.

    I fired up A15 the other day and realised I kinda miss the old zombieskin looks thats been totally replaced .

    had any thoughts on basing 'new' zombieskins based on those ?

    like marlene and darlene, zombiesteve, Moe (that for some reason I always thought looked like a bus driver) and the other lot.

    Especially the burnvictim that I think looked waaay creepier before they redid the skin.

    Also maybe the "old" businessman, zombie biker, stripper  and hungry female skins just to get even more variety?

     

  15. Would it be even possible for the program to restore the old Hubcity in wasteland and have smaller towns strewn around? I really miss A15 type maps 😕 but that's probably not doable with the small map sizes we have to use now :(

    If not now, it would be a sweet future feature.

  16. 2 minutes ago, AnsontheToad said:

    You have a extra apostrophe after triggered_effect. 

    Geez. I think I need new glasses too.

    Unfortunatly it did not apply but I managed a few moments of 'doh' and corrected the logic for the code and get it to work! \o/

    <set xpath="/buffs/buff[@name='buffStatusCheck01']/effect_group/triggered_effect[@trigger='onSelfBuffUpdate' and @buff='buffStatusHungry01']/requirement[@name='StatComparePercCurrentToMax']/@value">.3</set>

    Did the trick!

  17. Trying to change when we get the warnings/debuffs on food, but can't get it to work,

    <set xpath="/buffs/buff[@name='buffStatusCheck01']/triggered_effect'[@buff='buffStatusHungry01']/requirement[@name='StatComparePercCurrentToMax']/@value">.3</set>

    gives an error about invalid token

    Having too much of an headache today to figure out whats wrong >.<

  18. 8 minutes ago, sphereii said:

    The 0-SphereIICore isn't save-game safe, so if you include it, or remove it, you'll need a new world

    aww crap. :(

    world loads fine without it , but gonna miss the extra performance of the old distant terrain.

    No  wait I'm being an idiot. distant terrain was client side >.<

    Was trying to get Khaine's 10 slot toolbelt to work again

  19. Letsee, this should be the log, https://pastebin.com/hVezAmX2

    Seems to be here things go wrong

    "(Filename: C:\buildslave\unity\build\Runtime/Camera/ReflectionProbes.cpp Line: 269)
     
    WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'FORWARD_DELTA' has no vertex shader
    WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'ShadowCaster' has no vertex shader
    WARNING: Shader Unsupported: 'Autodesk Interactive' - All passes removed
    ArgumentException: An item with the same key has already been added. Key: -174, 49, 2689
    at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x000c1] in <1f0c1ef1ad524c38bbc5536809c46b48>:0
    at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0
    at PowerManager.AddPowerNode (PowerItem node, PowerItem parent) [0x00046] in <f9ab98ad7e8240f9bef6c6434814ba69>:0
    at PowerManager.Read (System.IO.BinaryReader br) [0x0003b] in <f9ab98ad7e8240f9bef6c6434814ba69>:0
    at PowerManager.LoadPowerManager () [0x00099] in <f9ab98ad7e8240f9bef6c6434814ba69>:0
    at GameManager+<StartAsServer>d__135.MoveNext () [0x0023f] in <f9ab98ad7e8240f9bef6c6434814ba69>:0

    at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00027] in <ca1d1fd848884ed5a84a515243f09e15>:0 "

    ran an update with steamCMD to verify files before I started meddling with the mods.

  20. 11 minutes ago, sphereii said:

    Which version of the Core are you running? The Legacy Distant Terrain is a client-side only mod; it does not need to be on the server.

    Oh!

    downloaded everything just a moment ago from the mainpage, https://github.com/SphereII/SphereII.Mods/

    Just tried to recompile without the distant terrain checkbox but getting the same error with the core.

    Is there some easy way to know what are mods are needed on the server and only clientside?

     

×
×
  • Create New...