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Kilroy5150

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  1. I'm having a small issue installing through Vortex. I noticed there is a "blank" folder (within the archive), with no name, that could be causing this?
  2. DMT was always in a sub directory off root of drive. What's strange is it hasn't always done this but, in some cases, once is enough.
  3. I'm glad this question led to a spark of conversation. Has anyone, since the original post, come up with anything "modded" to make them stackable and able to fall back into the place they were when grabbed?
  4. Are we still dumping the localization text into the main one (in DATA/CONFIG) or is it reading them per directory now? Also, if we are still doing it manually, is there a way to automate it and possibly "thin" it out a little for a sake of faster loading? A17 was the last time i was here and i wanted to make sure there haven't been any huge changes and, rather than reading through tons of notes, it's easier to ask here and get a yes or no answer. PS - Do they make an "english" only locaization file? I've noticed that, the more you put into it, the longer loading time takes. Why not cut out all those alternate languages for a much smaller file?
  5. As i was compiling for 3 mods, DMT wiped out hours of added media and modifications to pre-existing mods. And when i mean wiped out, i mean "gone". Not deleted, not moved.....wiped from my drive. This is not a misinterpretation, this is not my point of view, this is not a mistake made on my part. As it compiled it completely wiped out whole mods and their folders and i had to use EASUS Recovery to get it back. Just a friendly "watch out" and the code below to prove it. Parsing arguments Running BackupFiles Backup dll found: D:\DMTv2.0.7486.30873/Backups/SP/19.0b180/Assembly-CSharp.dll Running DeployDlls Deploying DLLs Running LocalisationPatch Localisation no longer handled in DMT after A17 Running InitialPatchTask No patch scripts found... Hooking harmony Hooking console commands Running CreateModDll Compiling Mods.dll... Compiling Roslyn Scripts assembly for InitialPatch... Built in 0ms Mods.dll compile successful Parsing arguments Running LinkedPatchTask No patch scripts found... Link patching 0 files Parsing arguments Running FinalPatchTask No patch scripts found... Final patching 0 files Running CreateHarmonyDlls Compiling Harmony mod for 10 Slot Toolbelt... Compiling Roslyn Scripts assembly for FinalPatch... Running CopyModFolders Copying mod folders Removing disabled mod D:\Steam\steamapps\common\7 Days To Die/\Mods/FRK_Chicken_Coop Removing disabled mod D:\Steam\steamapps\common\7 Days To Die/\Mods/Gyancher Bright Goggles Removing disabled mod D:\Steam\steamapps\common\7 Days To Die/\Mods/Gyancher Elevators Removing disabled mod D:\Steam\steamapps\common\7 Days To Die/\Mods/JaxTeller718_WorkingMicrowave Removing disabled mod D:\Steam\steamapps\common\7 Days To Die/\Mods/JaxTeller718_WorkingStoves Removing disabled mod D:\Steam\steamapps\common\7 Days To Die/\Mods/LightSabres Removing disabled mod D:\Steam\steamapps\common\7 Days To Die/\Mods/Lootable Zombies A19 Removing disabled mod D:\Steam\steamapps\common\7 Days To Die/\Mods/PrettyGirls Removing disabled mod D:\Steam\steamapps\common\7 Days To Die/\Mods/Radios Removing disabled mod D:\Steam\steamapps\common\7 Days To Die/\Mods/Ragsy_Vehicle_Parts_In_Airdrops Removing disabled mod D:\Steam\steamapps\common\7 Days To Die/\Mods/SMXhud Removing disabled mod D:\Steam\steamapps\common\7 Days To Die/\Mods/SMXlib Removing disabled mod D:\Steam\steamapps\common\7 Days To Die/\Mods/SMXui Removing disabled mod D:\Steam\steamapps\common\7 Days To Die/\Mods/Su1C1dal 7DTD Swim Faster Removing disabled mod D:\Steam\steamapps\common\7 Days To Die/\Mods/Su1C1dal 7DTD Walk Faster Removing disabled mod D:\Steam\steamapps\common\7 Days To Die/\Mods/The Wasteland Removing disabled mod D:\Steam\steamapps\common\7 Days To Die/\Mods/Tier 6 crafting Removing disabled mod D:\Steam\steamapps\common\7 Days To Die/\Mods/Valmars Working Ovens and Sinks Removing disabled mod D:\Steam\steamapps\common\7 Days To Die/\Mods/VideoPlayers Removing disabled mod D:\Steam\steamapps\common\7 Days To Die/\Mods/War3zuk Alpha 19 AIO Removing disabled mod D:\Steam\steamapps\common\7 Days To Die/\Mods/ZMXuiCP Removing disabled mod D:\Steam\steamapps\common\7 Days To Die/\Mods/ZMXuiCPBBMxxl Removing disabled mod D:\Steam\steamapps\common\7 Days To Die/\Mods/ZombiePinups Removing disabled mod D:\Steam\steamapps\common\7 Days To Die/\Mods/ZQLaNavObjectsZombie Copy from D:\Steam\steamapps\common\7 Days To Die\Mods/10 Slot Toolbelt/ Skipping copy as destination matches source: D:\Steam\steamapps\common\7 Days To Die\Mods/10 Slot Toolbelt//ModInfo.xml Copy from D:\Steam\steamapps\common\7 Days To Die\Mods/Z2/ Skipping copy as destination matches source: D:\Steam\steamapps\common\7 Days To Die\Mods/Z2//ModInfo.xml Copy from D:\Steam\steamapps\common\7 Days To Die\Mods/Z2TB10/ Skipping copy as destination matches source: D:\Steam\steamapps\common\7 Days To Die\Mods/Z2TB10//ModInfo.xml 22:54:38: Build completed in 13.2 seconds
  6. I don't mean make a mod to go crazy with like 50 but maybe 5-10 per slot and, when picked up, they go back into that slot until they fill up and then go to the next available slot. But, when in hand, and being throw, the countdown from 10 to 0 and finally empty out. I've just seen it done on other games and it sorta makes sense to do it here. It takes up less belt slots and you don't have to switch to another slot to throw another spear.
  7. Kilroy5150

    A19 NPCs DMT Mod

    Right? And this is their OLD interface....I mean how do you go from awesome to boring? In so many words, somebody didn't listen to the fans. But i talked with someone, i can't say who, that told me that the "older" staff never really listened to players all that well.
  8. Kilroy5150

    A19 NPCs DMT Mod

    I have been running a game, with NPCs involved but the most of what i see are the NPCs who a trying to kill you. And yes, it seems the NPCs (in the video) are quite a bit more personable and you can interact with. I was talking with Fox and mentioned that Xyth & Sphereii had a real handle on the NPCs and, in my opinion, had superior code. Fox doesn't tend to elaborate, too much, on things i've noticed lol. Sphereii, if you're reading, i got ahold of N2N1 and he said he didn't do HUDs (alone) but wanted to do more of a total experience and it seems as if everyone is waiting for A18 to drop their "mega bomb" updates to all their old mods. However, i did find "the" HUD that seemed to be what i was looking for. https://i.ibb.co/Yjy3Mf6/2015-06-05-00015-600x338.jpg I would like to ask: Is it against forum rules to make a request to "pay" someone to remake something like the above HUD in an open post under requests? I don't remember any mention of it but you guys have been around so long, i figure if anyone knows it's you. Honestly i would pay someone, then make it public, for everyone to use because, if i was going to buy it i would buy the rights to distribution outright. And, i'm asking here to avoid asking in a larger public area due to the unnecessary amount of backlash i could end up getting from people who would neither be involved nor care but had to react for the sake of reacting.
  9. Any chance this mod will see another A17.x update? There are a lot of glitches, especially vehicles disappearing and i was just wondering if there were going to be some newer than 3 months old? This was a good idea, going forward, but seems to have stalled a little.
  10. Kilroy5150

    A19 NPCs DMT Mod

    You and Xyth seems to be chill with most things i've noticed but there are a few authors that tend to get very strange and territorial over some things. Still, thanks for the advice.
  11. Kilroy5150

    A19 NPCs DMT Mod

    Ouch, did that once with another author and he freaked out on me for sending a private email and that caught me by surprise, the guy claimed it was "against the rules" to send private emails.....why are they there then? lol Kinda gun-shy since that moment so i'll just try the other options you mentioned.
  12. Kilroy5150

    A19 NPCs DMT Mod

    Sure, but i wanted (at least) an earlier version to test with it's matching 7DtD just to see what it really plays like. I don't always go and get the most current version, i like to see how any version played first. I couldn't find a good link for the A16 version (but i didn't run through the whole thing, just the first 2 pages). I did, however, find a link for the A16 version on an alternate mod site. - - - Updated - - - That was my whole point. I've got a room full of PCs that can play 7D2D and i often test older stuff to see what i'm missing. But what is this really saying when they say this? That A18 is going to be so totally different than A17 that it's going to be easier to code or they're just waiting around to see what they've got to work with before they decide (finally) if they will or won't do it? When you hear/read "waiting for version A18" it sorta makes you think they're going to use a completely different engine because the term, it's self, seems to indicate A18 will be so very different. You even mentioned something about it being so hard to do on A17.....why is A18 going to be so fundamentally different? Not trying to be difficult but now you've got my attention with that reply of A17 being difficult....what's A18 going to be like? I have to admit that i don't read the company's notes too often because it's a mostly talking about the same things just with a different twist. Are we getting a new engine for the game? I like 7D2D.....but without guys like Xyth and Sphereii to put in AIs it gets boring really fast because most everyone knows what's on the original map even though they do drop a new something in every now and then. I like variety and Xyth & Sphereii are giving it more of that for certain. In point of fact they're probably the "main" reason i stay with this game. It wouldn't surprise me if their code ends up being (eventually) incorporated in a later version down the line. This game has been "in development" since the day it began. And that's been this game's gift and curse. It keeps people hanging on because i don't think it will EVER completely be out of development (lol). But, at the same time, i've seen a lot of people leave because it doesn't change fast enough for their taste. It's a strange game the owners playing with 7D2D and i get a lot of gamers in my store that have out and out dismissed the game because they play it, survive for x amount of days and end up saying that it eventually just gets too boring for them. I own most every zombie survival game there is, because i like the scenario, and if they all got together they could create an insanely cool game. I play XB1 platform as well as PC (not wasting time on a Switch or PS4 for maybe 1 different title) to get the best experience out of it all. I even play some in VR. I've been, over the years, in a lot of forums and 7D2D's people have been way better about explaining things to new people than most any other forums i've seen. A lot of forums have that "screw you noobie" elitist mentality and i've seen guys get killed from a forum for asking a question, glad that's not the mentality here.
  13. Kilroy5150

    A19 NPCs DMT Mod

    It's too bad there's no download link to actually play it. I went through 2 pages looking for a download. All the links go from English to Russian and the attachment links go to dead ends...figures
  14. Kilroy5150

    A19 NPCs DMT Mod

    Oh dude, no apologies necessary, you've been great. I'm the idiot for not noticing it. Do you know who made this HUD and if it can be replicated for 17.4? I've been asking around and some have just thrown up hints. Since you and Xyth have been around i had hoped you might have seen it. Here are some pics of the classic HUD. https://ibb.co/7nxR4ww https://ibb.co/JdnML12 https://ibb.co/DK8tywN https://ibb.co/NF0FGHM https://ibb.co/J5FzZ6v
  15. Kilroy5150

    A19 NPCs DMT Mod

    Oh dude, no apologies necessary, you've been great. I'm the idiot for not noticing it.
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