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xyth

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Everything posted by xyth

  1. Version 1.4 of the SalvagedBats, now with staydown perk enabled. Thanks to Dancapo for this fix.
  2. @Dr, Pushed version 1.3 to my repo with your additions and with a placeholder max damage set on the steel bars. Let me know if its what you want. Might need to dupe and tint the icons for clarity eventually. Version 1.31 with adjusted values pushes.
  3. If you want to link me to your changes, or do a merge request to my repo, I will add in your changes and add you to the mod credits.
  4. Nexus has an older version. I test here than push there later if all is stable. Yup, I just used the material damage value. Add whatever xml you think best. I mostly just wanted to provide you the new textures and enough xml to show how to call the new models.
  5. I pushed version 1.21 that adds wroughtiron and wooddowel bars. Same model, but new textures. Let me know if that works for your modlet.
  6. You can't retexture a custom asset using the texture property as far as I know. In my comment above, I thought you planned to make new models for the other types.
  7. Version 1.1 of steel bars, added rocket collision
  8. You can use these blocks anyway you might like included extending it with other material bars. There are turorials on how to do this. Let me know if you need any help with the process.
  9. Just forgot to edit that on the A16 to A17 conversion. The game handles that gracefully, but I will fix and update soon. V1.01 pushed with that edit. Thanks for catching that.
  10. Typo. It's now compatible. Tag collision with the helmet light item mod
  11. Version 1.21 pushed to repo and Nexus. HelmetCam is now compatible with Helmet Light item modifiers
  12. Never tested it on the mining helm. I will look into it, i think it's an easy xml fix. I set it so you couldn't have 2 cameras in 1 helm but i can see where that might prevent any other helmet modifier working
  13. Version 1.2 of the HelmetCam. Removed camera debuff on stealthing (left over from bugfix testing), tightened FOV to 10 from 15. Not sure about the best FOV setting. 10 seems to give a good view with no FPS hit, but I'd like feedback on this.
  14. Not as a vanilla modlet. That would have to be an SDX mod.
  15. Added 2 more modlets. SteelBars that you can loot though, and the HelmetCam modlet. These both had minimal testing, so let me know if you have issues or suggestions for improvements.
  16. It is vanilla but if hosted on a dedicated server, then it needs a client install as well. Any modlet that is more than pure xml needs a client load.
  17. Added a radios modlet. Has a Jukebox, and old radio and a RA801 military radio.
  18. The script from the fun with flags video should work. If you start a new project, you need to add the script file into that project. Just go into the fun with flags project, find the script file in the asset folder. Right click on it and select show in explorer. Than in explorer amke a copy and then open your new project and drag the script into that projects asset folder.
  19. Version 1.41 pushed. Increased the screen resolution with apparently a tiny FPS impact. 512x256 native resolution per camera screen now, up from 256x256 scaled . Distance and close up detail is improved. Angled camera down 10 degrees to reduce sky rendering. Changed material properties to reduce fog effect and glare. Still has a little biome overlay that I can't completely defeat but it is improved. Version 1.31 which has lower resolution is still available on Nexus if you can't handle the tiny FPS hit. This older version does not have the above enhancements. If folks really can't use 1.41, let me know and I can revisit that version. VSync should be off or you may get a greater FPS hit.
  20. Good to hear the FPS issue may be resolved. I also pushed out the small camera rendering to 100 as it looks better and has no significant fps impact.
  21. Version 1.3 pushed. Small cameras render out to 50 blocks and large cameras render out to 100 blocks. Increased panning arc and reduced FOV to 30. Removed HDR rendering and removed AntiAliasing on the cams. Testing on moderate and powerful rigs indicate you will get a small improvement in your FPS now rather than a major decrease. Go figure. Let me know how your testing goes. As this version is a worst case baseline version, we can improve things if we want some small FPS hit per cam.
  22. The template Unity project for the billboard can be found here: https://github.com/7D2D/Templates-and-Utilities Also pushed recipes for the Zombie Pinups modlet.
  23. I will need to upload the unity template if you want to change the display. You need to edit a single image file then replace the one I used and export the billboard block.
  24. Think of each camera is a player. Some amount of cpu driving the server component is getting extra load. But yea I was surprised at how much it hit. Perhaps with custom code you could isolate the impact more but I'm using the humble switch class to do all this. I'm sure its angry about the extra workload. Also, the game is built on rendering layers, like terrain layer etc. It is possible to turn off some layers to reduce load but it can have strange appearances if you turn off the wrong layers.
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