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xyth

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Posts posted by xyth

  1. Dates seem to be missing an icon

     

    Yup, few other missing as well, especially on the new things we added. Most should be added in over the next few days.

  2. how will this work if im playing with my pals in my server and one of them falls below 1 wellness and cant respawn? will they be able to start over with nothing again?

     

    Well, that "character" is dead. He will just keep dying upon trying to enter the game. If you want to let them restart again with a new "character", go onto the server in the player folder that is located in the game save directory, and delete that players "SteamID".ttp and "SteamID".map file. When the join the server again they will have a level 1 character with all the starter quests and items.

  3. Getting bad nres:

    an element with the same key already exists in the dictionary

    cannot cast from source type to destination type

    discarding net package player stats for entity id 256,258,259,260,268,272 and some others

     

    arrows not picking up but floating around

     

    HAL's SDX arrows are not currently working properly on Dedi so we will be removing those from the build. I'm sure there are a few other SDX script errors that will need to be worked on or removed as well.

     

    Thanks!

  4. NEWS!!!!

     

    True Survival A16.1 is loaded and ready for some "Alpha" testing on our dedicated server. We are looking for testers only, not folks who want to just play the mod. It is a work in progress, and will be wiped frequently, so expect many and frequent bugs. All the features are not yet added, but the base mod is there.

     

    If you want to participate, click on the the link below for the client download instructions and a description of some of the major changes from A15.1.

     

    http://steamcommunity.com/groups/HardcoreSurvivalServer/discussions/21/1458455461483026457/

     

    Good hunting!

  5. I finally got A16 TS to load and the game was using about 6 gigs by itself on entering the game. i suspect this will increase to 7 during gameplay so 8 gigs total ram will probably result in lots of swapping in and out of memory. It should run with 8 gigs, but 12 gigs will be much smoother.

  6. Okay, I'll keep an eye on that.

    For 2 players in Vanilla I am at 7 gigs usage. 3 players or more and it starts to drop frames. I'll more than likely bump it to 12GB. That will be enough for 2 players modded right?

     

    12 GB should be enough for True Survival to run smoothly. We won't be sure until we start testing the full mod, which will begin very soon.

  7. It's really coming along well. Lots more to do, but after 2 months of work the framework is in place and can be played without major errors. Now we are focused on adding missing items, recipes, etc, balancing all the new systems, redoing loot tables, etc. I'd say we are more than halfway there, but chances are Spider will release it on a server before its 100% to get folks to test it. Its quite a bit more "complex" than the A15 version, with several completely new game mechanic systems added. Hopefully we get all the new tutorial quests in before folks try it, otherwise its a lot to figure out.

  8. We're worken on, it we're worken on it. Its a lot of work.

     

    Yes, it is surprising how much work it is. Almost every xml file has to be overhauled, not just edited for new stuff. So much basic new functionality added in A16, I doubt we will even implement a fraction of it in Version 1.0! But, oh, even 1.0 is gonna be amazin.

  9. What are we going to lose from the sdx version in the alpha 16 version?? Anything? Models, weapons etc...

     

    At least at first we will lose all the SDX dependent models, which includes guntypes, vehicles and newer workstation models. We plan to add in new models at a later release, but the first priority is to overhaul the current vanilla gameplay. Extra guns, visual models etc are all minor gameplay things compared to the experience we are designing.

     

    - - - Updated - - -

     

    +1 for the workbench/campfire/etc lag.

     

    Also, it's certainly been reported already but the survivors equipped with some guns are extremely CU demanding. Some AK47 survivors even make the game unplayable until they are killed because of so much lag.

     

    Crafting lag will be fixed again in the A16 version if its still needed.

  10. The main idea is temp differences between indoors and outdoors, you shouldnt have a hole in your building in order to heat or cool it indoor with enough numbers of heaters/ac's for the building size. Week long global temperatures same in all biomes. etc.

     

    Well, fully indoor central AC is a bit beyond what we can do at this point. We can have spot heaters and AC units that heat or cool for a specified distance from those sources, but that's about it for now. Think of them as portable ac units and heaters. If you place several you will have full base coverage. I guessing with electricity in game now that at least the AC units will need to be powered.

  11. AC and heaters might be doable, kinda like how the forge and campfire do. I actually like the weather and temperature system, it adds immersion for me, i carry a puff coat with me at all times

     

    I had a AC unit working in A15 but never made it in as A16 was close. We might need it in A16. Heaters are ez enough as well.

  12. Looking forward too it, Vanilla is already to fast to lvl and progress lol

     

    Yes, by level 15 or so you can have concrete and steel, and getting to L15 is very very fast. The good news is coding is already under way for the new version. It will take a while though.

  13. So I guess I have to make two versions. One for European users and one for Americans.^^

     

    Its not worth making 2 versions over. We Americans adjust to driving on the wrong side of the road just fine ;-)

  14. Looks to be a useful tool. Nice work. Fairly intuitive to use.

     

    The coordinates in the cells is nice, but if you could use a smaller font it might not spill over into the adjoining cells.

     

    The coordinate system was a bit unclear, typically x,y,z indicates x=right to left, Y equals up and down, and Z is front to back. It "seems" you are using x,z,y in the top view, and I have not quite figured out how the side views correlate back to the top view exactly. For example, i locate a wall torch on the top view. Select it with the cursor, then switch to a side view and its not on that tab until I hunt around for it. Having the other tabs reorient based on the selection made in the previous tab would be a great additional feature.

     

    The prefab tab text is cutoff on the left side of the window.

     

     

    Thanks for adding this to the communities tools!

  15. Thanks for the praise and suggestion!

     

    It's true that the game glosses over processing logs into lumber, which is nontrivial in reality. At your suggestion, I considered two ways it could be implemented: via a station, or through hand crafting.

     

    For the station approach, you'd take logs to a table saw, comparable to the cement mixer. The problems with this would be:

    A) For now, I'm not prepared for ComSenMod to add new art assets to the game

    B) It creates more unanswered questions downstream. The major ones are, how do you get a saw station? And if you don't have one, how does the lack of usable wood affect your ability to survive and progress through the early game?

     

    Alternatively, you could craft logs into lumber by hand. As it turns out, we know how this would affect gameplay, because the game was this way before Alpha 13. TFP concluded that the only thing that logs (and other intermediate ingredients like metal strips and blades of grass) added to the game was clutter and extra time processing. So a guideline emerged where if A -> B -> C, and B doesn't have uses other than turning into C, B is removed.

     

    I can appreciate their reasoning, so I'm not yet convinced that going back to logs would improve gameplay. I think it's necessary to accept a level of abstraction - that some steps are extradiegetic, assumed to happen 'off stage' for the sake of skipping over what would be tedious to act out manually. I think common sense is maintained so long as that acceptance is achieved.

     

    Ok, first..... +1 for teaching me a new word.

     

    I agree with the a/b/c model. I never played before A13, but I don't see why you shouldn't build with logs. I think you could safely make it a non-upgradable block with a durability similar to reinforced wood blocks. Making it not upgradable would provide for early shelter, but a disposable one. Certainly more believable than making wood blocks without nails (yeah, you can join with pegs or T/G but doing that with a stone ax at the beginning is a stretch).

     

    Anyway, great new changes. I never liked cooling clothing so once you balance this out it should be a great improvement.

  16. I like most of your edits, well done.

     

    I suggest you consider adding one new feature though. I don't understand why felling trees produces cordwood, rather than logs first. It would be common sense that chopping down a tree would drop "woodLogPillar100" which is an existing block. It would be great if a pillar50 block was added for smaller trees, but the pillar100 would be more realistic than dropping already chopped up chunks of wood. These pillar logs then can be chopped into wood pieces, or in other mods made into planks using a saw.

  17. Hey there Spider, I am going to try True Survival SDX with my two friends in a team of 3 in total. We will be looting, building and will try not to die once and to survive the hordes and whatnot. However I would like to ask you one specific question. What is the best combo of professions you consider good in this current version of True Survival for the best utility of our team? Thx in advance! Love planning this out!

     

    I'd recommend that you take one class that starts with a wrench, like the construction worker, and then one farmer. The third is less critical, but IMHO those two I mentioned give you the best start.

  18. Small request for the next version of the launcher. Can you have the application remember the check/unchecked settings, specifically the update registry checkbox? Playing TrueSurvival, your launcher always will force the server settings to Spider's server if the registry box is left checked. This can be annoying if you play on a different server. If you allowed this box to be left off it should remember the last used server config.

  19. @Sphereii - For a few versions now I noticed the option to enter a user name (and other fields) in the download game from Steam option is greyed out. Did you remove that feature or is that just a local issue on my PC and server installs? I reloaded the launcher but its still greyed out. This isn't a big issue as I can just manually copy a copy of the game to a new folder then install a mod, but thought it was worth asking about.

     

    Update: lol, I didn't notice someone just asked the same question in a post above. Its been like this a few versions now.

  20. I asked Spider the same thing. There is a simple fix. Just remove the word prefab off the end of the model model name. So porchlightprefab becomes porchlight. You can't change a few like the spotlight but most can be changed.

  21. So trying it out and really love it, the only question I have is the start seems a bit unbalanced with zombies always on you, but it could very well just be an adjustment on my part. Typically when I spawn in I have zombies chasing me before i've even crafted my class selection.

     

    How do other people start off in the mod strategy wise.

     

    Unlike other mods there is no safe zone time period because Spider added zombies to the entitygroup.xml "followers" that is used to place the survivors on the map. If you replace the zombies in that entitygroup with animals like rabbits and chickens you will get back the safezone time period and you can play as normal.

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