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mr.devolver

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Posts posted by mr.devolver

  1. On 7/4/2021 at 4:01 PM, Fanatical_Meat said:

    They went to a21

    Bandits are not coming in A20, nor in A21.

     

    Read between the lines here in the roadmap in op:


    19) Character Overhaul - Pushed to A21

    • Outfits are another feature that will help build the foundation for the future implementation of bandits

    So if something that is pushed to A21 comes with a description which says that it is the foundation for the future implementation of bandits, I think it's not that hard to predict that bandits are simply not coming in A21. What speaks for this theory is also that lately dev diary of every new Alpha starts with rich and ambitious feature list the most exciting parts of which almost always end up with the note "pushed to next Alpha" as they get closer to the release of the Alpha they are working on at that time.

  2. Enhancing... (ugh, I hate that word when the results are horrible, but you know what I was trying to do :P)

     

    1hVh6nb.png

     

    Now keep in mind the details (as you can see by looking at the faces we have already seen in game) can be misleading, because they are created by AI, but I like the idea of having more details when zooming a very small image to make a better picture in mind that might be closer to reality...

     

    This new fella kinda looks like a mixture of the guy in blue shirt and old skater, but then again that could be a wrong interpretation of the details here.

  3. On 12/11/2020 at 12:37 PM, CrazyAluminum said:

    "Key,English" format is easier and better, because you don't have to write a lot of useless text you skip anyway

    This is an understatement of the vanilla format of localization.txt file. This is the same as if you said that you don't need a manual to assemble a chair from the parts, then you throw out some of the parts because you have no idea where they are supposed to go and as soon as you sit on it, it breaks.

     

    Going with the simple format is neither easier nor better. Just because it seems to work even if you throw out some part of it doesn't mean that it's better, it just means that you don't understand the purpose of the part that you just threw out and you still might need it later.

     

    Besides, what might seem as easier to you may seem more confusing to others who don't really know what are they doing, because they are still learning their way through this. Some people prefer a simple solution that would allow them to quickly copy and paste the lines they already have at their disposal (in vanilla file) and make some changes to them to repurpose them for their mod rather than trying to write their own lines from scratch, not really knowing how to do it correctly.

     

    Ultimately, people first need to learn the vanilla format to understand how it works and how to do some changes to it safely without breaking it and this little guide is for them.

     

    The knowledge how to simplify it comes along with it automatically, if they ever wanted to go that way.

  4. On 12/5/2020 at 8:07 PM, Nomadikhan said:

    It may be worth putting in your OP that you need that first line that defines the table else it doesn't function when pushed.

     

    It's already there in the rule number 1 with an example. I'm sorry, but I can't think of any better way how to explain it...

    On 9/5/2020 at 9:35 AM, mr.devolver said:

    1. First line of Localization.txt is always the table header

     

      ...

     

    On 12/9/2020 at 12:00 PM, CrazyAluminum said:

    Can you update your guide and add the "Key,English" way?

    I am aware of the flexibility of the format of this file, but this was meant to be a short guide for beginners to teach the players how to format their first basic localization.txt file and how to make one quickly with as few errors as possible. The reason why I'm encouraging them to stick with the vanilla format is simply that there's always an example in vanilla localization.txt file, so if they ever get stuck, they could simply check out the vanilla file again, but if they decide to go with their custom format, they will be on their own with no example they could follow. Therefore adding something like this may be counter-productive. As you can see, some people find it difficult to even understand the vanilla format. If I added another option to the guide, they could be confused even more and make more mistakes.

  5. On 11/8/2020 at 11:38 AM, Lyssabet said:

     

    I found a fishing trap in a random trash pile.  When I clicked on it in my inventory, the console immediately spammed a divide by zero error message repeatedly for around a minute without stopping.  I noticed that the icon for the fishing trap did not show a number.  I clicked on a different item in the inventory which was selected and displayed correctly, then clicked on the fishing trap again and it resulted in the same divide by zero error message loop.  I exited out of 7 Days back to the desktop and then restarted it, reloaded the game world, and tried again to receive the same error loop when I selected the fishing trap.  At that point I checked in the xml files to try to assess what may be causing it.  I noticed that there was both an economic value of 0 and an economic bundle size of 0 for the fishing trap, which from what I recall was the only item in item.xml with both of those settings set to 0.  I figured that it was probably trying to assess the value of the stack (of 1 fishing trap) when I selected it and so it was likely trying to use either of those values in its calculations.  I tested setting the economic bundle size to 1 first, saved, restarted 7 Days, reloaded the game world, and was then able to select the fishing trap without being spammed with the divide by zero error messages.

     

    Since the value of the fishing trap is set to 0, which means that it technically has no sell price, it shouldn't make any significant changes trader-wise to set the economic bundle size to 1; it's not like it's the same as the stack value.

     

    You know, some of the properties are pretty tricky. This item is not added to the trader's stock, it's not set to be sellable to trader either which means there's no point for it to have any value in the first place. On the other hand, it's weird that vanilla game (assuming you have no other mods installed?) would complain about these values set to zero if it doesn't need to process them in the first place, so do you have any other mods installed by any chance? Maybe there's some sort of conflict there. I guess if I just removed these values altogether it should work, assuming the game doesn't need them for any other calculation that is.

     

    As for the property itself, this is the official information that we have available:

    Quote

    "EconomicBundleSize" :
    Was put in because the coder did not want a float there. =)
    A trader will trade this many items as the smallest bundle. You won't be able to sell a single small rock.
    The "EconomicValue" applies to the bundle.

    In other words, since this item can't be sold to the trader anyway, it should be safe to remove it together with its economic value. I will run some tests on this issue on my end and see where this goes, then again I didn't want to make any significant changes to the original code, but if something got changed in the vanilla game and the way this mod used to work doesn't work anymore, there will be no other way if we want to make it work in the current version of the game...

  6. 20 hours ago, Lyssabet said:

    Reporting an issue with the Fishing Trap for the Alpha 19 version which is resulting in a Divide by Zero error if the fishing trap is selected while in the Inventory window:

     

    In items.xml, under the fishTrapItem, the line which reads:

    
    <property value="0" name="EconomicBundleSize"/>

    Needs to be changed to:

     

    
    <property value="1" name="EconomicBundleSize"/>

     

     

    Hey, thanks for report! I was unable to reproduce this problem on a clean game copy with only this mod installed. Could you please describe in detail how to reproduce this bug? Thanks in advance.

  7. On 10/31/2020 at 8:26 AM, Gazz said:

    Different games do set boni differently.

    This might be about a product called Boni-Whip. It's said that even on very low frequencies the Boni-Whip produces very good reception results...

     

    For anyone wondering, we're talking about active wideband antenna 20kHz - 300MHz... ;)

    tvSYcoT.jpg

  8. @Subquake, congrats on the release! Good job. This is the very first time I tried Undead Legacy (I never played it in previous Alphas). I've been playing it for hours now and it's cool. Kinda feels like old Alphas, except with some new, advanced features and modern look. The gameplay isn't as easy as vanilla, but I think it's reasonably challenging, not too challenging like some other overhauls with absurdly crazy difficulty lol. I feel like it's more or less what most of us average players expect from the game and I like it.

     

    If you ever added NPC survivors and some story, that would make it perfect lol.

  9. 21 hours ago, Roland said:

    If scheduling is proving so hard, why not let the community help out with the baby sitting, errand running, and cleaning? Surely there is some calendar or spreadsheet that can be released, or some projected date that we can help brainstorm around.

    Guys, we heard a man of his word. Roland is the first volunteer...

  10. 15 hours ago, Quicksilver said:

    Do you mean quotation marks? I used commas and quotation marks but I did not understand how the header list related to the body lines.

     

    This is explained in OP:

    On 9/5/2020 at 9:35 AM, mr.devolver said:

    Think of the content of Localization.txt as if it was the content of a table. As long as you stick to the vanilla format and follow its rules, you should be fine. Always try to match the vanilla format whenever possible.

     

    Your original table didn't work, because the body of the table didn't match the header. It's really that simple, I can't really think of any other way to explain it to you...

     

    Again, it's a table with columns and rows, so naturally the body of the table must match the header, not only in sense of the meaning of individual entries, but also in number of entries. The latter is done using commas which are there to let the game know that it's a new entry in the table. If you need to use a comma inside the entry, you have to mark the start and end of the entry with quotation marks like so: "<TABLE ENTRY GOES HERE>", because any comma outside quotation marks is considered a delimiter between table entries.

     

    Your new table is also wrong as it's contains a comma after english and the entry with the perkLightArmorRank1LongDesc key also ends with a comma. Why did you leave those commas there? It's unnecessary and doesn't match the vanilla format.

    On 9/5/2020 at 9:35 AM, mr.devolver said:

    Always try to match the vanilla format whenever possible.

     

    I can't stress this enough. You may think that if it works, it doesn't need fixing, but then you will run into other issues if you ignore the way vanilla file is constructed and you will have no clue what went wrong again...

  11. 55 minutes ago, Telric said:

    Yup exactly. None of the quests are absolutely required to be completed, so you don't need to lose sleep over it. I had to make it atleast a little tough lol..  I did add the particle effect that will hopefully catch your attention, which is pretty visible at night. Hopefully you wont cheat when i finish this mod up.. its a long way off, but its very quest heavy and RPG feeling. I have a bit done, but i'm reworking just about every aspect of vanilla.. so it will take me a while.

    Yeah, I guess we are not really going anywhere in this craziness all over the world, so no need to rush, we will be here when it's done. :)

     

    I will certainly avoid cheating. I know it required insane amount of work and effort to make it happen, so I want to enjoy every last bit of it properly. :)

  12. 37 minutes ago, Telric said:

    It's in the farm somewhere. It is quite hard to spot, but it helps if you do the quest at night.

    I was frustrated when I was looking for it, BUT then I realized I could look it up in cheat menu - NOT TO CHEAT, just to see what does it look like, so that I would know what am I supposed to be looking for. It really helped me and then I found it in the farm the proper way. It wasn't easy, but it was fun and I was glad that I resisted and didn't cheat, because I do believe that the point of these quests is to have fun in the first place. Just be patient and pay attention to every detail, examine everything, you will eventually find it.

  13. 2 hours ago, Dre said:

    Just for fun I just tried the updated loot from @oakraven posted 9/27 with the updated guns posted by @Slawa  10/14. Loot box/ticket stuff shows up in creative but isn't functional. 

     

    This is what happens when two different people are trying to fix one mod separately from each other. You end up with two different versions and both of them come with their own issues lol

     

    To make it even more hilarious, everyone will blame author Y for the mod number 2, when in reality they are having issues with the mod number 1 from the author X.

     

    You guys invented a modding satire. 🤣

  14. One version has bugged weapons, but adds the weapons into loot tables and includes the original loot box addon. Other version of the mod has the fixed version of weapons, but doesn't add any of them into the loot tables, neither does it include the loot box addon.

     

    The original is still unmatched... :)

  15. 13 hours ago, Quicksilver said:

    How do you make changes to vanilla Localization in my mod? All I can find is info on adding new items. I made a mod to change crafting perks and I want to modify the Localization in my mod to reflect the changes, but what I have does not change anything.

     Example of the header and one line that I am currently hacking at trying.

     

    key,source,context,changes,english,german,latam,french,italian,japanese,koreana,polish,brazilian,russian,turkish,schinese,tchinese,spanish
    perkLightArmorRank1LongDesc,progression,perk Agi,"You have started on the path of the lightly armored warrior. Craft quality 3 fair light armor, reduce light armor movement penalty by 15% and stamina penalty by 10%. Improve durability by 50%.\nUnlocks leather armor crafting.",

    Apparently you didn't read the advices I wrote in the OP. Commas between the individual entries are there for a reason! Please refer to the line in vanilla Localization.txt starting with perkLightArmorRank1LongDesc and compare it to your own. The difference is the reason why it didn't work for you.

  16. Quick check of the loot group on the left reveals the change in the current version of the game simply wouldn't apply, because the loot group with those names do not exist anymore in the current version of the game. However, loot groups on the right image exist in the current version of the game, so whichever version is on the right side would most likely be a better option.

  17. 1 hour ago, sechsterversuch said:

    Okay, what if the quest is changed?

    I think the quest is fine as is. Personally I'm not that much worried about zombies destroying the farm. Vanilla random world generator spawned quite a few of them pretty close to each other in the area where I started my base. If one of the farms falls, I will be still able to go to the other one.

  18. 2 hours ago, Pille said:

    Yes, and of course you can also move already placed POI or remove them.

    I'm really looking forward to this, can't wait to start playing with it, it looks cool and pretty intuitive too. You are a very skilled programmer!

  19. 26 minutes ago, Telric said:

    It will feel like a whole new game since vanilla is all about looting places to get your gear. This will be more like an MMO where questing and NPC reputation, etc will take over as being the focus. And no, i don't use code stuffs in my mods. I stick to pure xml and unity stuffs.

    Vanilla doesn't allow followers, I was hoping it would be possible to throw that mod in to play it with followers. Perhaps it would be still possible somehow, not sure. It would probably depend on how much of vanilla content you would remove lol

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