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mr.devolver

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Posts posted by mr.devolver

  1. Xyth, assuming this is not a bug in vanilla game, one of the following mods is probably causing that Empty Cans are scrapped into item called unit_iron instead of Iron. I had some other mods installed that I thought could be causing that, but I already uninstalled them and just kept your mods for testing. Surprisingly, the bug is still present in the new world with only your mods installed, so yeah.

     

    CE8d3FF.png

  2. I do not think any creatures will NRE except the ones that use the Class=EntityBandit. The trader should not, but the price that is paid for that is they are invulnerable. Invulnerable bandits would be very bad, right? The traders are set not to attack players, so thats the work around for Invulnerability.

     

    Great, so we can still harass them! I'm kidding. :p

  3. SphereII and I are gradually reintroducing modlets that replace and improve on various Starvation features. While there may not be another Starvation mod, the functional components will eventually all be available as DMT modlets.

     

    Like friendly NPCs that can become followers, yay! It's much more fun to play solo with these bandits, wandering traders and NPCs that can become followers. :) What would be even more fun is a story and quests, because being able to meet groups of survivors, either randomly in the world or by visiting their base, being able to do some quests for them, that would make those NPCs feel like real people that are part of the world, trying to survive. I wish someone could make this happen, that would make me really happy.

  4. I wonder how much of the custom coding you can leave out and still make this mod work. A few features sacrificed is a fair trade imo. This was one of the best overhauls to play. Maybe too much of it was custom code though.

     

    As far as I know, it was heavily modded version of the game and each and every little new feature had to be injected through SDX and there were many such features, but no wonder. It's because the whole team of modders worked on it, some of them are not active anymore, others moved on to different projects. Check the first page in this thread, there's a list of usernames that contributed to this project and maybe even that's not a full list. For example Pacco who unfortunately isn't alive anymore was a very important person for this project as he produced countless amount of new assets pretty quickly and his friend Mortelentus (thread starter) was a pretty skilled coder who managed to put it all together and give it life in the game itself.

     

    In the comment section under the last video on Youtube uploaded by Mortelentus, he replied to someone who was asking if there are plans to update the mod. This is what he said:

     

    "Merry christmas. Ive been quite away from the modding stuff do to multiple reasons, and dont have plans to update full starvation mod due to the imense work behind it. I would love to come back and make a modular story based mod with xyth, but well ser what life brings me."

     

    This was 1 year ago. As we already know, he didn't come back. :(

  5. This is an interesting implementation. Thanks for sharing your work. A few questions.

     

    1) Are the wandering horde and/or sleeper systems replaced by this or does it only impact biome spawning?

    2) What do the 2d simulations look like and will the player ever see them?

    3) What impact does this have on total zombie counts? Judging from the photo, this allows the limit to be increased significantly.

    4) How does this change the player experience? Simulates large hordes approaching from the outskirts of the map?

     

    The simulation doesn't show up active zombies. In fact they all show as inactive, so in the world you wouldn't see them all. Just the ones that are in your area.

     

    Still, just like someone else already noted, this is most likely what the game already does. Well, sort of. The main difference is probably that the game currently spawns zombies randomly in the biome in your area and only spawns as many as your pc can handle rather than having to constantly calculate positions, stats of all the "offline" zombies on the whole map just to show couple of them to you when you get close. So I guess it's apples and shiny oranges, except the oranges are pretty expensive and you have to pay for them with the power of your pc which results in performance loss.

  6. This can be improved by lowering its AI intelligence so it cant find paths out well. You can give them very poor senses so they wont be easily pulled away by chasing targets. You can reduce the chase time as well.

     

    But doing this could be a problem if he really wanted them to be good guards though.

     

    they would guard and only chase you to the front door then turn around and go back

     

    I mean, if you reduced their intelligence so they wouldn't find paths well and if you gave them poor senses so they wouldn't be easily pulled away by chasing targets, would they still be good as guards at all? Would they still be able to do what he wants them to do? lol

  7. Is there a way to make these entities stay within a certain area? Like a Poi; they would guard and only chase you to the front door then turn around and go back? This would be for setting up bases and patrols I guess, among other things. Never leaving a designated area.

     

    Depending on which type of character you are referring to (bandits, survivors, wandering traders), you will probably need the DMT version to give them specific tasks like that.

  8. For the most part that is correct.

     

    Oh, so we will actually be using both mods (in case of DMT version), right? So that would mean the DMT version will also have those extra characters like animals etc. And I'm not really talking about possible third party mods here, just the base version of the DMT mod created by you and sphereii, because so far I haven't seen many attempts from other modders to build upon these mods.

  9. Also, is there a way to remove the bandit arrows that get stuck in you when the bandit archer shoots you?

     

    From my experience with the original SDX (later DMT) version of the mod, the only thing that works is exit and load the world again.

     

    EDIT: Not sure, but if you play in multiplayer, your friend may be able to pick it up, but we haven't tested this.

  10. I dont think you understand yet how this will all work. Think of the character pack as a pool of characters with enough xml for them to get into the game. Then modders will make other modlets that will load xml that will reference the characters in the pack and make them work in game as that modder desires. Those can be xpath vanillla compatible modlets or full overhaul mods. The DMT modders also will reference the characters in the pack, but DMT will allow the characters additional functionality that only new C# code can provide. So you can have a basic survivor in vanilla who uses just the vanilla AI or with DMT that very same character from the pack can also be hired and follow the player. Is that clearer?

     

    Not sure. It kinda sounds like all the current DMT mods - Bandits, NPCs, Wandering traders will be merged into one reduced DMT mod to provide just the extra C# code for features like follow, guard, etc. and the rest will be handled by the character pack modlet. Is that what you mean?

     

    PS: I'm sorry if my reaction generated a facepalm moment for you, I'm just trying to understand it to know better what to expect in the future. I would like to get as many cool features in these mods as possible.

  11. Anything that can be done in vanilla can be done better in DMT so yes.

     

    I'm glad to hear that. I wouldn't mind if we had to combine both mods to get all the features from both, but you already mentioned possible incompatibility issues. I hope that both mods will be able to work together one day. Those extra characters from the character pack and animals would be cool too.

  12. Today we tested a method that will allow easy reskinning of Characterpack vanilla entities, so modders will be able to remove beards, replace hats, etc. through vanilla material overlays. That combined with spawning these with any weapon in hand should allow a huge amount of character variety just through xml edits.

     

    Please tell me you can make this work in DMT version too.

  13. The goal of this mod was full feature vanilla entity function and EAC compatibility. Features beyond that will need to remain in the DMT version as code is required. The DMT version will be re-baselined on these new entity models so they will move smoother and have ragdolls etc. When thats complete we plan on adding many new features to the DMT version of the NPCs.

     

    I recall your previous comment expressing doubt this mods functionality could be done, and I'm glad I was able to surprise you after all.

     

    In that case, I guess I will have to stick with DMT? But can we somehow get best of the both worlds? Like animals and other characters (like those baker bandits and such) in DMT version too?

  14. I hope someone helps fulfill your request. I have a list of existing entities I need to port over to the new system, and a few additional demonstration entities like some Mechs so likely will not be able to make these for you guys.

     

    Do you mean the vanilla version of the mod? I saw Guppy's video and I must say I was surprised, I didn't expect you could push it this far in vanilla, but what about the features like follow, guard, etc? Are they already in, or is that something we will have to wait for little longer? Also, how about the randomized look of spawned characters? Is that planned too?

  15. NPC request: hank hill and homer simpson.

     

    Source: renderhub:

     

    hank-hill-01.jpg

    Hank Hill 3D Model

    Model: Hank Hill 3D Model

    Media Type: 3D Model

    Geometry: Quads/Tris

    Polygon Count: 16,864

    Vertice Count: 8,436

    Textures: Yes

    Materials: Yes

    Rigged: Yes

    Animated: No

    UV Mapped: Yes

    Unwrapped UV's: Yes Unknown

    ****************************************************************************

    Textures formats: TGA

     

    ***************************************************************************

     

    Features:

    - Hank Hill is basic rigged and greatly detailed

    ***********************************************************************

    File formats:

    - FBX (Multi Format)

     

    Every model has been checked with the required software.

     

    *********************************************************************

    If you would like to request a model or If the price is to high offer me a price for this or any other model just contact me. Also If you would like me to work on a project for you I'd be happy to work something out. Thank you and I hope you enjoyed this product :)

     

    Source: cgtrader:

     

    homer-simpson-3d-model-rigged-blend.jpg

    3d model details

    Publish date 2019-08-18

    Model ID #2067667

    Animated No

    Rigged Yes

    VR / AR / Low-poly No

    PBR No

    Geometry -

    Polygons 0

    Vertices -

    Textures Yes

    Materials Yes

    UV Mapping No

    Unwrapped UVs Unknown

    Plugins used Yes

  16. It's a personal modding feature that's in the 0-SphereIICore. I should disable it, as it does lead to confusion.

     

    During testing, I'm on a variety of different computers, and multi-tasking. Often times, I'll click on build, and walk away. Leaving my scroll lock lets me build, auto-start, and load my last world, which can sometimes takes 5 or 10 minutes.

     

    Oh! Thanks for explaining, I see. I thought it was some kind of joke or a game bug. It's totally fine if it helps you test, I'm fine with it, it's just that I wasn't aware of it and wasn't sure where to ask for help lol. What a bizarre fix though lol. I was already planning to recommend TFP to add a statement into minimum requirements for the game to start which would say "Scroll Lock must be turned off" lol. It reminds me of another player who made a funny note about game progression, can't remember his exact words, but it was something like: "You have to kill zombies to learn how to boil an egg" lol, so now we have: "You have to turn off your scroll lock to play the game!" :p Oh man, thanks for help, you're my hero! :D

  17. Sphereii, I ran into another issue and this is the first time I've seen it. It's probably unrelated to these mods or Mod Launcher, but still I don't know how to fix it. :(

     

    When I install mods through Mod Launcher successfully and start the game, for some reason it's always trying to load previous world that I played before, if it finds it (if I allow it to use my default profile from unmodded game), it automatically loads into the world that I played in unmodded game. If there's no previous world (for example if it's a fresh local save directory), it just shows me the empty world list (continue game list) and when I hit Back button, game instantly exits. If I delete the local save directory completely, it starts by asking me to create a new profile, which is fine, but then it asks me to choose the world (continue game list) which is again empty and clicking Back button again exits the game, there's no way to get into main menu and start a new game! Do you know how to fix that?

  18. Hey all,

     

    after some time I decided to try these mods again, this time on my older PC (my main PC is currently being repaired). I ran into some issues. I was trying to install Wandering traders, NPCs and Bandits through 7D2D Mod Launcher and I got some errors:

     

    Scanning for Harmony
    C:\7D2D\Alpha18\My_Mods\PotatoFun\Mods\0-SphereIICore\Harmony
    Scanning for Scripts
    C:\7D2D\Alpha18\My_Mods\PotatoFun\Mods\0-SphereIICore\Scripts
    Scanning for PatchScripts
    C:\7D2D\Alpha18\My_Mods\PotatoFun\Mods\0-SphereIICore\PatchScripts
    DMT Scripts Detected.
    Downloading DMT...
    SDX Downloaded. Checking SDX Dependencies.
    Starting SDX Launcher: C:\7D2D\Alpha18\My_Mods\PotatoFun\SDXRepos\DMTViewer.exe /Silent /ScriptOnly /GameFolder ../ /ModFolder ../Mods /EnableAllMods
    0|Parsing arguments
    0|Auto Build
    process started /InitialPatch /GameFolder "../" /ModFolder "../Mods" /ScriptOnly /EnableAllMods
    Parsing arguments
    Running BackupFiles
    Backup dll found: C:\7D2D\Alpha18\My_Mods\PotatoFun\SDXRepos/Backups/SP/18.3b3/Assembly-CSharp.dll
    Running DeployDlls
    Deploying DLLs
    Running LocalisationPatch
    Localisation no longer handled in DMT after A17
    Running InitialPatchTask
    Compiling PatchScripts assembly for InitialPatch...
    Built patch file in 1927ms
    PatchMods compile successful
    Found patcher mods: 3
    
    
    
    Hooking console commands
    Running CreateModDll
    Compiling Mods.dll...
    Built in 2498ms
    c:\7D2D\Alpha18\My_Mods\PotatoFun\Mods\0-SphereIICore\Scripts\MusicBoxes\MusicBox.cs(121,40): error CS0117: 'GUI_2.UIUtils' does not contain a definition for 'GetKeybindString'
    c:\7D2D\Alpha18\My_Mods\PotatoFun\Mods\0-SphereIICore\Scripts\Blocks\BlockMortSpawner.cs(187,9): error CS0023: Operator '!' cannot be applied to operand of type 'Block.DestroyedResult'
    Failed to compile Mods.dll
    Build failed
    
    process exited with error code -1
    
    SDX Exit Code: 0
    Launching \7DaysToDie.exe -popupwindow -logfile 7DaysToDie_Data\output_log.txt -configfile=\SaveConfig.xml 
    Game Started
    

     

    I also tried to build it manually with DMT tool directly (the one that was automatically downloaded by Mod Launcher), but it failed there as well. I'm out of ideas, please help!

  19. I added the BigForge to my game loads up and all but now I can’t enter it in game it has an error message that comes up that it’s not set to an instances ? Would anybody know what I would have to do to open it as a forge ?

     

    Sorry to hear that. Apparently there's more than just a few things broken.

  20. doesent work with 17.4

     

    You didn't give much information to go on, but I tried some popular mods from this pack and they worked for me pretty well in 17.4. Using some of these isn't too straightforward and may require some extra mods to be installed as well and some advanced knowledge of how exactly you need to install them, especially when you choose the less automated way.

  21. you need fide the water. stand ln it and look on it. then push RMB if you lucky you received "catch". put "catch" on youre belt, place it on the ground, open and take youre reward.

     

    Thanks, I will try. By the way, is there any way to get bronze other than scrapping bronze tools? They are super hard to find and I need a lot of bronze to get that Middle Forge. I'm on day 25 and so far I only found 3 bronze tools. One of them was bronze sledge hammer which I didn't want to scrap because it is required for certain recipe. There must be a better way to get bronze, right? :(

     

    EDIT:

     

    I tried fishing again. Standing in the water, holding fishing rod with bait in hand, holding or pressing left mouse button does nothing, holding or pressing right mouse button does nothing. I think fishing does not work. Are you sure this mod is compatible with Alpha 17.4 ?

  22. Yeah it can be modified just change the max velocity, but was going to add an extra seat or maybe two at some point on the flat bottomed boat so its more of a transport for the many, but the new small dingy that is incoming is designed to be a faster single seater ride to satisfy the needs for speed we all have :).

     

    Although actively Guppy is looking at making some water threats in the future and there is lots of idea's being put forward ... Sharks, crocodiles and a zombie seagul was suggested :)

     

     

    Ragsy !!

     

    Ragsy, will you please update the thread as soon as you release the update? I want to get it as soon as available, thanks! :)

     

    As for the speed of the boat, as long as it's faster than just swimming, it IS my favorite feature!

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