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mr.devolver

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Posts posted by mr.devolver

  1. 41 minutes ago, Telric said:

    I did not test that, but i think it should be fine... If anything, you might have different items due to the way things are loaded in. I added the bugnet just above the fish types, for example, so if you had one type of fish, it might change into another type of fish. I don't think anything would trigger a corruption.

     

    30 minutes ago, Telric said:

    Just tested in a single game and had no issues. The items didnt even change. So it should be fine.

     

    Thank you. On a different note, I wanted to ask you about the baits being found in cupboards in the first version, but I guess this new version changes that completely?

  2. 4 minutes ago, Whorhay said:

    I thought that had already been done, it just wasn't very extreme.

    I believe it will be taken to extremes, otherwise it wouldn't make sense for them to put you through the quest grind in the first place. Rewards will most likely be tied to actual specialization of the trader.

  3. On 12/26/2021 at 11:43 PM, Dodge said:

    but at the same time when you unlock a new tier it's unlocked for every trader

    I agree, but you're essentially saying they should go back to how it worked before. Yes, it worked like that in the past, but it was changed to this system and I don't think they would want to revert it, because the trend seems to be to do everything in their power to artificially prolong the game progression even if it means making it boring. :)

    1 hour ago, Whorhay said:

    You don't have to move to each new trader to get higher tier quests. The trader you've been reping up with will offer better quests as you rep up with them.

    It's true that it doesn't really matter that much at the moment, but when they introduce long time announced update to the traders which will make them all sell different things, THEN you will look at this differently.

  4. Background story:

     

    I've been playing with WalkerSim mod to boost the amount of zombies, I'm playing solo and I was on a quest, clearing and grabbing package from that big "HIGASHI PHARMACEUTICAL" building on the right side of the screen below. The quest involved killing 100 zombies inside of the building, all kinds of nasty stuff including lots of ferals and radiated zombies were there. When I finally made it to the top and thought that everything is going to be ok and all silent now, then another horde of ferals, radiated zombies, dogs and vultures showed up on the roof, all trying to kill me, I was running like crazy all around the roof with a steel axe in my hands, trying to evade every attack on the small, but complexly designed space with lots of stairs, railings, etc. but I made it and I killed all of them! I quickly realized it's very late and that I'm not gonna make it back to trader in time. What was even worse though, after clearing the building, being low on ammo, with half broken weapons, I realized it's the horde night and it starts in just couple of in-game minutes... I was standing at the helipad on the roof, thinking what should I do. But the game didn't really let me breathe peacefully for too long and the horror-like horde night action music started playing, and so I made that decision very quickly. I went back down through lots of complex interior passages and I fought the first hordes that made it to the top! I was thinking: "This game actually starts to feel right now! This is what it was supposed to feel like from the beginning!". As I was getting to lower levels of the building, more and more zombies showed up, I fought my way all the way to the ground floor and quickly tried to find exit lol I think I axed a zombie business man that was passing by as I was running towards the exit. Once I was outside, I quickly ran back to my motorcycle and all those freaking ferals running after me. I drove couple of meters away and I was like: "Nah, trader's closed anyway, let's try my luck again... :D" I stepped down from the motorcycle and fought through the whole horde night! Zombies stopped comming around 3AM and I was like: "Well, was that it? I'm a bit disappointed now. Let's check out that building over there", I went to a random building nearby and started axing all the sleepers, didn't even let them stand up and then I found a cop zombie there, yay! I chopped him to death with my steel axe, I climbed to the roof and couple of bikers and vultures showed up. Chopped them all and it was already morning time. Then I looked around and saw something absolutely stunning and I had to share it with you guys. This is it. What a view! This is Alpha 20 randomly generated world!

     

    OfLocCZ.jpg

  5. 5 hours ago, bdubyah said:

    Sigh... My mod has never had vehicles spawn in the world. You are confusing it with VM probably. I do plan on making a patch for mine once I have time to make it work with VM using their system. But that will be a little while yet.

    How about that quest which allowed us to sit behind the wheel of a giant plowtruck and plow through the hordes of zombies, sending them flying high into the air and then watching them fall back down like ragdolls while watching a big red kill count in the top left corner of the screen? I bet that was the part of your mod too, don't you say it wasn't! :p

  6. 19 minutes ago, bdubyah said:

    Should be pretty soon.

    I'm glad to hear that. I'm secretly hoping that this time I'll finally be able to build my own settlement and employ some NPCs to guard it. I started doing that in A19, but I had to abandon it.

  7. 1 hour ago, Ragnar said:


    That's because actual spawning mechanism is vanilla. For example, WalkerSim zombies still spawn behind rocks or trees in the forest in 100 or 200 meters from you, etc. After they are spawned (player can see them), their behaviour is vanilla. They choose path, organize themselves, spot enemy "with their eyes", engage in combat in vanilla way.

    The cool feature is that WalkerSim populates the whole world, zombies move in this world even when they aren't spawned and you can't see them in game. WalkerSim controlls their moving direction and priorities (their next target in path, reaction to events like sound). Respawning is also made per zombie in WalkerSim (which I intend to develop further). Vanilla respawn is about biome chunk of area (like grids in WalkerSim). With that difference, that eveyrting happens in this world chunk only when player present in it, and all changes are tied to this chunk only. While WalkerSim grid system is more of a map and zombies act in the whole world, they may be spawned at any place (random POI, concrete grid (vanilla behavior), at the border instantly (vanilla WalkerSim behavior) with possible delays, etc. It's another level of flexibility. One just need to code a little bit of options and behaviour, but what ZehMatt put in the foundation is amazing.

    Other mods you mentioned (I suppose XML) can't simulate infected cities and prioritize zombies location and path on the map by POIs and other criteria. I've tried them too. If you are fine feeling existence in small chunk of the world around you (approximately vanilla city size), no matter the size of the world around you - this is fine. But it's too limited system in my view.

     

    I like what WalkerSim does and I see the difference clearly, when there are many zombies spawned at once, that's something that would never happen in vanilla unless you increased zombie spawning. To that point WalkerSim is a fine mod, but then there are those issues I had with it. Perhaps it'd be all fine if I switch Enemy spawning back to ON, I will try that. Anyway, those other mods weren't all just xml. The increased zombie spawning was xml, but the modified horde system is dll mod from KhaineGB.

  8. I haven't actually tried to leave Enemy spawning ON with WalkerSim installed for too long, but I had the feeling that on that setting it simply acts like vanilla anyway, but if you say that WalkerSim is still active with Enemy spawning ON, I'll take your word for it. While I had WalkerSim uninstalled, I tested a different mod that simply increased zombie spawns and also a mod which randomizes the hordes and gives you more control over them - how often do they happen and how many zombies do they spawn. It was almost like playing with WalkerSim, except all the spawning events worked as expected per vanilla standards (sleepers in POIs, zombie spawn events such as those during buried treasure quest) and I've also encountered vultures, wolves, snow lions etc., so those enemy animals were also working fine. I might give WalkerSim another try, but from what you said about the spawnings, I feel that I would need to make some extra changes just to have a correct setup. I wanted to play the game rather than trying to mess with the settings trying to find how to fix this or that, if you know what I mean, but I'll consider my options here, because I still like the concept of this WalkerSim mod.

  9. 3 minutes ago, dwarfmaster1974 said:

    Hello all,

     

    I have a fairly busy server and also use a server manager for ports and stuff.
    So far, so good.

     

    Unfortunately, I miss a few functions in this server manager, but can not extend it myself because this is mainly closed source.
    Which is perfectly ok.

     

    But now the question. If I want to create my own server manager, what would I need for it?

    I have seen that in the main C# is needed for it and that certainly in connection with Visual Studio.
    This shouldn't really be a problem in principle, but unfortunately I have no idea how to get started.

     

    Is there somewhere a tutorial or documentation for this or other information that would help me to realize this?

    If someone can give me some smart hints, that would be great.

     

    Thank you in advance.

     

    You're basically asking for a tutorial on topic "How to become a C# programmer", because that's what you would need to achieve your goal. Don't get me wrong, I would be the last person who would want to say anything discouraging here, but please do keep in mind that learning any programming language with no previous experience in programming is hard, it requires a lot of dedication, active self improvement by trial and error, because it's all about constant learning of new technical things by doing things. Again, not to discourage you, I'm just telling you what to expect if you decide to take this path and this would be the best time to really consider whether it's actually for you or not. If you do take this path, great, if not, nobody will blame you or anything. If you have no previous experience in programming, you need to start with basic principles first, mostly general rules in programming that aren't even about the specific programming language you want to learn in the end, but luckily there are learning materials and books for beginners that save you a lot of time, because if you have no previous experience, you may as well learn the basics by learning your target programming language. A good programming handbook for beginners usually also explains how to install the IDE - Visual Studio in your case.

     

    Check out this 9 Best C# Books for Beginners article. Just pick one to get started, good luck. :)

  10. 1 hour ago, Ragnar said:


    So, I've tried ReQuests with my version of WalkerSim on recently released stable verison. I've failed it deliberately by leaving area, but I activated it (from bulletin, from spawn console (U key)), killcount was working (any zombie passes, not just prefab sleepers). Evereyting is just like A19. Below are the proofs.
     

      Reveal hidden contents

    spacer.png

    spacer.png



    What I've also encountered, is that ReQuests strugles to find place for some quests. After reading paper and accepting a quest, you might get location "NO TRADER". That is mentioned by the author himself in ReQuests description. It's known issue and one shold drop such quest and try again.

    I've double-checked source code of this quest stage, finding fitting location for quest: it's standard, since ReQuests is XML mod only, and this stage has no mentions of spawns or enemies whatsoever.

    On the other hand, WalkerSim only disables vanilla wandering hordes and spawning in biomes, open world. Plus alters sound notification. It doesn't disable spawning completely like game option in world configuration menu.

    But I couldn't reproduce yellow quest marker disfunction as described. Have you installed other .dll mods? Especially that require direct game files modification (7DaysToDie_Data\Managed directory).

     

    I'm sorry, I was explaining this problem in different places, perhaps I forgot to mention some important details here, so I'll try to explain again. I opened the bulletin board, purchased the quest, and the Read option on that quest item was grayed out, so I couldn't even read the quest item, that's what I meant by being unable to activate the quest. I found out that this happens when I set Enemy spawning to OFF in game settings. I believe the author of original WalkerSim said that it must be set to OFF for WalkerSim to work, so I've been doing that ever since with every WalkerSim installation. When I set Enemy spawning to ON again which I believe deactivates WalkerSim and switches zombie spawning back to vanilla mode, I'm able to Read those quest items normally. I am using other dll mods, but when I isolated this problem, it was only WalkerSim, ReQuests and its dependency TacticalAction installed, so there was no interference with anything else.

     

    On a side note, while you're saying that WalkerSim only disables vanilla wandering hordes and spawning in biomes, open world, in my game I've noticed lack of various animals such as wolves that usually come at night and I've never encountered any zombie during vanilla quests to clear the area, the sleepers that are always guaranteed to be there in the POI with vanilla spawning were missing with WalkerSim active, so if that's some unexpected behavior, perhaps it could be a hint of faulty installation of the mod, but I installed it pretty much in the same fashion as I always install mods.

  11. 6 hours ago, Adebar said:

    Fun Pimps, really???

    In times where the whole world suffers under Covid-19, aka Corona, you have to put a billboard (Corona Wipes) in your Alpha 20?

    In times where this topic divides nations?

     

    It might've been funny about 2 years ago when there was a shortage of toilet paper, but today, after hundreds of thousands of people died because of Corona, with no end in sight to this pandemic, putting that billboard in the game is more than distasteful.

     

    Welcome to the forum. Out of curiosity, did you join the forum just to post this, or do you also plan to stick around for a while and maybe make some different posts too?

  12. I don't have the exact numbers, but I feel like multiplayer was never the bigger part in my time spent in the game. I think the game has and always had so many multiplayer issues (mostly hackers) that complaining about not being able to play on servers with 50+ different players sounds really silly. After having negative experience in public multiplayer, I simply gave up on it entirely and started playing either solo or in small groups of people I trust.

  13. 58 minutes ago, Ragnar said:

    I'll definetly look into ReQuests and WalkerSim compatibilty due to the fact, that I enjoyed both of this mods in A19, they worked fine. I've even upped kill counters in ReQuests to up difficulty and take note of massive sleepers spawning and hordes outsite (every kill was accounted for, not only sleepers back in A19).

    On the second matter, buried treasure, this issue makes quest very easy, right? Just dig, no threat if you are in wilderness. I'll try to come up with something, but that needs research. One idea is to generate sound programmatically, when player is dealing with the treasure, that would attach WalkerSim zeds (like original heat system). Because WalkerSim has awesome sound alarm system. That't not how it would look right IRL (nor the vanilla spawn around dig site), but for the sake of game challange it may be okay.

    Thanks for the input! Now I know I must sweat some more without actuall playing, but I know this beforehand. Forewarned is forearmed :)

    Can't make concrete date promises, guys, because end of the year is nightmare at my job, you know how it is :) But ReQuests would be my first priority. Still haven't got a time to play the game actually. Just adapting C# mods and sights in Tactical Action. And attemts to generate decent map in scarce free time :)

     

    You're welcome, thank you for looking into it. Just a note, the buried treasure quest was just an example I used in attempt to explain what I mean that the game has some hardcoded events where it spawns entities including zombies and these are all gone with WalkerSim installed. I think it would be better if WalkerSim still allowed vanilla code to spawn entities including zombies for these events for sake of compatibility (not just for mod compatibility, but especially for compatibility with the vanilla game systems such as those quests where the game situationally throws some zombies at you), but that's just my opinion, please do not feel like I'm trying to demand any changes here, I'm just sharing my thoughts about this mod, suggestions for improvements which you can totally ignore if you don't like them. ;)

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