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Boidster

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Posts posted by Boidster

  1. 2 hours ago, Kyonshi said:

    people can look out in smaller townships with a commercial main street.

     

    +1 to this. There are a few POIs which have Pop-N-Pills franchises. And of course "search Pop-N-Pills" maybe isn't general enough for someone looking for vitamins. What you want are medical and pharmacy cases. Which are available in convenience stores, Shamway Foods stores, and home bathrooms. Granted, a full Pop-N-Pills store is the best chance-per-time-spent-looting, but in even in a smaller town there are many opportunities to search for med supplies.

     

    Backpacks (the kind you find laying around, not the loot bags) also have medical supplies in their loot list. Pretty diluted with a bunch of other options, though.

     

    (Edit: uhh, I guess this could just say, "what Joe said")

  2. 1 hour ago, ElCabong said:

    Seems like the game rolls some dice and decides to keep something at random that I want hidden.

     

    If you want to see just how the RNG is abusing you, this mod (plug!) is fun to play with. For certain definitions of "fun".

     

    The code behind that mod lays the foundation for a different mod which could take a user-defined list of items and gradually increase the odds of finding them, until one is found. So for example maybe the odds of vitamins are increased 0.001 every time you search a container that might return vitamins. When vitamins finally hits, back to default probability.

     

    I like the pure RNG system they have now (maybe with some further balancing of probabilities), but I can see how gently rubber-banding "missing" items could be a positive for a lot of players. I'd call the mod, "It's Always In The Last Place You Look".

  3. This is my first Harmony mod and I chose something which I thought would be pretty straightforward, but which turned into a bigger learning experience than I expected. But! Much was learned, and the mod seems to work, so I've got that going for me.

     

    Boid's Loot Logger

     

    What it do

    Dumps into the player.log (and the F1 console, but harder to read there) a formatted log of all of the loot spawn events, loot probability lookups, and RNG results that occur when a container is opened. Useful for education and debugging, perhaps. Strongly recommend Notepad++ or similar to view the player.log file especially if you want to watch the log while you are playing. You can see the results right in the F1 log, but it won't format correctly due to variable-width font.

     

    Not recommended for day-to-day play, since it dumps a lot of text into the log.

     

    As a future enhancement I might look into logging all of the item quality RNG checks as well. Right now it reports the quality of items in the log, but not how quality templates were used to get there.

     

    Sample output (For a very simple loot group! A single search can be much, much bigger than this.)

     

    Spoiler

    logsample.jpg

     

     

    ETA: Thanks to sphereii for several video tutorials and some direct help in the Discord channel. Thanks also to all of the other experts here and on Discord, who did not notice me lurking in their conversations, picking up tips and tricks. This was a fun mod to build, since I haven't been a coder in a couple of decades. Very, very rusty I was and hey why not jump into DLL hacking and C# reflection to ease back into it!

     

     

  4. 4 hours ago, BarryTGash said:

    I'd prefer excess damage to grass to transfer to the block behind it - if grass takes 1hp, the rest goes in to the dirt.

     

    image.png.2b715761139620a5a50fe7821a7e0496.png

     

    Only reason being, when I'm hitting grass I'm usually trying to leave behind clean flat terrain. If my 10hp punch or 30hp knife stab starts putting little potholes in my future base site, well...ha ha ha...I can assure you there will be nose wrinkling and possibly even a furrowed brow, mister! An eye-roll is not out of the question.

     

    If they give us a lawnmower/trimmer tool which can only damage grass, then I'd be okay with other weapons passing excess through to the dirt. Right tool for the job and all that.

  5. 1 hour ago, Musicianized said:

    Is there a way to restore to a previous gamestate without a game save?

     

    Not cleanly, as others said, but you can hit F1, then type 'cm' to turn on creative mode, then exit the console and open up the crafting screen. The little lightbulb icon will show you every block and item in the game. You will have to resist the urge to just pull out a full set of T3 Q6 weapons, tools, and armor, unlimited food, maybe a few 4x4s or motorcycles, every book in the game, etc.

     

    Did you have an active land claim?

  6. 4 hours ago, BFT2020 said:

    I like your modlet if you are only making slight changes, to the game and would probably use it if I wasn't doing my own mod now.

     

    Nearly all of my modlets are brute-force, slapdash, band-aid-and-bailing-wire "fixes" to things. Careful design and balancing? Ain't nobody got time for that! :D

     

    I actually am about 95% done with a Loot Logger mod, which is a Harmony DLL patch-type mod. I'm a C# n00b but my 7D2D co-op partner is a senior .NET dev and he is sick and tired of me asking him s**t. With help from SphereII and others' examples, I muddled through.

     

    A sample of what it spits into the log:

     

    Spoiler

     

    === SPAWN LOG for container 'junk' opened by 'boidster' with loot abundance=1
    Container has Lootstage Mod=0 & Bonus=0
    --- NOTES ---
    NProb = net probability (item prob / total of non-force item probs)
    CProb = cumulative probability of all non-force items: RNG <= Cprob means 'HIT' - item will be selected for looting
    Count = 'All' means all items will be selected, but 'Force' items will still get an independent RNG check first: RNG <= forced prob=HIT
    
    ============================================================
    LOOTSTAGE-BASED PROBABILITY LOOKUPS USED FOR THIS CONTAINER
    (If Prob=0.00, your Lootstage is not high enough for that tier of loot)
    ------------------------------------------------------------
    Template            | Lootstage | Prob
    --------------------------------------
    medLow              |     1     | 0.35
    med                 |     1     | 0.50
    veryLow             |     1     | 0.05
    low                 |     1     | 0.20
    
    ==================================================================================================
    Spawn Event 0 (type=Spawn)
    Spawn from <lootcontainer>=junk; group below will be checked 2 times (range was 1-2)
    --------------------------------------------------------------------------------------------------
    ITEM or GROUP       
    --------------------------------------------------------------------------------------------------
    groupJunk
      ==================================================================================================
      Spawn Event 1 (type=SpawnFromList)
      Spawning 2 times from the list below; total non-force Prob=1.00 (denominator for NProb calc)
      --------------------------------------------------------------------------------------------------
      ITEM or GROUP       |     Templ     | Force | Prob | NProb | CProb | RNG Checks Hit/Miss          
      --------------------------------------------------------------------------------------------------
      groupJunk           |               |  No   | 1.00 | 1.00  | 1.00  | #1(0.74); #2(0.74); 
        ==================================================================================================
        Spawn Event 2 (type=SpawnFromGroup)
        Spawning 1 time from group 'groupJunk' - see following log entries for RNG results
          ==================================================================================================
          Spawn Event 3 (type=SpawnFromList)
          Spawning ALL items from groupJunk; total non-force Prob=1.00 (denominator for NProb calc)
          --------------------------------------------------------------------------------------------------
          ITEM or GROUP       |     Templ     | Force | Prob | NProb | CProb | RNG Checks Hit/Miss          
          --------------------------------------------------------------------------------------------------
          groupJunk01         |               |  No   | 1.00 | 1.00  | 1.00  | 
          groupJunk02         |      low      |  Yes  | 0.20 | Force | Force | 
          groupJunk03         |    veryLow    |  Yes  | 0.05 | Force | Force | 
            ==================================================================================================
            Spawn Event 4 (type=SpawnAllFromList)
            Spawning ALL items from the list below; Force-prob items will get RNG checks
            --------------------------------------------------------------------------------------------------
            ITEM or GROUP       |     Templ     | Force | Prob | NProb | CProb | RNG Checks Hit/Miss          
            --------------------------------------------------------------------------------------------------
            groupJunk01         |               |  No   | 1.00 | 1.00  | 1.00  | Automatic due to count=All
            groupJunk02         |      low      |  Yes  | 0.20 | Force | Force | MISS (0.72)
            groupJunk03         |    veryLow    |  Yes  | 0.05 | Force | Force | MISS (0.38)
  7. 2 hours ago, Roland said:

    I am not really in a season of life that lends itself to the whole P&P roleplaying time commitment right now but I plan to get into it once I retire.

     

    *knucks* All my D&D friends moved away or were sent to prison* and I haven't touched the dice bag in many years. My books are 3E I think. One of the old crew is my 7D2D (and all other games) co-op partner tho. He still uses his D&D character name in any game he plays.

     

    *Not even kidding.

  8. 5 minutes ago, Ramethzer0 said:

    Why do folks go for the complicated answers when simpler ones are much more in line with reality?

     

    What am I supposed to do with these 10,000 spoons, when all I need is a knife?

     

    Rameth. Buddy. You have made a claim about how the zombies behave. We all have provided evidence that that claim doesn't seem to be correct, including looks into the actual code. You provided 3rd-party video evidence, and people explained how the behaviors shown exactly match known, expected zombie behavior. At this point there is zero convincing evidence from you. You have a claim, and strong feelings about it. That's cool and we can't prove a negative so hey maybe you've discovered something new (and not visible in the code somehow).

     

    But ya gotta provide evidence that can't be explained by known existing zombie behaviors. There are dozens of hours of video of people fighting hordes out in the open. If zombies are pro-actively dodging attacks, it should be fairly easy to find other people experiencing it. Frankly, it ought to be easy to find many people complaining about too-smart zombies which anticipate attacks. But for now there's only you. It would be pretty neat to be the one who discovers a new zombie behavior that nobody else noticed.

  9. 1 hour ago, blitzkrieg7498 said:

    but basically "retaliatory behavior," JUSTIFIED or not, can have long lasting implications on the relationship between the player and creator, and any changes need to be transparent and/or talked about outside of session

     

    Except, using the P&P RPG analogy, we are actually in the room when the GM is designing the adventure we're supposed to play next week. We are sending our party through the dungeon while the GM is still sketching it out on his graph paper. The feedback we give is useful, but everything right now is "outside of session" and it's about as transparent as it can be, since we get to see almost every iteration of the game adventure as it progresses to "ready to play" status.

  10. ProbT1 still goes to zero from lootstage 130 on (A20.3):

     

    <loot level="125" prob="0.11"/>
    <loot level="126" prob="0.09"/>
    <loot level="127" prob="0.07"/>
    <loot level="128" prob="0.04"/>
    <loot level="129" prob="0.02"/>
    <loot level="130,999999" prob="0"/>

     

    They did add a "ProbT2 Cap" table for some T2 items which will then remain available late game. But nothing for T1.

     

    I have a little modlet which puts a tiny chance back into the tables for late-game lootstages. Boid's A20 Loot Tier Fix. You may want to adjust the T1 probability in that mod, if you want a stronger chance. It's enough to keep T1 in the mix, but it will still be dwarfed by T3 stuff.

  11. 3 hours ago, White-Gandalf said:

    The principles were developed more than half a century ago.

     

    The principles of secure client-server gaming netcode over TCP/IP were developed by 1971? Do tell...

     

    I do remember the FPS on these things was horrible unless I kept texture resolution on "low".

    220px-IBM_3277_Model_2_terminal.jpg

     

    3 hours ago, White-Gandalf said:

    Every commercial client-server system crawling on its last toenail does this right.

     

    Seriously. C'mon, man. Commercial client-server systems - and other gaming client-server systems - get hacked every damn day. There are legitimate gripes about 7D2D; no need to use hyperbole to make them The Worst Ever.

  12. 10 hours ago, Ramethzer0 said:

    Playing with my MP today.  Zombie fell out of a roof tile and landed right in front of me, and dodged my shotgun right away.  Is this what you mean with the animations?

     

    They have a variety of "landing" animations which are chosen at random. Sometimes they can land standing up, sometimes they stumble for a couple of steps, sometimes they fall flat on their butts. That random behavior was added in A19. But they don't "dodge" in the way you suggest. That is, the game doesn't start an animation on them at the moment you attack for the purpose of dodging damage.

     

    Here is, I think, the relevant code for a melee swing. There is nothing in here which calls the zombie entity controller or animator. It just calculates the swing arc and applies damage if there is a hit. The AI/animator is doing its thing in the meantime, and a random animation might mess up your hit, for sure.

     

    Quote

    Physics.SphereCast(new Ray(new Vector3(this.m_Controller.Transform.position.x, this.m_Camera.Transform.position.y, this.m_Controller.Transform.position.z),

    this.m_Camera.Transform.forward), this.DamageRadius, out hitInfo, this.DamageRange, -538750981);
            if ((Object) hitInfo.collider != (Object) null)
            {
              this.SpawnImpactFX(hitInfo);
              this.ApplyDamage(hitInfo);
              this.ApplyRecoil();
            }

     

  13. POIs in A19.3: 540

    POIs in A20.3: 670

     

    :classic_blink:

     

    More specifically, there are only 51 POIs from A19.3 which are missing in A20.3, going by exact POI name. Several of them, like some gas stations, were obviously rebuilt using a different name (A19="gas_station1", A20="gas_station_01"). And I didn't even get into all the new POI "parts" the game has, which have no equivalent in A19 that I can tell.

     

    If the 20 or 30 POIs which were truly removed from circulation were OP's favorite POIs, I totally get why that would make OP want to revert to 19.6. You should be able to remain back there for at least another year or so I'd think - maybe longer if TFP doesn't remove the alpha choices once they go beta or gold.

     

    We should stipulate, though, that there are about 25% more POIs in A20 than in A19, and only a small portion - maybe 5%? - of A19 POIs were removed.

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