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Boidster

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Everything posted by Boidster

  1. "Aiming" with an SMG? Look, man, just point the thing generally in the direction where you want holes in things and pull the hole-making switch. Wave it around a little bit to ensure complete coverage.
  2. That does seem strange. I used a command-line install for the dedicated server and it only updates when I manually do it myself. Did you install via your Steam library? Is there no option to choose the exact alpha you want to use?
  3. Why would that be? I was presuming a typical internet-connected home LAN. Are you envisioning something self-contained, not connected to the internet?
  4. Somebody zigged the dev pipeline when they should have zagged.
  5. TFP Weekly Sprint 1. Optimize dynamic mesh for roadways and dirt paths 2. Improve lighting in store_oldwest_02 and house_modern_06 3. Completely &@^! up that one YouTuber's base strategy
  6. Sure. I run a dedicated server and connect to it via LAN on my laptop. No reason I couldn't have a LAN party and have everybody do the same. Just gotta stock up on Mountain Dew and pizza rolls...
  7. The Steam "betas" interface is weird, especially when used with a game like 7D2D which releases experimentals frequently. Unless you select a specific "beta" from the list - i.e. 20.2 Stable - the game will automatically update to the latest version which matches your setting, either "None" or "Latest Experimental". If you choose "None", you will automatically be updated to the latest stable release. If you choose "Latest Experimental" then that's what you'll get. I just tried "Latest Experimental" for my client and I got 20.3 (b3). So it's available now.
  8. I did a bit of digging and Smell is definitely a left-over, or a stub for future work. Not used for heat levels or stealth currently. Raw meat and B&E do still contribute to a smell property on the player, but it's never used.
  9. I updated the Wiki page with a new graph, and updated the info to align with A20's new Lootstage metric. Also some nuts & bolts of how it works.
  10. Yeah, it would be nice if Wiki authors would tag all of their updates with the alpha release they used. Especially anything so specific as a probability chart. Lost of people just use the Wiki to append their favorite YouTube video explaining something. Not super helpful and turns Wiki into Pinterest.
  11. This is what it looks like now. A thread a few weeks ago discussed a potential problem with at least T2 going to zero, since some books fall into T2 and you might still be hunting for them late in the game. Gazz (I think) acknowledged in that thread that the whole probability template thing needed a workover. What's in there now is a stopgap. Edit: it was Schwanz9000 in the thread from January, and he fixed it for A20.1. What is pictured below is the fixed version. I have a tiny modlet which keeps a very small % for T2 going for all higher lootstages. It's important to note that these values are always used relative to each other, they are not absolute percentages. So for example if you are at lootstage 52-ish, you have a roughly equal chance (50% or so each) to get a T0 or a T1 result. Both items in the loot list may calculate out to 0.28, but that's not equivalent to a 28% chance. Since they are both 0.28, the way the loot engine works they have equal odds of being selected. I'm working on a mod which fully instruments the loot engine and dumps the results and all RNG checks into the log. Still a week or two out from it being usable, but it might be useful for any of us interested in peeking inside the black box.
  12. That image was added in July, 2021 so it is likely out of date. However the loot probability tables are also a bit out of whack and TFP are aware. Edit: this was taken care of in A20.1. Schwanz9000 (TFP dev) replied to a thread in January saying he had new prob curves for A20.1 and the new "ProbT2Cap" curve for items (like books) which don't really have a Tier 3 progression. That's all in there with A20.1 so I think the current curves are what we're going to get. Or at least they make some sense, unlike the ones that A20.0 had. I'll run that graph on the current probability tiers and post back here. Not worth updating the wiki with it, since it'll be fluid until TFP fixes it all up.
  13. Dart traps are among our favorites for any pathway/funnel base. They are absolute murder in groups and don't trigger the demos. Our last base had 12 traps (3 wide x 2 high on both sides of a hallway) and it was a very rare Z that survived the gantlet. Most of the time we'd be at our "shooting window" looking down at the incoming Zs and just hear the occasional FFT...FFT...FFT of the traps behind us takin' care of bidness. Rarely went through more than 100-200 darts in any one machine. Oh, they were backed up by electric fences through the centerlines of the traps, so the Zs had to patiently wait for a moment as they got their acupuncture. We even used them in a standard box base (like Fox's, only not quite as big). After crunching through rows of barbed wire and under fire from elevated turrets, Zs encountered four 3-wide pressure-plate "bridges" across a 1-deep moat close to the base wall. So from any direction, the Zs could choose to cross a bridge to attack the base. Except of course the pressure plates activated 6x dart traps facing out. Many Zs died on those bridges. All the traps were accessible from inside the base for easy repairs/restocking. It worked pretty well, but the base just became too time-consuming to maintain.
  14. I bet there's a mod out there which allows snowballs to be used for any cooking-pot recipes. If there isn't, there should be. It'd be a pretty straightforward mod to write.
  15. Yabbut: And also sensor wouldn't show ammo (although it would be a neat trap for the cameras to also shoot darts): I think you're right about it being a mod.
  16. NO. Where do we hide the woods porn* if you get rid of the storage trees? *Do Kids These Days™ even grok this phrase?
  17. Finally! A chance to use my high-school German. <ahem>... Aaaaand I've forgotten all my high-school German. @%$#. I would be surprised if there was a German audio translation. You can ask again in the Mods forum, but use Google translator.
  18. 9 crops is actually the most-likely result from harvesting two plants at LotL 2. Getting 8 crops or 10 crops are equally likely (but less likely than getting 9). Same for getting 1 seed. It's the most likely result. Getting 0 seeds or 2 seeds are equally likely (but less likely than getting 1). LotL is working normally, but as they said, more plants will help you weather the bad runs of RNG.
  19. Are you running mods? You must be running a mod.
  20. I do, and the answer is no, it uses the same spawn groups. The only places where the snow biome uses different groups is in the wilderness (lumberjacks only), downtown, and enemy animals. You can see this in spawning.xml. I highlighted the differences in the snow biome. Respawn delay is in game days, not real time. If you're running a mod which purports to increase general zombie numbers, it likely changes this. <biome name="snow"> <spawn maxcount="1" respawndelay="2.6" time="Any" entitygroup="SnowZombies" notags="downtown" /> <spawn maxcount="1" respawndelay="1.7" time="Night" entitygroup="ZombiesNight" notags="commercial,industrial,downtown" /> <spawn maxcount="4" respawndelay="0.09" time="Day" entitygroup="ZombiesAll" tags="commercial,industrial" notags="downtown" /> <spawn maxcount="4" respawndelay="0.06" time="Night" entitygroup="ZombiesNight" tags="commercial,industrial" notags="downtown" /> <spawn maxcount="4" respawndelay="0.07" time="Day" entitygroup="ZombiesDowntown" tags="downtown" /> <spawn maxcount="4" respawndelay="0.04" time="Night" entitygroup="ZombiesDowntown" tags="downtown" /> <spawn maxcount="1" respawndelay="1" time="Any" entitygroup="WildGameForest" spawnDeadChance="0" /> <spawn maxcount="1" respawndelay="3.1" time="Any" entitygroup="EnemyAnimalsSnow" spawnDeadChance="0" /> </biome> <biome name="pine_forest"> <spawn maxcount="1" respawndelay="2.9" time="Day" entitygroup="ZombiesAll" notags="commercial,industrial,downtown" /> <spawn maxcount="1" respawndelay="3.3" time="Night" entitygroup="ZombiesNight" notags="commercial,industrial,downtown" /> <spawn maxcount="2" respawndelay="0.3" time="Day" entitygroup="ZombiesAll" tags="commercial,industrial" notags="downtown" /> <spawn maxcount="3" respawndelay="0.15" time="Night" entitygroup="ZombiesNight" tags="commercial,industrial" notags="downtown" /> <spawn maxcount="3" respawndelay="0.3" time="Day" entitygroup="ZombiesForestDowntown" tags="downtown" /> <spawn maxcount="3" respawndelay="0.1" time="Night" entitygroup="ZombiesForestDowntownNight" tags="downtown" /> <spawn maxcount="1" respawndelay="1" time="Any" entitygroup="WildGameForest" spawnDeadChance="0" /> <spawn maxcount="1" respawndelay="1.1" time="Night" entitygroup="EnemyAnimalsForest" spawnDeadChance="0" /> </biome>
  21. Biome spawns are not tied to gamestage at all (yet?). Level 1 player will get the same mix as level 100 player. It's a sort of built-in disincentive (or incentive?) for lower-level players to venture into harder biome cities. Gamestage-scaled groups look like this (notice how zombiePartyGirlFeral's probability moves from 0 in the GS1 group to 0.2 in the GS100 group): <entitygroup name="ZombieNightClubGroupGS1"> <entity name="zombiePartyGirl" prob="0.95"/><entity name="zombiePartyGirlFeral" prob="0"/> <entity name="zombieBusinessMan" prob="0.45"/><entity name="zombieBusinessManFeral" prob="0.1"/></entitygroup> <entitygroup name="ZombieNightClubGroupGS50"> <entity name="zombiePartyGirl" prob="0.85"/><entity name="zombiePartyGirlFeral" prob="0.1"/> <entity name="zombieBusinessMan" prob="0.75"/><entity name="zombieBusinessManFeral" prob="0.1"/></entitygroup> <entitygroup name="ZombieNightClubGroupGS100"> <entity name="zombiePartyGirl" prob="0.7"/><entity name="zombiePartyGirlFeral" prob="0.2"/> <entity name="zombieBusinessMan" prob="0.6"/><entity name="zombieBusinessManFeral" prob="0.2"/></entitygroup> As far as I know, downtown refers to a true downtown. City center, tall buildings, etc. I don't think the smaller towns have a "downtown".
  22. Depends on what the mod does. Vanilla downtown snow ferals are 5x more likely to appear than forest downtown forest ferals. <entitygroup name="ZombiesForestDowntown"> <entity name="zombieSpider" prob="1"/> <entity name="zombieSpiderFeral" prob=".1"/> <entitygroup name="ZombiesDowntown"> <-- snow biome uses this group <entity name="zombieSpider" prob="1"/> <entity name="zombieSpiderFeral" prob=".5"/>
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