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Boidster

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Everything posted by Boidster

  1. 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.) 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!
  2. 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.
  3. They need to bring back exploding crossbow bolts which don't damage terrain. That was a great way to clear grass. Or you can install one of the grasscutter mods.
  4. *Adjusts onion* Well in my day we had THAC0, see...
  5. 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. 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! 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:
  7. *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. 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. 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. No, you haven't. As has been explained at length by @Roland. ("minority race" wtf?) Some of your ideas are interesting, tho.
  12. 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". 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.
  13. 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.
  14. POIs in A19.3: 540 POIs in A20.3: 670 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.
  15. "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.
  16. 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?
  17. Why would that be? I was presuming a typical internet-connected home LAN. Are you envisioning something self-contained, not connected to the internet?
  18. Somebody zigged the dev pipeline when they should have zagged.
  19. 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
  20. 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...
  21. 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.
  22. 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.
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