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Boidster

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Everything posted by Boidster

  1. MISSING: Tables! I guess the best we can do is THESE SORTS OF THINGS ------------------------------------- Foo Bar Foobar Hmm...now the button is there. Was it always there? Did I hallucinate before? THIS TABLE WORKS How cool is that?
  2. At first I was like "wow four pages!" and then I was like "Roland, wat do?" 🙂
  3. 오류를보고하고 싶습니다. The contrast on new post titles is kinda weak - light grey text on a white background. Also, huh, using the Korean IME keyboard it actually posts in a different font even for English. I would not have expected that. Also also, word-wrapping goes wonky in that Korean/English font so I had to use hard returns.
  4. Check out my followup. There is actually a way you can select which forums to filter to (without having to follow them). If you prefer.
  5. Actually it's even better. You can select which forums you want (I have selected 'Topics' and then clicked the gear icon):
  6. Could you follow the forums you're interested in, then use the "content from areas I follow" option?
  7. One more bug from the Unread filters, sorry. The main menu items are trying to assert dominance: <image deleted by author>
  8. It is, but it haz a bug where the Show Me drop-down tries to hide behind the background (Firefox 74.0.1): <image deleted by author>
  9. I think the off-topic section has been gone for quite some time now. We do all of our off-topic gibberish here in General Discussion now.
  10. Ooh, light and dark theme. Gotta be careful when using colors. This probably looks fine in the light theme; this probably looks good in the dark theme.
  11. I think it's utter crap. Change is bad. There are a few things I would change. It's growing on me. I like it. It is perfect don't ever change it. Okay I think I've run the gamut there. Not a huge fan of the 'overhead' in the UI (buttons are huge, separators are thick), but it's just personal preference. Here's the big test: Niiiiice...inline pasting of screencaps is supported. It is perfect don't ever change it.
  12. Ha I do that by accident more often than not. We'll head back to base at night and I'll be, "Huh, I have two skill points to spend, who knew?" I guess the level-up sound just doesn't register while we're out questin' and lootin'.
  13. Well, I did say that I tested several different types of zombies, and only presented a couple of different ones. I did not test Nightmare speed, since OP appeared to be asking about first few days in game for a new player who presumably wouldn't put it on Nightmare, but I will give that a try and get back here. The Biker has the same aggro speed as most other template zombies (ones which use the zombieTemplateMale settings). The feral version is the same as other feral zombies as well. So a Biker and an Arlene ought to have about the same speed ranges. It is RNG driven, though, so even between Bikers you may see different speeds. ------------------------------------- Edited to add more testing! This time I did Arlenes, Bikers, and Cops, normal and Feral versions, on Nightmare mode. I only tested a full-out run until the end of stamina. And to Roland's point about armor in the first few days, I tested with just the chest piece. [TABLE=border: 1, cellpadding: 3] [TR] [TD]NAKED[/TD] [TD]Arlene[/TD] [TD]Biker[/TD] [TD]Cop[/TD] [/TR] [TR] [TD]After 100 stamina run, Normal[/TD] [TD]Still chasing, 10m behind[/TD] [TD]Still chasing, 10m behind[/TD] [TD]Lost at ~50m (but he did spit at me)[/TD] [/TR] [TR] [TD]After 100 stamina run, Feral[/TD] [TD]Lost at ~80m[/TD] [TD]Lost at ~90m[/TD] [TD]Lost at ~40m (also spit first)[/TD] [/TR] [TR] [TD]LEATHER CHEST ARMOR[/TD] [TD]Arlene[/TD] [TD]Biker[/TD] [TD]Cop[/TD] [/TR] [TR] [TD]After 100 stamina run, Normal[/TD] [TD]Still chasing, 10m behind[/TD] [TD]Still chasing, ~7m behind[/TD] [TD]Lost at ~50m (spit again)[/TD] [/TR] [/TABLE] Finally, I took the fastest zombie - the Biker - and looked at how much armor I could add before he would just catch me while running. The answer is two pieces of leather. Just having Chest + Legs was enough to make running from a Biker futile on Nightmare mode.
  14. Following up with testing: Still does not take into account running 50-100m with increased spawns, but escaping from one or two zombies coming from the same direction should not be much of a problem if you're naked.
  15. Hah, on default spawn level maybe. On our server that will be a frying-pan-into-fire situation. We absolutely felt pretty safe wandering around at night before we discovered the maxcount parameter. We ought to look into planning for that, though. We could clear out several chunks in the evening, so we were pretty sure of no respawns during night. Then we can go back into those areas without attracting a crowd.
  16. If I am solo, I typically spend the first couple of nights at base cooking up food, arranging loot, and waiting for daybreak (or just use settime to fast-forward a bit). Co-op, we might try some outdoor scavenging or tree harvesting during the hours when the moon is up. Until we both have plenty of iron arrows/bolts, decent iron melee weapons, and med bandages, aloe gel, or medkits we don't mess with POIs at night. They run just as fast as we do at night and we have 4x the normal zombie spawns, so unexpected encounters can turn into a deadly crowd situation in a hurry. Last night due to poor time management we ended up 500m from base at 2200 and we had to sneak/run the entire way back. What a PITA. With the extra zombie spawns finding a path through the crowd - when we're only level 8 or 9 and have not bought up stealth - can be a challenge. The rock-throwing is a life-saver if you can see the dang zombies against the shadows. We got ambushed right as we arrived at our base. Killed one and four more were running in from down the street so we hustled up the ladder and closed the hatch. All's well that ends well.
  17. Okay, so in Roland's example above: You are saying that this will not work as intended, and that respawns will happen once per day (assuming .5 is rounded up to 1.0)? I swear I read a thread several weeks ago about someone who had set theirs to 0.25 or something like that and they were flooded with zombie respawns throughout the day. That should have just rounded down to 0, though, right? Meaning no respawns ever?
  18. respawnDelay already allows float values, as shown in Roland's examples above. What is it that you think needs to be changed?
  19. The complexities of business, and of coding, are too much for many people. I hope TFP can eventually get to a place where they can devote resources to a new console version. I understand why they can't do so at this time. The ration of crap they receive due to the ♥♥♥♥show Telltale left behind is undeserved, but inevitable. The complexities are too much; simple black-and-white answers are the order of the day.
  20. No I just got SMXhud, not SMXhudTHB, but I did misread the install instructions for it, so I enabled the Core modlet unnecessarily. At least I learned that if I install any modlets that need the Core, I will need to start a fresh world. Thanks for pointing me in the right direction on what happened there. Okay, that makes sense except I can't find the "Refresh Mods Automatically" setting? It does not seem to be on the splash screen, the Steam Version screen, or the Manage Modlets screen. The menu option View -> Settings doesn't do anything for me, and View -> Open Configuration File shows this (I think these would be the relevant ones): [Global] RefreshModsAuto= [-] RefreshModsAuto=False I tried again, this time only downloading SMXhud and then disabling it, and I can see this time that the ModInfo has been renamed and the mod does not load. I can't explain that. But if you can point me at the auto-refresh setting I'll at least know to double-check it if I get similar weirdness later. Is it a manual change to the config file?
  21. I'm sure I'm doing something wrong here, but the behavior when managing modlets did not match my expectations. Screenshots on the main webpage don't quite match what I see so I might just have the wrong expectations too. Here is what I did: 1) Selected Steam Version and clicked Manage Modlets 2) Noticed my own tiny modlets listed as "local", which is neat; the 'download' button did nothing which make sense but maybe should be disabled? Or is the modlet manager supposed to be able to do anything with local/already installed modlets? 3) Found and downloaded the SMXHub modlet as well as the Sphereii core modlet which I understand is a dependency. 4) Both modlets show as Enabled, great, so I started the game. SMXHub is active, but my save was blown away (back to day 0). Not a big deal; it was a throwaway testing game. However it makes me nervous for adding SMXHub into the game for my private co-op server so... 5) Went back into Manage Modlets and clicked both modlets to set them to "Disabled". There is no OK or Save or Apply button on the UI so I just closed it...? Since there really isn't any feedback I immediately re-opened Manage Modlets and noted that they both were still marked Disabled. So far so good. 6) Checked /mods folder and both mods are still there (not what I expected) 7) Clicked 'Play' in Mod Launcher and SMXHud is still in operation (obviously not what I expected) 8) Went back to Manage Modlets and this time chose Uninstall. Checked /mods folder and the two mods are gone. Started the game and SMXHud is gone, but it blew away my save again. (Don't think that's related to mod launcher at all) And but so - is the Disable feature of modlets just not working? Or is it something specific to those two modlets? I did search for "modlet" in this thread, but did not find this issue. Which is why I think I'm probably doing something incorrectly. I am playing 18.2 b5 under Windows 10.
  22. Ignore this post, sorry. Figured out what I did incorrectly, namely I installed the 0-Sphereii-core modlet without needing to (I'm not using THB). It broke some stuff, but I fixed it.
  23. 7D2D Scarlett Edition, coming to Xbox Two Summer 2021. If you BELIEVE it can happen, it can happen. I remain optimistic as I play A18.1.
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