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bdubyah

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Everything posted by bdubyah

  1. The first page lists what they would like to get done to go gold. As stated, giving any kind of timeline is just inviting headaches and overreactions when something gets pushed. I would prefer if TFP just did set times each year for updates, and whatever makes it in makes it in, but that's not how they do things and that's fine with me also. You're getting downvoted because you are coming across as whiny and demanding over something that TFP has never really done(give dates). If they haven't done it for the past 9 years now, why would they start now? Rick is about the only one I ever see try and mention dates, and they usually never work out. But he also doesn't visit here like some of the other devs do. MM used to pop in and give updates, but the endless whining and negativity from so many people seems to have driven him off for the most part. I'm sure he is also busy with other things/games, but it's clear he isn't as active here as a few alphas ago. And I can't say I blame him. I'd get tired of people coming just to post "Wow, 10 years and still alpha?!?" pretty quick too. Especially when people ignore that the game is basically done anyway. Not like it's been some half-baked product for all these years or something like plenty of other EA games. Outside of bandits and some other things that will likely be after gold, the game is mostly complete. They could have taken it out of EA years ago and called it a full game and people would've been fine with it. But somehow still calling it EA even though it's a mostly feature complete game seems to bother people.
  2. You might be able to adjust some values in sounds.xml for his custom sounds. Just compare his to the vanilla silenced sounds and see what's different.
  3. If you want to make an add-on for my mod that's one thing. But no, you cannot include my mod in any pack or whatever.
  4. So you can't even download it without requesting access using that link. If you are including Wasteland in that download I'm going to have to ask you to remove it. You do not have permission to redistribute my mod, or the assets included in it. If you want to release some mod that requires people to download my mod, then that's fine. But you are not allowed to package my mod like this. Not sure if the "sorry" you included in there means you know you're in the wrong or not, but it's real bad form to take someone's mod without permission. So, maybe don't do that?
  5. And what exactly happens if they destroy it? Does it delete that save file? Kill you and not allow you to respawn? Sounds like you just need to play Dead is Dead, whether by self-imposed rules or using a mod that enforces it. There's no need for some special block thing to be added when you can already accomplish the same thing. Or you can at least play hardcore where each death resets you to level 1 or something.
  6. NPCmod has an arctic fox that you can tame that functions fairly similar to the drone, plus will attack things for you. I think there are some other mods, maybe oakraven's, that has pet guards as well. I'm not familiar with them to detail features of those though.
  7. EAC has to be off. The game won't load the dlls otherwise. And when first installing the 2 core mods you need a new game.
  8. Yeah, I hope it doesn't work like that as that will kill a lot of the fun of exploration. But if there isn't an option to turn it off in the game's settings it will definitely be something I mod out day 1 if it works as it seems it will.
  9. It should just work. I just tested it and it spawned an airdrop fine.
  10. Could do a building limit thing like ARK has for certain things. Tag all of the more expensive blocks and scan the area when placing them. If there's too many don't allow more until some are removed. Could have a setting for it where you can increase/decrease the limit. Or, just let players do as they want. If they lag their game that's on them. Servers can monitor their own players.
  11. Yeah, poor ol' Steve is the only cool one in a20. Lol. So are there more now? I figured it would've been something to show off.
  12. True, but it's the worst and most blatant. If there is a small cluster of zombies it can be easy to miss certain sounds or animations. One on one it's pretty easy, but that's not a big deal. It's when you potentially have more than one knocked down and others still coming at you it can get tricky to navigate. I certainly don't expect TFP to undo what they've been working on, but a simply toggle option for at least kill XP would be nice. And about those gory deaths, any new ones coming?
  13. And that's why my mod removes the time. I left the day just because it can be mostly made useless info depending on what BM settings you use. And I have item mods that either add back the time UI or physically tell you the time. And working clock blocks as well. The quest stuff is getting a bit out there even for me, but most of that could likely be done since the game already technically has coords. But the marker themselves are what activate the quest, so unless they made it to where they auto activate once close enough you still need the markers. And really, that could be done fairly easily by modifying the quests xml to remove the RallyMarker bits, though I'm not sure if that would cause issues with the satchels getting placed. Exactly. Options are always good, and it would be one I would certainly keep off if that wasn't the default. But I rarely check it while playing. I'm too focused on what's in front of me, not the bottom corner of my screen. Lol.
  14. See, this I disagree with completely. There is no reason whatsoever that the game should indicate that any enemy is now dead. That should be on the player to know or find out. I am fine with a variety of options being available, but kill XP could go away and I'd be happy. You can leave crafting/looting XP, but the kill XP just makes it too easy to know if something died. And if they chose to remove the current style popup for it there is no reason some other mechanic should be added to take its place.
  15. So it is on the main HUD then? Hmm, not sure about that. It's getting a bit cluttered to me already. Lol.
  16. So are there any pics of this danger meter? I'm a bit leery of even more stuff being added to the HUD. Or is it just maybe in the character screen like game/loot stage?
  17. It does allow you to pull from a certain radius, but just to note that feature was directly taken from the S+ mod when they officially integrated it. Otherwise ARK would likely be missing that ability as well. Not sure on the allowing multiple people in a chest at one time. It's been a bit since I played it with others.
  18. I mean, if it's so trivial and you know so much, surely you can mod it in yourself? Right? Oh, let me guess, you shouldn't have to because TFP should've already added it...
  19. Are you running A17? Because this hasn't been updated and a lot of it won't really work with how the game is now versus back in A17.
  20. So I know it's been asked before, but is there any plan to ever give a normal player the ability to edit block density to be able to smooth terrain around placed blocks like you can in the editor? I was thinking if that isn't planned, and since more block shapes are being added still, maybe we get a set of "terrain trim" blocks that are maybe 2x1 but only actually need a normal 1 block space to place. That way the extra block could overlap with the terrain and work kind of how people use sheets currently, but without taking up that voxel space. Just an idea.
  21. I think the chances of them avoiding a certain path and choosing the straight line to the player should be increased some. It's still a bit too easy to bait them. It is much better than A17 though for sure. And they do seem to try and beat stairs into walls and stuff when possible, but some deco blocks and other things appear to break this pretty easily from what I've seen. But if they better about spreading out and taking out foundations more, this wouldn't matter much. They wouldn't have to come up to you, they'd bring you down to them. Lol.
  22. I think setting StabilitySupport to true will allow that.
  23. And for the wilderness POIs, maybe some type of country roads that connect between the main roads we have now. They could be gravel, and wilderness POIs could primarily target these roads to connect to instead of the main roads. Also, if it could be possible to not have roads/paths connecting to wilderness POIs that don't have a marker set, that would be nice.
  24. Good to hear. Let me know how you feel the needed supplies feel for each one. I did lower them a bit with this update.
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