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bdubyah

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Everything posted by bdubyah

  1. Day 42 and still rolling with a blundy? Yikes. That's like an intentional handicap at that point. Lol.
  2. It would have to be changed in the xml. It's been discussed earlier in this thread somewhere.
  3. Post up your output log. Can google where to find it if you are unfamiliar. It can give a bit more info sometimes as to what the issue is. Also maybe post your xml for the item mod.
  4. I'm fine with the way things are, but I think having a grid inventory, like other games have could be cool too. Thinking something like EFT has, with rigs, pockets, and backpacks. Maybe make weight less of the focus, and space the limiting factor. Weight could still play a role, if only mostly in stamina drain and maybe movement speed.
  5. I just mean, specifically for BMs, that when a wave spawns from the west, they run straight at your location and start beating on things. Not run up to the wall, realize one block on the far corner of your wall copped a stray rifle round and therefore has less HP, so they go to it instead. As Roland was saying, keep them as they are for normal, day to day POI clearing as it keeps it interesting. But it hurts BMs more than it helps, I feel. Even on bigger bases what happens is once one zed damages a block, all zeds from that general side end up there. And small bases, as mentioned, they will run all the way around it just to find that weak spot, which is just jarring. I know we don't have the massive numbers of zeds people would like, but with higher BM counts it would get hectic pretty quick if you had to constantly check every corner of your base because they weren't so easy to herd around. Zeds being "smarter" here actually makes them simpler to deal with. You could always keep a certain amount as the current "smart" zeds, but the majority should just be dumb, straight line running zeds that start hitting whatever they come into contact with. Seems it could help with CPU usage as well since every single zed isn't doing advanced calculus to reach you.
  6. Yeah, having them a bit dumber and more direct on horde night would mean you gotta defend all angles instead of easily funneling them using their "intelligence" against them. It's just jarring to see multiple groups going ham on a wall, only for all the other groups to join whichever one weakens a wall first as soon as they detect the weakness.
  7. Lol. We get it, you don't like jumping zeds. No need to repeat it 10 times. The devs are obviously Fallout fans. They wanted a higher tier item for the Int tree. So they decided they wanted it to be a drone. Don't like it, don't use it. Don't like the game's direction, go play something else. Or, as stated above, mod it so it's what you want it to be. They can't please everyone. And you can feel that your opinion is the only way all you want, but obviously the devs don't work for you. If one little piece of the game, or two I guess since we can't forget about the jumping zeds, is enough to ruin it for you, maybe this isn't the game for you anymore.
  8. Looks like the Nuka Factory ones had an incorrect biome listed, and Old_House01 was missing the township bits. Got it fixed on my end but probably won't push an update for just that. NukaFactory,120,36,86,-17,0,burnt_forest/pine_forest/snow/desert/wasteland,town/city/wilderness/rural,downtown/industrial,, NukaFactory2,120,36,86,-17,0,burnt_forest/pine_forest/snow/desert/wasteland,town/city/wilderness/rural,downtown/industrial,, Nuka_Factory,120,36,86,-17,0,burnt_forest/pine_forest/snow/desert/wasteland,town/city/wilderness/rural,downtown/industrial,, Old_House01,34,23,29,-2,2,burnt_forest/snow/pine_forest/desert/wasteland,town/city/wilderness/rural,residentialold/residentialnew,, I'll just post it here in case anyone needs it.
  9. I'll take a look when I get home. I didn't do a whole lot of testing with this new list so it's very possible there are some issues with it.
  10. Have you tried installing DF through the Mods tab on gportal? I have a gportal server to test my stuff on, they seem decent. Never tried running DF on it, but it is under their Mods tab under Content. But if you do want to swap hosts, I would second Bluefang. Had them before and they are certainly one of the better ones.
  11. No, you just use whatever. No need to initialize them. They will just work.
  12. buffInjuryBleeding has a pretty good example of this. BleedCounter is applied either from the item or perks, such as perkDeepCuts. But you could set your counter a few different ways. It basically controls the HP lost in this situation, in conjunction with bleedAmount. There's a bit to it, but you can follow it in that buff. So look at buffInjuryBleeding and compare it with perkDeepCuts and that should give you good idea of how it all works.
  13. Good place to start. Template project and several videos explaining various parts of Unity. Gun specific tutorial. Was for A17 but everything still applies. Only thing that has really changed is there's a new way to do attachments. But the old way works just fine. Some tutorials helping with animations. And the discord is a great place to get help.
  14. Most of the NPC people in the mod, I'd assume. Survivors might even count as well, but not sure on them. Pretty much anything with a gun, especially hostile ones, should count.
  15. Bandits count towards player kills due to how their entity class is coded.
  16. And lights can be an issue as well, especially if there are several and they all have soft shadows. Either thin them out like Laz said, or at least maybe turn shadows off or to hard and see if that helps. I had several in a busier area of one of my POIs all with soft shadows on and it was definitely noticeable. Set some to hard shadows and turned a few others off and it helped.
  17. Yeah. Some of the newer decor stuff is a lot more detailed than the older stuff. If you have a lot of certain things it adds up pretty quick. And like Laz said, you have more in yours than the big skyscraper, so it's compressed into a smaller area where more of it will be rendered at the same time. A couple screens of the inside might show some of the bigger culprits.
  18. Have you posted these before? Getting some deja vu here. Lol. They look great though.
  19. It's probably coded to skip those as a lot of them are incomplete. Try renaming it and removing the "aaa" from the name.
  20. So what are your thoughts on the "Lady Killer" challenge in the game? Demeaning to women, or sexist as there's no "Gentleman Slayer" challenge? Get yer pitchforks, we ride at dawn! This is all complete sarcasm. This thread has cost me precious brain cells. I want a refund.
  21. This will probably be the last update before a20, unless any big bugs are found. I will try and get it updated to a20 as quick as I can, but it will definitely not release before a20 is out of experimental. But my plan is to use the EXP time to make some of the bigger changes to loot and stuff, and I would like to overhaul perks/skills as well, but that will probably have to wait till later on in a20.
  22. The Wasteland Updated to 2.4, for A19.6 Download at Gitlab or Nexus -----FIXED/CHANGED----- -Added: A couple new various POIs, from arramus <3 -Added: Periodic screen effects when you have rad poisoning -Added: 2 new single shot shotguns -Added: Magnum Buckshot ammo -Added: 2 1911 pistol versions -Added: Thompson SMG -Added: Vector SMG -Added: .45 ACP ammo types -Added: Harpoon Gun, with Harpoon Bolt and Net ammo types (Gotta loot it from a specific zed...) -Added: Several new zeds, with multiple texture variants. Regular and Feral versions. Should spawn everywhere vanilla zeds do -Added: Mutant Dogs, spawn in all biomes, more in wasteland and desert -Added: Mutant Scorpions, spawn in desert and wasteland -Added: Hunters, can spawn everywhere -Added: Mosquitoes, can spawn everywhere -Added: Aliens...? -Added: Several new foods based on new creatures -Added: Two new magazines -Changed: Both Rad and Feral Ghouls will heal zeds and mutants that are within their buff range -Changed: Feral Ghouls now have a small health drain as part of their buff -Changed: Small changes to the Power Armor Stealth Crouch perk: Faster crouch walk, no stam use when crouch running, harder to detect when crouching -Changed: Removed crosshairs on most weapons when aiming -Changed: Updated POI list for KingGen 13.1 -Changed: Various loot tweaks -Fixed: Bull Rush perk being lost on death(will need to read the book again if you died since reading it the last time) -Fixed: Incorrect downgrade block on van wreck -Fixed: BAR iron sight offset -Fixed: Couple missing item unlock info On Git, the launcher and Nexus now.
  23. I know you always seem to get the same order of stuff in the editor but I figure if you open enough you'd still get a bit of a feel for the probabilities. Another thing you can do is use your loot list in place of the normal zombie lootbag. Edit one zombie to always drop loot and spawn a bunch in and kill them and loot the bags. Still time consuming but will be exactly the same as how it would be in a real game. I did that for my raider/bandit loot.
  24. And I think I got the NREs sorted. Server is back up, freshly wiped with a Nitro map made by arramus. ❤️
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