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Arma Rex

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Posts posted by Arma Rex

  1. 9 hours ago, DanyEr12LX said:

     

    Currently, I was just about to finish upgrading the Hunting Rifle and Magnum.

     

    I was wondering, would you guys like it if I started writing a script in

    order to add new functionalities to the gun/fire/recoil mechanism, but at the cost of this mod not being EAC friendly anymore?

     

    For example, one thing I was testing was a function that allows my scopes to be used on all the other not covered Vanilla weapons.

    I'd say go for it, and keep an optional branch that's EAC friendly for those who want to use multiplayer (if you've got the extra time).

  2. 20 hours ago, Riamus said:

    Not really.  Even the art showed it is a normal weapon.

     

    Even if it was primitive (I would only consider it being a primitive pipe baton if it was one long pipe and two short pipes screwed into a T to get the baton shape), it would still do basically the same damage, speed, stamina use, etc of a less primitive baton (other than stun or plasma or similar) so it wouldn't really matter.

    I suppose so. I thought that a T1 could be a police baton, but I'm not sure how much more effective that could be from a couple of pipes. Who knows, intellect in general could use some love.

  3. 14 hours ago, Matt115 said:

    Bad news : most of them are bad quality :) So better to get something good that something terrible for free : what you looks better and more suitable for 7dtd? This zombie models from paid game no more room in hell 2?

    No More Room in Hell (@nmrih) / Twitter

     

    or from mod?

     

    2022-01-11_10-23-15.png

     

     

    I think first option looks much better :) 

    So:

    1. Yes it would be possible to make vanilia suitable mod but... modders just don't do it

    2.  Someone can said " But modders are not rich enough to buy good models!" - true yet are able to "take off " harley queen from Batman. I think they could take models from cod, l4d2, or even re 2 ( spoiler art - people are using RE 2 models for mods in diffrent games)

    3. "this is cause because it's not final version" no. Which model you choose for mod is your decision. 7DTD get 1 update per year not per month. Somehow Valheim is able to get "vanilia" like aethetic mods

     

    So - no this is not alternative: if you doesn't have leg but you would have money you would rather get good prothetic leg made by serious company not wooden leg done by using wood from garbare

    Yeah, it's pretty difficult to find mods that actively attempt to either use assets that look vanilla or otherwise just fit in the game's art style. Undead Legacy somewhat does this, but there are a few features that do not attempt to blend with the game. I suppose post-gold release more modders will be attracted to the game, perhaps with a vanilla focus.

  4. 2 hours ago, FA_Q2 said:

    I know it is not uncommon in THIS industry but I still do not understand the reasoning for it in a general sense.  I am not really commenting on this specific incident as I do not know enough about what has been targeted but in general it seems asinine that anyone tries to limit MODS making money off a product that the modders created.

     

    I see no difference between a MOD being sold and an after market scoop for my car.  They are both third party additions to a product.  There are a LOT of absolutely asinine things in modern copyright/digital 'rights' that are simple nonsensical.  I have never been furnished with a single reason that makes this practice any different from the other nonsense thing you find in the 300 page long copyright 'agreement' that comes with most software these days.

     

    What am I missing?

    You'd be better off talking to a copyright lawyer than debating the veracity of monetizing mods for video games here. I doubt many people here are going to give you a solid explanation either way.

  5. 22 minutes ago, Roland said:

    Traders were always meant to be a central part of the main game play and there are more developments that are planned, that will increase their influence in the game even more. These changes are not to set up a new source of revenue for TFP but are to set up the main story quests and the reputation system for gameplay purposes. 

    It's odd to me that some people seem dissatisfied with the idea that traders should take up a good chunk of the gameplay, as it's been intended since the kickstarter in being tied to the main storyline. I suppose a lot of folks are just used to the general sandbox experience they've come to know for the past decade.

  6. 1 hour ago, métaphore said:

     

    I wish I'm wrong.

    By the way, I'm not paranoid as I'm absolutely positive they are out to get me.

     

    We don't know yet how the creative menu will look like when the game will be completed. A good benchmark would be to look at the next console release and we'll see what direction they are taking. In fact, they probably could restrict whatever they want or simply disable such feature in the basic game. I'm just skeptical about the development path since more than a couple of Alphas: the game is made more and more "Trader-centric" with each new release and pretty much less "Sandbox".

     

    Beside, what about their business plan?

    They have 60+ people now on the payroll on top of subcontractors and expert costs while the game is mostly selling for a few bucks only. They probably have had to sell yearly several millions of copies only to get TFP running once distribution cost is substracted.

     

    Game features are subject to change but what matter most is what was changed in the late years in order to predict where they are heading next.

    Take your thorazine.

  7. 2 hours ago, SylenThunder said:

    T1 - Pipe baton

    T2 - Stun baton

    T3 - Plasma Baton (Not currently available, but is currently being developed.)

     

     

    Wouldn't the pipe baton be considered primitive, not a tier 1?

  8. 1 hour ago, RipClaw said:

     

    Looks fantastic. I hope that they implement animations for characters turning sideways, always struck me as off that some models will simply rotate to whatever direction they're turning towards.

  9. 3 hours ago, faatal said:

    Yes. The plan for A22 is to be much shorter than A21, which means there would be less room for 21.x updates.

    Exciting. I assume then a good chunk of the work on bandits has been complete, or is there other features that are shaping up nicely that would lend to an earlier release date?

  10. 6 hours ago, AH64_Jimbo said:

    I have, actually. The biggest problem is where do I put it? There may be some places, especially along the map edges, but I'd likely end up having to erase some of TFP work in order to make it fit. If anyone wants to take my prefabs and tackle this, I'd be more than happy to support them.

    This is true, unfortunately it would require moving POIs around. Would be nice to see it next to Departure, but the real problem comes down to the size of Navezgane, which could really use a 10K revamp.

  11. Since Alpha 20, iron sights on most, if not all, guns are raised for whatever reason. Aesthetically this looks odd, which is most prevalent on firearms like the .44 Magnum Revolver and the 9mm SMG-5, of which the rear sights look like sharp blade tips. While mods like DLX Weapons Fix corrects this for some guns, I'd really like to see TFP fix this in the native game.

  12. 3 hours ago, unholyjoe said:

    already reported and fixed in a22.

     

    i actually liked it that way... tired of telling team mates to get out of my way. :) ooops

     

    Nice to hear A22 is already in development. Hopefully we'll see a shorter release cycle.

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