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meganoth

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Everything posted by meganoth

  1. A feature that seems to be coming in A21 is that some zombies in POIs will wander around. See the first post of Alpha 20 Dev Dairy for stuff that is coming. But why should the player go to that POI then, if the quest objective is to get stuff that is obtainable anywhere? Beer you can even just grow on your farm Exactly, that is its purpose. TFP seems to not like any form of searching, markers are everywhere
  2. Vulkan works on any operating system. And there is even a compiler that can translate DX11 commands (and dx12?, not sure) into vulkan commands. DX12 is Windows only and adds a low-level interface similar to vulkan to microsofts own graphics driver suite.
  3. Read the pinned thread where it is explained how to post a logfile. Then post a logfile of a vanilla game where this is happening (ideally mentioning after what time in that playthrough the controller stopped working).
  4. Possibly mentioning in the mod description where the background color is set and how to change it to lets say light gray or vanilla white would suffice (if that setting is in xml and not in a compiled library). Then it is in the hands of each individual player to change it with an editor or not.
  5. There are two ways: 1) Officially (as far as I know) TFP uses a commercial service to make its translations, they don't use fan contributions. I don't know whether they have planned more languages to support, but if yes, that could take a while and is far from a sure thing. 2) Inofficially, it should be possible to make a mod. Since steam workshop integration is on the agenda such a mod would be very easy to install in the release version. Until then such a mod would have to be installed manually though that is quite easy nowadays.
  6. It is not really easy to get the **fun** into stuff like this. For example 3 types of clean often means I will take the one I can do with smallest effort and still have no serious disadvantage and ignore the other 2. Sure, with lots of balancing you might reach a state where you had to make a difficult decision whether to clean your hand or not, but it is still just a chore to do whatever is necessary for cleaning your hands
  7. Some of the overhaul mods had or have features like this. For example where you need to wash your hands after mining or bad things will happen. Or after a meal you have to go to the toilet and then wash your hands (that was in exitus_extreme, an otherwise great mod that sadly seems to have been discontinued) Result of the first example was that we wasted an inventory slot for soap and always needed to do 3 clicks more after mining. Fun? Not really. Is brushing your teeth in reality (or in game) something you consider beeing fun? Result in the latter case was that we put a toilet beside the food box and soap into the food box. Again making eating a bit of a chore of more clicks. The only upside was sometimes if you had to eat while away from base you needed to find toilets. Naturally this is just my personal view, people who are more into pure survival games like Valheim might disagree with that assessment
  8. On the other hand I have been playing vulkan-only for 6 months now and can vouch for it running very well. Naturally that does hold true only for the hardware, software and config setting I play on and may be quite different on other machines.
  9. I thought of posting this myself, but probably the same people reading and answering here would mostly have also answered there. BUT I at least would have immediately asked for the logfiles if this were in "General Support" instead of talking more conversational about possible reasons or whether other games reach 30, 60 or 1000 days without problems.
  10. General method: Go to Data/Config in your installation directory, read and search the xml files for information how it is done at the moment. Usually the stuff has names reminding everyone for what they are used In this case looking for the term "radiation" might bring up some relevant hits (don't forget to set your search so you ignore lower/upper case). Also I would think the files buffs.xml, Localization.txt and files in XUi could/should be relevant. Change the information there to your liking, test, rinse, repeat
  11. If we assume that the city generator just generates rectangular city blocks of same or a specific number of sizes and then automatically fill these blocks with pois, then I would suggest to add lot Ok, then you really need to attack the algorithm which parcels city blocks into lots. I would guess this is just done randomly by placing pois until space runs out? One idea could be to provide a lot of handcrafted parcelled blocks for the poi placer to use. Or automatically create a few random parcellations and drop the ones with too many small plots or other deficiencies.
  12. Not forever. The position in list-of-poi-lists is just the number of times this poi was already placed in that town. That can't be worse than it is now: If with the old algorithm you would have found 10 of the same poi in a specific city (and this was the maximum) then with this algorithm 10 would be the maximum size of list-of-poi-lists and that poi would be in that last list only if no better distribution among fitting pois were possible. But less if there were more than one POI fitting into that lot. Example: Say there were 20 very small lots and only 4 pois available to fill that slot. And the old algorithm would set 10 to have poi1, 7 to have poi2, 3 to have poi3 and 0 to have poi4. The new algorithm would distribute them 5,5,5,5 and the list size of list-of-poi-lists would be 6, with all four of them in that last list. As I said I don't know the orignal algorithm. If that algo for example picks pois through randomly starting somewhere in the list and taking the first poi it finds, it won't work with pushing back. Or if it creates a tree of pois from the list first. I have been using the original algo as a black box. If you know how the original algo works, you can probably change it to work similar with much less CPU cycles, no question about that. If it already places an optimal distribution of suitable pois then you can't change the problem with a new poi-picking algorithm you asked for. You either need to increase the number of acceptable pois for a specific lot footprint or decrease the number of those (small) lots to be filled. That would need knowledge about the current way city layout is generated in KingGen and the rules governing that.
  13. Got a suitable idea: 1) For a specific city create a list-of-poi-lists. At first the list-of-po-lists contains just one list with all pois available in it. listofpois= [pois] 2) For each plot: *) Cycle through the list-of-poi-lists until you have found a fitting POI: for listnum in listofpois: a) Find a suitable building for that place with the normal algorithm you use at the moment (that algorithm must be able to report back if it can't find a suitable building) poi= findsuitablepoi(listofpois[listnum]) c) if none is found, go to the next entry in the list of poi lists, otherwise remove the poi from the list it is in and move it to the next poi list in the list-of-poi-lists if (poi != False): if listnum = len(listofpois): listofpois.append([]) listofpois[listnum+1].append(listofpois[listnum][poi]) del(listofpois[listnum][poi]) break Practically it makes a priority list so that always the least-often placed poi suitable for a lot will be used. And it simply calls the algorithm used now, so it should be easy to plug in. Changing the current algorithm (for example if counts for specific cities were added) would probably save on execution time and memory usage, but to know how to change that algorithm you first would need to know how it works currently There is a very small chance that you could replace /tmp/_M.../libpython3.8 with a logical link to your libpython3.6 library in /usr/lib/x86_64-linux-gnu and it just works. (When you replace, just move libpython3.8 away so you can reinstate it again it it doesn't work) Other solutions I can see are 1) installing a newer python3.8 from backporting repositories and reoving libpython3.8 in tmp as well 2) installing a newer glibc from backporting repos 3) updating Mint
  14. The mod is very likely part of the problem as you get an error message "Coroutine couldn't be started because the the game object 'XUi' is inactive!" whenever you drop out ("XUi" is the user interface object that gets changed by the mod) One way to find out would be to start a vanilla game and try to recreate the issue. Post logs of that if you succeed, otherwise you might have more luck contacting the mod creator
  15. Please post a logfile and a verbatim copy of the error messages if those can't be found in the logfile anyway. Generally you can remove mods and still play a game (although that is not advisable) A pinned thread in this forum section tells you where you can find the logfiles and how to post long logfiles using pastebin
  16. It doesn't make sense to find ready made recipes anyway, nobody prints pamphlets of how to build mining helmets. BUT: Finding the recipe might stand for finding a varied set of half-burned half rotted books in a library that all have bits and pieces of knowledge that allow YOU to have a stroke of genius that makes YOU realize how you could build a working mining helmet. Someone else might not stumble over the same assortment of books, might not find the right bits of information in them and even if he did all that might not have that stroke of luck to get the right idea from it. The only thing not explained by this is why you can't teach others. No surprise there though, all MP survival games seem to have this same problem for balance reasons.
  17. There is also the difficulty bonus of 1.2, so I would assume highest gamestage for a single player is 600*1.2 = 720 Looking further down in gamestages.xml it seems the actual startingWeight for groups seems to have been changed to 1. Seems the highest possible gamestage at the moment would be 1417.5
  18. The xbox version of this game was developed by a different company (Telltale was the name) based on an older version of the game. It misses a lot of features of the current PC game because that other company went bankrupt. In ~2 years an entirely new console port of the game might be getting developed, but only for the new console generation as the hardware of the old consoles is not sufficient for this game.
  19. Can't vouch for people saying they play to 4000 but I can vouch for anyone playing past day 30 without problems, that is the normal way most players experience the game (otherwise this forum would be filled with complaints instead of a handful of people). Possible causes: 1) A bug in the game. The PC platform is so variable that it burned game companies for decades. Look at other games where they release it and suddenly hundreds of users see a strange bug while the rest of the 500k players have no idea what they are talking about. Usually it is very difficult for the developer to recreate the bug on his own test machines and without having a possibility to test the bug himself a developer has a hard time finding such a bug. Bug reports with logfiles and exact hardware config can help. 2) A bug in any other software on this computer. Libraries, some software running in the background or the driver of your graphics card can all lead to a bug for just this game. 3) AV software. You say you don't use one but that means you use windows defender (which can't be disabled, so I hear). Really really make sure you exclude the game exe and any directories from defender. 4) graphics driver. So much depends on the quality of the graphics card drivers that you should at least try two versions, the most current one and one that is supposed to run well with your graphics card (maybe someone else with a 960 2G can help here.) 5) 2G on the graphics card is low and you should make sure your texture size setting is turned down (even though that should already be the case with a low config setting). If you use 8k worlds I would suggest to also make a 4k world and see if that changes anything. 6) Are you playing multiplayer? If yes, use a single player game for tests. 7) I'm not sure if this is the case, but maybe settings were or are stored in the registry as well, not only %appdata%. Make sure you use the game launcher as well to delete all configs. Do not depend only on deleting anything in %appdata%. 8 ) Even additional hardware plugged in to your computer and software running in the background sometimes can lead to problems. Make sure to test a game without any joysticks, graphics tablets and with all background tasks that are not part of stock windows 10 disabled. PS: should you find the cause yourself, please post your solution here to help others.
  20. I have dynamic music off and I don't hear any piano sounds. Did you listen to khzmusik's video? Is that the same sound you hear?
  21. I doubt they tried to implement a zombie on par with the existing ones. It is more likely that they were going for a boss monster.
  22. This is usually called "learning by doing" in this forum and was actually once a part of the game (check out A15 or A16 if you want to sample it). In A19 there are some mods available that implement such a scheme and my advice would be to download and dissect the source of such a mod to learn how it is done. Examples:
  23. But finding and planting the scarce seeds while hunting and scavening for food to tide you over IS the early food game. You have the choice whether you want to depend more on hunting or scavening, but most people will do both (especially in multiplayer). What else would you expect at that time? Nobody would take quests to deliver meat to the trader at that time because he would need the food himself. Sure, but adding food quests definitely wouldn't change the routine of the "best option early on" to start quests. Later on they would just be so easy to do that everyone would do them and illogically later complain about that silly grind. So while I can see that especially the hunting perks are wasted later on I would hope for a slightly more involved quest like "Bring me the skin of the albino mountain lion that is roaming the area 1 km north of here", if such quests are implemented at all.
  24. The game is deliberately designed so that food becomes a non-problem in mid- and end-game. Why? Because lots of people (and the developers obviously) don't want an endless food grind. It is expected that you are hungry in the early game, slowly build up a farm and eventually concentrate on problems that start with 'z'. If you are after grind there is enough mining needed to build a nice horde base. At the moment shooting everything in your path is so easy because ammo is plentiful. Those stacks of 200 bullets you can get with trader quests are a confirmed bug for example, but quest rewards in general will be nerfed (AFAIK). Expect much less ammo available in A20. You might want to think about using melee more often and having a good armor then. An incentive to do hunting in later game stages wouldn't be bad (at the moment hunting perks are wasted after early game), but the MMO formula "Bring me 20 pelts of x" seems rather lame.
  25. I didn't say A16 had only LBD. It actually has exactly what you are proposing, a mixed system. It is also where a lot of the modders with mixed LBD/perk systems got their inspiration (or nostalgia) from. Check it out instead of assuming that I don't understand your posts 😉
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