Jump to content

meganoth

Moderators
  • Posts

    9,389
  • Joined

  • Days Won

    56

Everything posted by meganoth

  1. That scenario is a pipe dream as well, sorry. Who would create this console port for the PS5 and who would pay for it? They themselves have neither the developers nor the money and they clearly said that. Don't get me wrong here, I don't think they have problems financing their small studio to finish 7D2D's on PC, but if they try to finance a fresh console port in parallel (again based on an unfinished EA version, and to a new console), they would burn a lot more money for the next 2 years. And that would probably be too much and they know it. In their own words: "but this would likely happen after the PC version has gone gold and could end up being an entirely new product or on the next console." They maybe left the door slightly open even for an update to the current console version because who knows, maybe some other publisher might be interested in "burning" a million now because they would get future publishing rights for the new consoles. And if 7D2D's popularity goes up a few notches they could get 10-20 times that much in revenue about 3 years from now. But that would be a much bigger gamble than what TTG did and publishers like to play safe. The only publishers who might think about it for a millisecond are MS and Sony themselves to get another exlusive title on their platform. I'm not sure TFP would want such a restriction. All of this is possible as in "lottery win" possible.
  2. Correction: 30% go to xbox,sony. Do you have any sales figures?
  3. So TFP should have given the money from the licencing to Telltale for the development of the console version? That would be the same as if they had given the licence to Telltale for free! What world are you living in? As long as TT was alive it was TT's job to pay for the porting. You have a case if you say that now that TT is gone, the licence money should be invested in console. The problem is we don't know how much of that money is left after laywer fees and the auction. And whether the rest of that money is enough to pay a company like IG to finish developing that old code. Or do you suggest that they invest money from the PC sales to finance the console version? . No worries, if they want a version on the new consoles they probably have to.
  4. Even if a writer has contractual input on a movie, no big movie studio ever has given the author the right to decide when to publish the movie, or given him the means to stop it after production began and they sunk millions into the movie. (Actually there may have been very rare exceptions when the movie studio really really really wanted to do a book and the author didn't want to. But normally a movie company will buy out reluctance with more money or a percentage of the sales, but never with power to just throw out millions out of the window) The author is never "supervisor" to the "worker" movie studio. Come on, does this sound like the movie studios you know to allow a writer to have such power over them? The author may have the power to say some event in the movie is in conflict with the lore, but he has absolutely no influence on production after the contract is signed.
  5. Huh? Naturally they expected the game to run on consoles, especially after Telltale made them the offer to handle console things. Telltale offered them a way to have a console version much earlier and they accepted. Otherwise they would have thought about a console version only after 7D2D leaves EA (which now seems to be in 2020 or 2021(?)). Obviously (without telltale) they would never ever have done a version for the current consoles but for the next ones that would be the current by then. --- PS: In hindsight everything is clear as sky, but not so at the time. Is TFP to blame for not realizing that licencing a game in EA is a risk? Because TFP naturally would not fix all the minor bugs at that time but neither would Telltale pay for all the necessary bug fixing, at least not before seeing some sales. Sure you can blame them for that, someone with experience in the bussiness might have been able to see that. But look at it, it still would have worked out well if Telltale hadn't folded and produced that update.
  6. Did you hover with the mouse over the icon far to the right of the perk? The tool tip usually tells you what you precondition is missing
  7. Lets assume I want to add something OUTSIDE the <property> block for all guns with 9mm Bullets. The following will surely not work because inbetween the append and the remove the xml is left with broken syntax with two closing </property>. And the remove surely wouldn't work this way anyway <append xpath="/items/item/property[@class='Action0']/property[@name='Magazine_items'][@value='9mmBullet']> </property> <...my new stuff....> </set> <remove xpath="/items/item//property[2]"> Is there are way? Maybe a '..' syntax to go outside a block again?
  8. Exellent intro. Possible bug report: You used append once with and once without comma. I assume only one method is correct. <append xpath="/items/item/property[@class='Action0']/property[@name='Magazine_items'][@value='9mmBullet']/@value">,NoAmmo</append> <append xpath="/items/item/property[@class='Action0']/property[@name='Magazine_items'][@value='9mmBullet']/@value">NoAmmo</append>
  9. The bug feared you more than me
  10. Generally problems in linux are very seldom. I have played multiple versions of ravenhearst, wotw and valmod in linux and except for a path problems with valmod ~2 years ago in A15 I never had any problems. So I normally don't expect any problems and now I expect it even less so.
  11. Yay, working A17 DF mod in linux guaranteed.
  12. Dragons and swords confirmed in Dragon Falls
  13. Interesting. How did you get rid of the red text errors?
  14. Excellent, that did it. So Music or background is to blame. I could see the new background and also hear the new music playing when I previously copied everything over. Principally both "worked" to some extent.
  15. We can safely rule out the 1k textures as the culprit. No change even with the 2k textures. Thanks for the try though.
  16. No hurry, I'm going to bed now ;-)
  17. Oh, I did that already (i.e. the replacing with 175 textures) and it didn't work. But I expected that as 1.7.5 has fewer png files in UMATextures than 1.8.1b. Should they work regardless? If not, I would be happy to try out the 2k textures.
  18. The files are copied over, and RAM usage is constantly low at 5G. And even if I delete the png files they are not regenerated, the dir stays empty. So either it really hangs because of some other discrepancy in UMA (maybe because of windows/linux filesystem differences) or UMA is not the culprit. I'm out of ideas for the moment and will stay with 1.7.5 for the moment. My only hope is that A17 is so much different that this bug magically disappears when you have adapted the mod to it in a few months.
  19. Ok, so I let it run for a 2 hours. Also checked open files of the runtime (Resources/unity default resources und 7DaysToDie_Data/resources.assets) and used strace only to discover that it isn't doing anything serious. Are you talking about the png-files in Data/UMATextures? Would they be generated in a cache-file or in UMATextures? My linux server works too by the way, so it definitely is only a problem of the client. By the way, your instructions are a little outdated on the first page: "Download the zip file at the link above. Unzip the Data and Mods folder to your 7 Days to Die folder and overwrite when prompted. The mod is entirely XML based and extra icons." should probably be something like "Download and unzip the zip file at the link above. Copy everything to your 7 Days to Die folder and overwrite when prompted."
  20. Any likely reason why the mod v1.8.1b hangs on linux while v1.7.5 was fine. It might have something to do with UMA as the output log stops just before it would have printed "UMA Overlay loading took 1064 ms" in v1.7.5.
  21. Quick question: Has anyone hosted a dedicated server with ravenhearst (2.2 or 3.0) on linux? If yes, what is the memory usage? Or are there any notheworthy problems with doing that? I have rented a managed private server up to now, but I have lots of problems with them. I now want to do the managing myself and am thinking of renting a virtual machine with 8G RAM.
  22. if you harvest car-rots with a hoe you have a low chance of getting car-seeds
  23. We found clothes lockers (in schools for example) much much better for getting recipes than bookshelves in RH2.2. This might have changed in 3.0, but it's worth a look.
  24. 1) Setup the server with vanilla game and test that everything works and you and your friends can join the game 2) Installing the mod is not different for server and client, just use the correct target directory. 3) If you get into problems with the connected clients not finding specific libraries or png-files, this is a bug not fixed yet. There are workarounds for png (see post #1238 in this thread), not sure if they work for the library-problem as well. Sorry, I have no copy-paste-simple step-by-step guide.
  25. I had a similar issue with paths in valmod (in my case it was only a client issue because the rented server was windows), my solution might work for you too. I found out that some paths were not changed to a linux-path while accessing the filesystem. So my client tried to open Mods\SMX\Textures\Compass\compassbg.png for example (this is not a path, all this is just the filename and it was located in the 7D2D main directory. In other words, I had to generate a file (in shell syntax) ${HOME}/.steam/Steam/Steamapps/common/7\ Days\ to\ die/Mods\\SMX\\Textures\\Compass\\compassbg.png You might try that with the library on the server.
×
×
  • Create New...