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meganoth

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Everything posted by meganoth

  1. There are laptops you can't turn on at all (even though you have electricity). There are refrigerators you can't use. There are busses on the road but you will never be able to use or repair one for no reason at all. There are lakes but you can't even make a simple raft float on it. Do you question all that every time you play? I would assume you actually questioned all those limitations at least once. But then forgot about them completely for hundreds of hours of playtime and had no problem at all with accepting that for example there are just 5 vehicles you can build. That you can't have two people ride a minibike. That you can't just take a picture from a wall and move it to your base. That you can't trip a zombie. There are so many limitations in this game and you will question them from time to time or make a joke about it. And a minute later have forgotten about them and simply accept them for the next hundred hours of playtime. Another example: You may say (in talk with your friends for example) you filled up your minibike with gas **cans**, not with gas. But lets look at it more closely. To fill a minibike you need (??) 50 or 100 or 500 units of what the game shows as gas cans. It obviously can't be 500 gas cans you fill that single minibike with. Does that constantly throw you out of immersion? Surely not, in actual gameplay you simply think of **units** of gas you fill up the bike with. You don't **think** of there being gas cans, you only think of (units of) gas. You will never again notice jars as an existing entity, let alone Schrödinger Jars that disappear. You will simply think of water, just like you only think of gas or acid that you need to operate a vehicle or build a battery. I am not talking about circumvention by experienced players looking for loopholes. I am talking about everyone simply having no water scarcity at all without any effort. Maybe you did not specify your ideas in detail. Maybe in your mind you did all the other changes so that one of your ideas could really work to limit water sensibly. Maybe not. Just as listed by you the changes you listed in your first idea for example won't work, not without some other changes, maybe not at all. If you want we can make a simple test. Just take your first idea and list all the changes you would do to make it work for A20. If what you would have changed is all listed in that paragraph of yours above, say so. Otherwise add whatever else needs to be changed. Then if I find something so water is not limited at all, or limited to unplayability, or anything else that does not align with what we know the devs want, I win the argument. If not, you win it. Whether it will be fun for you that water is made scarce is quite a different matter. Net positive? No idea, that depends on the tastes of the majority of players this game has.
  2. Just try to think a few minutes about ways to circumvent your own scheme (and your others). Maybe you will find holes large enough for a truck to drive through. You have been using gas cans and acid bottles in very similar systems for years now without noticing anything jarring I would guess.
  3. Then you'll find the logfiles in the old location inside the programs folder in 7DaysToDie_Data
  4. "More and more people" does not matter when TFP needs or wants to support old hardware, and now also consoles where time practically stands still for years.
  5. Clothes variations look very good. Faces have lots of room for improvement 😎
  6. Which is security 100%, exactly my point. You make a distinction between "friendly" hackers (only MS is interested in keeping them out) and unfriendly hackers (both MS and players are interested in keeping them out) but they are two sides of a coin. I was speaking about the reasons for the change. That doesn't mean that there can't be other solutions, but all solutions have in common that they MUST add locations for logfile and mods outside of the program folder on some platforms at least.
  7. Why should I? Actual experience from actually seeing it was just what I was demanding. 😉 Each person is different, I look at the 15 zeds in this game as archetypes or classes (the same happens in many RPG games on PC) and I have practically zero problems with the sameness of each type. Just like I would look at the few different NPCs in minecraft as archetypes, same principle. As such I would **probably** value a new zombie more than clothing variations on all zombies though this is just an uninformed guess.
  8. I don't think different skins (i.e. color of skin+color of clothes) makes entirely new zombies. Our brain works wonders in identifying similarities. In other words two identical Marlenes with diffferent outfits will still register as largely the same person. Also randomly mixing skin colors and clothes colors often produces combinations that look weird. Or at least very unfashionable 😉. My guess is that skin variation would work much better with nondescript featureless zombies than with the high quality recognizable zombies of this game. So in summary I'd say without actually seeing that feature in the actual game we won't know what would be better, a few new zombies or a lot more skin variations.
  9. That is a design for example: https://de.wikipedia.org/wiki/Strichmännchen#/media/Datei:Simple_Stick_Figure.svg Now I'm sure Madmole went more specific with his designs, but the thing is he can be as specific or non-specific as he wants and just leave the rest to his designers. Which practically means any new zombie is "just more work" away.
  10. I don't care as long as it is from a time where some malfunction occurs and it is all the logs there are. If you play locally and the malfunction actually occurs then there is only one logfile, if you login into a different machine (dedicated or not) there are two logfiles, server and client. We generally want to see the complete picture. You can simply ask the launcher to show you the gamesave directory and there should be the logs as well in the newest versions of 7d2d. Or you could simply search your hard disk for any files called "output_log_*". Or start a game and then search for files with the current date in the name
  11. Yes, it actually was. I didn't mention where that reason came from because I assumed the MS involvement was generally known. But Microsofts reasons for locking down that folder are very probably those I listed. And partly this is for clean design and stability but mostly for security reasons. Also I am sure that TFP didn't put up much of a fight here because they would have the same reasons for wanting a separation of their install and any additional content, for example for easier support. And security often has a tradeoff with comfort, but hands up if you prefer your PC and mail account getting hacked from time to time. PS: Any of you remember how it was in Windows98 where everyone was installing libraries into the windows system dir, what that did to stability and security?
  12. Huh? All the changes to 7D2D paths in A20 were for one reason: To not need to write into the installation dir (except to install or update the base game) ! The installation dir should only be writable with admin rights. That is why the new path for logfiles is not in the installation dir anymore. And this is also why the Mods folder moved out of the installation dir
  13. It won't kill the game on console because the main focus of the game is on co-op play. But it can't hurt to ask for such an option. (And if it isn't in the first console version that comes out then it can't hurt to ask again, just saying) Though isn't it possible to attach keyboard and mouse on the xbox? Would that give that unfair advantage too? And a PC with controller should not have that advantage, right? In that case the option would better be to turn off keyboard for everyone in the game, no matter the platform.
  14. Please use pastebin.com or a similar service to post your complete logfile. And then just post a link to it here.
  15. I'm very sure it is the same location vanilla stores its worlds and saves. Notice there are world definition files AND gamesaves and they are separate. And you have to backup only the gamesave if you fear crashes, because only the gamesave is written to on a constant basis. In windows you would normally find gamesaves, worlds, even logfiles now, below C:\Users\yourname\AppData\Roaming\7DaysToDie
  16. I'm pretty sure that Fataal, as head developer, can just follow his creative impulse and try things out. But I would guess that everyone on the TFP team can do that from time to time(?) And as head developer he can shelf that idea again until a raft seems like just the item that is missing from the game or other conditions like better water physics have been implemented. Think of game developers as artists not just production workers, at least if they are on small teams or the person is high in the hierarchy.
  17. Mods work identical in Linux than in windows. Maybe a difference is that in linux lower/upper case is important. The mods folder should have the name "Mods", not "mods" If that is not your problem you have to tell us more. What did you do? Where is your Mods folder, which mod did you install? What does your logfile say?
  18. Ah, ok. I forgot (or never heard of) that UI change. I even looked for the feature on the first page before posting but looked in the wrong place
  19. What is the use of lesser quality levels being easier to be crafted when you absolutely can't because the UI has no way to select a previous quality level? Remember the problem that in A20 you could, by simply advancing your crafting make yourself unable to craft a weapon or tool because it now needed more resources? I can think of two solutions to this without changing the UI: 1) Crafting quality also depends on the amount of resources you have in your inventory or 2) all quality levels need the same amount of resources.
  20. I would guess those solutions are all too much special code for something only sometimes relevant in unsupported configurations. I think the teleport will just not work if all spots are filled. Or the car is teleported out of the compound just like players at night (because the code for that is already there, it just needs to be turned on for vehicles as well)
  21. Just compare it to how you use gasoline or acid in this game. Those liquids are shown to be in containers but you never see or have or craft an empty gas or acid container. The icon is just to tell you this is acid through showing a liquid in a container labeled acid. In other words it is assumed you always have enough containers with you to store liquids. Just like it is assumed you have to "go to the toilet" from time to time, but that detail is just not simulated in the game.
  22. Post your client log of the attempt when you waited one hour. We can then compare it with a successful login. The next line which we don't see is probably mentioning the program part that prevents you from login in Also, if you make a new attempt, after you waited a while, press the return key. If I remember correctly this actually helped me login once. Though, was it just an coincidence? My guess was that there might be a condition where the program tries to read from the console.
  23. I don't think it is similar to the Telltale partnership. I think they could be doing much of the development in-house. That is possible because the new consoles are much closer to PC in terms of performance and architecture. I know of the network guy they hired a year ago doing the work to get registered on the other platforms (including eventually getting cross-platform to work). I don't know who is doing the UI for console but that may be just the same guy who did the PC UI. The publisher they made a deal with now is possibly only a hired service instead of an independent licensee and his job is to talk to Sony and MS and do the management on the console front. They may or may not provide programmers as well, don't know.
  24. Just an idea: One way he could achieve this would be moving calculations to the clients. For example **IF** zombie pathing currently is all done on the server, in his mod each client might do the pathing for the zombies summoned by that clients player.
  25. I would think it is quite possible, but one has to test it to really know. I haven't modded in a long time, so take my words with a grain of salt. The first step is to change qualityinfo.xml to add more quality levels and the colors shown for them. Then change all the items you want with higher quality levels: 1) Check if that item in items.xml has lines like with "tier=..." in it, those lines refer to quality level. Example: <passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6" tags="perkMiner69r"/> <!-- tier bonus --> ---> <passive_effect name="EntityDamage" operation="perc_add" value=".1,.9" tier="2,10" tags="perkMiner69r"/> <!-- tier bonus --> Even those where you don't want to have changes for your added quality tiers you should at least specify the tier, otherwise the line would be ignored for your new levels. Example: <passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/> ---> <passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6,7,8,9"/> or <passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4,4,4,4,4" tier="1,2,3,4,5,6,7,8,9"/> AFAIK the two changed lines are equivalent because the last value in "value=..." is just continued, if there are more "tier" than "value" values, but the latter line is safer if you don't want to test it out. Next you need to make sure that the items can be found. Check out loot.xml and add some lines below the line "<!-- *** Loot_Quality_Templates -->" so that starting at a specifc lootlevel you will find your new quality levels, example: <qualitytemplate level="140,149" default_quality="1"> <loot quality="1" prob="0.426"/> <loot quality="2" prob="0.313"/> <loot quality="3" prob="0.33"/> <loot quality="4" prob="0.448"/> <loot quality="5" prob="0.643"/> <loot quality="6" prob="1"/> </qualitytemplate> --> <qualitytemplate level="140,149" default_quality="1"> <loot quality="1" prob="0.426"/> <loot quality="2" prob="0.313"/> <loot quality="3" prob="0.33"/> <loot quality="4" prob="0.448"/> <loot quality="5" prob="0.643"/> <loot quality="6" prob="0.68"/> <loot quality="7" prob="1"/> </qualitytemplate> This means that starting with your lootstage 140 you would have a very small chance finding quality 7 level items. I.e. multiply all previous roll-fails (1-0.426)*(1-0.313)*(1-0.33)... and you have the chance to find a level 7 item instead of a lower level item at that stage If you also want to add it to trader inventories, check out trader.xml and make appropriate changes there too
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