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KhaineGB

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Everything posted by KhaineGB

  1. 2.03 games should work. No issues reproted by folks testing. The only issue that did turn up is sometimes the launcher isn't fully downloading the mod. Not 100% sure if that's a launcher issue or a git being slow issue.
  2. Darkness Falls v2.04 is now on the launcher. Release notes as follows. - Updated for Alpha 17.2. - Behemoth footsteps changed to feral so they should be noisier. - Behemoth speed slightly decreased, along with some other zombies. - Increased resource bonus on tools so you won't lose resources from higher block damage. - Police and military vehicle loot lists tweaked. - Reduced the amount of money the trader will buy things for. - Edited buffs.xml so HOPEFULLY self-medicated works on side effects and makes painkillers more useful. - Second 8k world and a single 12k world added, called DFalls-Small2 and DFalls-Medium. - Coilgun Level 1 perk now unlocks the coilrifle. - Added Steel Arrowheads to Steel Crafting. - Removed quality from Batteries. Added it to Engines so they determine vehicle quality now. - Wandering horde gamestage cap increased from 50 to 4000. - Gamestage file updated so wandering horde GS now caps out at 4000. No more behemoths randomly on day 3 or 4. - Lumberjack quest can now be completed with any axe, except the stone ones.
  3. Ok folks. Good chance that 17.2 is going to be in stable this week. So what I'm going to do is hold off releasing 2.04 of the mod until that's out. The experimental version listed on the launcher is currently for 17.2b27 anyways. So I figure waiting for stable to come out and THEN releasing will save me time and mean you folks get compatibility with the latest version of 7DTD faster.
  4. Yep. You can just download and update and your save should be fine. Which reminds me that I need to go and update the links since I put it on gitlab instead now. EDIT: And done.
  5. 3000hp is the base I set. 6000 is what it will buff to if you don't kill it fast. Right folks, 2.04 should be out this week, no restart needed. Also started work on 2.1, which will be for 17.2 only and will VERY LIKELY need a restart. You have been warned.
  6. Maybe. I think you can back up your save though.
  7. I don't use the launcher so I don't know what to tell you on that.
  8. That means it's not installed properly. For whatever reason, the window edits aren't applying. I'm also going to be STRONGLY recommending that folks use the included world rather than relying on RWG just because it's broken and behemoths spawn in like.... 2-block large bits of wasteland. And no, I'm not removing them because of that.
  9. 17.2 didn't have many XML changes. I've got a test version of the mod running on it already. ^ pretty much this.
  10. Run the game as an admin. I had this happen and running as admin fixed it.
  11. After doing this, you will have to pick up the advanced forge and place it back down again in order to fix it. Current version is 2.03C. 2.04 going up in the discord now for testing.
  12. I told you to check the IN-GAME menu. Not the main menu. Not the thing in the top right corner of the screen. That means press ESC to get this screen. Where my mouse pointer is shows the mod version. No, not really. It's a low chance to spawn during the day.... in the WASTELAND. So get them out of the wasteland. It is NOT a happy place. You can always turn god mode onfor yourself, fly over and do killall.
  13. You should be able to, yes. But I don't really mess with server stuff beyond download the dedi and stick the mod on it... sooooo... Depends if you have auto-update turned on or not. Check the in-game menu and see what version number it says. If it's 2.03C, it's the latest. Anything else is old.
  14. You can beat it open or unlock it with lockpicks, but it takes a LOT of lockpick components. I think I set it to around 10 if my memory is correct. Mod was updated on the 18th to remove gore blocks. Updating should not cause loss of progress but you will get a lot of random barrels in place of gore blocks. Yes it does. I'm going to add it to steel crafting as well. She should be on every map. I'm tweaking RWG to guarantee that... and yes, wasteland only. Intended due to server bug. Stick stuff in it and watch it smelt. If it doesn't smelt, you're using an old version.
  15. This may not look like much... but check the console output carefully...
  16. As mentioned in my reply, grab a wrench and go wrench something. It seems to be working for everyone else. I don't get your comment about it not levelling up after putting more skill points into it. You are aware all it does is block damage, loot time and increases the loot gamestage, right? It doesn't give more resources. Looks like coal since we're limited on what we can do with textures. I may look at trying to change this if possible. But it's underground in all biomes. Trader Caitlin only, and secret stash.
  17. Mine isn't for my mod because I spent the ENTIRE day playing XCOM 2 when the latest experimental came out. I regret nothing
  18. Quests are made in the radio. Basically think of it as you tuning in to radio broadcasts and writing down crap that people need help with.
  19. Not gonna lie, the guard thing is REALLY annoying. It's almost like it's a debug message, so if I could just turn that off, it'd solve the issue temporarily while I try to work out what the ACTUAL issue is.
  20. No problem. Glad you're enjoying it.
  21. ooooh. There's multiple things going on here. Ok, so this one... Failed to create Convex Mesh from source mesh "". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh. I'm still not sure what that's from, but it always seems to be worse around electric poles/electric wires. Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak (Filename: Line: 372) To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations This looks like the game just cleaning up memory leaks. The last stuff is all related to nVidia PhyisX.... which I didn't even know the game USED. So I'd maybe consider reinstalling your GPU drivers. The 2 things you mentioned are intended on servers. The mod only used to give folks 1 class book, no matter which version you played. SP users said they felt the game was too MP focused because of the classes, so I gave the SP version of the game 2 class books while servers remained getting only 1. The guards have been disabled on servers because it keeps spamming something about Layer 1. I still have no idea what it is, or why it's doing it, but it was causing server lag and making the output_log file quickly grow to 1GB in size. That's why they've been turned off. Doesn't happen on single player though, which confuses me.
  22. These only showed up AFTER I posted, so apologies. White screen = You're trying to run the mod on 17.2. It's not for 17.2. It's for 17.1. 17.2 is NOT a stable release and the version of the mod on the launcher is only for stable releases of the game. It's been working just fine for me. But that sounds like you might be using a 16k map. The one I use doesn't really like that and generates huge amounts of wasteland on 16k maps.
  23. Probably not, but I DID put the big log spikes back in. They were only missing recipes.
  24. That'll be because github screwed me and said it had uploaded all of the files. It didn't. I was lied to. In other news... anyone for a waterworld mod?
  25. That's the launcher log file, which shows it has all copied over and seems to be fine. I'd need the actual log file from the game.
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