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KhaineGB

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Everything posted by KhaineGB

  1. Regarding creating player issues. Restarting the server MAY fix it. Had 1 confirmed case so far.
  2. These showed up after I replied, so apologies. It might, but as per my earlier post and the notice on the first page, the use of modlets is UNSUPPORTED with Darkness Falls and I'll basically ignore any errors reported... with the exception of D2D's HDHQ because we compared notes and verified that it works. And yes, I know I need to edit the mod features but I've basically been dealing with error reports on servers since it launched on Monday. However, you have a 30 slot bag and 60 total slots. CLOTHING unlocks extra slots and the STRENGTH attribute unlocks more slots. No more pack mule. You can get around 8 extra slots just from wearing the right clothes, so encumbrance shouldn't be that much of an issue. The version on discord HAS helped with the creating player issues. They still exist, because it's a vanilla thing. Seriously... search the forums. It's been a thing since A16... I have no idea why the hell they decided to change their multiplayer protocol and stuff everything up even more. There's also some server-specific NRE's popping up that are almost impossible to track down since it seems to happen on SOME servers and not others... on stuff that shouldn't even NRE... like jumping animations on vanilla entities... I'm not kidding.
  3. Replying to both of you here. So A17 doesn't check if you meet requirements or not when you unlock something via quest or book... and straight up unlocks it anyway. HOWEVER, I've done some testing and those skills will become unlocked once you meet the requirements. In the case of Hammer and Forge 3, that's finish your class quest and hit level 15. Does it lock ALL levels though? I didn't test that so would appreciate feedback. Not in yet, because I wanted to get the main features of the mod into the game first, and then start bug hunting and squishing before adding in vanity items. And this is the fix list SO FAR... - Cvar tracking removed from weapons and transferred to buffs. - Hunter and Survivalist quests changed to Gather Shiv instead of Craft Shiv to help with a rare NRE. - Animal Snare and Chicken Coop now have the right loot lists. - Butchering Tools had a max level of 1. Should have been 2. - Bowl of Water can now be crafted in the campfire. - Scavenging now works a little better. It also levels up from using the wrench to disassemble things. - New food and drink items should show how much food and drink they give. - Fixed the winchester rifle perk not unlocking the winchester rifle gun. - Stone axe should now power attack. - Removed time from the map because that was supposed to be a thing. - Changed the FIRST class quest of every class to reward items in a different way to prevent NRE's. - Hornet doesn't get a tomahawk missile stuck in it now. - Increase amount of time between zombie corpse and gore block. - Gore blocks now self destruct after a certain length of time so players don't need to mess with clean up after a horde. - Clothing now shows how many backpack slots it unlocks. - Potato seed changed to always_unlocked due to it sometimes not unlocking for some reason. - Wheel's were missing a recipe, which has now been added and is mechanic-specific.
  4. They have been in the let's plays and streams I've been watching?
  5. Already fixed it in the test build. Yeah, I had the wrong loot list. Animal snare has the same problem too.
  6. If you mean backpack slots, it's 30 And Zombo answered the book question. I'm thinking of adding that to localization so folks know.
  7. Important notice. There is currently a bug within the mod where, if you complete a class quest that grants clothes (usually your first quest) while wearing clothes, it causes an NRE. Workaround: Get nekkid. Fix has been tested and I am working on applying that to all class quests.
  8. Honestly? That modelt might just work without me having to add it. I'll have a look at it later.
  9. The gore block thing I'm looking at possibly doing a custom DLL patch for so I can have them naturally "expire" after a certain length of time, but I make no promises on that. The arrow thing is a bug with custom models like the Hornet and Behemoth. It's because of the new sticky arrows... and it annoys me.
  10. Ok, first up, I'm not removing the gore blocks. They exist for zombies to climb on during horde nights and for the player to have a way to get more bones. However, you should just be able to edit the XML. It's entity classes, and you're looking for this. <property name="CorpseBlock" value="terrGore"/> <property name="CorpseBlockChance" value="1"/> You can either remove it or just change the chance to 0. - - - Updated - - - I'd actually say just do this. I'll have to check and make sure the modlet doesn't edit something that doesn't exist. If people tell me what modlets they want, I can check for compatibility and build a list. However, as stated in the discord, I won't be providing support for versions of Darkness Falls modfieid by modlet because it changes too many variables.
  11. Give me a reason beyond just wanting more vehicles and I'll consider it. Join the discord.
  12. Potential fix for servers is out to testers. Keep your fingers crossed.
  13. Yeah, unfortunately it does make them start over. Still working on what I HOPE will be the fix. It's being a little bit of a bugger to get working, but I'm getting there.
  14. Only fix is to delete the player profile from what i'm seeing server admins saying.
  15. Yes I did. The benefits of that perk are now part of the PERCEPTION attribute.
  16. They're just breeding. It's fine. Actually it might be an issue with spawn blocks because I've seen that happen in vanilla with traders.
  17. Sphereii confirmed it was a bug and he has pushed an update to fix it.
  18. THe launcher just doesn't seem to be working for whatever reason. IT appears to be unzipping mods into incorrect folders.
  19. I may.... big may... have a fix for the creating player issue. That weapon levelled up with this bit of code turned OFF. <effect_group name="Action Skills"> <triggered_effect trigger="onSelfAttackedOther" action="ModifyCVar" cvar="AS_Automatics_XP" operation="add" value="8"> <requirement name="StatCompareCurrent" target="other" stat="health" operation="GT" value="0"/> </triggered_effect> <triggered_effect trigger="onSelfKilledOther" action="ModifyCVar" cvar="AS_Automatics_XP" operation="add" value="32"/> </effect_group> And thanks to a server log provided by TormentedEmu, it's that bit of code on an EQUIPPED weapon that's stopping people from logging in to servers. So, for now, empty your toolbelts before you log off. It's not a guaranteed fix, but preliminary testing shows it does help minimize the Creating Player issues. In the mean time, I now have a template that works so I can strip out all of that code from items, hopefully still have working action skills and hopefully fix the problem.
  20. May have a workaround for the server issue. It seems to be related to items tracking cvars that are EQUIPPED when the player logs out. Emptying the toolbar before logout appears to help with this issue, but I'm going to look into a proper fix. Have a couple of ideas already but I need to recharge the mental batteries a bit. Need to know what the output_log says for the NRE or I can't fix it. I've only seen one be reported and that was for crafting a shiv for a quest... for some reason. No idea why, but it only happened as the shiv was completed. May change that to a gather requirement instead of a craft requirement. Being completely honest? I don't really support changes to the mod and I don't use the mod launcher myself, so I have no idea.
  21. Hopefully it'll work on A17.1 for you 8GB should be ok... I think I had about 6GB max RAM usage in playing.
  22. Hell no. I've still got stuff to fix but my brain is totally fried right now.
  23. Don't tell people that! I was gonna set up a PO Box so people can ship me coffee.
  24. Mod is out! Be aware there are a few issues listed. Here's the changes. - Progression HEAVILY edited. A lot of "normal" perks are now class perks. - Action skills added! You can now level most things by doing! (thanks to Deceptive Pastry and his Action Skills modlet for the code to base this off!) - Archery Perk removed. Benefits added to the Archery Action Skill. - Run and Gun Perk removed. Benefits added to all firearms Action Skills. - Deep Cuts Perk removed. Benefits added to the Bladed Weapons Action Skill. - Stay Down Perk removed. Benefits added to the Blunt Weapons Action Skill. - Lucky Looter Perk removed. Benefits added to the Scavenging Action Skill. - Mother Lode perk removed. Benefits added to the Mining Action Skill. - Rule 1: Cardio and Charging Bull removed. Benefits dded to the Athletics Action Skill. - Pack Mule perk removed. You gain inventory slots from levelling STRENGTH. - BOOM! Headshot perk removed. You gain headshot damage from levelling PERCEPTION. - Daring Adventurer perk removed. Benefits added to the INTELLECT Attribute. - Sexual Tyrannasaurs perk removed. Benefits added to the FORTITUDE Attribute. - Parkour Perk removed. Benefits added to the AGILITY Attribute. - Breath Hold duration is tied to the FORTITUDE Attribute. - Schematics are back! - Magazines that grant temp bonuses have been removed. - Hornets replaced with the original model from A15, which I always intended to do. - Boiled eggs, grilled meat, boiled meat, baked potatos and corn on the cob are no longer perk locked. - Gun spawn probability lowered. - Gun parts make their return! - Pipe Pistol and Pipe Rifle added! Semi-easy to craft, easy to repair, cannot take mods but use standard ammo (with reduced damage/range vs normal pistols and rifles) - Scrap tools rebalanced so they're better than stone but worse than iron. - Clothes now grant backpack space. You need to max strength, wear the right clothes AND install an armor mod in order to unlock all 30 slots. - Storage pocket armor mods now only work on chest and leg armor pieces. - Class quests now grant "level up's" in your class attribute and any skill you need in order to progress. - Watch added, survivalist class specific item. - Basic Survival quest now 3 quests long (1st quest auto-completes to set the new perk attributes to level 1, then make a stone hammer and make a bedroll) - "Decaying" zombies added. They never run, have feral eyes where possible and have half HP and XP of normal zombies. - "Decaying" zombies added, in large numbers, to forest and desert spawn. The zombie apocalypse now has a LOT of zombies. (burnt and snow need new zombies still) - "Decaying" version of rad zombies added (they work like the ones from A16) - Included Mumpfy's alternate zombie textures for the weak zombies. - Tires you find on the roads have a low chance of dropping Wheels for vehicles. - Less "open/empty" containers in POI's. - Wandering horde code from A16 added. - 7 Day horde code from A16 added. - Per zombie loot lists from A16 added. - Zombie loot probabilities adjusted. See below for full details. - Party size increased from 6 to 10. - RWGmixer tweaks, wasteland now at the edges of the map, but you will still find some dotted around the map. (thanks to mjrice and The Wild Land mod for the code to base this off!) - Plants Needing Water code updated. Now less buggy and checks for water up to 3 blocks away. However, water is now CONSUMED. Keep your farms topped up! - Bucket of Water can be crafted at the campfire from an empty bucket and snowballs. - 2 Legendary weapons added. They're suitably OP, cannot be sold and cannot be crafted. - Compo pack added. - 308's elevator mod has been added. - 308's powered doors mod has been added - Xyth's flag's mod added so you can make flags to mark buildings as looted. Server-Version Only Changes. - Players start with 1 class book, not two. - Traders do not have guards. Known issues. - "Read" function doesn't work on some books. Put it in your toolbar and left click. Then it'll work. - Food/Water don't display correctly. Anything over 100 doesn't seem to work, so bear that in mind. - Coilsniper currently has the wrong icon, cos I'm lazy and haven't made a new one yet. - SDX entities, like behemoths and the hornet, don't like being shot with arrows.
  25. Found the server issue. Now, it is going to be a MASSIVE pain to fix. So my plan is to still release today, but warn folks to stay on SP for now. However, here's a workaround folks can try. When logging out, make sure the player has an empty hotbar and is not holding any weapons/tools/etc. The reason is the server seems to be throwing an error on trying to initilize the cvars of a held weapon.
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