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KhaineGB

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Everything posted by KhaineGB

  1. Lockpicks NEVER worked on doors in this mod. Only safes. Lockpicking doors is a Ravenhearst/War of the Walkers thing.
  2. Small hotfix for macOS users. Huge thanks to narimbur for being a tester on this! There is now a zip file included in the client download of the mod, simply called macOS Tree Patch. Unzip this and place it in Mods/SDX/Resources. Overwrite the existing files when prompted. This will replace the speedtree models for Apple, Orange, Banana and Coconut trees, plus the wheat. It resolves issues with them rendering invisible or a magenta colour. You do not need to use these files if you have no issues with the tree's. It's presented as an option.
  3. Open entitygroups, search for "hornet" and delete any references. Then be mocked for making it easier (I'm gonna lower the sound when I re-do the animation of the hornets) I'm not sure how to explain it other than "It means what it says." In Unity, there's 2 animation systems - Legacy and Mecanim. Legacy is a little "jerky" for lack of a better term and very limited in 7DTD terms in what modders can do it with it. Mecanim is more complicated to use, but a LOT more flexible. So once SDX has the animations hooked up, I can add a ton of animations to zombies. The overall result is animation should be a lot smoother for the end user for things like the hornets, behemoths, etc.
  4. Well at least that specific bug is now fixed. Still working on fixing up the tree's for our macOS players. 2 done + the wheat. Will finish the others tomorrow.
  5. Yes, it was a bug. Sooooooooo... I was testing out what the max zombies I could spawn at once was. I forgot I left that code in and turned on, then pushed the patch. I just pushed a hotfix to github to fix it. So... whoops! Sorry folks. Also I'm going through the new tree's and wheat right now. Apparently speedtree does NOT play nice with macOS.
  6. Honest answer? No idea. I haven't changed the player entity, or the player dropped backpack. But I've totally had what you described in A16, earlier alpha's and other mods. Doesn't happen as often in A16 though.
  7. V1.8.3-B is on GitHub and the launcher! Have fun! All zombies updated from Legacy animation to Mecanim. Fixed a few "disappearing zombie" issues. May need to revisit this later. Added a couple of new bosses for horde nights. Gamestages edited so folks will get behemoths earlier (starts at GS 1000). Snowberry seeds added to loot lists. Fire zombies added. Only spawn in high gamestage hordes and the radiation biome (uses feral rad loot lists). No restart needed for this, so feel free to just continue with your saves. The hornet hasn't been converted to Mecanim yet because I know that's going to take a lot of work.
  8. Nope. Well, not intentionally anyways. I know that's a bug that can just happen though. I've had it in Vanilla, WotW and Ravenhearst. Usually means it sank into the ground or fell off the world.
  9. Depth wasn't a vanilla option. Time not being there is part of the mod.
  10. Heya Old Gamer! Hope you're doing well I've been playing RH4.3 a little bit myself. Helped out with some of the models and animations on that one. I find it kinda fun when I want a bit more of a challenge. I helped out a little on War of the Walkers 5.3 as well... helped fix a bug and did some models and animation for Dwall. And now I'm re-doing pretty much ALL of my zombies for this mod. It's a pain, but the results are a lot better.
  11. Just keeping folks updated on how the mod is developing. Right now I've been learning to use Mechanim in Unity. This is a good thing as it means I can do more natural transitions between animations for the various custom zombies I've put into the mod. The bad thing about it... is it means I have to re-do ALL the zombies... so the frostbitten worker, lab zombies, behemoths, hornets, etc. It should make it look a lot better though.
  12. Yep, you turned on the old hornet. See all this code? <entity_class name="hornet"> <property name="EntityType" value="Zombie" /> <property name="Mesh" value="Animals/Hornet/HornetPrefab" /> <property name="ModelType" value="Standard" /> <property name="HasRagdoll" value="false" /> <property name="Prefab" value="NPC" /> <property name="Class" value="EntityHornet" /> <property name="Parent" value="Enemies" /> <property name="AvatarController" value="AvatarHornetController" /> <property name="PhysicsBody" value="zombie04" /> <property name="HasDeathAnim" value="true" /> <!-- AI properties --> <property name="AITask-1" value="BreakDoor" /> <property name="AITask-2" value="BreakBlock" /> <property name="AITask-3" value="Territorial" param1="10" /> <property name="AITask-4" value="ApproachAndAttackTarget" param1="EntityPlayer" /> <property name="AITask-5" value="ApproachAndAttackTarget" param1="EntityNPC" /> <!--property name="AITask-6" value="ApproachAndAttackTarget" param1="EntityAnimalBear" /--> <!--property name="AITask-7" value="ApproachAndAttackTarget" param1="EntityAnimalStag" /--> <property name="AITask-6" value="ApproachSpot" /> <property name="AITask-7" value="Wander" /> <property name="AITarget-1" value="SetAsTargetIfHurt" param1="EntityPlayer" /> <property name="AITarget-2" value="SetAsTargetIfHurt" param1="EntityNPC" /> <property name="AITarget-3" value="BlockingTargetTask" /> <property name="AITarget-4" value="SetNearestCorpseAsTarget" param1="EntityPlayer" /> <property name="AITarget-5" value="SetNearestEntityAsTarget" param1="EntityPlayer" /> <property name="AITarget-6" value="SetNearestEntityAsTarget" param1="EntityNPC" /> <!--property name="AITarget-4" value="SetNearestEntityAsTarget" param1="EntityAnimalBear" /--> <!--property name="AITarget-5" value="SetNearestEntityAsTarget" param1="EntityAnimalStag" /--> <property name="WalkType" value="3" /> <property name="MaxHealth" value="50" /> <property name="MaxViewAngle" value="180" /> <property name="HandItem" value="stingHornet" /> <property name="Weight" value="20" /> <property name="PushFactor" value="10" /> <property name="Immunity" value="sickness;disease;bleeding;wellness" /> <property name="WanderSpeed" value="0.08" /> <property name="ApproachSpeed" value="0.2" /> <property name="NightWanderSpeed" value="0.08" /> <property name="NightApproachSpeed" value="1.1" /> <property name="PanicSpeed" value="0.55" /> <property name="CanClimbLadders" value="true" /> <property name="IsEnemyEntity" value="true" /> <property name="SurfaceCategory" value="organic" /> <!-- This decides on the particle effect played on hit --> <property name="AttackTimeoutDay" value="2" /> <!-- animations is so long! in s --> <property name="AttackTimeoutNight" value="2" /> <property name="ParticleOnDeath" value="blood_death" /> <property name="SoundLiving" value="Enemies/Hornets/hornetflylp" /> <!-- this does not work so far !!! --> <property name="SoundRandomTime" value="60.0" /> <property name="SoundRandom" value="Enemies/Hornets/hornetroam" /> <property name="SoundAlertTime" value="25.0" /> <property name="SoundAlert" value="Enemies/Hornets/hornetalert" /> <property name="SoundHurt" value="Enemies/Hornets/hornetpain" /> <property name="SoundDeath" value="Enemies/Hornets/hornetdeath" /> <property name="SoundAttack" value="Enemies/Hornets/hornetattack" /> <property name="SoundSense" value="Enemies/Hornets/hornetsense" /> <!-- <property name="LootListOnDeath" value="24" /> --> <property name="SpawnOnGround" value="false" /> <property name="ExperienceGain" value="20"/> <property name="CorpseBlock" value="GoreBlock1Prefab"/> <property name="CorpseBlockChance" value="0"/> <property name="TimeStayAfterDeath" value="30" /> <property name="DeadBodyHitPoints" value="80" /> <!-- For harvesting --> <drop event="Harvest" name="foodHoney" tool_category="Butcher" count="5" prob="1" /> </entity_class> Comment it out or delete it. I already put hornets back in the mod with their own model.
  13. Mods/SDX/Resources. You should have a file called Hornet.Unity3D EDIT: Wait... did you go into entityclasses.xml and turn on the bit of code that starts like this? <!-- Hornet Mod <entity_class name="hornet"> Because if so, that doesn't work. That's why it's turned off.
  14. Not fixable unfortunately. Though apparently I'll be able to do it in A17 properly. I'll be waiting until A17 properly releases. There's a couple of reasons for that. 1) I saw a few things in the video that I don't like, so I want to see how they "feel" in play before I start breaking everything. 2) I may need to wait for SDX integration to be updated. I've also heard I will have to remake all of my assets (which is one of the reasons I "fixed" the guns so I have the files ready)
  15. You're missing the necessary modded DLL files. Upload all three folders to your server and overwrite when promoted. In this instance, you specifically need the 7DaystoDieServer_Data folder. Instructions also apply to Linux servers (as that's what I test on).
  16. You can, but the traders not buying laser weapons and coilguns is intended.
  17. Quick hotfix. Snowberries now plantable. (By anyone) Snowberries now used for ink. Tweaked shotgun damage.
  18. I actually forgot about the blueberries and ink, so yes, I'll look into that. Thank you for telling me (you can find ink in night stands too, btw) Biofuel is scientist mastery only.
  19. The laser sword butchers better than a machete. Auger sounds I already lowered once. The only way to do it is literally rip them out of the game, chuck them into an audio editing program (I recommend Audacity for this cos it's free and REALLY good!), then load them up in Unity 5.3.8, re-export as a Unity3D and have the game load them that way. But yeah, I agree with you on that one. The game needs a "player sound effects" volume slider. I get the point... they want those tools loud, because they are IRL so you should struggle to hear zombies coming. But it's a pain in the arse, especially for streamers.
  20. 1) Not intentional, so I'll have to check the repair items used. As you noticed with Iron, the game is hard-coded to lock the repair ability if you don't know the recipe so it SHOULD do it automatically. However it's likely I may have screwed up somewhere. 2) Yes you can, and no it doesn't. High quality food can drop off farmer and fat female zombies (better food off tougher zombies, so it adds risk vs reward to them). 3) Yes it will give you a debuff if you drink too much, to the point where you start to lose stamina and it should cancel out any other effect that regenerates stamina (like more sap, coffee, mega crush and beer). 4) Completely disagree. A stone axe takes the same time to destroy a block at level 1 with the Axe skill as it would if it were a construction tool. If you're cutting down tree's with it constantly, which you probably will be in the first few days, then you'll level the skill fairly quickly. Also it's designed to make the axes (including the stone one) something of a viable weapon. Switching the other axes then means you have to go off mining, which is usually 1. You'd be getting more if you left them alone since it'd be using the skill you already levelled with the stone axe. Changing that back would then make the combat axe completely pointless since you wouldn't have been levelling the skill once you go to scrap or iron. Also, it's not like I changed it for fun. I did actually do some testing before and after and found it scaled fairly well.
  21. Decided this is V1.8.3 due to lots of fixes + some rebalancing... so it's up! Have fun! Black Cowboy Hat (with light) has been fixed Flamethrower issue on servers has been fixed. Scifi Doors from the bunkers added as a player craftable item (Future Tech 1 required) All guns (except laser) now have a muzzle flash on firing. Combat shotgun sound fixed. Combat shotgun fire rate decreased (to fix the sound issue), but magazine capacity increased to 15. Fixed localization on Combat Shotgun parts. Shotgun Shell damage increased from 6,10 to 12, 20. Removed all seeds (except goldenrod, potato, yucca, cotton) from loot lists. Replaced Iron Hoe with Scrap Iron Hoe in loot lists. Removed fertiliser from loot lists. (Can still be dug up in the burnt biome) Removed ability to learn farming perk via points/books. (Now farmer only) Removed ability to learn animal traps perk via points/books. (Now farmer and survivalist only) Scrap Iron Hoe now states in the description that it cannot be used to fertilize ground. Large bunker now uses spawn blocks to help with lag. However, this means zombies won't respawn when the POI is cleared. Small bunker also now uses spawn blocks to guarantee there's a good amount of zombies in there. Again, it will remain cleared afterwards. "The Village" POI (also known as the Retirement Centre or Wonderland) can now spawn in the wasteland. Red Mesa can now spawn in the wasteland. New coconut tree to fix the hitbox issues. New banana tree so now all fruit trees are using speedtree. New carrot plant. Laser Workbench changed to Level 1 of the Future Tech perk (which it should've been). Laser Sword changed to Level 2 of the Future Tech perk (which it should've been). Titanium Legs recipe no longer uses Steel, and uses Leather Strips instead (which is what it should've been). On the launcher for your pleasure. 3rd post has also been updated with Mac install instructions. Restart only required if you want the new bunkers and new spawning locations for The Village and Red Mesa. I do recommend backing up saves due to the altered progression.xml but it should be fine.
  22. For everyone using a mac, these are the install instructions I found and posted in the discord. Sidenote, it would be MUCH easier for you to bootcamp into Windows and run the mod that way. MAC Install - 1) Uninstall 7dtd. Open Finder, from taskbar choose Go -> Home. Open Library -> Application Support -> Steam -> steamapps -> common. Delete 7 Days to Die folder. Reinstall 7 Days to Die. 2) Unzip downloaded mod. Open unzipped folder. You should see 3 folders: 7DaysToDie_Data, Data, and Mods. I will be referring to this as a “home screen”. 3) Open Steam. In your games Library, right-click 7 Days to Die and choose Properties from the drop-down menu. Choose the LOCAL FILES tab and choose BROWSE LOCAL FILES. 4) Copy & paste (do not drag-and-drop) the Mods folder to this location. 5) Open 7DaysToDie_Data -> Managed. 6) Right-click 7DaysToDie.app and choose Show Package Contents. Here you should see 2 folders: Contents and Data. This will be the other “home screen”. 7) Open Contents -> Resources -> Data -> Managed. 8) Copy & paste (do not drag-and-drop) the .dll files into this location. Mac OSX will ask if you want to keep both or replace. Choose replace. 9) Navigate back to each home screen. 10) Drag-and-drop the 7DaysToDie_Data and Mods folders into this location. 11) Open the Data folders in each location. You will see there are Config, Prefabs, and UMATextures folders in each. 12) For each of these three folders, open up its corresponding folder so you can see the contents. Drag-and-drop the mod’s contents into its respective folder. For duplicate files, mac OSX will ask if you want to Skip, Stop, or Replace. Check the “Apply to All” checkbox, then choose Replace. 13) Start 7 Days to Die and enjoy the mod!(edited)
  23. You should be able to read it as soon as you finish your class quest. Make sure you have unlocked the Class - Scientist perk. I'll check the code to make sure it's properly granted.
  24. I develop the mod on an i7-4800MQ, 20GB RAM and GTX 765M and it runs fine. And that's why I'm saying it has GOT to be a hardware problem. Blue screens and random freezes are your PC saying "Hey, you're running something that's pushing my hardware in a way I don't like." Try turning shadows off and see if it helps. The new trees don't seem to play nice with them, plus they're just a resource hog anyway.
  25. Cars, Working Stiff boxes and the trader sometimes sells it.
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