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KhaineGB

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Everything posted by KhaineGB

  1. Chances are i'm either dumb af and missed it, or dumb af and got the code wrong. So if you spot any, do tell me! EDIT: Oh! You could also be missing a localisation file. That controls perk/skill/quest/item descriptions
  2. What 'ave the Romans ever done for us?
  3. Definitely going to upload the modified UMA textures tonight. Random frame dips are a LOT better on my laptop and the initial load times are way better. Not sure when as I'm still in Wales right now, but definitely tonight.
  4. This is correct. The CNC machine is not craftable on purpose. You have to go find it. Icon files have to be client-side or they won't work. The server only pushes XML as far as I know (had this issue locally. Wife had the icon files in the wrong directory) As for the lag, check YOUR memory usage. I've noticed it tends to happen around UMA stuff (new zombies, survivors, bandits) and the smaller texture files I'm working with has really, really helped with this! So even if I don't push the rest of the mod on Sunday, I will be uploading the new texture files.
  5. I shall do that when I get home
  6. Also I'm testing stuff. Put the combat axe and iron crossbow in from valmod and put the stone crossbow bolts back. Decreased the size of the UMA textures, which still look great in game AND it loads faster so I will likely include them as standard.
  7. New zombies and altered traders with guards and no protection work fine on navezgane You just won't get the rad zone, compo pack or new POIs
  8. I started looking at it to put the hornet back and thought my brain was leaking. Plus waiting until A17 lets me port the mod over way easier... Especially with no item id or block is numbers to worry about!
  9. Hopefully it does. Open source software usually has tons of useful plugins.
  10. Well I just found out GIMP has a batch image resize plugin. So I'm having the laptop decrease all of them by 50%. Should help on file size and in the game.
  11. I left it set to zombie or none for the UMA's for the same reason, didn't want people picking them as profiles. I -may- change that for the bandits and survivors though. RAM usage normally sits around 8GB once it's done whatever it needs (tested on my 3 machines and I got Kickz to give me info too), so that doesn't seem to be a problem. I may do it anyways though because then I can just start including the UMA folder with the mod to prevent issues.
  12. That's normal while it generates the UMA textures. First boot... let it get to the menu, go make a drink, come back, generate your world and log in. Then reboot the game to clear your RAM. If you have high RAM usage and a BUNCH of red text when you start the game, you're missing the UMATextures folder, and your RAM usage will never go down (tested by me and Games4Kickz on 32GB machines. Making the folder fixes it)
  13. Katana, no because it requires the use of SDX. I'm putting off learning that until A17 drops so the SDX folks have time to patch and I have time to learn more about XML + convert the mod over. Combat axe.... MAYBE. I keep meaning to look at it, then I forget. With the axes skill, that may not be a bad idea. Legendary specials, sort-of. I don't plan to EXACTLY copy the special zombies other mods have, but I do want to make my own. There's 1 in already.
  14. Have not already implemented, but I likely will be. I have the code written but I need to test it.
  15. Yep, that's basically what I was thinking. Got some code quickly written up, but commented out so I can test it later. Looking at making the stone axe an actual axe so it can start working on that skill immediately, remove the upgrade ability from it and put in a stone hammer for that purpose so folks can level construction tools.
  16. Hadn't actually considered that. I could do it as "lumberjack" that works like miner 69'er but with an entity damage boost as well. Cos... y'know... huge ♥♥♥♥♥♥♥ axe....
  17. Yes, but I believe it uses the "downgrade" method so uses up extra blocks. However it is something I want to look into. EDIT: Looked into it. It doesn't use extra blocks, so I'll look at adding it in. I'm also going to look into the "door bash" mod.
  18. Yep! You can go out there and explore. Already tested it. For now I'm just going to have the hub city only POI's spawn out there so there's more chances for loot from the skyscrapers. The downside is that players need to keep an eye on their co-ordinates. Anything beyond 22,500 is getting into "you will crash your game and screw your save" territory.
  19. And since folks asked about version numbers... something basic for now. The wife said she's going to make a logo later.
  20. Thought I'd share what I have been working on tonight... Better quality available here for anyone interested.
  21. I love watching kickz. The manly warcries are the best part of the show when someone subs. Though being called a bastard for changing the wrench recipe was pretty awesome too. I totally clipped that.
  22. Quick patch! (v1.4.1) Fishing poles now break at 0 durability due to NRE bug. This is a very quick fix for that. Lead Fishing Weights now craftable in both forges. All 3 types of bandages and boiled water in a can now stack to 15.
  23. I told you what my system spec was and how I ran it. If you can run starvation, you can run this because it needs less RAM and has less models in it. It's more like War of the Walkers or Valmod in terms of system requirements. And I doubt you're gonna hear from someone with a worse PC than you, because that's Core2Duo/Core2Quad territory. Your friend is going to have to just try the game and see if it works, then see what mods work and accept their PC is gonna need an upgrade. As for his internet speed, why not take the game to him on a USB stick? It's seriously like... 4GB uncompressed and 2GB compressed to download.
  24. No idea. I haven't tried adding SMX hud to anything. I may look into it and stick it on the first post as a seperate download if I can make it play nice. However most of the workstation windows are at the bottom of the windows.xml and xui.xml files if you want to try and do it yourself. And there's comments to identify them. I... actually have no idea on that. I think I'd need to rename the github repo, which may then break the link. However, it does tell you in the console when you first load the game at the menu.
  25. Thought it might be something like that. Glad you sorted it. Well if you read the very first post, I put the specs of the PC I used to develop the mod before it finally died (and it wasn't to do with the mod, backlight died on the monitor, then the keyboard started to go... but it was old). That should give you an idea. As a very general rule, graphics card from 2011, a quad core CPU (like an i5) and 8GB RAM should be fine. I do NOT recommend running it on a laptop that doesn't have a proper, dedicated graphics card... but then I don't recommend that for any game.
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