Jump to content

KhaineGB

Members
  • Posts

    4,704
  • Joined

  • Last visited

  • Days Won

    31

Everything posted by KhaineGB

  1. Personally I do not use models from other games due to copyright infringement.
  2. Yep, there is. It picks a pos close to you and heads that way and there's a random variable applied to it. But still, when you have 4-8 hour gaps of 30-60 zombies... even if they are a chunk away, they WILL hear you if you're in a POI looting. It's absolutely insane. I love it. (obviously this is A19. I would love to test it on A20 with the feral sense)
  3. Adding the GPS to the wandering horde SHOULD be fairly easy. But in my experience, it doesn't matter if they have it or not. They head to your last known position. So if you happened to be looting a POI at the time...
  4. Oh, i've been experimenting with no BM and completely random wandering hordes. 4-8 hours so you can get several per day, with 30-60 zombies. THAT makes things interesting.
  5. Wandering Horde Random is the random wandering horde modlet that makes then turn up more than once per day and with a varying amount of zombies.
  6. Log back in, do killall to kill the wandering trader that's causing the issue. Log back out, get the latest update from gitlab or nexus that fixes the issue. Done.
  7. Having ran a triple monitor setup in an ultra-wide config, just to see if I'd like it before actually buying an ultra wide monitor... No. God no. It's bloody horrible. Great for Elite: Dangerous, but that's about it.
  8. Fun fact. Those models still exist and can be accessed if you know the path to enable them via the XML. Soooooooo... no memory is being saved because they're loaded regardless.
  9. I'm getting kinda bored with it, cos it's like... Get base built, wait for horde night, deal with it, repair base. Everything in-between feels kinda like just grinding to make sure you're ready for the next one (which can be pre-defined, or random). Unfortunately, there's no easy way to fix that.
  10. Yeah, that's why i'm saying to specifically search for the items code name, not it's localized name. Because if it shows up with that, it means your localization is wrong. If it doesn't show in recipes but it DOES show in creative, it means the recipe is wrong... That's how I test new items.
  11. Mods\1-RomeroModCore\Config\spawning.xml Delete that file. Done. How is your PC still alive???
  12. Yes I do understand how modeling works. I've also used metahuman. Metahuman just gives you an FBX. You CANNOT edit it at runtime like you can with UMA (which is why the player model is UMA, because you can morph the bones, swap clothes in and out). Therefore, no they don't share more in common than their total differences. The closest in the unreal store to UMA is this: https://www.unrealengine.com/marketplace/en-US/product/universal-character-customization-system?sessionInvalidated=true And 2 points you're obviously missing. 1) UMA IS ALREADY IN THE GAME!!!! The player uses it. 2) Updating that and making clothes, models, skin maps, hair, etc... would take less time than the "in house" system they apparently want to do. Simple as that.
  13. Yes I did. Did you read what I said? Search for the NAME OF THE ITEM IN THE CODE, not the localization, when you are IN GAME.
  14. No it's not. UMA works absolutely fine. Metahuman is NOT THE SAME THING. At all. One generates custom characters, including clothing. that cannot be changed at runtime. The other is a completely customizable system and only looks as good/bad as the assets you provide to it. That screenshot was the non-HD, free assets that came with UMA that I very quickly experimented with. There's a ton of high quality race packs, skin packs, hair packs, etc for UMA on the unity store.
  15. Huh, that actually surprises me then. I've only seen that in Linux/Mac OS
  16. That's because you're either a Mac or Linux player and Dev hasn't compiled the required shaders. You need to use the Proton version of 7DTD if on Linux.
  17. Try searching for your new items by code name, not localization name. So resourceEssenceFireBundle instead of Fire Essence Bundle. Narrows down if it's a bad item or bad localization. You can do the same in creative.
  18. Don't see why not. It just needs appropriate zombie skins. Also I remember TFP saying that UMA was too expensive on performance. You can generate and create a UMA in-editor, save it as a prefab (the actual completed UMA, not the recipe) and even export to FBX for fine editing if needed.
  19. The new UMA skeleton, high defintion skin maps, etc honestly look incredible. That's one I made with just the base UMA clothing, hair and skin. With the artists TFP have, they could make that look a LOT better.
  20. I honestly wish they wouldn't just drop it and UPDATE IT instead... because I was messing around with the base UMA kit in unity and it actually looks really, really good now.
  21. ^ that. You CAN scavenge the parts if need be, but that's ok by me. Also I should state that i've been re-doing a lot of the workstation tools and lathe so it follows player gamestage, so you're more likely to find them at higher levels.
  22. Already fixed last week. Git and nexus were updated
  23. 20% chance. Exactly the same as vanilla. So no, it's not being changed.
×
×
  • Create New...