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stallionsden

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Posts posted by stallionsden

  1. 3 hours ago, Arez said:

    Duplicate POIs, duplicate areas and duplicate traders. I can understand there being duplication if the world is gigantic, but even small random worlds have a lot of duplication, on top of not even having all the POIs. 

     

    Outside of the larger worlds, would random and pre-gen worlds just not work without duplication? Is it necessary?

    As 8_hussar said.

     

    You would need something in the fortitude of 14000 or more pois for no duplication. For traders you would need a lot more as well

  2. Just now, FramFramson said:

     

    I appreciate the answer, but I'm not exactly sure what you mean by that? That I should look for a mod with '#' or '?' in it's items.xml file? Or is this some sort of known error? Or???

    Yes if you have mods look in them (unless your own first see if they have updated the mods) but that error is the change of the way a model is written. 

     

    So open up items.xml search # and change ll to @: 

     

    Then do a change one by one with the ? To a /  being.

     

    Custom unity blocks are done different tho like a #@: 

     

     

  3. 52 minutes ago, FramFramson said:

    I've noticed this error on loading sometimes if I have the console up, but have no idea what's causing it and it doesn't seem to have any in-game effect that I can discern, when I'm used to full errors being critical failures (i.e. preventing the game from loading in).

     

    Possibly a mod conflict, but I can't tell because the pathway is missing the folders which might help me identify the exact source of the problem. Can I force 7D to list the entire path when logging?

     

     

     

    In the items.xml the model line has changed  from # to @: and ? To /

  4. 8 minutes ago, Riamus said:

    I suppose, but then you need to believe that the deaths it changes if everyone who was barricaded in those buildings happened in a very short time.  I guess that is possible but I really can't see day 1 as being any closer to when it started than at least a few months.  And I'm more inclined to believe a few years.  But if it has just happened, then overgrowth would take years to develop into anything significant except if you have very far growing plants around the area, which isn't common.  So it would be a minimum of a few hundred days before it would even start to make sense to have any real overgrowth.

    true but as bft stated the grass day 1 be short and over 100 days it grow.

    but there isnt really any set idea for when the z apoc started your way and my way is just as valid as anyone elses thoughts on when it started. 

    People could prolly barricade their houses fairly quickly also in certain circumstances tho but yeh as well some could take as you say a while. 


     

  5. 3 minutes ago, Riamus said:

    Plants generally impact FPS, so as much as you suggest might not work well except on faster computers but it is hard to say for certain.

     

    The amount of growth around an abandoned building varies significantly based on the plant life in the area and just nature in general.  You can have an abandoned house with nothing more than a field on knee high grass around it, while one just down the road could have shrubs that almost obscure the house.  This probably could be somewhat accomplished, but I don't know that it would be worth the effort to do so.

     

    Keep in mind as well that day 1 isn't really the first day after everyone becomes zombies, so low plant growth on day 1 isn't too realistic.  The same for significant changes in growth over even 100 game days except with certain kinds of plants.

     

    Overall, I think just having certain POI set up with an overgrown look to give the idea that overgrowth is happening some would be an easier option and work well.

    Depends how you play the game. I always play the game as if the z apocalypse just started.

     

     

  6. 3 minutes ago, Max Headroom said:

    Yeah. Since I set up our dedicated server, the web interface only show me me own explored areas. 

     

    We need to entice someone who knows how to create a mod. Thanks!

     

    Max

    You should have a box top right that says like animals, zombies players online/off-line 

     

    Tick the box that says online

  7. 44 minutes ago, Max Headroom said:

    The web console interface map? School me. 😉 

    Yeh that thing lol.

     

    I use it but yeh a friend set it up so I can view it, personally never set it up meself maybe someone else can show you how to set it up  

  8. 26 minutes ago, Max Headroom said:

    If you're talking about the "m" map, that is just the single-player explored map. Looking for a MP map.

    No gamida is talking bout the map you can view on line shows lots a details and where each player has been and even what they are carrying etc.

  9. On 12/26/2023 at 11:19 AM, doughphunghus said:

    I think a unique character would be cool. I have seen "wandering traders" in some mods/servers. I think It would be cool to generate 1 single wandering trader per map (not near the player spawns) with no quests to find him or anything. if you run across him, then you do. What does he sell/carry? Not sure (maybe nothing?) but it could be more of a chance to have some dialogue and maybe unique custom quests where you dont have to bring anything back to that trader. Maybe a single quest that sends you only to dishong tower (like marks it on the map, assuming the tower exists on every map but im not sure if it always does). Also: make the trader "untrappable" (teleports far away if boxed in) as people may try to box him in to keep doing quests?

    He could simply sell Pieces of a map that reveal areas on your map and can buy many pieces to reveal the whole map. But like 1 or 2 pieces a day and if and when you come across him again. 

     

    This would fit in as he was the rwg god and maybe when he is around he gives you a "buff"

     

    He could also have quests where you gather some gadgets and after gathering them for him and paying dukes he could make a radar thing like we had back in a11 or when ever.

  10. 7 hours ago, Javabean867 said:

    So I'm trying to figure out how to pull that out ofnthe mod and add it to the regular game.  It's the 1 tool that is missing from the game(imho).  

     

    Any advice on how to do that?  

    That is a custom blocks made for that overhaul. Make your own and don't take custom assets. 

    Or at least have some decency to ask the overhaul in question if ok

  11. Gosh i started in a5 where navezgane was the only one we could play. 

    Then a9 came and bam rwg. I have to this day never gone back to navezgane (apart from a quick test of mods etc) But rwg def changed the game hugely. 
    A16 was fun and kin was very quick to fix some issues in the rwg that prefabbers were having and was greatly appreciated. 

    A20 was a head turner with all the great additions it bought to the game as well. 
    A21 finally the unique tag possibility another great addition to the game. 

    Rwg will always be Kins Rwg 
    game on Kin

     

  12. 3 hours ago, Plexius said:

    this is exactly it. The files are still client side but it takes the work out of putting it in the folder since it seems most people hate doing that when they play multiple servers. all im saying is someone with knowledge in C++ could probably easily make a code to download from the server files upon load up of a custom launcher. If something like this is made 7D2D could really transform in terms of modding.

    i am not asking for something that is already made i should add that the main focus was has anyone TRIED to make something like this if not, why not?

    That could become a mess esp with many not knowing what to do. Like they end up playing a new overhaul etc. They want know to remove that stuff etc.

     

    Tho I think of this were possible the mod launcher by sphereii would work wonders cause it pretty much makes a temp game folder and removes it when done I believe. 

     

    But then the same players whom have very little to no understanding to don't want to read etc won't wanna learn the mod launcher either  

  13. On 10/5/2023 at 12:44 PM, Plexius said:

    So i got to thinking and maybe this isnt possible i do modding myself so this would be AMAZING since im working on a server with a few friends.

    My train of thought is wouldnt there be a way to make the server download custom item icons and unity files for blocks and such like it would when you download a new map when loading into a new server? Im just really curious whether this was possible at all or if anyone else has thought about this.

    No any mod that has a custom icon needs to be client side as well. 

  14. 1 hour ago, Nolla said:

    So glad I back this on kickstarter, back in the alpha 1 days!!

    Argh I so would have but didn't know bout it til a5 lol which I then went and bought a pc just to get this game lol. 

     

    And from having to jump up a hill to running up a hill to where it is now . Wow just wow love it and if it goes another 10 years that would just show the dedication tfp have to the game . 

     

    Keep up the great work

  15. 9 hours ago, BardNCompany said:

    Didn't know the guy, but I love his work. 

    Would we be able to add a new photo of the late Robert Dishong to the wall art images in game? 

     

    It's not a big ask, but I'd like to immortalize him in his work a little. 

    I am certain tfp have something planned but I def support this one as well on top. 

  16. Yes such a huge loss and very sad. 

     

    Kin was a great guy and as well his work and devotion to 7dtd was amazing. 

     

    Sorry to tfp and to kinyajuu's family for this huge loss.

     

    R.I.P kinyajuu be sorely missed and always remembered.

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