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Everything posted by 4sheetzngeegles

  1. Faatal This is something I thought of a while passed. Since each entity has a set of sound files, and 7DTD has dynamic music, would it be possible to break up an entire battle song into subchannel overlays. To create variable fight music. My explanation: An old program Mixmeister Studio uses loops with the same BPM that allows for drag and drop sequence creation. The second old app is Sony Sound Forge. This app allows an MP3 to be broken into approx 32 tracks. Fruity loops allowed volume controller. An example is the Taiko music from Deep Rising. Toying around with the two of them and then using FL volume to time per track controller, I was able to phase in loops at specific times. RE: 7DTD DMS, could a single or variety of songs be broken up in the same fashion and each track be associated with the entities, volume per track to be controlled by say proximity, or awareness level, with a constant rhythm or score playing in the background as a base. Depending on the entities and situation involved the music would dynamically change. But is still a single song. Examples: minding my business on a roof, and a predator comes close, i am not looking for it, because i'm crafting, then i hear the low predatory loop added in to the base music. Walking across the roof if i get closer the volume raises. Entering a sleeper den, all associated track are on minimum, with base music at standard level, one of them begins to stir, and its track begins to raise. It's an idea I got from horror movies, example Friday the 13th, you don't see Jason but the music tells you he is around. Or Jaws, same premise.
  2. The files I had on the shared server were removed, because they had been there for 3 years. A lot has changed in that time. Below is the chart to adjust the atmosphere to your desire. The file that needs to be edited is resourc.assets. The tools required are UABE,possibly a zip program,a graphics program and notepad++; Examples are photoshop, Krita, GIMP. On the left sky box, sky, sun, fog, fogfade. are the file prefixes that need to be edited. each has a four digit number suffix, examples sky2288 sky2738 sky1763 etc. Each one would be called depending on the biome you are in. The numbers have changed in each released alpha. so if a person wants or needs to revert to a prior color. easiest way is if you favored a color scheme from say alpha 16 or 15 download the alpha, use uabe to extract the files with the names shown in the first line of this paragraph. Open them in an image editor look for the favored color, and save those. You then open the version you are playing and export all sky fog and fogfade. The way I would figure them out is paint all of them black and paint one group 1 red 1 blue 1 green 1 yellow 1 purple etc. start game in Dm and teleport to each biome. Just look up and there is your color, which points to the exported file. Now rename the saved sky file that you liked from the prior alpha to the new version name. repeat for fog and fogfade and sun. You reimport and you are done. If you see a weird variance in the game, go to biomes.xml and look at the biome to see if the old version is making a call to the spectrum, highlight that line and in notepad ++ temporarily comment it out.
  3. I don't use that color, as a preference when I play I like a dark balmy feel. But a person can edit to the color of their preference. By editing the the files listed above. The old tutorial is still a valid way of getting a specific color desired. The hardest or longest part is that the numeric extension changes per alpha, so you have to chart them then adjust the color. normally I play with gamma 0, then begin an a modified adjustment to the atmosphere. to get to that color its basically editing sky fog fogfade to shades of green and leaving sun as is. sky is the central of 3 circles of color the fog and finally fogfade is from the horizon up to fog ring.
  4. Here are a few with captions. These are all from A193 variants. They are blended biomes, that i hand painted, I wanted a more subtle blend from one biome to the other and they are based off of the elevation map i designed so snow is at higher elevations, just a personal preference. Then I added some of the other atmospherics from assemblycsharp dll like snowy. This should give a general idea of the capability. Enjoy.
  5. I will try to answer this for you. This is a link to a tutorial I did a while back. Basically TFP has given us the ability to adjust atmospheric conditions to an vast extent. The files are sky, fog, fade, sun, fogfade. They are gradient color values. Each one has multiple values example sun2092 sun2468 sun5011. Each of these would be associated with a different biome, and also horde day and night. The names have been altered a bit per alpha but still do the same thing. A simpler more limited way to adjust the atmosphere is changing the spectrum, in biomes.xml. I will upload some of my A19 images to show potential. So in short with a bit of work you can adjust to your hearts content. I hope this helps point you in the right direction.
  6. Faatal "That is not as simple as it sounds. Is that a hill or a staircase or a bunch of blocks placed like a stair case or a combination of all of it. Should the AI beat the side of the hill because you are 5m up it? No. It would not make sense. So you have to looks at all those blocks, which is slow and try to figure out what the 3d cube of blocks around and between the zombie and you mean. Tons of edge cases for nonsensical behavior. " This is a question brought about by your answer to the above question. Basically it's a multiple behavior scenario. The simplified version, I copied all of the zombie profiles multiple times changed the name by a numeric at the end of the name. Each one I varied the parameters of awareness "sight hearing", approach speed, and the volume of their voice like suppressed magnum vs un-suppressed magnum, then added them to the spawns. They all use same models but I never knew the reaction they would have. This included sleepers. All blocks in the game can be categorized into groups or hierarchy. simplest "station created, player placed, terrain, even prefab pois have a combination of those." Player placed can be absorbed by station created. Instead of adding a weight or calculation. Can they be given a binary designation of I and O. If that zombie is spawned, and follows the basic pathing to a specific x,y perimeter and z is not equal. then any "I" block is destroyed, as they move more "I" blocks are within sphere to be destroyed. Call it the "Foreman Zombie" heat is generated at an expedited rate by this type of zombie's activities, bringing next level zombies such as wights, cops, demolishers. These zombies favor non line of sight, so it would draw a player from safety to get rid of them before the rest come. The crew drawn by this zombie would be cloned models, but follow the same logic as the Foreman. Destroy area. Would this add a lot of overhead.
  7. Ok I understand now, I was thinking it would be situational Like horde night. Will they possibly have their own pulse raising music, and will they detect you in a barrier and attack? The reason I ask is because id like to attach a heat bloom to a perimeter attack that draws other zombies if not dispatched quickly. Thanks for the answer.
  8. Faatal: This is a question regarding the Feral sense. I am using prior alpha references, only as a reference. In a prior alpha there was a visual screen indicator, the reactional eye. There was also for a short period a LUT screen overlay. Will there be an indicator as the feral sense is being active or inactive? Potential thoughts along the lines of a tinted Lut, or using the music system; the sound of a heartbeat. At a low volume it could be an auditory enhancement consisting of whispers or chattering teeth or clicking claws. References Infrasonic sound 18.98 - 19 HZ binaural beats, Friday the 13th movie series, Aliens, resident evil, doom adrenal shot, TWD the whisperers. Or is it intended to be an on\off parameter? My personal wish would be a temp light level over-ride, combined with a black LUT overlay so no matter the \ brightness or gamma setting the closer you are to getting caught the darker and less colored the screen. Just don't use this theme or you'll cause someone a heart attack. https://youtu.be/9WcU_PrauOQ
  9. Faatal Thank you for the answer. The reason I asked is because the particle effects that you worked on previously, stopped the huge fps drop from previous alphas. The fog overlay adds atmosphere to my playthroughs. I do wish it were closer to the camera. Visually fog\sky\atmospheric-weather seemed or felt like separate systems created by unlike thinking individuals, not one cohesive. Your answer explained why for me.
  10. Faatal I have a few questions regarding the "weather system;sky manager". Why do the clouds not have variable opacity? Can a gradient be used to allow for an opacity layer dependent on speed of change parameter? Is it possible to achieve without making clouds particles or objects? What is the absolute variance rate of weather, wind ,fog, cloudthickness ,fogfade ,precipitation, snow? Which if any parameter can be adjusted to allow for a subtle ebb and flow, instead of a constant per biome. Can a similar system to the "ambientInsideSpeed" be used to periodically change the lighting and atmospheric conditions when outside? Example: If fog is set 0,100 prob 1, Then it would gradually get denser fof then slowly regress. I ask because I was only able to achieve it during one playthrough, as I stood in place in the desert, the bright sun cast shadows, then it became overcast; shadows were removed. I can use to gradient and shade it accordingly to partially achieve it, but it is still a constant, because it goes according to time of day an not cloud cover windspeed parameter. The thing that made me think of this is if you have 100% fog set, overcast sky blocking the sun rays, and stand in the snow biome, the white snow particle screen will make distant objects POIs, entities, etc. visible then enveloped by your fog overlay giving the appearance of interactive environment. So I wondered if this same principle can be used for the sunlight to simulated random cloud density without a lot of extra calculations.
  11. No matter which models are made available. Can the quadrupeds and the vultures have the addition of colliders please, this would include rabbits, and chickens even though chickens are biped. For the quads the collision with fauna, and the tick tick sound of enemy nails on the terrain, the rabbits and chickens scurrying through the brush . For snakes just a simple sliding across terrain. For the Vultures increased volume to the flapping of the wings and possibly the pecking/scratching sound of block attacks. Last addition if possible can vultures be allowed to smash through glass windows.
  12. Fair point. I did understand the reference i first saw it in Mario cart , then NFS. I was just thinking of an AI alternative, to make the game a bit more of a hunt for survival without modding. When I up the difficulty the main thing that I notice is the Z speed and strength I always adjust the spawns, because each play-through I take on a different role, either in perks or the materials i covet to see how long I can last. That is always a manual choice. Until you pointed out both sides of the mirror, I was wishing for the game to force me out of a comfort zone, and make me rethink my strategies. The scenario was more along the lines of what it would be like after. There are only 8 or so other human entities, everyone else has turned, so food in basic areas would be scarcer, hoards would be the saving grace, but they would need to be found.
  13. Does it say has virus, or does it say it may have an IDP? That is a general term for an antivirus program saying I don't know. The majority of the time these are a false positive. I often got them when I installed a program dealing with Java applets or programs that wanted to update. Here is a link for Mcafee Stinger. Free, updated regularly, portable, official from site. https://www.mcafee.com/enterprise/en-us/downloads/free-tools/stinger.html
  14. Faatal I have a question regarding loot distribution and randomization. Actually it has to do with randomization in all aspects of the game. Would it add undue amount of overhead to processing if, there was a database monitor added for the acquired inventory of each player? What I mean is if you open inventory you see whats in the backpack, If you open what is in any storage box either game produced or player placed the inventory there remains the same. So there is a form of database in play. The type of monitor I am writing about could be incorporated into or use the difficulty modifier. Example: there are specific necessities needed for survival, immersion fun-factor, and replay-ability, Food, water, ammunition, weapons, discovered resources, danger situations. These are already being monitored now in a sense because otherwise if you stored things in a box they would just disappear. Can the random algorithm be tied into what a player has, vs what they need, and use the game difficulty modifier in the setup screen? Using a similar indexing setup that you used to allow multiple spears to return to their original slot in the tool-belt, apply a weighted value based on necessity and already attained, append it to the unopened containers potential yield. Inventory is already grouped, a weighted value "based on current inventory held" could decide if more or less items of that group would be possible in the unopened container. It could work simply in SP by the difficulty selection. In MP it would mean the group forager would find better quantity or quality, than a team mate that invested in hunting. The possibility is a simplified version of pseudo randomization, creating a customized play-through each restart, depending on difficulty, and what the player hoards. Example: SP mode, Heath below 50%, and I'm infected, I have one can of peas that I've stored. I need food/water and medical, I am going to look for food and antibiotics. At default setting the cabinets would be bountiful or noobified allowing for introductory play-through. Raising difficulty level would lower the chance of finding anything usable. Meaning more foraging and greater desperation as my health drains. It would lower the chance of friendly animals and raise the chance of enemies. Opposite end of the spectrum, I have enough food acquired to keep me at max health, but no ammunition I would best be served by finding a munitions depot, and a hospital for potential help. Just random hunting in cabinets would yield cans bottle unusable garbage. It is more subtle than bull in china shop, and would contour to each player as they continue. The only thing that would change is the numeric modifier for potential yield, depending on what the player has acquired.
  15. If its the same as mine. It should be the WalMart one. Ryzen5 3500 Nvidia 1650 super ssd windows 10. Alpha 19.3 b3 It plays just fine for me. I have tested on 1080 2k 4k custom maps, higher yield spawn approx to 24 street walkers regularly 8k map, 3887 prefabs rendered. average 60 - 110 fps. Settings ultra and high, will snapshot them if you like. 50" vizio 4k monitor, using hdmi port 5 on back. For me the 8 to 16gig just extends my length of play. But otherwise i play 1920 X 1080 I have not had any glitches yet. Welcome to the forum.
  16. I have a question regarding random gen. We have snow burnt pine desert and waste, but voronoi does not blend the landscape. It separates them into puzzle pieces. Can a biome stamp be added for blends? I have created a blended terrain map. Using the 5 solid biomes plus the blends adds up to the equivalent of 25 landscape visuals without adding anymore biomes. I also chose a singular lighting so that there is not an abrupt change. The major differences are the terrain decor, and particle emission. I mean at the borders of two biomes, I will use pine_forest and snow as examples. I have snow, then Snow forest, then forest snow, then forest. The visual result is full snow biome decor then 2 phases of forest decor added gradually becoming more forest until it is a full forest render. On the slopes it takes advantage of the microsplat overlays without any additional programming. I did it by creating a stamp at 700 magnification. I will release the modded terrain for a walk around as soon as complete, but when I saw it I realized that it was taking advantage of the preset rules in vanilla, microsplat, and natural terrain blending with no additional programming it was just a border stamp. I'm still experimenting to get the right amount of lighting and fog for me but here are some examples of what the stamps are capable of.
  17. This may help When using "use import_HM.png & mask.png" it shouldn't overwrite the biomes.png Just drag and drop your own custom biomes.png into the world folder created. Is there a reason heightmap & mask are upside down? If not would be nice to have the the same way as the final map It is the way the official game generated the height map. To edit to match you must flip vertically to match when editing. It is just following the same rules. And I know this might be a big one, but: Would it be possible to add street helpers inside the mask as well? You can add custom street layouts, by editing the height map, using paint brush approx 15 pixel, hard edge, then take sample points between point a and b, adding them to a gradient, and drag from beginning to the end of the framed line. When the map is generated the street will exist, and depending on the gradient, will follow landscape, or cut path through it. The other way is to edit splat map with the red line from point a to b, it will follow terrain but will have tarmac material green is dirt path.
  18. @Faatal Is it possible to change the trigger or design a trigger volume, for poi populating to the lot perimeter, instead of the physical poi threshold. What I mean is presently the trigger is crossing into the sleepervolume by transgressing a portal. I understand that they are varying sizes depending on room volume. The reason I am asking is because, it would pre-generate the sleepers prior to entry and being able to see them, or hear their generation. When going into a poi now, if you are moving slowly, I can often here the generation of the sleepers to come. Its basically a thud, as they drop into position. Since there is a minimum spacing between poi placement. having an on\off set of manager trigger volumes could add control to the sleeper population. Example: A player is approaching a poi, a 1 or 2 block perimeter is the off trigger volume. This one would de-res any sleepers still in a state of sleep, but ignore any sleepers in a state of awake. Passing to the lot perimeter would be the ON trigger, either activating the sleeper generation on a single level or in the entire poi. It would depend on POI height. That could be designated by the POI height, like a floor count parameter, in the prefabs.xml. This could be expanded or simplified by setting the absolute terrain as OFF just like in DM you can turn on and off the Sleepervolumes in a POI. In multi-player mode it would mean the only volumes that were on and generating would be the ones that players are physically interacting with at the time. The rest would be set to null or OFF until a player entered the lot. Cabins and s Houses average between 1 and 3 floors. So the amount of sleepers present is still less than what is rendered during a horde for most player. "To cover potential FPS concern". These could be a full POI one time gen. Apartments and Large pois could be separated into 3 floor sections. The volume would then be used as an EAI actuator. As a side note I think I may have figured part of the reason for the sound missing from the sleepers. Because they are generated in the sleeper volume they are in that volume and not connecting to the world plane until they are knocked back or down. The sleeper volume is basically a collider box or a world unto itself, but it has no pass through or collider configuration, if it were treated as terrain it could generate a sound of the shuffling feet. I learned this by listening as I played. A zombie generated from the spawner collided with the walking plane. A sleeper awakes and collides with the volume plane. Sort of a sub vacuum plane with out collider response. If you knock the sleeper back or down, it now collides with the world plane and generates footsteps.
  19. This is going to seem like I'm trying to be funny, but I'm not. I would like to know would it be possible to add an if\then parameter to the general xml files. Abstract Example: If player vector3 property name="lightsource" >20 then wake entity Sightrange=Sightrange+20. So if you have a flashlight on it instantly increases the sight awareness of zombies farther away. It is very simliar to Cvar and passive_effect but would possibly extend the range of customization, it can be used with an absolute value, a <=>, or a min max to adjust anything from AI response under certain conditions, to weather shifts, depending on vector3 location.
  20. I rarely if ever build a vehicle. I use rocks then a pipebomb.
  21. If it is possible, I would like the stealth meter to be changed to a visual tribar. LIGHT emitted from player including any player held light source; SOUND from player comprised of speed, terrain, weapons, melee, garbage; zombie awareness\threat level queued on the manager that is now used for the music or scaled 0 to 100. Reasons: The present meter seems to be a combination of light, sound, and entity awareness. In game these are not static values, as the player or entity moves it changes, but there is a single response. When attempting to engage stealth, or just hiding in the dark, it does not reflect the individual aspects that go into stealth. It would help from a player\modder-TFP point of view allowing the ability to fine tune, entity\player environmental interaction. Light: a numeric representation based on the x,y,z of the entity\player. Sound: a progress meter. Based on ThreatLevelTracker.boundingBoxRange. Awareness: A 0 to 100 scale using a color gradient. The possible uses. Making sleeper and wake Z reactions more precise depending on actual light and sound, using a visual guide for quicker editing. Allow easy cloning of existing models but with varied responses to stimuli. If used in combination with "If Then statements" a larger more randomized set of responses can be derived from a linear set of responses because each entity would be affected by light and sound on its on instance. Presently governed by 50 50 50 bounding box causing a singular reaction. Example: Instead of every Z turning at the same pace, and making a beeline toward the player, the levels of light would guide sight or focus, and could have a vocal or actionable response, with 7 grades. Sound\light levels, if using distance Falloff could have a vocal or actionable response, with 7 grades. With three super sets of 7 elements each, rendering 2 elements to 3 elements for AI response, example light gives a total of 56 combinations of possible responses per entity. These responses, if they were allowed could influence other entities causing a randomized cascade of reactions, just from separating the 3 stimuli into their own controller group. Add heat and smell, and the potential grows to above 128 per entity. I got the idea after i reset the zombie ai to attack animal corpses. If i go to an area with zombies dogs and a place to hide. If i kill the dog and hide but watch, some of the zombies attack the corpse then resume search, some still search for me. If found they disregard corpse and come after me.
  22. Rukminesh Below is what I was talking about. I use Photoshop select Color Range on the Dtm height file then I can simply replace the color with the biome I desire and it automatically renders at that altitude. This particular map is my closest attempt to setting biomes according to terrain height. The best part is since all of the biomes are integrated at nearly 1 meter accuracy, the rules, and decorations overlap seemlessly. Lions roam everywhere near mountains, Dogs patrol near the larger burnt biome borders, vultures appear if you go too deeply into the desert. Forest has some broken bricks, snow has some green patches burnt has burnt waste and desert ground. Im working on making a singular lighting scenario so all use the same spectrum. The second pic is a zoomed view to show how tightly woven I have learned to get it.
  23. Chrnosdark I like the last set of images you posted. Nice work. I just downloaded it. I will try to adjust the slope gradient for the crater for you. With your first post it inspired me to make a new map, making uneven elevated POIs. Rukminesh Zip and upload that world folder and I may be able to paint the biomes.png for you. Data In entities.xml approx line 54 the backpack reference has been replaced by Backpack You may try changing that reference in the file. Or it may be that you still have some older configs in the 7dtd folder referring to the old name, in other words an older version of the alpha.
  24. Faatal I have a few questions relating to one subject. Since TFP has access to all of their archived\older versions Do you or any of the team ever go to them for any inspiration or do you start from scratch with each iteration\alpha? Will or is it possible to do a similar configuration, regarding the weather, as it was in alpha 15. I am referring to the altitude temperature manager. Example: Lower altitudes had a hotter climate, as you went higher the temperature declined. Imagery: Wasteland, if painted to the lowest altitude has the most brutal heat, then burnt forest, desert, Pine forest, snow in the mountains. If a single day\night lighting gradient is used for all then it would have less abrupt visual lighting changes as you move between biomes. The only difference would be the atmospheric effects, Fog, clouds, LUT, Particle emission. Gradient ref: sun,moon,fog,fog fade etc. For me its like an atmospheric LUT adjustment. Biome distribution was also more 3d. It would go along x,y, and z. With the manager that you are working on, if the above reference is applied could the manager also be applied to a singular governor for the atmospheric effects? I mean not only the temperature but as you change altitude, then say you have the existing particle storms, but they would progressively decline, as you approach the median height, and progress as you approach the extreme upper and lower distances. Imagery: Pine forest is middle of the height and has ChunkMargin 20, as you descend\ascend the chunk margin decreases creating a smoother transition visually. Is the prior code used, Copyright protected or TFP intellectual property, as TFP team mates change?
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