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4sheetzngeegles

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Posts posted by 4sheetzngeegles

  1. This is a question about the dew catcher.

     

    I watched JaWoodle 1 to 4 hordenight. During the time he used a single
    dew catcher. During this time it rained, multiple times. Instead of the
    catcher becoming the new multi build. Can a CVar be used to accelerate
    moisture collection during rainfall, and fog situations? It would be
    a nice compliment in vanilla, but if not, seeing the efficiency of the
    mechanic I may mod that.

  2. As of alpha 17 i first noticed, pathing changes. Madmole posted something similar to there will
    be nowhere to hide. Watching the ai make steps in blocks and destroy the rest was exciting and
    a bit scary to be truthful. So I looked at the ai commands and weighted values. They are more
    detailed than before, extended what if parameters added. It's like a combination

    fuzzy logic/neural net hybrid now.

     

    But that opens up more options, so thumbs up.

  3. Soooo; If a person is primarily simplistic, and enjoys using primitive and rudimentary
    tools and techniques against overwhelming odds in this game until obliterated,
    are they a Spanish sun, unless modded?     Basically would my game play be "SOL".

    🤔

  4. A5 a bit late but here ya go
    put down the campfire
    light it with your torch
    put pot next to it
    make a sharpened stick
    make rabbit kabob
    put it on your belt
    select it and right click on the pot

     

    interacting was mainly from your belt slots

    I miss some of the old features, but i also miss my old girlfriends, but I don't want them back either.

  5. 8 hours ago, doughphunghus said:

    water we waiting for? H2O?... nooooo! Ice thirst for it daily until it drops.  I hope the problem will not freeze development and can be solvent quickly or i will fluid my pants. I cannot jar this up inside for much longer and i Dew collector more anxious each day.

    over_share.gif.0e7e5dec3c7cef3f77742679d7b49e36.gif

    😅

  6. Well with my recorded 35 minutes, I am simpler than many others.

     

    Yes   The alpha 7 head turn. My first enmass creep factor.

     

    No    The redo of the ambient night sounds. But Yes to
    the directional sound. Working on it now.

     

    No    Altiude temp differential set back to a base template. I mod this.

     

    Yes   To the 28days later melody. But I understand copyrights and all.

     

    Yes   To the multimode built into the exe, expecially the horde mode in the

    recessed land scape. Great as a tutorial for basic building and creepy.

     

    Yes   To the plains biome, I would bust my butt getting there for a little peace.
    At that time I would play, Navezgane more than the random gen.

    Yes for getting rid of the pine forest/forest, because the texture looked like
    radiated zone.

     

    Yes   To adding random respawn points, Talk about death penalty. You would respawn
    where you got ganked. All creatures still there, you had to fight to run away or it
    was rinse repeat.

     

    Yes to spider animation change, although there was one where they would stand and
    spiderman up the wall, instead of crawl levitate.

     

    Yes   Rabbit kabobs, they were soothing.

     

    Yes   Hornets nests, = honey.

     

    Yes to snow cover, and icy wet roads.

     

    Yes    The day to night transition was a bit more pleasing. No to abrupt lighting
    changes. So i made a fractalized set of biome mixtures, altitude related. I use a
    single Light spectrum, the only thing that changes is weather.

     

    Yes to the basic mechanic for crafting, before it was a Wiki necessary 90 degree
    learning curve.

     

    Yes to sticks, just not the floating design, and yes to making planks to shore up
    reinforcements.

     

    Yes to the old pitch black nights.

     

    Finally yes to spears especially throwing,  No to just jabbing animation. Unless its
    locked out I use both animations and will re-enable it.

  7. Its all about labels, as years pass, and the new generation, based around social media
    has become prevalant. Everything has become a label, abbreviation or a meme, to describe
    and condense an idea. The idea of horror and survival is different depending upon the teen
    era each person is from. I have expressed in past posts my impression of horror and survival.

     

    That is why I play the way I do. Nomadic, shoring up a poi, to survive as I explore.


    When it is no longer suitable to keep my character safe, I move on and look for something
    stronger. I use mostly primitive bow, stone spear, and melee in that order. Why, first my
    choice, second I adjusted the sound levels, and Z AI to simulate a need for truer bit of
    stealth. The sun is darker like its dying, wind and fog are sometimes blinding.

     

    To me that is the beauty of the game. I can do what ever i want.

     

    Everyone that talks about modding and mods, if you step back and take a look, everyone is
    a modder just to different degrees.

     

    Explanation: Mod "descriptive change from the original" Adj, "To mod" Verb, "A mod" Noun.
    If a person purchases a game, and changes any setting from the default, be it sound, volume,
    brightness, or aesthetic visuals, has just modded the game. It's no longer the out of the box
    version. But, because of the way this game is written, Anyone can take it to the next level
    and also change game play, difficulty, environment, and even most of the visuals. It all comes
    down to time, and willingness to dig deeper.

     

    Horror for me is A Dark environment, inhospitable weather, $#!t that wants me dead, and creepy
    ambient sounds and music. So i dig and dug into the Dlls, assets, and xml, and fine tuned it to
    my own story. This game to me is a template into the mind of the authors, TFP. I've learned to
    change each one of these things to my liking. I wouldn't have been able to do it if they had
    locked the files. So horror and survival is sill there. Just a few numbers were changed to make
    it more sales friendly.

     

    It's your story rewrite it the way you want. They did.

     

    4Sheetz

  8. 2 hours ago, JoeCavallo said:

    Yes, that would work too, im ok with that, just some way to be able to jump just a bit if you need a small jump in tight spaces if you have a higher parkour perk unlocked. i broke too many ankles that way.

    I don't know if you spoke about it before. From what I've observed from the past TFP sometimes
    favors using an existing mechanic, so that it is a blend, although changes come too. The mechanic
    that is presently in place, is the filler bar, like when you use a bow,  it would use a CVAR to give
    each jump a wider variable dependent on need and situation.

     

    An expansion on the idea would be to add a CVAR for "speed time arc" to emulate "acceleration and gravity"
    combined with the present zombie stumble levels, adding a new visual.

  9. 8 hours ago, amazing25grace said:

    Hey fun pimps!

     

    Got a new idea for a quest after watch GNS and Jawoodle how about making a POI that has a sound system that calls in a mini hoard to a known position of the poi. And your given supplies to fortify it and a few in game hours to complete your preparations and fight the mini hoard for a decent reward. 

     

    What you guys think? 

    That is the same mechanic as GnaMod, would be nice though as a sub game, similar to the old Horde Mode from yester year.

  10. @theFlu

    You're right i did think of the 3d aspect, i was going to do an extrusion to see
    if and how I could attempt it. I did have possible thoughts about orientation but
    its nearly a novella in length. You've probably noticed that i have a tendency of
    writing a bit of TL:DR type. What you saw was the condensed version or they would
    have gotten poo pooed.

     

    I have been off the forum a year, so I think I have cleared my wonder-bug thoughts
    for now. :)

     

    It may sound nuts, but my main love for the game is, because, I never adjusted or
    modded any game from ultima online in 1997 to now. This one makes my imagination
    go into hyperdrive. With all the what ifs that are possible.

     

    Thanks for the reply.

     

    4SheetZ

    PS: The semi oval boulders split like valheim also. I play that one also.

  11. Thank you for the answer Laz Man. I somewhat understand. It came about because
    in 15 the blocks were following voxel rule. In police station, if i destroyed them
    they shrunk to a mini diamond. Recently the newer pois with more damage, and the
    intro of all the new shapes made me think of the rendering above, more as a universal
    visual set of downgrade blocks.

     

    For every 10 percent reduction to HP it would change, similar to the upgrade process,
    but use the same material.

     

    Here's to the future though.

     

    Hi Ho Hi Ho its off to work I go.

     

    4sheetz

  12. I only used the word loot because, that's what everything is considered
    when scavenging. My main question was regarding the ability of the technology.
    I understand your point, and am not thinking of depriving anyone of their prize.

     

    Basically i see a volume as an invisible container, as of the inception of sleepers,
    its only been used for that. Then I thought about the wall safe block change. In prior
    alphas if the block below was destroyed it fell and left loot on the floor with out
    any real trying. Then it was adjusted to be in an invisble container. But in a static
    location.

     

    That's why I asked if other objects, and used the toaster as a reference, setting a
    what happened here. For me the thought was more along the lines of creating a visual
    story.

     

    I watch how things change, and since I don't know the indepth tech behind some of the
    mechanics. I ask if mech that was limited before, can be adpted now for more purposes
    and or expanded.

     

    Most things I present are from playing prior alphas to now and all of the questions i
    asked then. Where the main answer was it can't be don yet.

     

    My very first question was, on making the cracks in blocks into holes. This alpha they introduced

    holes in a door, that can be fought through. A door to me is a semi flattened block.  player placed

    blocks follow a rigid model destruction. So i thought of the following as a potential possibility.

     

     

    block destruction.gif

  13. This is a question about sleeper volumes.
    More so the adaptation of those volumes.

     

    I know this isn't the original intent or use for it, but referring to what
    I've observed from the used game mechanics.

     

    Can the same mechanic that is used for sleeper volumes, within POI's
    be adapted to placeholder volumes? Different times I have read posts
    referring to variable locations of loot.

     

    The thought is this, If a sleeper volume is a spacial cube that controls
    an object meaning zombies, can the mechanic be adapted to apply to other static objects
    or placeholders.

     

    Since I intentionally play at a deficit, meaning basic melee, bow, and spear while using
    stealth. I often have to exit and regroup. When I reenter the Poi, I have observed that all
    of the Zombies not dispatched are in a different vector 3, but still within the same volume
    control area. Although some are static micro volumes and set to jump scare areas, others are
    displaced.

     

    I was curious, if this can also be programmed for placeholders.
    A hierarchical volume controlled placeholder, plus random\static\poi dependent tags could
    allow for a nearly infinite variable of locations for selected objects.

     

    Idea a poi is built by designer, specific objects grouped to specific volumetric placeholders
    so the original designed Poi still will contain each of the allocated objects. But RNG may
    place them in other locations. Like in a development they use four or five models for the houses
    but the interior layout is a bit different. In an apocalyptic environment like 7DTD a bloody toaster
    could be on the stairs instead of the kitchen. Same house but one person could have a safe behind
    picture one, another dragged it to the attic.

     

    It could allow for variance, with each poi walkthrough, but without having to create 10 of the same
    poi and manually placing the objects. Quests, lootruns, and subtle appearance would vary, with no extra
    work. That is after the initial code is written.

  14. I started doing it when I first had the conversation with Madmole years and alphas ago. What I was talking about above was when I

    linked the first thought with the second, as I started this mod, because there are two main categories of grass. Tall and short. The tall

    only uses 1 texture, 1 set size and shape. This model fills the basic prerequisites for using gpu instancing to generate all the grass in

    a single pass.  It couldn't be done before, I was just wondering if it can be done and help now.

     

     

  15. TFP;Anyone: if you have an answer for this I would appreciate it.

     

    Once before I posted a question regarding grass On the terrain and increasing the volume to make
    look less patchy.


    It was initially answered by Madmole. It had to do with a memory overload and vertex rendering.
    The original question was presented prior to the incorporation of texture 2d arrays.

     

    It's been a while, but here is the follow up question. I have been working on a mod regarding
    making the grass more interactive during game play. Watching the rendering process in game as
    I walk through my apocalyptic utopian landscape, brought me to this thought.

     

    There is a specific render distance for grass. Longgrass is mainly a single postcard render,
    with variable rotations. Longrass is a unified size, and shape.

    It only renders to a specific distance, then disappears. This also applies to any small topological
    objects within the same range. It's approximately 88 meters, with grass set on high, 70' view, tested with f3,
    from start point to straight line termination point. 7,744 square meters, that include number 4 minus
    poi lot. Presently I have it set to .65, this gives good ground cover. There are 38 plant textures,
    on the atlas, only 1 is the main cover "treeTallGrassDiagonal", the rest are filler. Even if a player were
    at the cross section of 4 grid divisions, the total coverage is less than 30% of the capability.

     

    7DTD now uses Texture2d arrays.

     

    My questions are; can a combination of GPU Instancing + Texture2DArray, and on the back end object
    pooling, be used to capitalize on the repetitive shape layout? Could this lower Gpu, garbage, and
    cpu usage simultaneously?

     

    4 Basically the Terrain is terra,grasses,rocks/boulders,vein topography, nests, fillers, trees. 6
    potential pools.

     

    If the leaf renders which are basically more postcards, were made into a unified
    shape, any 2d array texture could be posted to them. The majority of land cover is grass, which also
    obscures, the other objects until up close. Culling is presently used, can grass be used to save memory
    also since it repeats more often than other objects.

     

    A single model of the starter stones could be used also. Nests are also a single mesh and texture shape.

     


    Unity as of 2017.1 + GPU Instancing + Texture2DArray = 100000 entities
    The max render at 1 plant per meter, is  7.74% of this basic capability in culled view. I hope so.

    The nurbs in the demo have many more facets than many of the terrain objects.

  16. WIN\WIN Scenario?

    I tried to find a Mod resolution for the underground bases, both dll and xml, that was also non
    intrusive to core game play. It is buried and entrenched as Faatal stated. The controller animation
    and states would need to be changed. Im not on payrole so None for me thanks.

     

    Here are the options that I found to partially resolve the dilemma for Diggers vs diggerZ.

     

    1 Turn off zombie generation in the main menu. It would work but would only render a better looking
    version of Minecraft. Unless it is a pure base building scenario.

     

    2 In spawning.xml comment out all of the biome spawns. Then conceptually the only time a player should
    encounter a zombie is during a fetch\clear quest, scavenging and horde night. I think The Pois have a
    different spawn governor. By preset volume.

     

    3 This is an offshoot number 2, and depends on the player's main time working in the base. If night time
    working in base primarily, then in spawning.xml comment out all of the nighttime spawns. and vice versa.
    Still, on horde night, they will oops all over the base.

     

    4 Now this is more detailed, (Z AI) is based off of senses, Sight Hearing Smell, and Feral which is basically
    a multiplier of the others. Number 3, then disable feral sense, then in entities.xml lower sight hearing
    and smell distance to 1 meter. and raise light sensitivity to the max for both parameters for all entities
    including animals. This will basically make the ai all but Blind and Deaf and with a severely stuffy nose.
    But unless you make a clone of each enemy entity, these settings will render even the dwellers atrophic.
    In other words, a player could walk in with a rolled news paper and scavenge most places. Also set chase time
    distance to a minimum. The degradation to this attribute, now also renders them to the attention span of a Gnat.

     

    5 Is built on number 4, with this a player would have to set sound in sounds.xml to the lowest bucket so an auger
    would end up generating sound as strong as walking on cloth. In blocks.xml all of the heat generating items
    forge bench station Etc. set all HeatMapStrength, HeatMapTime, HeatMapFrequency to 1. In items.xml comment out
    any line <property name="Smell"  That is highlight that entire line right click on it and select block comment.
    rinse repeat. So nothing will smell, gun shots will be the same as whacking a pillow. Work centers and tools
    will be using cold fusion, and the enemy will be deaf and blind with a stuffy nose and no attention span.


    Anyone seeking to have this done for their play through can achieve it by using Notepad++, the compare plugin,
    find and replace the parameters they choose. No deep modding tech needed, just need a desire to do it.

     

  17. Part of what Roland posted points to the perspective of this game's evolution. He mentioned genre
    and the inclusion of various elements. This in turn Created a Hybrid-Genre. Hybrid vigor, even in nature means
    flowing, adapting, and selecting the best choices for survival. If you had the pleasure of playing each
    alpha from 1 to now, it would be easier to see the progression from then to now. I'm not referring to the
    graphics, ai, those progress with technology and experience. The actual game play has always centered on
    survival "Your way" "Your choice" well maybe except for the Mole bases. Are all of the choices the same anyone
    else would have made probably not, but TFP, as the genre, audience, staff, and tech changed so to did aspects
    of the game.

     

    A real world thought, If you had an idea, to build what you thought was the most nearly perfect home,
    and you had a revolving array of friends, input, and stimuli, for ten years. That meaning you built your
    dream home over a period of ten years. Truthfully, ask yourself, But only answer in private. Would the original
    foundation laid home that you laid plans for, if it were a 60' x 60' home on a ten acre lot, be the same idea
    and ideal for you today as when first conceived?

     

    Would you still be satisfied with that 25" tv, a pentium 2 processor, basic cable, no streaming services,
    and even the furniture, non-spring foam top wasn't a thing then, that was first added to the list to purchase?

    Now add the plumbing issues that Will arise, hvac/insulation requirements raised per year to stay relevant, and
    the potential resale value. Your journey to build your dream home, would progress and advance as you do. Over
    the course of time pricing, availability, relativity, desire, and comfort ideas would change. This would necessitate
    adaptation to the original plan.

     

    The thought is a bit abstract but can be applied to the game as well.

     

    An PimpDream idea: Since a (volume, not all) of the QOL things requested are subtle variances that can be controlled by
    the xml files. QOL is my thought regarding personal preferences, ranging from weather to famine to danger.

    A front end tick box, based off of a batch file, and the various config files, could allow each person to
    contour the game closer to their ideal. It could be modded that way, but Not By Me.

     

    Your house definitely would not look like mine. But I definitely like visiting their home more than most others.

  18. Thanks for the replies Gamida; theFlu.

     

    Gamida: For me it was the animals running when hurt then returning. a conversation with faatal. way back.

    The second was a conversation with Mad Mole. where they indexed the weapons on the belt to return to their respective spots.

    The third and I like this best of all is the AI head turn, the best even though the graphics were older was from 7.11.  Now its here.

     

    theFlu: It's not an argument to just do it yourself, It was more of a presentation to ask some of the modders directly. It doesn't

    always work, but it came from my experience when I first joined the forum. I felt lost, at first, when some of the game aspects

    were changed from earlier alphas. I was invited to join a discord and they opened a door sharing their talents with me. This allowed

    me to not only understand what each mod did and how it worked, but how i could add or change it to what I needed. They even taught me

    how to edit specific values that made my personal computer work better for me.

     

    For the server maybe someone can create a Mod whitelist that allows client side mods that are more QOL to interact if non intrusive to server play.

    so i do understand your point.  I just wrote it that way to prompt responses that would clarify a point of view that i had not seen yet.

    And you did: client side mods vs logon access to servers. A viable pimp dream, or possibly mod.

  19. This is basically and is always a personal opinion, because i am but a single individual.

     

    First and this is an absolute, no matter what you do.

     

    You can satisfy, Some of the people all of the time, All of the people some of the time,
    but never, All of the people All of the time
    .

     

    I post this to neither single out, ostracize, or alienate anyone. It's just an observation
    from reading posts, watching streams, participating in the forum, but, mostly from playing
    the Game.

     

    Is it perfect? No. Nothing is, but; Is it flexible? Yes. Easily proven in the manner which
    it is written, .xml,.raw,.png, partially open environmental files "resources.assets and
    blocktextureatlases, a microsoft.net controller file. Most of all proven in the fact that
    this is an open forum, with a plethora of sub forums, including positive, questionable,
    and negative feedback. Transmorph "modding, tools, and tutorials", and a wish list.

     

    I know for a fact that the FP staff listens, because there are some aspects and some specific
    actions that i asked about that are in game now. I take no credit. The FP staff may have been
    brainstorming dealing with soft/hardware engine limitations and heading the same way. Either
    way for that I give a big THANK YOU.

     

    Some, if not many of the volatile responses, are answerable and adjustable, in the support structure
    provided by other players. Modders. And with a little personal endeavor the person that does
    not like or agree with a specific change.

     

    This is a non-biased opinion, And yes it would probably be great if every single Infinitesimal
    possibility were incorporated into the off the shelf version, "Vanilla" but then again would it
    really? Modding allows for the infinite variables. Then along comes the purity argument.

     

    Example: You purchase a car, call it a widget, it looks like every other widget out there, but you
    order yours in candy apple blue lacquer, at the core its still a widget, then the default stereo
    doesn't sound like you want so you get a Blaupunkt, some subs, and an amp. You are now driving
    a loud blue widget, its still a just a widget at the core.

     

    The point is a modded 7DTD game isn't more or less, it's still the vanilla game, but with Eye Candy.
    Made to order.

     

    Just imagine if TFP had decided to write this game in Obfuscated Exe and data files.

    All you would have is a gray widget, that was exactly like every other widget out there. Good luck
    finding it when you come back out of the mall.

     

    4Sheetz

     

    Responses encouraged and gladly accepted.

  20. The last time i got that to work was in Alpha 17. There was a part of the code in the managed exe that called for a sutek.png  in the rwgmixer.xml file

    Part of the code is still there but it doesn't make the call anymore, well at the moment. Maybe they can reincorporate it.  Yeah, that was one of the

    things I liked too.

  21. I don't know if this is what you mean, but. I gen maps with rwg
    kinggen nitrogen and teragon. After generation, and before I enter
    the first time, I open the dtm.raw file in photoshop. select the
    grayscale layer and copy it to a new image using RGB. 8 bit

     

    if you create 5 copies of the base layer, use the wand and select
    20% starting at the darkest color, paint it with the biome color you
    like. next do the brightest. proceeding to select other shades in
    decending order you save it to the world folder you created and you
    have a personal distribution of biomes. just save it as biomes.png.

     

    the actual colors needed are in the biomes.xml near the biome names.

     

    biomemapcolor="#FFFFFF"   snow
    biomemapcolor="#004000"   pine
    biomemapcolor="#FFE477"   desert
    biomemapcolor="#ffa800"   waste
    biomemapcolor="#ba00ff"   burnt

     

    use a solid PEN not brush. Square
    check that 1 pixel = actual 1 pixel
    to get solid colors and no holes.

     

    before saving temporarily convert it to indexed color, and check table
    if it has more than 5 colors adjust, mark down the bogus colors, and revert
    back to rgb. use wand set to 0, select the bogus colors and paint them correctly.
    or else you may have holes that you fall through the world.

     

    this is manual, but teragon, can do it by selecting values and generating.

     

    So yes, you can actually paint, any biome collage you wish to add to random gen worlds.


    If you want to be even more creative, you can use any photo, and repaint it using
    just five colors and from birds eye view the biomes will look like the picture.

     

    In regard to the externally generated heightmap. I think the last alpha that allowed it
    before converting to the new gen system, was the low A17's. The code was removed from
    the dll and the rwgmixer.xml.

     

    That was actually how I first got interested in terraforming.

    4Sheetz

  22. I'm on days 7. Will fight later. I have one question and two observations. First did someone change the weather
    recently, to make it more active? If so thanks i like it.

     

    The next two may get this moved to the bug section.

     

    The first is when shooting the biker, i dismembered his left leg at the knee, instead of assuming
    the crawler animation, he began to bunny hop. It may be his leg collider is too close to the ground.

    He didn't walk on a phantom limb, but he wouldn't fall either, he just hopped up the mountain side

    on one leg till i shot him again.

     

    The second is something i saw before, and happened again in A20.7. When I melee the zombies, they get
    a knock back spin around stun animation. It becomes a forever fall animation. They are not lunging,
    they are spinning and falling with a spastic arm flailing motion. I backpedaled nearly 20 paces,
    stabbing with the spear. I ran out of stamina, it hit me then died. it seems like a mis timing between
    animations and states.

     

    To get a clear picture look up Cinder in Killer Instinct, his ultra combo move.

     

    Thanks for the game.

    4Sheetz

  23. @Moldy Bread

     

    #1  from NZArmy, the NZA trilogy, and part 4.

     

    #2 From dying light in the streets, guest appearance in Bozak Horde.


    Might need to incorporate a knockdown animation for the player character for this one.

     

    #3 7dtd the bloated vacationer, dupe of the cop.  Just need a different tint.

     

    #4 possible mod for the cop, similar use in ZombieDayZ mod.

     

    #5 7dtd feral dire wolf

     

    #6 alpha 15 16 beginning of 17 zombies all were bullet sponges, caused a long conversation.

     

    #7 7dtd Wights, ferals, dogs, and those sneaky coyotes.

     

    #8 Coming soon   Bandits

     

    #9 Demolition zombies, with a slight remodel possibly. also see #2 above.

     

    With each of the larger ones a simultaneous screen shake, player knockdown animation may be
    needed to pull it off.

     

    These really are not answers only things that your post made me think of.

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