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ivailogeimara last won the day on April 25 2016

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  1. This mod is used with the DMT modding tool. You put it into the DMT mods folder and compile it with DMT modding tool. It will place the necessary stuff in your game folder automatically. Notice how the thread has DMT label. It also doesn't work with EasyAnticheat as any other DMT mod.
  2. (at 00:19 onwards it's demonstrated how to use the command and what it does) Long time ago TFP locked the hands/weapon FOV and set it to extremely low (45, lower than console games) because the hands model looked bad. Now they fixed the hands model (Magnum holding anim still looks bad but w/e) but the FOV is still locked to 45. I couldn't find other mods doing this so I decided to create this mod to be able to set the hands/weapon FOV to something more reasonable like 60. This mod adds a console command: wfov wfov <number> wfov 58 that changes the hands/weapon FOV. When executed without arguments (like wfov) it gets the current WeaponFov (by default I made it 60). When given a number (like wfov 60) it sets it to that number. More technical info: This mod is actually separated to 2 mods. 1) First is 0-FieryRiderCore which has the code for managing and storing custom options (Maybe it'll be useful to someone else). It creates a customPrefs.xml file inside <GameDir>/Data/Config where it stores the custom options. 2) Second is FOV Changer which adds a custom option and using it to set the WeaponFov. GitHub(0-FieryRiderCore): Link to the mod GitHub(Fov Changer): Link to the mod Bonus mod: Pistols AAA Aim Fov - Not a DMT mod. Just vanilla. Moves the standard pistols (that are normally in the game) away from the camera while aiming like it is in many AAA games. I think it looks better. 0-FieryRiderCore.zip Fov Changer.zip Pistols AAA Aim Fov.zip
  3. I also hope they add something similar (or the same) that allows us to add reload sounds without loading DMT mod. DMT mods are kinda pain in the ass to distribute when you play multiplayer although custom weapons are also PIA because unity3d are not downloaded automatically from the server.
  4. Why is this mod needed? What this mod does? Important!: Making your gun mod compatible with this mod (i.e. adding reload sounds to your .unity3d file and adding the custom properties (ReloadAnimationClip, SoundReloadClip#)) does not make your mod incompatible with vanilla. Vanilla 7DaysToDie will just ignore the custom properties and the reload sounds and will use the default ones. It wont even give you warnings. How to use it? To add a custom reload sound to your gun you need 4 things: 1) Your gun has to have unique reload animation name. (Because I can't tell which animations belong to which item in runtime because they get grouped together in the RuntimeAnimationController). Also make sure the animation is long enough so you can add your sounds to it. If your reload animation is 0.5s you won't be able to add sound at 0.9s. It wont fail or warn you in any way. The sound will just not play. 2) You need to add the following property to the main section of your item entry: <property name="ReloadAnimationClip" value="animation_name"/> Where the animation_name is the name of your gun's reload animation (it has to be unique, so in my case M1911Reload) 3) A few properties with consecutive names of "SoundReloadClip0", "SoundReloadClip1"... with value containing the name of the sound you want to play (the name is the SoundDataNode name from sounds.xml) and a param1 attribute containing the time of the reload animation at which the sound should of played. Example: items.xml <config> <append xpath="/items"> <item name="gunHandgunT1M1911"> <!-- T2 pistols --> <property name="Tags" value="weapon,ranged,holdBreathAiming,reloadPenalty,gun,shortRange,pistol,barrelAttachments,sideAttachments,smallTopAttachments,magazine,firingMode,selfLoading,attAgility,perkGunslinger,9mmGun,canHaveCosmetic"/> <property name="CustomIcon" value="M1911"/> <property name="DisplayType" value="rangedGun"/> ... <property name="ReloadAnimationClip" value="M1911Reload"/> <property name="SoundReloadClip0" param1="0.1" value="m1911_clipin"/> <property name="SoundReloadClip1" param1="0.8" value="m1911_cock_back"/> <property name="SoundReloadClip2" param1="1.09" value="m1911_cock_forward"/> <property class="Action0"> <property name="Class" value="Ranged"/> ... </append> </config> sounds.xml <config> <append xpath="/Sounds"> ... <SoundDataNode name="m1911_clipin"> <AudioSource name="Sounds/AudioSource_Reloads"/> <Noise ID="6" noise="7" time="2" muffled_when_crouched="0.5"/> <AudioClip ClipName="#@modfolder:Resources/m1911.unity3d?1911_clipin"/> <LocalCrouchVolumeScale value="0.5"/> <CrouchNoiseScale value="1"/> <NoiseScale value="1"/> <MaxVoices value="10"/> <MaxRepeatRate value="0.001"/> </SoundDataNode> <SoundDataNode name="m1911_clipout"> <AudioSource name="Sounds/AudioSource_Reloads"/> <Noise ID="6" noise="7" time="2" muffled_when_crouched="0.5"/> <AudioClip ClipName="#@modfolder:Resources/m1911.unity3d?1911_clipout"/> <LocalCrouchVolumeScale value="0.5"/> <CrouchNoiseScale value="1"/> <NoiseScale value="1"/> <MaxVoices value="10"/> <MaxRepeatRate value="0.001"/> </SoundDataNode> <SoundDataNode name="m1911_cock_back"> <AudioSource name="Sounds/AudioSource_Reloads"/> <Noise ID="6" noise="7" time="2" muffled_when_crouched="0.5"/> <AudioClip ClipName="#@modfolder:Resources/m1911.unity3d?1911_cock_back"/> <LocalCrouchVolumeScale value="0.5"/> <CrouchNoiseScale value="1"/> <NoiseScale value="1"/> <MaxVoices value="10"/> <MaxRepeatRate value="0.001"/> </SoundDataNode> <SoundDataNode name="m1911_cock_forward"> <AudioSource name="Sounds/AudioSource_Reloads"/> <Noise ID="6" noise="7" time="2" muffled_when_crouched="0.5"/> <AudioClip ClipName="#@modfolder:Resources/m1911.unity3d?1911_cock_forward"/> <LocalCrouchVolumeScale value="0.5"/> <CrouchNoiseScale value="1"/> <NoiseScale value="1"/> <MaxVoices value="10"/> <MaxRepeatRate value="0.001"/> </SoundDataNode> <SoundDataNode name="m1911_draw"> <AudioSource name="Sounds/AudioSource_Reloads"/> <Noise ID="6" noise="7" time="2" muffled_when_crouched="0.5"/> <AudioClip ClipName="#@modfolder:Resources/m1911.unity3d?1911_draw"/> <LocalCrouchVolumeScale value="0.5"/> <CrouchNoiseScale value="1"/> <NoiseScale value="1"/> <MaxVoices value="10"/> <MaxRepeatRate value="0.001"/> </SoundDataNode> ... </append> </config> They are more examples in the items.xml in the mod's Config folder because I needed to re-add all sounds of the guns that come with the game to work with the new system because I remove every sounds from the animation of the player's hands for every gun holding type. Github: Link to the mod Archive with the mod: Modifiable Reload Sound.7z
  5. I just binge-watched the first 4 dev streams. I've been waiting for these kind of update for years (especially the redoing of the lighting/color space). It's just wonderful. I just hope the performance is not worse like in every update before. But there is 2 things I wanted to see improved that didn't happen sadly: 1) In the third stream where they show the new textures all looks great but the ground textures (at 00:37:00) look even worse (low quality) than before next to the new beautiful hight quality textures. They look kinda blurry and it seams as if there are no bump/normal maps on them. It's especially bad when there are rocks drawn on the texture but are flat and look like drawn rocks not real one. 2) I really like pistols. I am crazy on that topic. They're my favorite weapons in every game. I've always hated the pistol (normal pistol, not 44magnum) animations (idle, walk, run, fire, reload (the reload is kinda OK in A19)) in 7DaysToDie. Especially when some of the other weapon have so good animations. I've always thought that the animators just hadn't had time to redo them. But now as I'm seeing the new animations I think that they either don't know how to create satisfying looking pistol animations or that their style is very different from all the other games and is not to my liking at all. I like the pistol animations in pretty much every other game (AAA: Doom, Apex Legends, Wolfenstein: The New Order / The Old Blood, Far Cry, Any Battlefield, Any Call Of Duty, Crysis, Borderlands (2,3), Counter Strike (Source and later but even 1.5-1.6) and even Dying Light which is primarily a melee game; Indie: Rust, PUBG, etc.) but in 7DaysToDie it feels really bad and stiff. Well I guess I'll have to figure out if I can insert new hand animations at runtime with DMT. 3) And why the guns are still so close to the screen? Wasn't this change made to cover the ugly hands model? Now that the hands have been redone I see no reason for why the gun has to be so close to the screen. This kinda makes the pistol animation look even worse.
  6. Is it something wrong with my game or <property name="Sound_reload"> does not work? I tried to change the reload sound of my imported gun and nothing happened (it plays default pistol reload sound). Then I tested with simple mod: items.xml <config> <set xpath="/items/item[@name='gunPistol']/property[@class='Action0']/property[@name='Sound_reload']/@value">44magnum_reload</set> </config> and again the pistol_reload (not 44magnum_reload) sound plays.
  7. What do you mean by ids are not used anymore? Loot containers have ids. Not everything is using ids. id is just a property as name is just a property. Some things in the XMLs have ids and some have names. Here is example loot container from loot.xml: <lootcontainer id="9" count="0,2" size="6,2" sound_open="UseActions/open_backpack" sound_close="UseActions/close_backpack" open_time="1.5" loot_quality_template="qualBaseTemplate"> <item group="backpacks"/> </lootcontainer> (this is from A18 BTW.)
  8. Passing a variable to Animator error Edit: I just checked the game code and saw that "AnimatotSet" functions don't accept CVars. Hi I am trying to pass an Int variable to the AnimationController but for some reason I get an error. If I do: <triggered_effect trigger="onSelfPrimaryActionStart" action="ModifyCVar" target="self" cvar="TestCVar" operation="set" value="1"/> <triggered_effect trigger="onSelfPrimaryActionStart" action="AnimatorSetInt" target="self" property="TempProp" value="@TestCVar"/> I get: ERR XML loader: Loading and parsing 'items.xml' failed FormatException: Input string was not in the correct format. and if I do: <triggered_effect trigger="onSelfPrimaryActionStart" action="ModifyCVar" target="self" cvar="TestCVar" operation="set" value="1"/> <triggered_effect trigger="onSelfPrimaryActionStart" action="AnimatorSetFloat" target="self" property="TempProp" value="@TestCVar"/> I get: ERR XML loader: Loading and parsing 'items.xml' failed FormatException: Unknown char: @ (input: '@TempCVar') Basically these are the 2 lines that are causing it (actually the last line is causing it). For sake of testing I just created a new CVar and tried to pass it to the AnimationController. If I pass a value like "3" it works fine. In this post from last year is noted that you can use a CVar for value with '@' in front of the name of the CVar and you can use it with Animator actions. What am I doing wrong?
  9. Game saves are here, if you're on Windows: C:\Users\<your Windows user>\AppData\Roaming\7DaysToDie\Saves You can just copy them to wherever you like. I don't know where they are on Linux or OS X though, sorry if you use one of those OSs. For Linux it's ~/.local/share/7DaysToDie/Saves/ (~ is your home folder i.e. /home/<user name>)
  10. I don't think they will. Joel already responded earlier in this tread that he didn't like the system where you are forced to do things. But the A16 system had problems. 1) Some perks required obscene amount of grinding . 2) You could still spend points (obtained by doing another thing) to level some skills faster. 3) They were too specialized. (I know shooting pistol and shotgun is different but for the sake of fun gameplay they should've made it where shooting any gun improves shooting with gun of your choice and that sort of thing). 4) You had to spam craft to level crafting. I too don't like A17 system. Personally I would prefer mix of both. I hope they at least add an standardized way of giving perk points (in form of buffs) for different actions in all XMLs that have actions. For example a way to make hitting a tree with axe give you +1 Strength_Attribute and General_XP. For now I only see <Experience> element in the materials XML. I would like to have a standardized way in all XML to give buffs (XP/perk points/actual buff effects) for every action and item in the game. Something like <effect name="AttributeLevel" tags="attIntellect" target="self" operation="add" value="2"/> <effect name="PlayerLevel" operation="add" value="2"/> <effect name="Buff" tags="buffProcessConsumables,buffCoffee" target="self" operation="add" /> <effect name="AttributeLevel" tags="attAgility" target="self" operation="remove" value="30"/> <effect name="PlayerLevel" operation="remove" value="1"/> <effect name="Buff" tags="buffProcessConsumables,buffCoffee" target="self" operation="remove" /> to be available in all appropriate XML files (the ones that give reward for killing, chopping, mining, crafting, using items, other actions). That way you could make 1000000 max perk points and use them like xp. Isn't that what modding is for? To change the game in a way you want?
  11. Is there a way to change the XP gained by chopping tree, mining, looting, etc. in the XML files? If not, why??? And is there a way to make it give something else than XP, like perk level or something?
  12. Madmole said he does not like being forced to do specific stuff to level certain perks (like in Skyrim). I proposed the same system like a week ago but they won't do it (at least for now, knowing how they rework the main systems every alpha)
  13. They could've made it so: shooting with any gun makes you better at shooting with guns (or shooting with any gun gives you points to spend at weapon perks (Marksmanship perks). Or meleeing, chopping trees, mining (muscle activity) gives you points to spend on skills/perks that requite muscle power (most of the perks from the strength tree)
  14. I think TFP made it that way so you can't live underground because it's kind of exploit. But a side effect of this is that zombies sometimes will climb a wall of my base (normal overground base) if a wall on the first floor is like 1 block wider from the wall on the second floor or something like that and start beating down and break through everything super fast. If zombies have super speed while beating downwards then they should never attack downwards if you're at their level (+-2 blocks).
  15. Can I append an attribute to element. For example: from this <attribute name="attPerception" name_key="attPerceptionName" desc_key="attPerceptionDesc" icon="ui_game_symbol_stealth"> to this <attribute name="attPerception" [b]max_level="1000"[/b] name_key="attPerceptionName" desc_key="attPerceptionDesc" icon="ui_game_symbol_stealth"> I want to do this with every <attribute> Or I have to replace the whole line. (Can I? I have to replace the whole element with it's sub-elements, don't I?)
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