Jump to content

dcsobral

Members
  • Posts

    1,254
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by dcsobral

  1. On a topic completely unrelated to modding, was any POI added or modified?
  2. I've been doing it like that for years. Nowadays I even have a powershell script(*) to launch the game that makes a backup of the saves -- the userdata folder was the location of generated worlds and save games are saved, so now it also has mods, screenshots and logs. (*) available at https://github.com/dcsobral/7DaysToDieAutomaticBackup
  3. Whoever posted the seed should say so. If they didn't, check the post date and find out what was the latest version available at that time -- it's not guaranteed that that's the version used, but it usually is.
  4. The map that gets generated for a seed changes from version to version. To reproduce a map you have to use the exact same version in which the map was generated.
  5. Well, I hope progress in this area doesn't dry up.
  6. No more swinging at the air when blocked by that pole on their feet, I'm guessing.
  7. If you use the same options, you'll get the same map. Absent mods adding prefabs or changing the mixer. Random does not mean it changes every time. Random is just a "don't care, you pick" terrain type which will be replaced with either Plains, Hills or Mountains, but it will be the same for everyone every time as long as all other options and seed are that same. I've just tested it to confirm it, with a friend and I generating the same world with Random 10 and getting exactly the same thing. Here's it if you want to check for yourself, Alpha 20.3 (b3). Settings: Map preview:
  8. I don't think that is true. When you say "the same", the same as what? As a seed someone posted here? As another map you generated with the same seed? If you are talking about seeds someone posted here, first and foremost check the version the map was produced in. If your version of 7 Days to Die is different in any way, then the map won't be the same. Alpha 20 stable is different than Alpha 20.1 stable. Alpha 20.1 stable is different than Alpha 20.2 stable. Even experimental versions will differ: alpha 20 experimental b218 is different than alpha 20 experimental b233. If you are talking about generating the same seed with different options, then that isn't related to Random terrain at all: all options except Towns and Wilderness POIs will change city layouts.
  9. For that matter, the trigger system they added to support the night quests is far more powerful than what we have seen so far.
  10. Water overhaul CONFIRMED as a definite maybe!
  11. Next time maybe just say POSTPONED instead of presuming a specific alpha?
  12. Actually, it's the other way around. The higher the gamestage, the less likely you are to find books in the mailboxes.
  13. I did some experiments and it does seem like it doesn't happen. Specifically, I turned on dm, pressed F3 to get the stats info, clicked on whatever checkbox it is that turns on buff information, then shot zombies while pressing SHIFT so that the buffs for those zombies would be shown. I never saw a stun buff on them except after they were dead. And, yet, I wasn't basing my comment on the description but on the XML itself. As far as I can tell, it should have worked. It definitely looks like a bug, possibly a bug affecting other perks. I won't go to the trouble of reporting it myself but if anyone wants to report it and wants help reproducing the steps above, just send me a direct message. progression.xml: <effect_group> <requirement name="ItemHasTags" tags="perkBoomstick"/> <triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" buff="buffInjuryStunned01Shotgun"> <requirement name="ProgressionLevel" progression_name="perkBoomstick" operation="Equals" value="0"/> </triggered_effect> <triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" buff="buffInjuryStunned02Shotgun"> <requirement name="ProgressionLevel" progression_name="perkBoomstick" operation="GTE" value="1"/> <requirement name="ProgressionLevel" progression_name="perkBoomstick" operation="LTE" value="2"/> </triggered_effect> <triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" buff="buffInjuryStunned03Shotgun"> <requirement name="ProgressionLevel" progression_name="perkBoomstick" operation="GTE" value="3"/> </triggered_effect> <triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" target_tags="walker" buff="buffInjuryCrippled01"> <requirement name="ProgressionLevel" progression_name="perkBoomstick" operation="Equals" value="5"/> <requirement name="HitLocation" body_parts="LeftUpperLeg,RightUpperLeg,LeftLowerLeg,RightLowerLeg"/> </triggered_effect> <effect_description level="1" desc_key="perkBoomstickRank1Desc" long_desc_key="perkBoomstickRank1LongDesc"/> <effect_description level="2" desc_key="perkBoomstickRank2Desc" long_desc_key="perkBoomstickRank2LongDesc"/> <effect_description level="3" desc_key="perkBoomstickRank3Desc" long_desc_key="perkBoomstickRank3LongDesc"/> <effect_description level="4" desc_key="perkBoomstickRank4Desc" long_desc_key="perkBoomstickRank4LongDesc"/> <effect_description level="5" desc_key="perkBoomstickRank5Desc" long_desc_key="perkBoomstickRank5LongDesc"/> </effect_group> buffs.xml: <buff name="buffInjuryStunned01Shotgun" name_key="buff Injury Stunned 01 Shotgun" hidden="true" icon="ui_game_symbol_stunned" icon_color="255,128,0"> <damage_type value="stun"/> <stack_type value="replace"/> <duration value="3"/> <effect_group> <requirement name="!EntityTagCompare" tags="player"/> <requirement name="EntityTagCompare" tags="walker"/> <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".shotgunSuppressCooldown" operation="set" value="1"/> <triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInjuryStunned01Cooldown"/> <triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffInjuryStunned01"/> </effect_group> </buff>
  14. Stun means slower, as far as 7d2d is concerned.
  15. If someone gets the sniper headshot book and then shoots a zombie in the head with a sniper rifle they have a 30% chance of causing stun on an irradiated, 40% on a feral, and 60% on other zombies. If someone shoots a zombie with a pipe shotgun without any books or points invested, they'll stun the zombie 100% of the time, even ferals and irradiated. I guess the in-game definition of a rifle is "a weak weapon that can shoot far, far away". Or, perhaps, the definition of shotgun is "a god-mode weapon for short range".
  16. There's no adverse gameplay conditions. The animation just doesn't match the actual duration of the action.
  17. There's no adverse gameplay conditions. The animation just doesn't match the actual duration of the action.
  18. Oh, you're right. But, nope. I've already gotten worked up about it, and I believe it will only stress me out even more if I report it. I'll just stop using arrow slits. Besides, the new behavior is clearly spelled out in the release notes themselves:
  19. Summary: Wrench animation is shorter than wrench action Game Version: A20.3 b3 Platform: PC OS/Version: Windows 10 Pro CPU Model: i7-7700K System Memory: 64 GB GPU Model and VRAM: nVidia GTX 1080 Ti / 11264 MB Screen Resolution: 2560 x 1440 Video Settings: Custom (everything maxed out; DoF and Blur off; Occlusion and Texture Streaming on) Game mode: SP NAV Did you wipe old saves? No Did you start a new game? No Did you validate your files? Yes Are you using any mods? Yes EAC on or off? off Status: NEW Bug Description: When wrenching something that can be harvested, the wrench animation is followed by a fraction of a second frozen in the rest position. See video. Note: I believe the same thing happens with the other salvage operation tools, but I haven't double checked it. Detailed steps to reproduce the bug: 1) Get a wrench 2) Place an air conditioning block 3) Wrench it holding down the mouse button Actual result: There's a pause at the rest state between every wrenching animation Expected result: Smooth wrenching animation
  20. I'm fairly sure I've @%$#ed reported it in past alphas. But since I have the video already, I'll do it.
  21. Only sleeper hogs. Just spreading the love. 😂
  22. Since it's a slow day, I decided to talk about one of my pet peeves: wrenching animation. It isn't smooth. At the end of the animation it will stay frozen in the rest position for maybe half a second. Maybe it's a smaller fraction than that, but it actually feels much longer than that to me. It just drives me nuts. I made a small video comparing that animation with a pickaxe's.
  23. It's not only cops either. Just the other day a zombie fell with his back to me. I approached it as it got up and then the SoB hit me without turning around! Granted, it's not 180 degrees from the front, more like 120 or 140. It's still way too wide an arc.
×
×
  • Create New...