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The_Great_Sephiroth

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Everything posted by The_Great_Sephiroth

  1. So don't get rid of your Mac. Get a PC to sit next to it . Runs fine for me under both Gentoo Linux and Windows 10, but I don't have a Mac to test with. Maybe a Mac guru can help more.
  2. I've finished a prefab thanks to the help here (where'd the thread go?) and have made a copy of Navezgane to place it in so I can find and test with it. However, I am having a strange problem with it. While I can see the normal prefabs miles away, mine does not show until I am almost on top of it. On top of that, there was a small piece of land jutting up in two spots and while the prefab placed and erased those, every time you zone in there is a 2x1 section of floating dirt in the area. How can I get the place to render at a greater distance and how can I remove the floating dirt?
  3. So there's no option for that? I have to edit the prefab XML? Wait there IS a checkbox for copying air blocks. So far I am having no trouble. It's almost ready to be used. Thanks for the help!
  4. I seem to recall doing that causing the "underground" areas to be filled with dirt. Maybe I did something wrong?
  5. Jugginator, I know we talked, but I can't figure this out with the tool or the selection. I need instructions somewhere that I can reference and I cannot find a single guide on building a prefab that's underground, so I figure if I can get an answer here it will be here for everybody in the future. Also, when I take a break and return and need to rebuild a prefab, I can have a set of instructions for a starting point. Okay, so I am trying to build a prefab that has both an above-ground part and a below-ground part. The above-ground is easy to do, but I cannot figure out how to build below ground-level in the prefab editor. I have tried selecting areas and using "L" or "J" and nothing happens. How do I build a trench or an underground tunnel in the prefab editor?
  6. Oh, so that explains it. I kept cutting cores on the 6950X once, doing what was suggested here a year ago, and it only dropped my framerate. Now I know why, thanks. Hope the AMD guys can get a fix. The game looks phenomenal in 1440p with everything maxed out. I just sent Jugginator some screenshots. I am VERY pleased with the work The Pimps and company have been doing. Now give me some zombies doing Thriller and I'll be one happy dude.
  7. I don't buy into the "force the game to use X cores" stuff. Playted it previously on an i7-6950X with a 2080 Ti and if I played at 144Hz, I stayed between 120 and 144fps with max settings in 1440p. Never had to tweak a thing. This core-stuff must be for AMD users or something, because when I tried it with my old rig, removing one core at a time until I lost FPS, it did nothing to help. I am on an i9-11900k with a 3080 Ti now and just tried A20 for the first time. Still in 1440p, and I had no issues. Everything is stock here, no overclocking or anything. That means I peg the CPU at 5.3GHz, but it idles around 800MHz when not gaming. RAM is 64GB DDR4-3200. Storage is a 2TB PCIE4.0 NVME (2280) in a PCIE4 M.2 slot with heatsink. The game currently has access to all cores and threads.
  8. My advice is to disable the ultimately useless AV on the router. These routers only detect known signatures and only on unencrypted (not SSL/https) TCP connections. It wastes CPU cycles on the router and does not stop jack, unless you manage to be on a highly insecure site somewhere and get a very old virus. Of the PC's I have had to remove viruses from in my day job, every system has an anti-virus and every virus is a new zero-day virus with a signature which is not in the database. Anti-viruses are virtually useless these days, which is why I personally do not run them.
  9. The animal tracking skill works for me. I am at level 5 in that skill and it is fine. I can check other levels. You do not gain experience from electrical fence kills unless you have a specific skill, and then you only gain 50% of normal experience. I can say without a doubt that this DOES work because it is how I leveled up so easily. As Meganoth said though, the game is alpha. Sometimes the bugs are part of the fun.
  10. That chip in a laptop runs hot normally. Dell saying it is "normal" is true in this situation. It's the primary reason my laptops are Intel-based. We order almost exclusively Dell systems and have experience with both AMD and Intel in laptops (Latitude, Inspiron) and AMD chips ALWAYS run hot. Dell is predominantly an Intel user, so maybe their cooling setup is insufficient for AMD chips. This opinion is based on twelve years of experience with them. Also, if you enable v-sync in-game UNity will use your desktop refresh rate (normally 60Hz) instead of 144Hz (I have a 144Hz G-Sync monitor) due to Unity being a tad behind the 90's in tech. In other words, if your desktop is at 60Hz and you enable v-sync, you get silky-smooth gameplay at 60fps without the need for external software.
  11. How about Ark 3? Beat Studio Wildcard to the punch. They have Vin Diesel onboard for Ark 2, so let's get zombie master Bruce Campbell and make some undead dinos!
  12. One other thing I forgot. I believe I suggested it in A15 and I still want it. Magic red jacket and pants. Find them (only one of each in the world at a time unless spawned in by an admin) and equip them on a bloodmoon night and the zeds find you and then do this instead of fighting you. After the bloodmoon the stuff disappears and will not spawn in any loot containers for 14 days. I mean seriously, who WOULDN'T want to see our highly-detailed nemesis doing that for a while?
  13. Honestly I loved LBD and the gun parts. I wish the mods would have been added as more parts with their own efficiencies at what they do, but I do not know what the code holds. Still, the new vehicles are fun despite them all being bulldozers s far as the terrain is concerned and the larger maps and higher-detail POIs are cool. Just have to sit back and see where we're going. Maybe we can get some of that stuff back at some point, maybe not. Maybe via mods.
  14. I thought it was hard-coded to only allow one LCB per player a few versions back?
  15. I am surprised how many people are pushing for a release. Could you imagine the fuses being blown if Cyberpunk 2077 had been in open access during it's development lifetime, then got released and was STILL that buggy? That assigned a stigma to the game which lingers to this day, despite the game being a billion times better than on release. If The Pimps released 7 Days at this moment (speaking of A19.5 since I do not know anything about A20) with all of the little bugs it has, the game would have players in the same kind of uproar that Cyberpunk players had on day one. Blade traps not damaging zeds, electrical fences allowing certain animals right through, a single shot that missed a zed damages or destroys a single block of terrain a mile away resulting in that region file being saved, zeds spawning INSIDE YOUR BASE on blodomoon nights, the 4x4 getting stuck on pebbles and teeny-tiny anythings due to having a cow-catcher on it, and so much more. When a game is released players new to the game expect a polished level of gameplay. Getting to your first bloodmoon, fighting off zeds and then being killed from a group which spawned inside the base, ignoring bedroll and land claim block, will instantly kill that perception for them. I have a base that a zed would need to jump a five-story gap which is the length of two draw-bridges to get into, and yet they spawn in rooms sealed with the strongest doors in the game. We expect this and live with it because we know this stuff will be fixed or tweaked prior to release, but if you want to know how a new player would expect a released game to perform and how they react to a beta or alpha being released, look up the epic launch failure of Cyberpunk 2077. We don't want that here.
  16. Yeah, it is just an XML modlet I made multiple versions ago and have always kept it up to date. <block name="DHTA_Fusebox"> <property name="Extends" value="corrugatedMetalNoUpgradeMaster"/> <property name="CustomIcon" value="fusebox"/> <property name="DescriptionKey" value="DHTA_Fusebox_Desc"/> <property name="RuntimeSwitch" value="true"/> <property name="Class" value="Switch"/> <property name="UnlockedBy" value="perkAdvancedEngineering"/> <property name="Shape" value="Ext3dModel"/> <property name="Texture" value="293"/> <property name="Mesh" value="models"/> <property name="Model" value="Industrial/fusebox" param1="main_mesh"/> <property name="HandleFace" value="South"/> <property name="Material" value="Mmetal_hard"/> <property name="StabilitySupport" value="true"/> <property name="DamageReceived" value="0.5"/> <property name="LightOpacity" value="0"/> <property name="Collide" value="movement,melee,bullet,arrow,rocket"/> <property class="RepairItems"> <property name="resourceElectricParts" value="1"/> <property name="resourceForgedIron" value="1"/> </property> <property name="RequiredPower" value="0"/> <property name="DisplayType" value="blockElectrical"/> <property name="TriggerType" value="Switch"/> <property name="Group" value="Science"/> <drop event="Harvest" name="resourceElectricParts" count="1,2" tag="salvageHarvest"/> <drop event="Harvest" name="resourceScrapIron" count="0" tag="allHarvest"/> <drop event="Destroy" name="resourceScrapIron" count="1,20" prob="1"/> <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/> <property name="EconomicValue" value="150"/> <property name="FilterTags" value="fdecor,fother,felectrical"/> <property name="SortOrder1" value="70e0"/> </block> Nothing special there.
  17. I did have a thought. My fuseboxes act as on/off switches (imagine throwing the main breaker) in the circuit, but have no wiring connection data in their 3D model so the wire coming from the batteries is invisible, as-is the wire going to the first fence-post. I could never get the wire offset to work in previous versions either. Not sure if it still exists. Could that be causing the issue despite the wire being invisible?
  18. I do not believe he touched them. We did see the blade traps randomly decide to not damage zombies and then later go back to hurting them though. I'll see about rewiring one last time and only doing those blocks, then adding the rest as well to see how it multiplies.
  19. I just posted the bug I told you about. Look at the thread in this forum titled "Well... that was nice!" and try not to laugh. That bug seems to work from the time a server starts until it stops. It does not occur every time you start the server but when it does occur, it affects EVERY player on the server. It is not too common though.
  20. I use forges, campfires, and other things at night. I harvest and kill, sometimes going to the wasteland to hunt them. I look at things differently being THE alpha tribe from Ark (as in, me, myself, and I, no other players) and I hunt the zeds, not the other way around. I can level to 300 quickly in there, and that creepy siren that plays in the background is great ambiance.
  21. Crafting bug I have noticed since 19.5. It triggers on server start. Either it occurs and happens for EVERY PLAYER, or it doesn't. Now I need a bug to get me resources fast enough to abuse this bug! Video Link
  22. That affects your entire system. It generates the US UTF8 locale, but does not set it to default. This is not something you do in Windows, or Apple.
  23. Not ideal and not what I thought about, but I am having trouble figuring out how to do it with a tool. My guess is that there is no actual C++ code to calculate what is needed to repair more than one block from the tool perspective, so it cannot be done in just XML. Thanks for the idea!
  24. Screamer versus bear. Hmm... time to spawn some entities and hide...
  25. You can see how I am setup when you see the blade-trap issue, Jugginator. I have half-height fences under the blade-traps (zombies get stunned while being decapitated) and two rows of full-height fences in front of said blade-traps.
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