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The_Great_Sephiroth

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Everything posted by The_Great_Sephiroth

  1. I would still like to know what the respawn rate is and how it works. Normally by day three or four our area is void of zombies. I can run my forge and chemistry station and one or two might fall into my trap and get zapped, but they are few and far-between after that. Are the zombies supposed to respawn after so much time? If so, is it the same as item respawn?
  2. I heard that too. What the heck? In my neck of the woods we'd check on you and tell you to get some drivers training and wait for the police so we could get it fixed. If you tried to run... well... we have a LOT of boomsticks in the south and could mark that vehicle so it's easy to locate.
  3. It works for me this way. I made the mod on my end, testing it in single player. Once it was tweaked where I liked it, I copied my mod folder to the server. Then to make a "client" version of the mod I deleted the "Config" folder from the main mod on my client, leaving only the "Resources" folder (contains three unity3d files), "UIAtlases" folder (vehicle icons), and the "ModInfo.xml" file (needed so the client loads the models and such). So the server has those folders PLUS the "Config" folder, which has all of the XML and such in it. This way I can give my players (already have, actually) the models, sounds, and icons without sharing the XML. I will be releasing the mods at version 1.0.0 in the future and there will be a server-side folder and client-side folder in there so server admins know who gets what. *EDIT* Let me clarify this. The server gets the entire mod. Clients get only the models, sounds, an icons. Server Mods folder: DHTA_Vehicles | + - Config (all XML files here) | + - Resources (3D models, sounds, textures here) | + - UIAtlases (Icons here) | + - ModInfo.xml (required) Client Mods folder: DHTA_Vehicles | + - Resources (3D models, sounds, textures here) | + - UIAtlases (Icons here) | + - ModInfo.xml (required) The server needs the 3D models and such to figure out collision I imagine.
  4. While I would like to see a story of some kind, I'd like to see what The Pimps have in mind. What you are describing sounds like Ark only in the 7 Days universe.
  5. The mod I am working on might be adding a German Tiger II tank to the game for giggles on bloodmoon night. I can distribute the unity3d stuff for sounds, icons, and models, but can I keep the XML server-side?
  6. I am advancing my mod by adding a few 3D models and some icons for them. As such, I assume Unity isn't up-to-par with Unreal in that it won't send this stuff to the client (The original Unreal and even original UT could send the entire mod) so I need to host the mod for players. The thing is that I would like to host only what is needed. I know I do to need to hand off the XML files, so would it be safe, for the client-side mod, to contain the mod with all XML stuff removed and only the 3D models, icons, and sound files remaining?
  7. I believe they mean "Autumn". (=
  8. Joe, while I do not have access to the logs on my dedicated server right now (maintenance mode) I can tell you what the setup is because this seems to be a thing for us also. After we kill enough zombies in an area, you can hang out all day and see maybe one or two wandering around. I am on Navezgane, default configuration minus an experience boost I am running for new players right now. There are no warnings or errors in my logs minus one about disabling HDR on reflections, which is silly because it's a dedicated server, not a client hosting. I can get you the logs in a bit, but without errors or warnings I doubt they will help you much. You are also more than welcome to pop on and check it out sometime. I can set you up with admin should you need it. Actually the server just finished and is rebooting. Looking at the last log I see issues with the logging itself. I was logging an oil-shale vein near my base. I gained multiple levels. However, each time I leveled it said XP from killing/harvesting/whatever was all zero. That isn't true. I harvested close to 40,000 shale and with the experience boost it made me level four or five times. I'll post the log online. Dedicated Server Log Again, they spawn in areas we have not been before, but it seems as though, even on next to max difficulty, they don't repopulate areas we cleaned. If they do, it isn't very quickly.
  9. I would not have suspected a BIOS update (microcode) would fix it. I have been let down each time I tried AMD so I buy almost exclusively Intel X series now and have never had an issue that was BIOS/microcode related. I'll remember this.
  10. I already have the ability to upgrade the blocks, I understand that, but with the stainless polish being outdated (I would like to know why) I cannot quite do what I want the way I want to. I know I can add it in and do whatever whenever, but I am trying to keep pace with The Pimps so my stuff is updated. One thing I have observed in recent patches is zombies getting tougher and players getting weaker. 200 max HP now, no more stainless steel blocks (if not using admin mode or creative), things break just by use, such as the electric fence (never had this happen in the real world with horses), and other things. Seems zombies are being given the upper hand now despite having us in numbers. Heck even horde night seems tougher. I managed to get to around level 80 by the first bloodmoon and we had zeds storming us from 10pm to 2:30am non-stop. I do not seem to recall the first horde ever being so beefy, but I know the gamestage affects it. Not complaining here, just an observation.
  11. Found more code, added it tot he mod, still get an unknown entity type of negative one, still get a reference set to null reference exception. Guess we need some C++ code.
  12. Oh now you've got me curious. I imagine it is something The Pimps are going to add in the future, so I left it alone but I may try now. *EDIT* Tried it. Got Null Reference errors when trying to place it. It does indeed have a model, but the entity type is unknown. Guess we'll wait for The Pimps to throw it in. It looks great though.
  13. We tried the new vehicle setup on our dedicated server starting last night. Players love it. Fastest speed is via sprint, and it is 22. Even our player on a RAID0 HDD setup had no issues, so we have a winner. Speeds are now the bicycle being slowest, then minibike, then 4x4, then motorcycle, and finally the gyrocopter. Now, how do I spawn the dang blimp?
  14. I found it somewhere, perhaps items.xml, and saw it was deprecated. That means that we can't currently create stainless steel blocks. I had built a heavy-duty base in A17 using those blocks and exported it to a POI. I still use it. I hope they're not removing those. The good news is that I can ALWAYS install an older version of the game (thanks, Pimps!) and pull the code if needed. Thank you for your help!
  15. None are anywhere near 25. I didn't want to break things, just separate the performance a tad. Bike is now something like 13.5 and 20. The rest are slower, but the copter is a tad faster. 14 and 21 I think? Thanks for the information!
  16. While toying with this I figured out that I need only modify the "maxVelocity" of each vehicle. What I am unsure of is what I am changing. What are the two values passed to maxVelocity? For example, the 4x4 and motorcycle default to 9, 14. What are 9 and 14?
  17. I am making a recipe and want to include stainless steel polish as an ingredient, but I cannot find it used anywhere in the primary recipes the game comes with. Can I use it as an ingredient and if so, how? My recipe is already in-game and it shows up with everything else, I just need to know how to add it to my existing recipe.
  18. The vehicles got much slower in recent patch versions, presumably so the $300 rigs at Walmart can load the world before you fly off into the void or something. For the rest of us, what is a maximum safe speed? I am not looking to make a racing game, but as somebody who owns both motorcycles and off-road vehicles and a pickup, bikes are faster than jeeps. I would like to tweak the speeds so the minibike and motorcycle are a tad faster but I don't want to break anything. I personally do not care if the mod works on a system bought for under $1000. I am targeting actual gamers such as my friends and I. Assume a minimum of a good SATA SSD, high-end graphics card (2070, 2080, 2080 Ti, 3080, 3080 Ti, 3090), at least 16GB of decent RAM, a good CPU like the X series by Intel, and probably an NVME drive like we use. Not trying to segregate the community and I don't suspect many will be running my mod anyway, but I am targeting actual gaming rigs here. So what would be a safe upper-limit on speed for a good rig?
  19. Good luck! My only other advice is to run all your hardware STOCK for a bit. See if that helps. I never over/under-clock anything. My preference, but it has served me well over the decades.
  20. OK, I tried this with custom versions of every gun with block damage set to zero. I could still dig holes in the terrain. Even the dev pistol does this despite doing 5000 damage to NPCs but it is set to 0 damage to blocks. Should I report this? My biggest complaint in the game is terrain being deformed by stray bullets and zombies. If a weapon doe zero damage to blocks, it should not destroy terrain. Also, is there a way to highlight damaged blocks in a base yet? After a horde night it is impossible to find them all.
  21. I have seen large power supplies (850W like my dad bought, against my advice) that are single-rail. In fact most nowadays appear to be going single rail. No idea why.
  22. Just to follow-up, converting my XML to mod format fixed everything. I would still like a way to make a block that ignores the wiring info in the 3D model, but beyond that what I have works perfectly now.
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