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Liesel Weppen

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Everything posted by Liesel Weppen

  1. Stacking would also mess up the durability of such items. Everything that is not a pure "type" but an "instance" (has own individual values only regarding THIS instance of the item) can not be stacked, as a stack afaik is "X amount items of type Y", instead of a list of individual items (instances). That means all items in one stack need to have all attributes to have the same value.
  2. So nitrogen does the POI placement now correctly? "The bunker" only in wasteland and so on? Which version of nitrogen?
  3. Yes, i think i understood. From what i got, this has nothing to do with the ingame chunks. Since you regularily move in the game any zombie will enter the viewbox of a player from a distance. Also the viewbox is bigger than one chunk (chunk is irc just 16x16?). Just if you change your position by teleporting zombies may be delayed loaded (instantiated) in your near surroundings and therefore pop up.
  4. So your simulation is ment to simulate zombie movement without real terrain but just a position? And the game is ment to tell the simulation the viewboxes of players, your simulation then answeres with zombies inside this box and then the game (corrects their position to the terrain, they should not stand inside a wall) instantiates the real ingame zombies? I'm not sure what 7d2d does actually, but i'd expect it does something similar already. I'd be a huge overhead to keep every zombie on the whole map as full instance in memory with full ai path calculation, movement animations, and other full calculation like it looses HP when it hits a cactus or pathing need to walk around a cactus. I guess when a zombie becomes a full instance (also with the graphical part) is determinded by the view distance (+ jitter). You can easily test that. Look for a single zombie (it should be awake and moving) then move away from it. As soon as the zombie leaves your view distance you can't see it anymore. You can see that in detail when using a scope on your weapon. Wait some seconds, step closer to make it visible again, and see. It did not just vanish, it kept moving and acting, it's position changed anyway, so Zs are at least not "frozen" just because they leave view distance.
  5. What does "offline" mean in this context? I'd understand there is no further AI calculated for this zombie, it just stays where it was and doesn't do anything. That would allow for high zombie counts on the map, because an "offline" zombie only need almost no cpu-time (besidss the calculation if he is visible by a player). But if a killed zombie respawns at the map border and is offline then it can not roam. So the zombies would cumulate at the map borders. If you let offline zombies roam, you loose the advantage of cpu usage. Or do you just skip complex pathing for offline Zs and let them only more or less move straight to the map center (ignoring terrain, since they are not visible anyway?) or similar?
  6. I don't know how your map looks like, but i could imagine that "mega cities" and "traders near cities" may cause that there is no space left between cities where the traders could be placed. Look at the generated preview image (or even post a size reduzed version of it. I would be interested in it)... my guess is, there are NO traders on the map.
  7. Nitrogen doesn't respect the biome restricitions of the poi placement. So when using nitrogen it's not guaranteed that the small bunker is in the burnt forest and the big bunker is in the wasteland. Both can be in any biome so litereally everywhere on the map (perhaps not even spawned at all?). That was the answer from Khaine and he answered and warned about that multiple times during the last days/weeks in this thread. Just look at the previous pages of this thread and search for "nitrogen". Maybe he should edit this into the OP description. Of course this might be fixed in newer versions of nitrogen. But afaik atm it is not.
  8. I wanted to play the mod (not started yet) and read the long description here in the OP. I can't remember one word about finding bunkers, keycards or somebody called Caitlin. Where did you read about them? The only reason i know them is because i red this thread. And i red this thread because i had questions on using this mod with nitrogen... which was answered as "don't do it", because that ♥♥♥♥s up the placement of exactly these bunkers. But from basic game design there should be a story (line) that points you to the bunkers. Maybe not a like a trader quest that gives you a mark on the map (maybe like the burried supplies quests but of course with a much bigger radius?). But maybe a quest like an NPC (Caitlin) telling you about she heard about a bunker which should be hidden under a row of tents. And Caitlin herself maybe found by another quest to rescue her (maybe from a trader?). If there is just a single person and some hidden bunkers anywhere on the map and nothing ingame points you to that, not even something telling you "look out for a single person in the wasteland"... , i would only find them by accident, so most probably never. Even if i wonder what these keycards are for and never find the correct door for the key. Since i tend to not read long texts from found notes, this should also give you (me) an entry in the quest log... I repeat, i haven't played it yet. Maybe the mod does some of the stuff like i said. But from what i red the discussions here, it doesn't.
  9. Is there some information... across mod development... on how or if the people of nitrogen doing work on the poi restricitions per biome to get that functional with darkness falls and nitrogen? Since nitrogen already has an explicit setting for darkness falls? Do you guys talk to each other? Just asking, because the original RWG is just garbarge atm and i don't want to play on an rwg map with darkness falls.
  10. I already asked a similar question some days ago.
  11. Huh? Is this server under heavy load? We ran on a linux server now up to day 90 with 3-4 players, and the server was only restarted when we added mods or changed the config. Last interval it was running for several weeks 24/7 without any restart. We haven't had any problems yet.
  12. That's the absolute default configuration as it gets downloaded with steamCMD. I haven't changed anything with paths. Still it does not create any "Generated Worlds"-folder even if i let the server generate a map himself, but does put the worlds where i said. No idea what should be wrong with my or your installation, but they seam to work different.
  13. Ah, as i read "Requires Grease Monkey 5."... i think Darkness Falls modified that skill as there was a warning on server boot regarding the pickup and that skill. But i guess that skill should only affect crafting the pickup, not driving it? Maybe i'd try the UAZ and BDRM then, transporting 6 people sounds nice.
  14. Nope, if i generate a world the dedicated server saves the raw world in the path i wrote. If i copy the nitrogen files to this path it works also. The files generated out of this, so the actual chunks, goto %appdata%\Roaming\7 days to die\Saves
  15. I was a little confused by this path recently, as a similar path is also mentioned in the OP... I put the generated map first into %appdata%/7 days to die/Saves/, but that of course was wrong. I could not find a "generated worlds" folder anywhere. Finally i found out for dedicated server the generated files need to got to c:\[yourdeciatedserverpath]\data\worlds\[yourmapname].
  16. Just tried it (a18.2). Starter quest lets you build a small bagpack, a torch, a hammer and a sleeping bag. Iirc. If you don't find a gore block to get animal fat for building the torch you are fu.... Additionally of course i crafted a bagpack and immediately wore it. After completing the first quest: - Wear bagback... Yeah! Great! Bagpack is not shown in the character menu so i couldn't put it off and back on. Had to build another one (it's just 20 plantfiber and some sticks, but still anyoing). Was this a recent change of the starter quests? I watched some darkness falls videos on youtube and they didn't seem to have these quests?
  17. Tested the pickup truck on a dedicated server (a18.2) with darkness falls. Didn't work. Health bar was at a negative number in the billions. The pickup drove about 0.5km/h. Maybe all stucks together with darkness falls. Also i'm missing information. What's needed to build the vehicles, how many storage do they have, how many people can drive in one at once? What i was looking for was basically a vehicle in multiplayer that can carry 4 or more players and has a large inventory. Might somehow be balanced by enourmous gas consumption? And/or maybe slower. Maybe a bus would be nice.
  18. I try to use this with nitrogen and the compopack. When starting the server i get lots like this: 2019-12-13T19:10:46 37.422 ERR Loading prefab "xcostum_Nuket0wn(by_Limodor)" failed: Block "toolCookingPot" used in prefab is unknown. I assume that conflicts with the darkness falls changes? So can't use this mod with compopack? Or can i merge this somehow? Edit: Ah, i see, there is already a compopack included in darkness falls. Does Nitrogen then use that?
  19. I just tried nitrogen and flew over some maps. In general it's really nice. Especially the towns are far better then the original RWG. Just two points are imho not so good: 1. Generating POIS in hilly regions create these ugly cones around them. Would it be possible to not generate POIs in places where the land is sloping? Maybe just create them on top of a mountain but not on the mountains side? E.g. i got huge cities almost on completely flat land. On the one side of the city the land kept flat, on the other side were mountains. Where was the really huge airport generated? Right in the flank of the mountain, half height of the mountain with a perpendicular wall on the city side and with perpendicular wall into the mountain on the other side. 2. Rivers... they are nice when you are on terrain near "sea level". But once the terrain becomes a higher level or even hilly/mountains, the rivers all become really thight valleys. I don't know how the engine with water works, but wouldn't it be possible to use an algorithm for rivers like for the roads, just inverted? So that they generate over different heights on ground level and look for ways with little slope down? Then even rivers would indeed flow from mountains down to lower ground. And another point for little improvement: Streets. Haven't tested all options yet, but the small streets are just to small for citites. You're standing in a city with skyscrapers around you and the streets look like in a small village of the middle ages. The small streets seem fine for outer urban regions, like small villages, but for big towns they are to small. Maybe switch the streets similar to the poi-placing algorithm? Wide streets in a city center, narrow streets in the residential areas and smaller villages? Additionally even highways between cities would be really awesome.
  20. Can anybody put this somewhere else? I don't have and don't want a nexus-account. Is there any summary what works with 18.2 and/or what needs to be done to make this work with 18.2? I tried installing the 17.4 2K version from the OP. The dedicated server throws some errors: 2019-12-12T19:06:34 18.180 ERR Block HDHQ_DesertSeedPrefab is found multiple times, overriding with latest definition! 2019-12-12T19:06:43 28.100 ERR Block HDHQ_Goldenrod is found multiple times, overriding with latest definition! 2019-12-12T19:06:43 28.115 ERR Block HDHQ_Chrysanthemum is found multiple times, overriding with latest definition! 2019-12-12T19:06:43 28.120 ERR Block HDHQ_Cotton is found multiple times, overriding with latest definition! 2019-12-12T19:06:46 30.804 ERR XML loader: Loading and parsing 'items.xml' failed ArgumentException: Requested value 'KickDegreesVertical' was not found. 2019-12-12T19:06:55 39.420 ERR XML loader: Loading and parsing 'recipes.xml' failed Exception: No item/block with name 'HDHQmeleeToolTorch' existing 2019-12-12T19:06:56 40.408 ERR XML loader: Loading and parsing 'loot.xml' failed Exception: Item with name 'HDHQSchoolBusAccessories' not found! The client gets stuck on the splash screen.... And can anybody tell me how this mod affects performance? Does it have just a little impact, huge impact, doesn't change performance but looks better, or even increase performance a little? We have some players with not that good hardware specs and i don't want to make the game unplayable for them. Since it also requires mods on the server side i assume it does not only work on client side?
  21. Did this get updates in the meanwhile or does it still generate karst landscapes like the video of guppycur linked in the first post shows?
  22. I can't tell you for sure, but the "HD"-Parts usually do more effect but have increased fuel consumption. So maybe a HD battery creates more max output power but the capacity also deplets faster. "Eco" is exactly the other way round. It does less effect but drains your fuel slower. So a Eco-Battery might have a lower max output but last longer. When using an Eco motor in an auger, you can mine more blocks per fuel, but it takes longer. With an HD-Motor it will mine faster, but the fuel is empty earlier. Haven't compared it directly what gives you more loot or if fuel consumption is finally equal per mined block. If it is balanced correctly, a HD motor e.g. should mine 100 Blocks faster and use 100 fuel, while a standard engine only mines 80 blocks but it takes 20 seconds longer but only uses 90 fuel and finally an Eco motor mines 120 blocks with only 80 fuel but takes 5 minutes longer. (Just random values, to show how'd i expect the basic behaviour) Dunno if this has been fixed already, but with 4.x of the mod it was not possible to put an Eco or HD engine into a generator or put HD or Eco batteries into a battery bank.
  23. I guess your major mistake about this issue is, that the list of points why console version is behind pc version, is that you reduce it to the question of why consoles don't have dedicated servers. That's simply wrong. I don't know the reason why consoles don't have dedicated server but that SINGLE point that consoles only have limited hardware has nothing to do with dedicated servers. There are more differences between both versions. E.g the viewing distance is on consoles much lower than on PC and THIS is an issue of limited hardware ressources on a console. There is no known reason why there is no dedicated for consoles, but you are right, a dedicated for consoles would fix some hardware limitations of consoles (at least for multiplayer), because then the server does it.
  24. What do i need to repair famas and other marksman stuff higher than level 100?
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