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Liesel Weppen

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Everything posted by Liesel Weppen

  1. serverconfig.xml ist not used by the client. It's, as the name says, for a server. I don't know where the gameclient stores its settings for a singleplayer game, but i'd assume it's somewhere in the savegame folder, especially because those are per-game-setting. There is a gameOptions.sdf file. Sadly it's not an xml file, but it contains the string "BedrollDeadZoneSize", followed by some bytes that for almost sure contain the value. I can't detect what format those bytes have, but i'm pretty sure, if you want to change the value for your game persistently, that's the place you have to look for. The extension sdf points to stanardized file format, however that doesn't necessarily mean TFP actually uses that format. But perhaps you can find some editors that are capable of changing such files. Edit: Another idea: Edit serverconfig.xml to what values you like to have. Start the server, let it create a new map. Copy over the gameOptions.sdf from the server-savegame to your singleplayer game. (Or alternatively, probably more secure, compare both files and just edit in the differences after the "BedrollDeadZoneSize" with e.g. a hex editor). Before you try anything of that: Create a backup of your game! Edit2: The first byte after the string in my file is 0F (15), the default value of 15 blocks. So probably just changing this byte to e.g. 1E will extend the zone to 30 blocks.
  2. Post the whole log, not just screenshots of the console (which are sometimes even hard to read). When installing Darkness Falls, make sure there are no other mods installed. Also start a new world with the mod, don't try to continue an existing one.
  3. Who said that they are meant to be done within one day? For the towers we usually expected to need 2-3 days with 2 players. Pretty normal. However usually before we even accept such a quest, we already reached a gamestage where most zombies are ferrals or radiateds anyway. Since these do also run during day, there is no reason to stop clearing just because it's night. From the lower level quests the problem more often is not the poi, but the way you need to travel to the poi. So for us it's pretty common that we camp a night in poi, where it doesn't matter if you camp in some poi just before traveling home, or if you camp in the quest-poi while the quest is still active. Of course you need food and drinks. That's called preparation.
  4. Since some people already complain about it running on 3GB cards... i'd tend to: No. I'd also be interested in what videocard with just 1GB you use, but think it's enough for 7d2d?
  5. Well... the bedroll basically blocks ALL spawns in its range. It afaik also blocks screamer and wandering horde spawns. However it does not prevent mobs that spawned outside the bedroll zone to walk into this zone. That's mostly the case for screamers and wandering hords, which afaik spawn with a certain minimum distance to the player anyway. But that applies also to random zombie and animal spawns also. A bear can litterally spawn 1 block outside the bedroll zone and then just walk towards you. In opposite to the bedroll the land claim block only blocks sleeper spawns but not world spawns.
  6. That is your personal problem, not a problem of 7d2d. I didn't say it's to easy for me. I'm coming close to 1000h since Alpha 15 and since i'm active in the forums and read the dev threads here, changlogs and so on i can adept changes between the major updates pretty fast. So the opposite is the case, i DO USE mods to make it HARDER. I usually do only one playthrough with each update in vanilla and then do another playthrough with a (total conversion) mod like darkness falls, war of the walkers, ... But your recursion question is essentially wrong. A new, unexpirienced player usually starts with vanilla and doesn't deal with mods and you can't expect him to do. So the game has to be easy enough that he can deal with it and collect experience. Once someone has dozens of hours into the game and then the game becomes to easy for his taste even with high difficulty settings, THEN you can expect him to look for mods. So the answer for you is pretty simple: Either you look for mods that increase difficulty further than vanilla allows, or accept that you are done with the game. There is no third option. (Besides that there are various ingame settings that increase meta-difficulty you have not used yet, like decreasing loot abundancy or play with shorter days) It's a sandbox. Of course there are mechanics like the trader quests, but because of it being a sandbox it's up to yourself to decide what to do... and how. You already got suggestions what you can additionally do by yourself, like playing nomad style, not buing equipment from traders but just ressources, and so on. If you can't do such things unsolicited, just because the game doesn't force you too, a sandbox might be the wrong environment for you.
  7. You are bored, you want it harder. Mods are harder. So what's the problem now? Are they TO hard for you or what? What do you actually want? 7d2d is not your personal wishlist. You don't get it. Difficulty settings don't scale limitless and/or either just turn out to be bulletsponges. How an electric fence works is not a "difficulty setting" it's a game mechanic. If it would be changed to what you suggest, it would make the game harder for everyone, also people that are new to the game.
  8. Was changed ages ago (A16?) that you can alternatively skill everything so there is absolutely no need to wait for finding the correct books. Probably you are playing on console and posted in the wrong forum. If you had posted in the correct console-subforum there is a thick fat red banner above with a link, where is explained that and why the console version doesn't get any updates. Please learn how to use forums before ranting
  9. No, it's not. Unzip an archive into your 7d2d folder. That's it. No. Vanilla has to satisfy a wide range of players. From noobs to pros. And the pros are usually the first that get bored. But if you design a game like they want, new players are overwhelmed by definition. And it doesn't scale that easy as you found out yourself. If you want it harder, mods are the way to go. Especially the total conversions have (massively) increased difficulty by default.
  10. Speed? Longer days? Like 120min days? Ok, that would also explain how you can get all the stuff by day 25.
  11. In german there is a difference between "Schalter" and "Taster". Don't know if there are separate english words with similar meaning. Maybe switch vs trigger? Schalter: you choose between on and off. Whatever position you put it, it stays in this position. Taster: only triggers while being pressed. if you release it, it always returns to its default state. A switch is a switch... however a trigger plate or motion sensors are only triggers (atleast in the game). Since it's used for a garage door, it usually has a default state "closed". So when plate or motion sensor is triggered, it just opens. If it's not triggered anymore, it closes the door again (with a little delay). Besides it is already a weird logic to put triggers in a row, if you want to switch a door by two switches and the door should stay open or closed, this "switches in a row" logic becomes even weirder. If it works depends on how this "(un)logic" is implemented. If a switch has a magical power source when turned on even if there is no active connection to a power source (although there is an inactive connection to a power source), it won't work with switches but with triggers. If the "logic" is that a switch turns on all previous switches when activated and/or a switch turns off all behind switches when deactivated, it may also work with switches. Imho either this weird "logic" should be either removed and then it is simply not possible to build double-switches or the mechanic should be changed to allow multiple connections and so double switches can be built by logic without any magic.
  12. So you are on day ~25, haven't reached a gamestage high enough for demos to appear but are already fully equipped with all weapons, armor, vehicles and have turrets arround and already done several T5 quests (i usually even decline them, because they are highly inefficient). Hmmm, either you are a speedrunning gaming god or you are playing on some wierd settings like 500% loot (or you cheat using dm and cm)
  13. It did until A18. The devs set the difficulty modifier which was formerly changed by the difficulty setting to a fixed value. I don't know why they did that. Discussions speculated it interfered with the current ages of the loot system. Further: As others said, DMs only appear if gamestage is higher then a certain level. The above mentioned appearance from gamestage 153 means there is still just (a little) chance demolishers will spawn. If you are lucky (or in your case bored) you can also reach gamestage 165 and still not have seen a single demolisher yet. If you want to advance quicker (also in gamestage), you should not increase difficulty anymore, but increase XP-gain. If you want the game to advance quicker and Zs being harder, increase both. Since you are two players in a party ( i assume), gamestage afaik is combined like player.gamestage + player2.gamestage * 0.8. That means both players having a gamestage of 77 is still not engouh, because combined gamestage then only results in 138 or 139 (don't know if it is rounded). If you are not in party, your gamestage will not even be combined. Basically then you are playing separate bloodmoons for each player at those players gamestage. So even lesser high-end-zombies spawning. Don't know your base, but we, also 2 players are fighting the bloodmoons mostly manually usually couldn't manage bloodmoons to run out of Zs before 4am from gamestages like 100. But i assume, with some killing machine bases, it's easy doable anyway.
  14. Depends on how much dukes i have. I usually don't buy e.g. workstation schematic early, but sooner or later the dukes pile up anyway and then i buy every schematic and perk books i don't have yet. Simply because... why not?
  15. It's not only a technical limitation, it's also a balancing issue. It's not a big deal to cross a whole 8K map with a motorcycle in just 10-15min realtime. That is approximately 60kph realtime, related to ingame time (assuming 1h/day) it's just 1.5kph... but according to ingame time realted 60km/h you could cross a whole 8K map in just 8 ingame minutes == 20 realtime seconds. So the movement speed is just fine related to ingame distances. More realistic speed for vehicles (realted to walking speed) only makes sense if we'd play on much much larger maps like 100k or whatever.
  16. What has changed? Imho instant travel is immersion breaking, especially as it still does not fit in the lore (in opposite to e.g. a space game where they may have teleporters). Your playing on a computer. Just let spotify run in the background (and turn off ingame music)?
  17. Not quite sure which version i used with some friends. Iirc it was DF 3.2A and 7D2D 19.2. But when we new players wanted to join, that already had 19.3 installed, we tried to update from 19.2/3.2A to 19.3/3.3 and that absolutley wrecked the map. Haven't tried other versions but my conclusion is, when playing darkness falls never update anything if you want to continue playing your current game. (also never try to load a darkness-falls-world with 7d2d-client that is of any other version). When updating 7d2d while using darkness falls, always create a new setup. Don't try to update that client that already has installed Darkness falls. Create a vanilla checkout of 7d2d and then install the latest Darkness Dalls to ist again. By just copying over a newer Version of Darkness Falls there may remain old stuff in the mods-folder that can break the game.
  18. Besids your cooling seems not to work very well, the main difference between 7d2d and other games seems to be that the other games probably do limit fps with a frame limiter or v-sync enabled. From your GPU-Z screenshots of Wolfenstein and 7d2d you can clearly see that with Wolfenstein your GPU is not running at 100% (gpu clock is only 1140Mhz VS 1710Mhz, Board powerdraw is only 50W instead of 200W). So if 7d2d runs unlimited, the comparison to wolfenstein is invalid anyway. So as beelzybub already said: Use a framelimiter on 7d2d or enable V-Sync. That doesn't mean you should ignore your bad cooling performance.
  19. And what i am saying is that you are imaging "just split updates up" is not as easy as you think. Same like the time between releases is not constant, because it's hard to finish something to a concrete deadline, instead you release simply when it's done. And when somthing is in a releaseable state does vary. Iirc the time between A16 and A17 was even longer was that with A17 the sleeper system was introduced, and that was a really HUGE change that required a lot of development ressources. Another exmaple that hopefully makes more clear what i'm talking about: Assuming three features and two developers. One takes 12 weeks to develop, second feature takes 2 weeks, third takes 10 weeks. Second developer works on the 2-weeks-feature first, 10-weeks-feature second. And the next release is planned after 12 weeks with all three features. It's impossible to release something after 6 weeks, because first and third feature are not finished. You could have released with just the second feature after just two weeks. But then it would take another 10 weeks to finish the other two features. So still no release every 6 weeks, just because someone would prefer more regular releases. I also don't see a problem with the bug management. I'd even say in opposite TFP is really fast with bugfixing, once they released an experimental and there haven't been many (absolutely) gamebreaking bugs. I play many early access games, and from the amount of changes and the quality including time it takes until bugs are fixed, 7d2d is one of the best.
  20. You are assuming they are developing parts that are working completely independent of other stuff. But often various changes rely on each other and can't be deployed independently in different parts. Also i doubt each update would be more fun if they release 1/3 of the features every 4 month instead of the full featureset after 12 months. What makes the replays after major updates great is that A LOT has changed. Look at the changelog of A19, devide it in 3 parts. Now imagine you wouldn't have gotten all the changes at once, but only 1/3. Do you think 1/3 of the changes would have made the game worth replaying it? How long would that have lasted with just some changes? Would it be worth a replay, if they e.g release just the reworked zombie models? I don't think so. You would become bored even more often but faster. You'd play a little, have seen all changes because there are only few and then soon stop playing again. Next update, same again. And if you are afraid of the bugs with each new major release, i suggest you to skip the experimental phases, even if it then takes even longer until you can play the next update. What you are asking for is min-maxing. Like: i want everything, but faster and with less bugs...
  21. I think you understood something essentially wrong. The purpose of the major updates is not to deliver content to make the game replayable again for older, bored players. That are no content updates, but pure game development. You bought an early access product, that is simply developed in this way. There is not even a gurantee in future updates keep coming. In theory TFP could also have stopped the development. And once the game goes gold (early access ends) there will be no more updates in a development sense. Perhaps TFP may continue delivering content updates then, but that's also not for sure. If you are bored soon with each major alpha, instead of complaining about how long it takes for the next update, i suggest you should try mods. There are many "total conversions" that contain even more changes than most major alpha updates, such like: Darkness Falls, Undead Legacy, War of the Walkers, True Survival, Ravenhearst and probably many more.
  22. I probably would laugh too, if i at least had a context what the hell he's even blubbering about. And if the title would at least say what's the point of this post (if it did, i wouldn't even had clicked it). But ok, as suggested as "preferred" solution, i put him on my ignore list. So basically he looted a random POI in a singleplayer game, so the fun stuff should be: He came to the idea he's looting someones house, who still lives there and he probably took away their kids food? That's it? Under a lots of assumptions, where is the funny part? Probably i'd get it, if i'd been high too?
  23. Can confirm, my RPi 3B+ still holds up with medium settings.
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