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FranticDan

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Posts posted by FranticDan

  1. Hey Joe, demo expert seems bugged (for me at least). Leveled up like crazy and maxed out while fighting horde night

     

    Spoiler

    <perk name="lbu_DemolitionsExpert" max_level="100" parent="lbu_IntellectSkills" base_skill_point_cost="0" name_key="lbu_DemolitionsExpertName" desc_key="lbu_DemolitionsExpertDesc" long_desc_key="lbu_DemolitionsExpertDesc" icon="ui_game_symbol_explosion">
                <!--initialise if first time-->
                <effect_group>
                    <requirement name="ItemHasTags" tags="perkDemolitionsExpert"/>
                    <requirement name="CVarCompare" cvar="lbu_Demolition_XPIncrement" operation="LT" value="@lbu_DefaultInitialIncrement"/>
                        <triggered_effect trigger="onSelfExplosionDamagedOther" action="ModifyCVar" cvar="lbu_Demolition_XPIncrement" operation="set" value="@lbu_DefaultInitialIncrement"/>
                </effect_group>
                <!--BCK verify ProgressionLevel, backup var should always be equal to ProgessionLevel-->
                <effect_group>
                    <requirement name="!HasBuff" buff="buffVerifyLBU_ProgressLevels"/>                                
                    <requirement name="ProgressionLevel" progression_name="lbu_Demolition" operation="NotEquals" value="@lbu_Demolition_Lvl"/> 
                        <triggered_effect trigger="onSelfDamagedOther" action="AddBuff" buff="buffVerifyLBU_ProgressLevels"/>    
                </effect_group>
                <!--apply current effect as per level-->
                <effect_group>
                    <requirement name="ItemHasTags" tags="perkDemolitionsExpert"/>
                    <passive_effect name="DismemberChance" operation="base_add" level="1,100" value=".002,.2" tags="perkDemolitionsExpert"/>
                    <passive_effect name="BlockDamage" operation="perc_add" level="1,100" value="0.005,.5" tags="perkDemolitionsExpert"/>
                    <passive_effect name="DamageModifier" operation="perc_add" value=".003,0.3" level="1,100" tags="entity"/>
                    <passive_effect name="DamageModifier" operation="perc_add" value=".0045,0.45" level="1,100" tags="head"/>
                    <passive_effect name="DamageModifier" operation="perc_add" value=".003,0.3" level="1,100" tags="Glass,Stone,Cloth,Concrete,Boulder,Metal,Wood,Earth,Snow,Plants,Leaves"/>
                    <passive_effect name="ExplosionRadius" operation="perc_add" level=".005,.5" value="1,100" tags="perkDemolitionsExpert"/>
                </effect_group>
                <!--apply any level xp gain for damage or kill triggers-->
                <effect_group>
                    <requirement name="ItemHasTags" tags="perkDemolitionsExpert"/>
                    <requirement name="ProgressionLevel" progression_name="lbu_DemolitionsExpert" operation="LT" value="100"/>
                    <triggered_effect trigger="onSelfExplosionDamagedOther" action="ModifyCVar" cvar="lbu_DemolitionsExpert_XP" operation="add" value="5">
                        <requirement name="StatCompareCurrent" target="other" stat="health" operation="GT" value="0"/>
                    </triggered_effect>
                    <triggered_effect trigger="onSelfKilledOther" action="ModifyCVar" cvar="lbu_DemolitionsExpert_XP" operation="add" value="10"/>
                </effect_group>
                <!--Increase ProgressLevel if xp greater than value for next level-->
                <effect_group>
                    <requirement name="ItemHasTags" tags="perkDemolitionsExpert"/>
                    <requirement name="CVarCompare" cvar="lbu_DemolitionsExpert_XP" operation="GTE" value="@lbu_DemolitionsExpert_XPIncrement"/>
                    <requirement name="ProgressionLevel" progression_name="lbu_DemolitionsExpert" operation="LT" value="100"/>
                    <triggered_effect trigger="onSelfExplosionDamagedOther" action="ModifyCVar" cvar="lbu_DemolitionsExpert_XPIncrement" operation="multiply" value="@lbu_DefaultIncrementIncrease">
                        <!--taper off level xp increase at level 40 (xxx_XPIncrement about 2400). xxx_XPIncrement will grow to 4700  without the cap-->
                        <requirement name="ProgressionLevel" progression_name="lbu_DemolitionsExpert" operation="LTE" value="@lbu_DefaultLevelCap"/>
                    </triggered_effect>
                    <triggered_effect trigger="onSelfExplosionDamagedOther" action="ModifyCVar" cvar="lbu_DemolitionsExpert_XP" operation="set" value="0"/>
                    <triggered_effect trigger="onSelfExplosionDamagedOther" action="AddProgressionLevel" progression_name="lbu_DemolitionsExpert" level="1"/>
                    <!--Upadate BCK var in line with ProgressionLevel progress-->
                    <triggered_effect trigger="onSelfExplosionDamagedOther" action="ModifyCVar" cvar="lbu_Demolition_Lvl" operation="add" value="1"/> 
                    <triggered_effect trigger="onSelfExplosionDamagedOther" action="ShowToolbeltMessage" message="[4FC3F7]Demolitions Expert Skill Increased![-]"/>
                    <!--if max level then give free Skill Point-->
                    <triggered_effect trigger="onSelfExplosionDamagedOther" action="CallGameEvent" event="lbu_action_give_points">
                        <requirement name="ProgressionLevel" progression_name="lbu_DemolitionsExpert" operation="EQ" value="100"/>
                    </triggered_effect>
                </effect_group>
            </perk>

     

  2. Just a random question, does anyone on the dev team know for the next major update if the head hitbox for the tourist, cop and mama have been improved?
    Currently, you have to hit these zombies above the nose for it to count as a headshot. 

    EDIT:
    Additionally, in the current version and for quite some time now, for a few frames while a zombie is picking themselves up off the ground, their ENTIRE hitbox disappears. Has this been fixed in the next major update?

  3. 3 hours ago, faatal said:

    It is not as simple as that. In tweaking rwgmixer.xml wilderness counts, I found there is a max count at which it stops successfully finding locations for for prefabs. Don't yet know what the limiting factor is. On a 10k I can get over 600 to spawn, so the Wilderness Many setting for that is now 750, up from 400. Many is now 450 on 8k. Reducing mountains also helps as that does limit some prefab locations.

    Oh bummer! I noticed this limiting factor in A21 when I increased wilderness spawns too 800 (high) for a medium map, and I'd guess only half spawned. Looking at the map preview, they appear to be spread out about 400m apart from each other. Hopefully the limiting factor can be found, it would be huge to have a distance apart slider!

  4. @faatal Question regarding RWG, is there or could there be an option to determine the min/max distance that wilderness POI's can spawn apart from each other?
    Reason I ask is I'd like a way through xml to have wilderness POI's spawn about 200m-250m apart from each other, as well as the potential to have close to 1000 wilderness POI's in an 8k map, and even more if people dare to generate a 16k map.

    (Think of it like a nomadic playstyle, constantly moving around the map)

  5. Have you got what it takes to survive in this primitive world?

    Ooga booga!
    Yaba daba doo!
     

    Key features:
    - Quality 600 is back from A16.
    - Learn By Doing is also back from A16.
    - All Tier 1, Tier 2 and Tier 3 items have been removed, except the wrench. You'll only find and craft Tier 0 items.
    - A19 farming is back, however, Living of the Land perk has also been nerfed.
    - Reworked skill tree, similar to how it was in A17.
    - Some perks have been removed, while new ones have been added.
    - Canned food gives an empty can when eaten, which provides a one time use water boiling that doesn't need a cooking pot.
    - You're less likely to get infected, infection treatment items give an infection immunity buff, however, once you get infected, it's permanent.
    - There is no day, time, compass or map. You'll have to think of other ways to keep track of these.
    - This mod turns 7 Days to Die back into a survival game again, early game you'll struggle with food and water.
    - Trader compounds have been destroyed but still have loot, including a guaranteed water filter.
    - Vending machines are lootable and always have appropriate and decent loot.
    - Stone Axe can be used as a weapon.


    Download - https://github.com/Frantic-Dan/Primitive-Survivor

    Credits: w00kien00kie, Redbeard, Khelldon, aedenthorn, JoeSloeMore, Mythix, PULLMYLEVER

  6. 20 hours ago, Anarath said:

    Hey there, thanks a lot for putting so much effort into this!!! I had a blast playing it. Just like I had back in the days with the original RE.

     

    EDIT: Added a new bullet point.

     

    I'd like to cover twelve things I encountered during my play through:

      Hide contents

    snipped

    Spoiler

    1 : Linked storage code doesn't work in A21. However, it is buggy but works in A20 (though it needs to be manually turned on first by renaming the modinfo xml).

    2 : You either destroyed the rocket launcher with an explosion (which is intended to destroy it) or didn't go to the room it's located in. The entire mod can be beaten with just a knife (there's an achievement for that), so even if you run out of ammo, you aren't forced to reset.

    3 : You would have missed it, it is impossible to drop key items. (Only exception would be the chemical mixing, but that would be self inflicted and intentionally done by the player)

    4 : That may require custom code. I can look into this for A22.

    5 : The gunpowder equals out if you use the chemist expert perk.

    6 : That's a pain, I've had many issues with zombies waking up early. That's behind the couch where a zombie spawns.

    7 : Sadly not, it's a TFP issue to address with clipping.

    8 : That's fine, XP does nothing anyway.

    9 : I've noticed some things still give resources, wood does have a use, but cloth isn't used. I may address this in A22.

    10 : That's fine, doesn't have a negative or advantage to the player being able to destroy these.

    11 : That's how sleepers work in the game, they reset back to their spawn point eventually.

    12 : Yes, it is mentioned in the Ammo Crafting journal entry.

     

  7. 7 hours ago, JoeSloeMoe said:

     

    - The Perk action has a trigger and it fires but its value is small enough that it would affect the balance if it was used in Learn By Use.

       e.g. Cardio: The Perk tree increases cardio to a max of 30%. Splitting this between the LBU and the Cardio Perk would mean investing 3 Perk Points only gets a total of 15% increase in the Cardio Perk. So there wouldn't be much incentive to invest any points in the Cardio Perk tree, which may change the balance a bit too much.

     

    Am open to comments on balance and any feedback on how to add more of the Perks to Learn By Use. Outside of one or two I'm still playing with, I dont know if I should add any more at this time.

    Cheers

     

    I personally think 5% for the first level in cardio is fine, since it is unlocked already, so only 1 point investment. Level 2 could be 7% and level 3 8% for a total of 20%, and LBU is the remaining 10%

  8. 7 hours ago, Riamus said:

    Heh, I'd love to see less meat in the game but we have a large number of people already complaining that the amount of meat you get from an animal is too little because they like realism.  I can only imagine how many posts we'd see about it if they reduced it.  Lol!

    People are madly in love with their silver platter.
    I call A21 the 'Corn' update, you could literally survive on grilled corn alone, its so dumb how much corn there is without any points in farming.

     

    6 hours ago, FramFramson said:

    Well part of that problem is the fact that how much meat is "one meat" is is pretty ambiguous.

    The problem is people don't realise (new to the game) that animals used to give a 5th of the meat they do now, and meat recipes cost a 5th less.
    This change was made to make two perks, 'Master Chef' and 'The Huntsman' work

  9. I've always called the Dire Wolf, a half zombie. Because they never attack zombies but they give fresh meat.
    Here's hoping both Dire wolf and Grace give rotting flesh in A22, as it's logical AND reduces the over abundance of meat in the world. Heck, halving the meat from all animals would be a step in the survival genre direction.

  10. On 3/11/2024 at 11:15 PM, JoeSloeMoe said:

    Hi FranticDan

    What vars did you change to increase the number of levels? The number of levels is kinda hard-coded. For example:

    <passive_effect name="EntityDamage" operation="perc_add" value="0.01,0.25" level="1,50" />

    For the above, the number 50 at the end for the level has to be a value, it cant be a variable:

    <passive_effect name="EntityDamage" operation="perc_add" value="0.01,0.25" level="1,@SOMEVARIABLE" /> <!--doesnt work-->

     

    So the level is written out wherever it is used. If you have changed the max level to 100 you would need to make sure that you have changed it everywhere. If the issue only happens with Miner69er, perhaps there is an error in the code for that? The error you've described indicates that the amount of xp required per level is set to 0 or never intialized with the starting xp per level [marked as a) in the list below] , so everytime the person gets xp they level up. This can happen if you didnt start a new game after making changes to the max level.

     

    In general the following can be easily changed:

    - a) starting amount of xp required per level

    - b) percent increase of the xp (point a above) required per level

    - c) level cap to stop increasing xp per level (e.g. stop increasing amount of xp required at level 46 so that levels 46-50 have the same amounts needed)

     

    Max level is 50 - to change max level you will need to edit every reference to '50' in progression.xml.

    Does any of the above help?

    Cheers

     

     

    Discovered the reason why it bugs. If you destroy a block on the VERY first hit of the action skill, it will bug. (It wants to add XP from both and it doesn't like it)
    I removed the bonus XP on destroy and no more bug :)

  11.  

    23 hours ago, zztong said:

    I was guessing you're not using software to trigger a sequence like that and speculating maybe your keyboard could somehow do that if you partially pressed the Spacebar. Then, if that happened, maybe the game would do something weird, like a hop.

    I don't think it is humanly possible to press spacebar short enough to cause the character to not do a full jump, even with maxed parkour, you will still do a full 3m jump by tapping spacebar . I guess this could be tested with a program that presses a button for you and have the spacebar pressed for 0.01 seconds, and see what happens. I don't have such a program.

     

     

    7 hours ago, Riamus said:

    As I mentioned before, I *wish* there was an option to do a normal non-parkour 1m jump when you have high parkour so you can get through some of the POI jumps that don't work very well with high parkour, so I'd actually want to have an option to do a small hop/jump.

    I think it would be better if parkour unlocked double and triple jumps, that would solve this issue entirely, I personally don't like getting 3m jumps for that reason, 2m is enough for me.

  12. 4 hours ago, meganoth said:

     

    I started a game right now, found a fence and tried to jump over it from a steep angle while being directly at the fence. I could jump over it no problem most of the time, but maybe every 10th attempt I did get the "interrupted jump". It happened most often at fence posts but then I tried to invoke the bug between posts and once it happened there too. I also had the impression it was often the first jump after a pause or the jump with almost full stamina, but I am not sure if I didn't see exceptions to this rule as well.

     

    So, to me it looks like a bug.

     

    It is indeed incredibly hard to replicate, and in my experience it happens a lot mid-combat and makes the situation far worse and deadlier.
    I appreciate you taking the time to test it!

     

     

    3 hours ago, zztong said:

    That does seem unlikely as something intentionally coded. A combination of circumstances resulting in that outcome could perhaps be a bug, but I'm not sure what those circumstances would be. My first thought would be some kind of keyboard input oddity. I assume a MOUSE DOWN event triggers a jump. Could you get something weird with an immediately following MOUSE UP and another MOUSE DOWN, maybe? I could trigger something like that using AutoHotkey. Maybe a keyboard can be made to do something like that on a partial press?

     

    FranticDan, I assume you're just using a keyboard an no other software.

    I don't know what you mean by 'mouse up/down'.
    I play with keyboard and mouse. (No other input software)
    The only keys I would be pressing when jumping are W + shift and then space to jump

  13. 8 minutes ago, meganoth said:

     

    You said it is 50cm in your video, I just accepted your estimation. It just feels too close to the fence for me and my muscle memory. To me your failed jump in the first video seems to be happening from a closer distance than all the jumps of your second video now. That is why I think everything is as expected.

     

    It is possible that I am wrong and am not seeing correctly what happens as a video is different from actually being in the game. But look again at your first video, it looks like you are as good as touching the fence if you assume you are not a stick figure but a person with typical width.

     

    And in the second video you never try to jump the fence in a similar steep angle as in the first video.

     

     

    Not sure the fence posts have any influence in your jump. There is a good chance a fence has a very simple rectangular collision box.

     

     

     

    I have to ask, did you watch at 25% speed?
    And are we even talking about the same jump attempt? (This all happens very quickly and is easy to miss)

    After the "hop" happens, my character continues to run towards the fence, and then as I start to slide along the fence, the reload animation begins.
    You can see the moment the "hop" happens when my stamina drops from 79 - 59.
    Considering that I continued to run towards the fence after trying to jump, I don't think I was too close to the fence. IMO.

    The jump I make during the reloading is not the "hop". You can only half jump while reloading.

     

  14. 7 minutes ago, meganoth said:

     

    It looks to me like you are too close to the fence

     

    What are you trying to prove exactly? All I am seeing is that If you are timing your jump correctly and start jumping early enough you will reach a sufficient height when you reach the fence. And it seems you are jumping from a sufficient distance in this video, from farther away than in the first video.

    You just said, 50cm is too close to jump (screenshot), but TOUCHING the fence is far enough away (video).

    I made many MANY attempts to replicate the "hop" using people's comments pointing out possible causes of why I'm hopping, and I proved them to be incorrect with this video. I successfully jumped the fence, EVERY....SINGLE....TIME. Jumping at different angles, AND slightly different distances. 
    Not to mention, using the fence posts to help replicate it, as I was close to one when this occurred in my clip. 
    This is the exact same fence in both the clip and video.

    In the end, it cost me 60 stamina (3 jumps) to jump the fence, instead of 20 (1 jump). This is literally a matter of life or death when in mid-combat like I was.

    The ultimate solution to this topic, would be to ask a member of TFP:
    "Is there specific code that tells the game to keep the players feet firmly on the ground and cost 20 stamina when attempting specific jumps?".
    I'm going to assume that no such code exists. Although, actually getting an official answer to this question would be great!

  15. 7 minutes ago, zztong said:

    Did you press the SPACEBAR for both the 79 to 59 jump and the 55 to 35 jump, or is that second jump just happening somehow?

    I pressed space for both. The 79 - 59 is the hop, I immediately start reloading after the hop, as my intention was to start reloading immediately AFTER jumping over the fence. Which is about 0.25-0.5 seconds after pressing space.

    And the 55 - 35 is me panicking jump while reloading.

    As I'm sure you noticed, when my stamina went from 79 - 59 (pressing space the first time) my feet stayed glued to the ground, and I was approx 0.5m away from touching the fence.

    25 minutes ago, zztong said:

    The fourth jump is out in the open right after you get hit and you're out of stamina.

    BTW, that's not jumping, that's the camera shake that happens when you take a large hit

  16. 1 hour ago, meganoth said:

     

    Jumping up to a ladder has the same mechanism as jumping over a fence, if you are too close you will hit the wall before reaching a sufficient height and fail.

     

    If running out of stamina makes you do the hop instead of a forward jump then that may be just a design decision of TFP, i.e. you need 20 stamina for a forward jump and if you have less than 20 stamina, you can't jump forward. That the interrupted jump has a different animation while running forwards wouldn't really matter.

     

    I am not saying this is the case though, just that we need to find a case where the cause is clear. I remember deaths through not reaching a ladder as well, but in most cases the jump was ill-timed. And in other cases I may have assumed it was because of running out of stamina, but without knowing exactly how much stamina I had then. I am a player with tunnel vision, I often find out about having low health (or no stamina) through unexpectedly dying.

     

     

     

    Why would it be then that in the clip I shared, I "jumped" JUST BEFORE reaching the fence, causing me to stay glued to the ground, and then when I was touching the fence (and reloading) I was able to partially jump, reloading preventing a full jump? On top of that, in my opinion, if being too close to a block prevents you from jumping is an intended mechanic, I think that is ridiculous. And it shouldn't cost 20 stamina to stay glued to the ground.

    I had 80 stamina when the hop happened. So definitely had enough for a jump.

    You DO NOT need stamina to jump, if this was the case, it would be a very common occurrence when nerd poling. Having no stamina while jumping simply means your forward momentum will be the same speed as walking.

    You can easily hit your head on the bottom of a ladder if you're up against the wall with the ladder, this will cause the camera to tilt sideways, indicating you've hit your head. This is why I have plates against the wall underneath the ladder to prevent hitting my head, but every now and then, I will remain glued to the ground when pressing spacebar.

    PS: I forgot to try to get the hop to trigger when I played today
     

  17. 7 hours ago, ZuluBtw said:

    does the quality not reflect in the stat numbers? I thought it did.. I was using a level 3 steel club

    Everything (including quality) adds to the BASE damage. Most weapon's power attack adds 100%, this is not double damage, but an extra base damage on top of it.

    Here's an extreme example, lets say base damage is 50, power attack would be 100. Lets say you have a buff that adds 1000% damage. Your normal attack will be 550 and power attack with be 600

  18. 4 hours ago, zztong said:

     

    I can't really tell from the video, but your reply to Josh indicates you're hitting the SPACEBAR (to jump) if I understand correctly. (Do I?)

     

    I'm wondering if you're colliding with the fence that that is keeping you from clearing the fence? If you jump while moving forward you might hit the fence before you reach the apex of the jump and then the rest of the jump might just be straight up in the air. Maybe? I'm guessing.

    If you slow down the video to 25%, you can see that I lose stamina from "jumping" about half a metre before reaching the fence and I keep moving towards the fence. And then while I'm reloading (which is what I normally do immediately after jumping over things) I am rubbing against the fence and I panic jump due to the hopping and you can clearly see that I jump up about half a metre which is due to reloading.

     

    3 hours ago, meganoth said:

     

    Easy way to find out: @FranticDan Can you show us a video of you jumping without any fence in the way and you still only hop in place? If not and it happens only in front of fences then it is just because you are too close to the fence when trying to jump.

     

    I can try to show a video. I'll randomly jump during my next stream. However, this has also happened when trying to jump up to reach a ladder. Normally if you jump and hit your head on a block, the screen will tilt to one side, but occasionally when I attempt to jump up a ladder (when running away) my character will do exactly the same thing as in this video, and it usually results in running out of stamina immediately after "jumping" and then dead.
    I also want to note, even if you are out of stamina, you can still jump up like normal, you just won't have the momentum you get from running. So running out of stamina before a jump is not the reason why this happens.

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