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Guppycur

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Posts posted by Guppycur

  1. Not all mods are compatible with one another, and the SDX mods such as Starvation are particularly incompatible with others, because they often modify the same DLL, so if you use say, the Starvation DLL, then overwrite it with the say, bigger backpack DLL, you lose the starvation features. There is at least one unofficial big backpack starvation dll though, but I'm not sure if it's on the launcher.

     

    The bigger the mod, the more stuff it edits, so the less likely it'll play nicely with other mods.

  2. No ravenhearst pvp servers, really?

    What is with this game, used to be a thriving pvp community now nothing. Good thing survive the nights is coming out this week.

     

    I know, right? The five, no wait, four, pvp'ers need a server too! ;-)

     

    (Begin the pvp vs pve wars have...)

     

    /don't kill me in discord! :)

  3. Odd cause not all mods have the lag issue.[/QUOte]

     

    Not all mods have this amount of content, either; but you're clearly just looking to whine, not learn, so carry on.

     

    It's not a mod design flaw, it's a vanilla design flaw that gets exacerbated in heavy content mods.

  4. Think you do not know what we mean when we say 10fps.

    This is max settings high (with some even further settings using nvidia profile editor)

    So yes SSAO which improves quality and Anti Alias trying to kill jags.

    I have it set to discard frames over 60 instead of just limit which helps with dips with chunk generation.

    Why it looks no vsync

     

    [ATTACH=CONFIG]23474[/ATTACH]

    Its 93 fps apparently shrinks images even more uploaded.

     

    The problem is try to move 1 item in inventory it feels like slideshow at 10fps.

    Which I stated some people like you might be use to playing with thirty year old computers at 10 fps

    Yet I own real computer for gaming.

     

    If you want to know what SSAO is instead of being rude to other people you could always try google.

     

    I know what ssao does and I also know it's total hogwash unless you're sitting still staring at something. Me, I'm busy moving around and killing crap (or dying) to notice trivial video enhancements, so I turn them off so I do NOT have the very slideshow you're complaining about.

     

    There isn't a DAMN THING modders can do about inventory lag, since the pimps decided a few alphas ago to remove the very simple where statement from the query. I've bugged the pimps on the forums, I've bugged a few directly, and the word is "it has to be brought up/ discussed", which can only be brought up when they're working on mod support.

  5. So my example custom sleeper volumes are as follows:

     

    <!-- Begin Guppy -->
    
    <group name="S_GuppyBear" emptyChance="0" decoyChance="0" decoy1hpChance="0">
    	<spawner name="SleeperGuppyBear" count="1,2"/>
    </group>
    
    <group name="S_GuppyDiner" emptyChance="0" decoyChance="0" decoy1hpChance="0">
    	<spawnwer name="SleeperGuppyDiner" count="3,7"/>
    </group>
    
    <group name="S_GuppyWights" emptyChance="0" decoyChance="0" decoy1hpChance="0">
    	<spawner name="SleeperGuppyWights" count="1,2"/>
    </group>
    
    <group name="S_GuppyCop" emptyChance="0" decoyChance="0" decoy1hpChance="0">
    	<spawner name="SleeperGuppyCops" count="1,2" />
    </group>
    
    <!-- End Guppy -->
    

     

    ...then

     

    <spawner name="SleeperGuppyBear">
    	<gamestage stage="1"><spawn group="SleeperGuppyBearGroup" num="1" maxAlive="1" duration="1"/></gamestage>
    </spawner>
    
    <spawner name="SleeperGuppyDiner">
    	<gamestage stage="1"><spawn group="SleeperGuppyDinerGroup" num="1" maxAlive="8" duration="1"/></gamestage>
    </spawner>	
    
    <spawner name="SleeperGuppyWights">
    	<gamestage stage="1"><spawn group="SleeperGuppyWightsGroup" num="1" maxAlive="1" duration="1"/></gamestage>
    </spawner>
    
    <spawner name="SleeperGuppyCops">
    	<gamestage stage="1"><spawn group="SleeperGuppyCopGroup" num="1" maxAlive="1" duration="1"/></gamestage>
    	<gamestage stage="400"><spawn group="SleeperGuppyCopGroupFeral" num="1" maxAlive="1" duration="1"/></gamestage>
    	<gamestage stage="600"><spawn group="SleeperGuppyCopGroupRadiated" num="1" maxAlive="1" duration="1"/></gamestage>
    </spawner>
    

     

    - - - Updated - - -

     

    As you see, you need first the Group name, then the Spawner name, in order for them to work. I do not believe Pille's editor can yet handle custom sleeper volumes, but it may, but it's also not hard to edit the prefab xml manually. Just choose say, S_Badass_L and copy/replace with the custom one inside the prefab's xml.

  6. Most of your answers are in gamestages.xml, but I'll see what I can elaborate on:

     

    So the group names are just that, group names that can be edited and whatnot. The loot ones use the zombie lists that are in the SleeperGSList from entitygroups, and I find it weird that they're named "loot" when they have nothing to do with loot.

     

    So let's look at S_Default_XS, here are the comments in the xml:

     

    1. emptyChance:	the chance of the entire sleeper VOLUME having no zombies
    2. count:			after emptyChance has been checked, the total number of SLEEPERS spawned is determined by the count
    3. decoyChance:	determines how many OF the spawned sleepers will be DECOYS
    4. decoy1hpChance:	determines how many OF the spawned decoys will be ONE HIT POINT DECOYS
    
    Full hit point decoys:	Will never wake up due to sight/sound events. Will wake up if attacked.
    1 HP decoys:			Will never wake up due to sight/sound events. Will die instantly if attacked.
    

     

    That should help with that.

     

    You can make a custom sleeper group in the xml to call from, so yes you can have your bear; just edit the prefab xml to point to it. My ranger station has a nice beary surprise. =)

     

    The gamestage adjustment really only affects WHICH actual zombies can spawn from the SleeperGSList, so that if you enter say, the pharma building at level 1 you probably won't get radiated spiders in those harder areas, because you'll be at a GS 0, so even if the modifier is "hard" you'll only get an additional 500, making your GS in that area 500, which gives you a football player, skateboarder, steve and a nurse.

     

    Hope the info helps.

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