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Guppycur

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Posts posted by Guppycur

  1. Well, the only way to do it is in unity, and I haven't gotten around to it yet.  But if you're done with it, I can put it on the back burner, thanks for letting me know. 

  2. Updated the mod to include kageshiop's progression, and fixed (I hope, I didn't test) the localization for the flamethrower's description.  It probably works?  😃

  3.  

    4 hours ago, kageshiOP said:

    @Guppy 
    I have a strong desire to see if there's a way to turn myself into one of these and attack my friends, along with a friendly sized horde of twins of course 😂 😈

     

    giphy-downsized-large.gif

     

     

    I like that they stack as well; stand on top of a building and they will build a wall to get to you.

  4. 15 minutes ago, Arma Rex said:

    Would be nice to see this applied to the regular UMA character models. Interesting development so far.

    Well those are getting swapped out in what, a22 I think?  Which would make this mod irrelevant I suspect.

     

  5. 14 hours ago, Meechakeecha said:

    Thank you for your efforts. :)

    So another modder did some code for it that I have not yet tested, but it goes about using portals in an entirely different manner. 

     

    Sphereii is still planning a refactor (redo) of his part, which I will ultimately end up using, but I don't see why both couldn't be supported.

     

    Once I work out the details I will post a link to both. Since the majority of my mods require score I Will always support sphereii but the other guy (ocbMaurice) is pretty damn good too.

     

    So more coming on that later today. 

  6. Sphereii updated score to make the portals "chunk observers" which in theory should mean they stay connected because the chunks won't unload.  Downside is those chunks won't unload but oh well.

     

    He also added a 1 block high offset to the spawn location so you'll portal in above the portal now, so make sure there is no close roof above the portal. 

  7. 57 minutes ago, Meechakeecha said:

    Hi Guppycur, 

     

    Thanks for your portal mod. I have been trying to use it for a couple of weeks now. I have something happening that makes the portals inconvenient. I am playing with other mods, so I don't know if that's affecting it; I don't think so. 

     

    I am playing on a dedicated server. The portals work fine after being placed and named. When I log in after the server restarts or if no one has been on for a few hours, the portals are not working. I usually log in where the first portal is. The first portal is still there and it is still named but it just says Not Connected. If I go to the chunk that has the second portal, suddenly it works fine again. This doesn't fix it for other people though. Each player has to go to the second portal and then it activates by getting close to it. This, unfortunately, makes the portals difficult to work with. Is this expected behaviour for a dedicated server? I am on the A21 version of both your mod and SCore, updated as of yesterday. 

     

    Second question. When I look through the files for the portal mod, there are Magic Portal 1 and Magic Portal 2. Is there any issue with using these? I like how they look but don't want to use them if there's a problem. 

     

    Third question. If a portal is on blocks (not dirt/ground) and I teleport to it, my character often falls below the portal and gets "stuck" under it or the surrounding blocks. I can get out eventually but I might need to navigate a little. This doesn't happen when the portal is on dirt or the ground. Is this normal? 

     

    Fourth question. Is the keycard lootable only? I don't see a recipe for it. 

     

    Thanks again. 

    I'll do 2-4 because 1 is being researched.

     

    2 - the available portals are for use and work fine, however each has a different XML set up to show the different connection methods.  As long as you set the XML how you want, all portals will work the same.

     

    3 - I've heard that, but haven't experienced it myself.  I might see if sphereii can push the teleport spot like .5 forward.

     

    4 - you will likely have to add them to loot or make a recipe, I don't recall doing either.  Remember, the mod is really for other modders to incorporate, I hadn't realized users would take the time to use them. :)

    I've put in a request to sphereii for a spawnoffset XML property for #3.

  8. 59 minutes ago, kageshiOP said:

     

    Just updated with current version on git.

    Same result with the fire chickens, regardless of how they are killed.

     

     

    Also know...I will be slaughtering endless hordes of these things out of pure enjoyment for as long as I can. 

    Huh.

     

    Can you drag your buffs.xml here?

    7 minutes ago, 6ShadoW6 said:

    yes i update and is really bad

    any way there is no any other mod only Score District portal and custom particle and that all what is there in test 
     

    image_2023-07-18_214554671.png

    New save game?

  9. First, the screen shot was to show that there is no texture problem, and I have proven that.  Accept it or not, I do not care.

     

    Second, I was able to find a reproduce for the portal error, and it has nothing to do with District Zero, and have passed it along to Sphereii since it's an issue with sCore.

  10. Can't reproduce your issue.  Given how your last issue was also not reproducable on my end, I'm going to say it again.

     

    I am only going to support MY mod and MY mod only..

     

    Also, git updated with the vulture fix.

     

    Lemme know if this works for you,

     

    @kageshiOP

  11. 1 minute ago, Yvels said:

    "Any1 know an easy way to disable ALL portals sounds? Its a permanent stone grinding an fire burning noise; even when I pause the game.

    Thank you in advance."

     

    plz help, once portals get active in-game they make a non stop noise that can be heard for like 50 blocks radius. its noisy even when I pause the game with ESC.
    Only way to stop the noise it to exit the game and load back without going remotely close to portals.

     

     

    I'll knock the radius down to like 5 and do another update a little later today. 

     

    Is it all of them or just certain ones?

  12. Pushed a theoretical fix for the vulture issue.  Please test test test and let me know.  They should only turn to burnt vultures IF THEY have a burning buff of them at death.  Thanks!

     

    ...easiest to test with the radiated vulture since they don't die as quickly when you set them on fire.

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