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Kast

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  1. Kast

    True Survival

    You might need to login via steamCMD first. Run steamCMD and type: login <loginID> <password> And then enter the app update command.
  2. Kast

    True Survival

    You need to specify the beta version when you run the app_update: app_update <app_id> [-beta <betaname>]. So, if I rcall, it would be app_update 294420 -beta 16.2 And anyone connecting would also need to be running 16.2 locally.
  3. Kast

    True Survival

    Hi folks, Here are the changes that we made to our server if you want to try them: https://github.com/gritgaming/TrueSurvival/archive/master.zip I'll qualify this update by saying that this is not any kind of "official" update nor am I 'taking over' or otherwise spending much (or any) more time tweaking it since we're working on a separate mod... and this one still has some major fundamental problems. The changes include: - Disabled negative nutrition and scratch effects. - Removed Dirty Bandage effect (once you bandage a wound, you're good). - Increased xp for zombie kills. - Greatly increased gas from harvested cars. - Fixed Dismemberment bonus for all weapon perks. - Fixed Mechanic Profession starting gear (now, you receive auger and chainsaw schematics - other profession starting items/abilities based on perk level may still be borked since the class selection action simply unlocks perks but does not advance them). - Added recipes for duct tape, ink pen, glue (femur + bottled water) and swat helmet + light. - Added perks for nuts&bolts, planks and nails (level 15). - Reduced the level requirements for several construction perks. - Reduced class selection from 20 to 10 Profession Pages. Also, you can now combine 10 skill pages OR 10 blank books into a Profession Page. - Drastically reduced crafting time for items that require you to keep the crafting station interface open. - Reduced amount of material needed for material/crafting quests from 1000 to 500 and frames from 100 to 50.
  4. Kast

    True Survival

    The first hex ( 00000360 00 ff ff ff ff 09 6e 75 74 72 69 74 69 6f 6e 00 ) is: 30 30 30 30 30 33 36 30 20 20 30 30 20 66 66 20 66 66 20 66 66 20 66 66 20 30 39 20 36 65 20 37 35 20 20 37 34 20 37 32 20 36 39 20 37 34 20 36 39 20 36 66 20 36 65 20 30 30 The second one ( 000005b0 09 6e 75 74 72 69 74 69 6f 6e 01 00 00 00 00 00 ) after death and respawn is: 30 30 30 30 30 35 62 30 20 20 30 39 20 36 65 20 37 35 20 37 34 20 37 32 20 36 39 20 37 34 20 36 39 20 20 36 66 20 36 65 20 30 31 20 30 30 20 30 30 20 30 30 20 30 30 20 30 30 That's not "0". I have no idea how this translates to the buff itself, but it's fairly clear that it's not a complete reset. Im buffs.xml, add the "min" and "max" values below to disable the negative nutrition and scratch effects: <buff id="nutrition_30_Trigger" duration="1" actions="increment(nutrition, 30, 0, 0, 1);min(nutrition, 0)" /> <buff id="nutritionFade" buffif="nutrition greater 0" debuffif="nutrition less 1" duration="0" actions="increment(nutrition, -1, 900, 0, 0);min(nutrition, 0)" /> <buff id="scratch" duration="1" actions="increment(scratch, 1, 0, 0, 1);max(scratch, 0)" /> <buff id="scratchesHealing" duration="0" buffif="scratch less 6" debuffif="scratch gequal 6" actions="increment(scratch, -1, 1200, 0, 0);max(scratch, 0)" /> And then remove the requires="goodNutrition1Tag" flag from the eatFood Triggers so that food will potentially heal you: <buff id="eatFood_1_Trigger" requires="goodNutrition1Tag" duration="1" actions="increment(CTRfood, 1, 0, 0, 1)
  5. Kast

    True Survival

    I added a glue recipe requiring femur+bottled water. As for the gas, the gasCan and Refinery perks required engineeringCraft level 40. And while the screwdriver perk unlocks at level 10, it's made in the blast furnace - which doesn't unlock until level 55. So, in order to get gas, you need to break down cars, which means that you either need to be a mechanic (with the 600 quality screwdriver) or use low quality looted screwdrivers (which are fairly rare). And when you do harvest a car, you're lucky to get 10 gas per car - and often none. The end result is that a group will often loot an area clean, but not have enough gas to move to another area (unless you want to make 30 trips by foot). In the early game, gas = exploration and exploration is fun. In our opinion, challenge should come from getting resources and making it back alive; not getting to where resources should be and finding that they're not there.
  6. Kast

    True Survival

    Oh yeah, duct tape was one of the first things we re-added Along with the old glue recipe and several other things. For us, the insane shortage of basic staples (like glue and duct tape) and an ongoing gas blight, didn't really move the fun needle.
  7. Kast

    True Survival

    The .xml logic is fine, and that's why I mentioned that it should work as designed. My point is that nutrition is persisting after death in the player save file. Here's a recent test: I created a new character on a server with the current nutrition system in place, and then ran a hexdump on the .ttp file: hexdump -C <SteamID>.ttp | grep nutrition 000002f0 6e 75 74 72 69 74 69 6f 6e 00 45 47 72 61 70 68 |nutrition.EGraph| 00000360 00 ff ff ff ff 09 6e 75 74 72 69 74 69 6f 6e 00 |......nutrition.| As expected nutrition is saved as a variable. Then I edited the buffs.xml removing ALL references to the nutrition system. I restarted the game server, logged the same character in, killed him. respawned and logged out. Checking the same player save file: hexdump -C <SteamID>.ttp | grep nutrition 000005b0 09 6e 75 74 72 69 74 69 6f 6e 01 00 00 00 00 00 |.nutrition......| So, a nutrition value appears to be saved in the player's save file forever, despite the fact that all references to nutrition were removed from buffs.xml. As a control test, I deleted the player save file and logged back in (with the no-nutrition version of buffs.xml). The new player save file had no reference to 'nutrition' at all. Taking all this into consideration, I'm playing around with the 'initvars' buff (triggers on respawn after death) to see if adding a setvar 0 for nutrition, malnutrition and scratch will help. If not, IMO the whole nutrition/scratch system might not be salvageable.
  8. Kast

    True Survival

    Hats off to Spider for a mod with some truly amazing design concepts. We've been playing it for a couple of weeks now on a private AWS RHEL 7 instance, and I've been tweaking it as we go when someone notices a problem (usually when I'm busy fleeing from a pack of dire wolves). A few of the things that we've found: The nutrition system should work as implemented; but it doesn't. From our experience, it seems that it becomes harder and harder to avoid becoming 'malnourished' the longer you play (specifically, the more times you die). There's a post from another mod creator (that I can't seem to find at the moment) suggesting that permanent incremental custom buff values (like nutrition and scratch) can persist as a variable in player save files after death - which is a hard-coded issue, and not anything mod specific. I suspect that this is what's happening with the nutrition and scratch values and why they appear to increase faster and faster after each death. I'm trying to find a workaround, but for the time being I've locked the baseline nutrition and malnutrition values to 0 in buffs.xml: <buff id="nutrition_30_Trigger" duration="1" actions="increment(nutrition, 30, 0, 0, 1);[b]min(nutrition, 0)[/b]" /> <buff id="nutritionFade" buffif="nutrition greater 0" debuffif="nutrition less 1" duration="0" actions="increment(nutrition, -1, 900, 0, 0);[b]min(nutrition, 0)[/b]" /> <buff id="scratch" duration="1" actions="increment(scratch, 1, 0, 0, 1);[b]max(scratch, 0)[/b]" /> <buff id="scratchesHealing" duration="0" buffif="scratch less 6" debuffif="scratch gequal 6" actions="increment(scratch, -1, 1200, 0, 0);[b]max(scratch, 0)[/b]" /> And then remove the requires="goodNutrition1Tag" flag from the eatFood Triggers so that food will potentially heal you: <buff id="eatFood_1_Trigger" requires="goodNutrition1Tag" duration="1" actions="increment(CTRfood, 1, 0, 0, 1)"/> to <buff id="eatFood_1_Trigger" duration="1" actions="increment(CTRfood, 1, 0, 0, 1)"/> Etc.. Also, the dismemberment chance for most perks doesn't seem correct: look at bladeWeaponsAction, for example, and cycle through the 1 to 100 levels and you'll see that it shows "None" for levels 4 to 100. In progression.xml, DismembermentChance is configured as: <effect name="DismembermentChance"> <add perk_level="0" value="0" /> <add skill_level="1" value="0.1" /> <add skill_level="2" value="0.2" /> <add skill_level="3" value="0.3" /> </effect> For a 1 to 100 increment, it should be something like: <effect name="DismembermentChance"> <multiply perk_level="0" value="1"/> <multiply skill_level="1,5" value="1,1.04"/> <multiply skill_level="5,11" value="1.04,1.07"/> <multiply skill_level="11,19" value="1.07,1.1"/> <multiply skill_level="19,32" value="1.1,1.14"/> <multiply skill_level="32,49" value="1.14,1.19"/> <multiply skill_level="49,70" value="1.19,1.23"/> <multiply skill_level="70,100" value="1.23,1.28"/> </effect> We've also added some quality of life changes (like more common gas, etc.) while trying to maintain the mod's focus on maximum challenge. I figure that it'll be another week or two of tweaks and general hitting of things with a hammer. After which, I'll upload the changes for anyone who wants to try them.
  9. Hiya dwallorde, like most folks here, we're loving your mod. I noticed that you're serving your updates from Dropbox and Nexusmods. Are you still pushing to Github too? I'm running a public server on an AWS RHEL 7 instance, and having an absolute path to the .zip is a big help (since Dropbox et al. like to hide the path behind their API). For updates, I've been running: wget https://github.com/dwallorde/WaroftheWalkersGitHub2/archive/master.zip Granted, I could just download it to my PC from Dropbox and then WinSCP it to my server - but I'm a big fan of lazy automation.
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