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DUST2DEATH

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Posts posted by DUST2DEATH

  1. PERMISSIONS

     

    Modification permission

    You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator

     

    Asset use permission

    You must get permission from me before you are allowed to use any of the assets in this file

    [This means assets individually, seperately from the bundle, extracted with UABE or other tools]

     

    Asset use permission in mods/files that are being sold

    You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms

  2. UnkWwyu.png

    New Items

    This Modlet adds a new Spotlight and hand held torch with increased range.

     

    • Spotlight has greater range than vanilla, requires no power, same crafting requirements
    • Torch has twice the light casting distance than vanilla. Hand held only.
    • Torch flame particle effect chosen for minimal visual screen flicker during rain - may change in the future

    ox5Lbof.gif

     

    New Gun Skins

    5 Anodized

    3 Rare

    4 Military

     

    Im not a fan of the gun tints so for now, as a start I have included 12 new materials for each of the guns. Ive taken extra care to balance these between reflections on and off. These are whole materials. More refined gun skins will be appearing in the future.

     

    • Anodized Blue
    • Anodized Cyan
    • Anodized Green
    • Anodized Magenta
    • Anodized Red
    • Gold
    • Silver
    • Jade
    • Desert Camo
    • Digital Camo
    • Jungle Armor
    • Winter Armor

     

    YDrreVn.gif

     

    7 Days to Die Mod Launcher

    NexusMods

    Gitlab

     

    You can download the Main Packs and Modlets from the following locations.

     

    7 DAYS MOD LAUNCHER

     

    DOWNLOAD FROM NEXUSMODS

     

    DOWNLOAD MAIN PACK FROM GITLAB 4K v1.1b A17.3 b18

    DOWNLOAD MAIN PACK FROM GITLAB 2K v1.1b A17.3 b18

     

    HDHQ MODLET REPO @ GITLAB

     

    DOWNLOAD MAIN PACK FROM GITLAB 4K v1.1b A17.4 b4

    DOWNLOAD MAIN PACK FROM GITLAB 2K v1.1b A17.4 b4

     

    1jrcruL.png

     

    Manual Installation for Single Player and Dedicated Servers

    MAIN PACK - CLIENT SIDE ONLY

    DO NOT INSTALL TO A DEDICATED SERVER

    • Drag the 2 folders from the archive into your game directory
    • Yes to replace all files

     

    MODLETS

    INSTALL TO BOTH THE CLIENT AND SERVER

     

    • Create a Mods Folder in the main game directory
    • Copy Modlet folders from archive into the new Mods folder

     

    srAHNyT.png

    Launcher Installation

    • Select the Appropriate option for your machine under DUST2DEATH in the launcher
    • Choose from existing copy (which should be pointed at your vanilla folder)
    • Install Game Copy
    • Pre Sync Mod
    • Play Game

     

    k0Aib0y.png

     

    KNOWN

    • Guns have placeholder icons
    • Seeds have placeholder icons

  3. TNhLLD1.png

    As of A17, HDHQ core and Extended have been rolled into one singular mod. it is now more than just textures, so as such I will be calling it HDHQ overhaul from here forward.

     

    As this has been such a long project I have spoken to many people over the course of it. Instead of listing people and risking forgetting someone I'll say this.

    If Ive spoken to you about anything unity/7days over the last few months, I thank you. For being there to bounce things off, or your advice. Thanks.

     

    HDHQ Contains:

     

    HDHQ MAIN PACK in 4K and 2K

    Core Lighting and Texture changes

     

    OPTIONAL MODLETS

    BIOME OVERHAULS

    BIOME PARTICLE EFFECTS

    BIOME PLANTS

    ADDITIONAL ITEMS

    ADDITIONAL GUN SKINS

     

    hkme2QR.png

     

    Available in 2K and 4K

    For A17 I redid all the terrain textures as necessary to bring into line with the new art work the TFP have created. I feel Ive achieved a much closer tie to the vanilla textures this time around.

     

    Other changes include Water and Grasses.

     

    More changes will be following soon.

     

    I currently still can not get access to the block textures. All block textures are vanilla and will remain so until I have time to rebuild the array (lots of work) or TFP provides a way to sideload

     

    gxxmZgt.gif

     

    Redone Lighting

    Better Reflections

    Seamless Biome Transitions

    Improved Stealth

    The lighting for A17 has been reworked. A great deal of time has been spent to attempt to maintain a global style and colour palette while keeping individual biomes and weather distinct.

     

    • The differences between Reflections on and off have been minimised.
    • The world is now much more vibrant, saturated, contrasted.
    • The Lighting now matters more. Direction and intensity all matter.
    • Biomes Seamless Transition between each other as you move through the world. This is particularly great for RWG worlds.
    • Clear nights have moonlight which is clean and bright. Cloudy nights have a muted moonlight. Rain and Snowfall nights have zero moonlight.
      As each weather state and its intensity transitions your stealth meter will decrease. Because of the way lighting works in vanilla, the opposite is true.
    • Reflections also get a boost from the new lighting. As such you can turn some settings down if you run reflections and still have better quality than vanilla (imo).

     

    You will be able to REMOVE YOUR RESHADE PROFILES you may have applied, only needing to keep it for Sharpness or AA injections.

     

     

    Further to reflections. These and certain vanilla block textures in combination will/can [again machine dependant] cause severe fps loss spikes around buildings. My only advice is to run with reflections off until it is fixed, or I get access to block textures.

     

    zxGLSb1.gif

     

    Real Forests

    Biome Overhaul Packs

     

    Real forests are finally here!

    To achieve this I had to leverage new features of 2018.2 as well as make all new vegetation for all biomes.

    I have released these as BIOME OVERHAUL MODLETS - 2 Separate packs to date.

     

    • Forests Obscure Zombies, and create dark patches around trees zombies like to hide in.
       
    • Exploration is now more important than before. You will need to get above the canopy in forest areas to scout locations, landmarks and other players bases. Its possible to get turned around in the forest. Making roads, runways and other thoroughfares will be key to faster travelling.
       
    • You can hide in the trees from vultures, unless they find a path to you...
       
    • The density of the forest however, will work against you in PVP. Clearing space to build will reveal your location to other players who are scouting from mountain tops or gyro's. The trees provide cover to attackers who seek your loot.

     

     

    BASELINE BIOME OVERHAUL PACK

    • I have made these trees very low poly for a starting baseline to guage performance across machines.
    • 10x lighter than vanilla trees. I can render 10+ trees for every vanilla tree.
    • Heavily Optimized - Trees range from 50 - 300 tris.
    • Featuring Jungle Trees, Swamp Palmetto, Desert Cycads, White Thorn Acacia Tree.
    • Alpine - Jungle (Swamp forest) - Burnt - Desert - Wasteland
    • You should have a higher average framerate. In some scenarios I gained as much as 30fps at the same resolution and settings. [very much situation and machine dependant]

     

    REDUX BIOME OVERHAUL PACK

    • These trees are 2 - 3x higher tri count than the Baseline Biome Pack.
    • A Vanilla Redux - Snow, Pine, Burnt Pine, Desert, Wasteland
    • Several variations of trees across biomes.
    • Zero Pop Trees - You will only see shadow draw based on your distance setting in options
    • You should still have a higher average framerate with this pack.

     

    ltR0kjR.gif

     

    New Biome Particle Effects

    Forest, Burnt, Wasteland

    New Lighting means new chances. This little modlet introduces new Biome particle effects to the world.

    Burnt biome and wasteland biomes have different appearances between day, twilight and night. Making for more varied and interesting visuals.

     

    • Falling Leaves in the Pine Forest
    • Rising Smouldering Smoke in the Burnt Forest
    • Radiated Wasteland Fog in the Wasteland

     

    ht8GH7P.gif

    New Models for Wild Plants

    This Modlet introduces new models into the game for wild growing plants.

    • Goldenrod
    • Chrysanthemum
    • Cotton

     

     

  4. Thanks! Will investigate further tonight!

     

    If you are modifying the xml for an existing save, keep in mind that anything that is already spawned will still exist in the world.

     

    When moving into a new chunk, the changes will apply and those entities will not spawn.

  5. Agreed, the feels-like temperature is the only bit of info that's really missing on the new UI. Also, I generally prefer UIs that show the active buff duration, but I can also see how it probably would look less "sleek", unless Dust2Death finds a way to integrate it well.

     

    Active buffs work differently to the pop out buffs. Using active buffs you cant ( for sake of words) , "skin", that easily as empty cells are still shown on screen even if no information is present, unlike the pop outs. Generally when the active buff timers are bought onto the HUD they are just floating.

     

    The reason I removed the text was not for making things harder, but that with food and water on hud again, it makes some information double up.

     

    My logic (as with my other UI's Ive done (Zompact, Gup's, Rain) I remove the text because if you're hot, you're hot. If you're cold, you're cold. Wet is wet. I only ever worried about it (personally) when the text would then pop stating I was near an extreme and I often play the clothing metagame to nullify that temp fluctuations.

     

    I understand people play differently, some have vision issues (some I had already considered and choose orange for that reason instead of green or red). Others didnt cross my mind, since bought to my attention.

     

    Im adding the text back, its just how to do so cleanly without leaving an "empty" space when there is no additional info to the buff.

     

    Hello everyone, I really like the new HUD, I've noticed that when I'm diving I do not see the time I have left of air, as in the past. Thank you

     

    I do not understand what you mean, sorry.

    Vehicle information (battery/fuel/health) is at the bottom of the centre screen where the toolbelt is, no longer in the bottom right hand corner.

  6. I have some comments about the new GUI. Why can't we see the wetness % (number) like before? Also, why is the day/hour on the bottom left side? It looks better on top like in vanilla. Lastly, overall the new GUI looks too advanced/mechanized and looks like it should only appear when you wear the exosuit. Overall I like it except for those 2 main issues I described above.

     

    1. Text was removed. Its coming back.

    2.

     

    There is a total of 9 stats tracked on the HUD as opposed to 2 in vanilla, Space is an issue.

    The 4 stats (sanity/radiation/addiction/fatigue) are the same length as the compass. The time (once progressed) is the same width as the main (health/stamina/food/water) stat bars.

    The time also, unlike vanilla, is shown in the backpack when you do inventory. Leaving it in the default position it is no longer visible when in inventory.

  7. Новый интерфейс ГОВНО!

    Загромождает весь экран, постоянно всплывают одни и те-же надписи. При этом отсутствие информативности.

    Ни хера не видно, что там в этих квадратиках, через пол часа игры уже глаза резать начинает из-за постоянных попыток рассмотреть, что там в них написано. При переключении инструментов на поясе не понятно куда проматываешь из-за какашечного оттенка иконок и подсветки. Все сливается и не понять на какую иконку ты попал.

    Ванильный интерфейс - прост, информативен, не засирает экран и не режет глаз. Не хватало всего двух полосок - еды и воды. Всё!

    На картинке красиво, в игре полный провал

     

    Toolbelt is being fixed.

     

    Your buff complaint makes no sense as they are the exact same size as vanilla and only the text was removed (which is coming back) and a background (still black) added...

     

    Vanilla only has health and stamina bars, not food and water, so this makes no sense.

     

    As for filling up the screen, there is nothing added in the HUD to cause that.

     

    Thanks for your feedback.

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