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DUST2DEATH

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Everything posted by DUST2DEATH

  1. Thanks all. Eh, I think I'll live if they do
  2. I hope to have this out soon. The terrain bundle is complete as of today.
  3. Wouldnt be much to merge either into the other. I havent touched the zoms.
  4. Thank you and good morning! The core of the mod is just texture changes in the main asset files so it should "just drop in" to most other mods unless you have edited the resources/block/terrain bundles yourself. Extended only needs the SDX hook to load the unity bundles. No other Dll edits or scripts at this stage. The Assets in Extended are heavily optimized, maybe Ive been a bit heavy handed at the moment. ( I really wanted forest(s) ). Depending on how extensive a mod is (number of blocks added), there may or may not be enough id's currently for both together. Dont know yet. Shouldnt be an issue in A17 however. If what Im hearing on the grapevine about A17 is also correct then I will also have more room for increased resolution in places that I cant currently, but I wont know until I get my hands on it. I dont think there will be any problems with other mod creators building on top/incorporating the textures/assets into their mods..
  5. Thanks Chikorina! I'll see what I can do about a video for you, or maybe if I get things wrapped up you can try for yourself.
  6. Thanks Gup. Here is 2 new screens. 1 has only been seen by the starvation team. The other hasnt been shown at all. @Emu, Im surprised I get anything done
  7. Its been a long road to get to here! To the both of you: Ive added some more screens Including density level of the burnt forest.
  8. 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
  9. 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 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 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 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 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 KNOWN Guns have placeholder icons Seeds have placeholder icons
  10. 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 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 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. 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. 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 New Models for Wild Plants This Modlet introduces new models into the game for wild growing plants. Goldenrod Chrysanthemum Cotton
  11. 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.
  12. Chunks unload, cant do nothing about it* *currently, maybe in the future.
  13. All good things, one door closes another opens, etc, etc.
  14. All enquires go to Subquake now. Ive retired from UI's
  15. START A NEW PROFILE, else you will be invisible. The default profile is not medieval compliant. =) reposting cause important.
  16. ^Intended design. (currently) Sit in the bench and craft Forced usage.
  17. you may or may not get away with it.
  18. 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. 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.
  19. 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.
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