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DUST2DEATH

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Everything posted by DUST2DEATH

  1. I cant reproduce this. Only the Gun modlet touches item_modifiers.xml. Is it possible to connect via TeamViewer and I can have a look/help? If you want me to connect via TeamViewer, PM me the ID and Password. Do not post it publicly. Thanks Whenever a new release comes out, I need to update resources.assets as all the id's have changed. Generally you can keep terraintextures as I make this bundle entirely so carries across unless TFP add a new texture. Blocks is 50/50. I'll get an experi update out a little later today.
  2. The trees are all already GPU instanced My trees in either pack are lighter than tfp's trees and heavily optimized already, however, Im using those gains to push more trees. You can fine tune this as you like in the biomes.xml file in the config directory of each biome modlet. The problem you and everyone else has in the cities/poi's is 1) reflections on blocks that shouldnt have any. Turn the reflections off is the only solution right now. By turning reflections off you will have roughly the same fps in most locations. I spawned 25 zoms into this POI while waking the sleeper volumes etc. 2) cities/buildings lod'ing in and out, streaming textures in and out from the array eats CPU. 3) heavy zombie sleeper volumes in POI's eat CPU. Walking down the main street of Diersville and into a POI, by the end of that little walk I had 40 entities in the world.
  3. HDHQ Biome Pack - Baseline 1.1a uploaded to all Locations. Fixes Alpine tree collision isses. You only need the updated unity3d bundle really.
  4. Ive just checked this and the only tree from Baseline I can find misbehaving is the AlpineC2, the collider seems to be somewhat offset but is still registering hits while movement collision is offset. Fixing. EDIT: Closer inspection its both Alpine.
  5. Nope, not just you. Good catch. I thought I got all the shared prefabs. So, what this is/why it is is because: To make the biome modlets work I had to break down the biomes and determine which trees are shared between which biome(s). Unfortunately there are trees that are shared across all biomes which makes theming tricky. I cant fix it at the prefab level because it will break compatibility with prefab packs etc. I was turning all the shared ones in redux to dead trees, so I need to work out which tree that is replacing and make it dead essentially. Less of an obvious issue with baseline as those were already green, so I filtered the alpine trees into the other biomes. However, I need to check baseline now and this location, it may have a jungle tree....
  6. The settings I use are for maximum density as thats the level I develop/test at. You can open the biomes.xml in the config directory for any of the biome packs and reduce the spawn frequency. <decoration type="block" blockname="HDHQ_AlpineWinter1Prefab" prob ="0.2" rotatemax="3"/> Reduce that prob to something lower. For instance I have dead trees set to prob ="0.004" but you could reduce it further by either changing the 4 or adding another 0 in front. Simply changing the prob to 0.1 will halve the frequency etc. Feel free to tailor the biome(s) to your tastes. I'll let this release settle, make sure no more issues arise, then I'll begin work on bringing the baseline biome pack up to redux levels.
  7. I cant read it properly but from the alpine pic it looks like youve tried to use both sets of biome packs The warning images from what I can tell is saying that they cant find the objects to remove from the redux. Given the naming convention HDHQBiomeAlpine[version] Baseline always loads before Redux. you need to pic one Biome modlet for each biome. So you could for instance: HDHQBiomeAlpineBaseline HDHQBiomeBurntRedux HDHQBiomeDesertBaseline HDHQBiomePineRedux HDHQBiomeWasteBaseline But you cant HDHQBiomeAlpineBaseline HDHQBiomeAlpineRedux HDHQBiomeBurntBaseline HDHQBiomeBurntRedux You need to pick one of each Biomes that you want to use. Now what you could do is however write yourself a Biomecompat patch modlet that would load at the end and *that* would let you use both biome groups together to mix and match trees. But all it is saying is that it cant find x to remove because the preceeding biome modlet already removed it. The modlet that loads next would overwrite similiar entries, then add its new entries to the mix. How that ends up working, no idea. I didnt try it. You can *generally* ignore the warnings if that helps you. Interesting result in alpine region in any case.
  8. MAIN PACK files (resources.assets/blocktextures/terraintextures) are client side only. Do Not Install on a server. Modlets need to be installed to the Mods folder on both the client and the server. Just updated the second post on the first page with new installation instructions for clarity. I'll make it pretty later.
  9. ^You will need the modlet installed to the server's Mod folder, correct.
  10. Im free at the moment and can look via TeamViewer if you would like me to. If you do, PM me the ID and Password for connection. Do not post it publicly. EDIT: Killedman2 is up and running
  11. How fast is your internet? Can you start fresh in a clean directory? Does the launcher show the following?:
  12. In the pine forest, are you meaning something else other than the leaves? The smoke from burnt and wasteland may infiltrate buildings, but the leaves generally collide with objects so unless they spawn inside the building from the biome spawner they (leaves) shouldnt be to bothersome. I'll look into options. - - - Updated - - - Tested launcher and it works here at this end. Make sure to: 1: Run launcher as Admin 2: pre sync the mod
  13. Hi, You have EAC disabled yes? I just checked the files manually from both the local repo for 2K exp, as well as pulled them directly from the gitlab repo (where the launcher pulls from) and both sets work fine. (I wanted to make sure the upload didnt corrupt). I'll test the launcher and see if I have any problems.
  14. Ok. I see. The Seamless Biome Transition's refers to the Fog and Lighting/Spectrum changes as you move between the biomes. Particularly annoying in RWG where it can go from burnt to forest to wasteland in seconds. This is contained in the "Main Pack". What your images show is the RWG biome placement on the edges. That blending is not something I have delved into because in general, I was expecting? Assuming? People would add this on top of, or compliment other RWG mods such as Tin or Alphado's work in RWG.
  15. I need to flesh out some things for sure. The torch is still just the handheld torch until I make wall torches for it. I double checked Stable and Experi SP, both ok. I just tested dedi stable with the main pack and the biome transitions seem to be working ok too. Will grab experi dedi and check. EDIT. Working on Experi dedi too. You will have to find a way to repro the issue I cant. All working at this end. EDIT 2. Tested full suite of modlets on experi dedi. All OK. EDIT 3. Confirmed no text on the plants models when focusing. Will look into.
  16. correct, that hasnt changed. I thought maybe the modlets would have some difference, I havent tried a dedi server at all with modlets, I just havent had time. In a much better position now though
  17. Thanks. Enjoy Sorry I spaced. All the relevant locations have been updated. If you prefer to patch yourself you could create a recipes.xml file in the config dir and add <configs> <append xpath="/recipes"> <recipe name="HDHQmeleeToolTorch" count="1"> <ingredient name="resourceAnimalFat" count="1"/> <ingredient name="resourceCloth" count="1"/> <ingredient name="resourceWood" count="1"/> </recipe> <recipe name="HDHQSpotlight" count="1" craft_area="workbench" tags="learnable"> <ingredient name="resourceHeadlight" count="1"/> <ingredient name="resourceElectricParts" count="8"/> <ingredient name="resourceDuctTape" count="2"/> <ingredient name="resourceScrapIron" count="50"/> </recipe> </append> </configs> As for server I would assume its the same as any other modlet? If I need to make a dedi build, I will, no problem. Just let me know what you all need.
  18. As I mentioned, 1.1 was not HDHQ 1.0 save compatible except for the main package. Because of the move to modlet format, it necessitated naming changes across all the items as to avoid potential conflicts with other modlets and to adhere to modlet guidelines/conventions. Now add in load orders with other mod combinations and your ID's will never be consistant across players. It just simply wasnt possible. revert back to 1.0 HDHQ, you can keep the 1.1 resources.assets/blocktexture/terraintexture bundles however
  19. Thank you, appreciated I have just uploaded the files to gitlab. DOWNLOAD HDHQ 4K v1.1 STABLE b240 FROM GITLAB DOWNLOAD HDHQ 2K v1.1 STABLE b240 FROM GITLAB DOWNLOAD HDHQ 4K v1.1 EXPERI B8 FROM GITLAB DOWNLOAD HDHQ 2K v1.1 EXPERI B8 FROM GITLAB DOWNLOAD HDHQ v1.1 MODLETS Main files are on the launcher already. We'll get the modlets on the launcher soon too. Bare with us. - - - Updated - - - I appreciate the thought. Thanks
  20. The particles modlet adds falling leaves to pine, green fog to the wasteland and smoke to the burnt forest. The haze I suspect you are talking about is in vanilla. My burnt only has a thin smoke layer + particles. Dont worry about the file sizes of the biome packs. Baseline is Baseline, Redux is better About the plants, I thought they did, will recheck.
  21. V1.1 Now Available HDHQ A17 v1.1 for Stable and Experimental is now available. New: MAC and LINUX Support Bloodmoon with more red. Rare Ore Texture Vanilla Redux Biome Pack Modlet all the things Experimental b8 Support. Shadows cast from HDHQ Torch Biome Pack Framework Mix and Match Biome Modlets Zero pop trees (vanilla redux pack only) Custom tuned Reflex Scope Camera's on HDHQ Guns for more FPS'ness Fixed- All weapons and attachments, all 96 of them. Farming Prefab Editor Baseline Alpine tree resized, higher branches. More I cant think of right now Im sure. HDHQ 1.1 is not HDHQ 1.0 save compatible if using optional modlets due to: Modlet naming convention changes Modlet combinations Modlet load orders The mod is now broken down into the Main Pack, and Optional Modlets. MAIN: 2K and 4K Main Packs for Stable and Experimental (under Updates):- Includes resources.assets/blocktextures/terraintextures Optional Modlets include Biome Particles:- This includes the biome particles for waste/burnt/pine forest Plants:- New Goldenrod, Chrysanthemum and Cotton Models Guns:- All the gun skins Items:- Includes HDHQ Torch and Spotlight Biome Pack - Baseline:- Includes the Baseline 1.0 Biome Overhaul Modlets (5) Biome Pack - Vanilla Redux: New to 1.1 includes Redux Biome Overhaul Modlets (5) 2 -3x Higher Poly than 1.0 trees. You can mix and match Biome Modlets as you wish. DOWNLOAD FROM NEXUS I'll sort the launcher out tomorrow.
  22. Can you please send me details in a PM. A way to repro if possible. Dedicated server Im assuming from previous. Existing save or new? All those types of details please. --- Im working hard to make sure everything that was reported is fixed where possible for the next update. @Chikorina: I looked at your tree farming report yesterday. All seems to work as expected in new version.
  23. Im sure. The changes to the next version to mitigate a lot of this and streamline future updates is extensive. It will give you all the ability to mix and match a lot of options going forward to cater your games to yourselves. Once I have the next version out I will be able to focus on other areas in a more timely fashion to hopefully avoid frustration for you all, and then I'll consider the updating to experi if it isnt stable by then. If I was to give a rough estimate of where Im at to when you get the next update? Possibly tomorrow is the earliest I'll even guess right now. I had a migraine yesterday, so I lost that day.
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