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DUST2DEATH

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Everything posted by DUST2DEATH

  1. Manux is busy with RL at the moment. We may not seem him back until March.
  2. I think they mentioned one of the other attachments. Basically, all the attachment points on the weapons are set correctly. (well, I think they area) What isnt set (at all right now cause I juggled to many things before release) is the item_modifiers for each gun. (except reflex scope, I did do all those) All that needs to happen is find the silencer (or any other) weapon mod in item_modifiers.xml and make a new copy for each of the new guns. So for that one you would copy the silencer code block, then change the name to gunSMG5Gold and the silencer will be placed properly. so, item_modifiers.xml find: modGunSoundSuppressorSilencer make a copy of: <item_property_overrides name="gunSMG5"> <property name="Sound_start" value="mp5_s_fire"/> <property name="BarrelOffset" value="0,0,0"/> <property name="BarrelScale" value="1,1,1"/> </item_property_overrides> paste right below the one you copied. Change to: <item_property_overrides name="[color="#FFFF00"]gunSMG5Gold[/color]"> <property name="Sound_start" value="mp5_s_fire"/> <property name="BarrelOffset" value="0,0,0"/> <property name="BarrelScale" value="1,1,1"/> </item_property_overrides> - - - Updated - - - yea the forum will do that. If I write a long post I copy all of it before hitting post just in case. Thank you for giving it a chance with some of the changes.
  3. Thats fine. in biomes.xml find these lines under pine forest. <decoration type="block" blockname="HDHQ_L1" prob ="0.1" rotatemax="3"/> <decoration type="block" blockname="HDHQ_L2" prob ="0.05" rotatemax="3"/> <decoration type="block" blockname="HDHQ_P1" prob ="0.04" rotatemax="3"/> <decoration type="block" blockname="HDHQ_M1" prob ="0.002" rotatemax="3"/> <decoration type="block" blockname="HDHQ_M2" prob ="0.002" rotatemax="3"/> <decoration type="block" blockname="HDHQ_D1" prob ="0.004" rotatemax="3"/> <decoration type="block" blockname="HDHQ_D2" prob ="0.004" rotatemax="3"/> <decoration type="block" blockname="HDHQ_D3" prob ="0.002" rotatemax="3"/> <decoration type="block" blockname="HDHQ_D4" prob ="0.002" rotatemax="3"/> replace with <decoration type="block" blockname="treeDeadShrub" prob="0.01" rotatemax="7"/> <decoration type="block" blockname="treeJuniper4m" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="treeMountainPine12m" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="treeMountainPine19m" prob="0.0015" rotatemax="7"/> <decoration type="block" blockname="treeMountainPine27m" prob="0.002" rotatemax="7"/> <decoration type="block" blockname="treeMountainPine31m" prob="0.002" rotatemax="7"/> <decoration type="block" blockname="treeMountainPineDry21m" prob="0.002" rotatemax="7"/> <decoration type="block" blockname="treeMountainPine41m" prob="0.004" rotatemax="7"/> <decoration type="block" blockname="treeOakLrg01" prob ="0.001" rotatemax="7"/> <decoration type="block" blockname="treeOakMed01" prob ="0.001" rotatemax="7"/> <decoration type="block" blockname="treeOakMed02" prob ="0.001" rotatemax="7"/> <decoration type="block" blockname="treeOakSml01" prob ="0.001" rotatemax="7"/> <decoration type="block" blockname="treeFirLrg01" prob ="0.0005" rotatemax="7"/> <decoration type="block" blockname="treeMountainPine48m" prob ="0.0005" rotatemax="7"/> Then you will need to go and find these blocks ^ above in blocks.xml and change their meshfile entry to match that of vanilla. - - - Updated - - - I understand. They will be in the next update.
  4. Looks like there is a desert wall block nearby/blending. Ive often seen the same thing in vanilla but its less noticeable. Usually disappears when you take out the next row, or turns into that block below.
  5. So you want everything (all the other biomes etc) but NOT the new swamp forest?
  6. I didnt realise the TFP had added all the ores back in to more than just the 2 textures. My Mistake. Sorry to make you all download something again so soon. I have updated the terrain textures to resolve this and also rebuilt each of those projects in unity. They are slightly sharper now than before, particularly 4K. I wont update the main files for this version/hotfix on nexus, so if you are a new user downloading, please grab the appropriate main file, install, then patch with the fixed terrain bundles (separate download) in the same method. Launcher is also updated so you should get the new bundle magically. Install this bundle as usual. DOWNLOAD FROM NEXUS DOWNLOAD FROM GITLAB 4K DOWNLOAD FROM GITLAB 2K Also Available on Sphereii's Launcher
  7. Not yet no. It would save massively in terms of download size in relation to resources/blocks files but ultimately depends how much work would be involved on the users end.
  8. Turn off reflections. I cant do anything about the blocks at this stage. We dont have access to the array. Would need to rebuild the entire array. (Im not willing to do this yet - lots of work - and the new block textures arent all bad either ). The other is the sleeper volumes in POI's.
  9. May I ask what specs you have and what settings you tried to play with?
  10. Thanks Sir. I removed it purely cause it was a double entry. HDHQspotlight is its name. For the items/seeds if you type HDHQ you will get all the items. The guns are all named gun[Model][Material] so gunPistolAnoBlue. gunAK47Gold etc. How to make it powered, good question. I believe thats dll things at the moment. How to make the existing on stealth proper, something Im still trying to work out. She will only need an install if you have the trees and xml files. If you just use the resources.assets/blocktexture/terraintexture bundles, she wont as that is all purely client side. This is because world information is baked on new game. You will also still have junipers, dead shrubs and other items that will not clear until you start a new game. The trees range from MtreeWoodSmall to MTreeWoodFull (1200HP).
  11. Thank you. Happy new year to you all. Gitlab links for those who dont want to use nexus: DOWNLOAD FROM GITLAB 4K DOWNLOAD FROM GITLAB 2K
  12. Its all good. Take care of yourself first and foremost. Dont stress over a game
  13. This is great. Thank you so much. I'll link it in the OP with credit. Im also loving how people are taking to this and taking what they want to use and not. Its exactly what I wanted to happen. Whether its the whole thing, just the lighting or just the textures. If you choose to use this in a mod you are making, please feel free to do so, but please abide by the Terms in the 3rd post on page 1. A note to modders: Please keep performance in mind, its up to you to also not tank it - - - Updated - - - Great gains! Thank you for the support. Guppy had a great idea about separate tree packs for different rigs (like the textures 2K/4K) which I think I will pursue. Will take some time though. Options to mix and match will be best way forward of quality vs performance for people.
  14. Going to explain bloodmoon as its a big change from vanilla, in a way. Black absorbs light.
  15. Thank you for all the kind words, feedback and other suggestions. I do plan to make this use xpath but as mentioned I then need to deal with load orders which is something I wanted to avoid for this initial test release so I could get information with the least amount of problems immediately. There is stuff that isnt complete, wall torchs for the hdhq torch, shadows, the guns etc. I need the baseline, as my torch is twice the range of vanilla, that means also twice as many shadows when I turn that on. One person in Grumbuls stream last night gained 17fps. Thats huge. I also have to be aware of people adding mods on top. I expect this so I cant just make this photorealistic because then whats the point? you cant have zombies or anything else. I dont necessarily want to take it all away and make perf stink on the lower end machines immediately either. But there in lies the rub. I have so many more trees, that also equals so many more shadows. I can easily take away that fps with one wrong move, or one super heavy tree. Also being a voxel world adds extra complexity to the fold that other games just dont have to deal with. Im looking for that balance between the high end and the low end. Im open to suggestions for any and everything. I can often get bogged down in my own mind and a fresh set of eyes is always needed!. Ive spent a lot of time on this since experi, and I plan to spend a lot more time into the future as well. Ive made a list and I'll keep adding to it, so keep dropping me feedback and suggestions. If you have reference pics of something you would like to see as an environment etc, post them! This is just the start, and only way from here is up. Launcher problems should be resolved now too. So its available on Sphereii's Launcher for those who hate Nexus
  16. Grumbul is streaming now https://www.twitch.tv/grumbul
  17. Very nice screens! Thank you Any feedback Im all ears. Keep in mind that this is a baseline release for feedback gathering and testing performance. I cant make the trees any more low poly. I can only increase everything from this point on. And, providing we have headroom for other mods/zombies and everything else, we will.
  18. The terrain bundle is built directly out of unity which is why it also has a manifest file. The block bundle was edited via uabe, so no manifest file. The server may need the HDHQ.unity3d bundle, and will need the xml files. That should be it. Shouldnt need the block/terrain/resource file on server.
  19. Perfectly fine and most appreciated, post a link Most should see FPS gains with the full mod. I kept this in mind so optimized heavily through out the process to get here.
  20. You dont need to. It works with existing games. If you want the environment, Somethings like certain plants (dead shrub/juniper)/colliders are baked at new game creation. They will not remove until you restart. Thats all. If you want everything else BUT the environment, use the reset patch provided in the zip. If all you want is the lighting and textures, the server doesnt need anything (just like in A16) Just use: Resources.assets Blocktexture Terraintexture. Only those 3 files and it will only apply client side. EAC must be off on the server still though. - - - Updated - - - Please do. - - - Updated - - - :)
  21. It will work with already genned worlds yes. Reset patch is only included if you DO NOT want my new trees/biomes. For server use you will need to make sure the server has the same xml's seeing as they are pushed from the server. Possibly the HDHQ.unity3d bundle. If you include on a server everyone will need the mod installed client side. EAC off. So, if its just for you, and you arent adjusting the server install, only use the 3 files I mentioned, and no xml files.
  22. Thank you Absolutely you can! Thats why I include an environment reset patch which will keep the new biome particle effects and lighting but remove the vegetation overhaul. You will only want: Resources.assets Terraintextures Blocktextures However, the whole mod is designed so that you can drop this into an existing game (NAV or RWG) and it will take effect. Now, due to the way things work in A17, some environment information is baked at the start of a new game. So while it will still take effect, some things will not be removed from the environment (junipers/dead shrubs) until you start a new game. The FPS gains come from the new light trees, so its entirely up to you what you want to do here. ( I gained up to 30fps in the snow biome, ~12+fps in the pine forest). My trees are VERY light. 10x lighter than vanilla. I have optimized heavily understanding that low end machines are having problems. I suggest that you do use the environment here to get some gains. This is intended as a base and as such is a hard mod currently (no xpath) until I have more feedback from lower end machines (Blazer, where you at?). Modlets should drop on top just fine. as you can see here, at 3440x1440p, I can have 60 entities and still pull just under 60fps. 46 fps in this shot. It was 55 in another. As long as you use the environment stuff (included by default, manually has to be removed via reset patch), you should gain FPS. There should be no conflicts with item_modifiers as that only adjusts (adds) the new guns for the reflex site all named gun[X][Material] so: gunPistolAnoBlue. Loot only adds these new guns skins to the original weapon groups and changes count from all to 1. Recipes includes conversion receipes for the seeds in case growing is broken, you can revert to vanilla planted trees by converting seeds. I need to test this more, just havent had time. Blocks includes the new trees and spotlight all named HDHQ[block]. I forsee no conflicts, but you never know.
  23. Important: reset your video settings in game and remove any reshade profile that effects vibrance/contrast/saturation leave gamma at default of 38%
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