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manux

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Posts posted by manux

  1. I can confirm the pedal gyro can be crafted before the vanilla one. I'm not seeing much stamina drain from it though... other than speed, it seems like you can cruise around forever.

     

    I wouldn't want it to kill stamina as much as the bike, but maybe 1/5th as much so coasting and stamina management is a thing with it.

     

    I made it drain more than the bike when pedaling, but because it's a flying vehicle, with no ground friction, it can cruise for a little while yes.

    From the testing I've done with the bicycle and the pedal gyro, it seems like stamina only really gets drained when using the "turbo" "SHIFT" HotKey. But maybe my tests were not fully accurate.

    I'm not sure if there is a way to make it more balanced with the current XML properties, and I don't have much time to play with it.

    Cranking stamina drain even higher might give you what you want, and may drain even when not in turbo mode...

    If anyone finds better XML settings for it, I will gladly modify it.

     

    - - - Updated - - -

     

    @manux

     

    can you make a boat for 17.1? Or convert boat that you make for a16..?

    Thanks

     

    I haven't found a way to do a boat in A17 with just XML settings. It would require an SDX mod with custom C# code for that.

    And I am currently not sure I will ever have enough free time to port my A16 full sdx mod to A17.

    If TFP adds a way to make boats with just XML, It will then be easy for me to add it...

  2. manux you can remove the dipper in the HP4x4Truck?

     

    By dipper, you're talking about the forks in the front of the vehicle?

    Is there a reason why you don't want them? The HP 4x4 truck is really just a replica of the vanilla one, with more speed and torque.

    There's no collider on that front part, so it should not really affect driving or collisions.

  3. When should the pedal gyro be craftable? I unlocked the vanilla motorcycle, and still couldn't make the gyro accessories.

     

    Also, can you shorten up the vehicle and part names with spaces or underscores? They are very hard to read.

     

    yep, Quasimiyao is right. New progression looks like this:

    greaseMonkey 3 : manux_vehicleCarChassis, manux_vehicleCarAccessories, vehicleGyroCopterChassis, manux_vehicleHelicopterRotor

    greaseMonkey 4 : manux_bigEngine, manux_vehicleBigWheels, vehicleGyroCopterAccessories

    greaseMonkey 5 : manux_vehicleHelicopterChassis

     

    The rest of the progression for vanilla vehicles is the same as vanilla. Only the vanilla gyro chassis and accessories have been moved to accommodate some of this mod's vehicles.

     

    About names, are you using my localization file? Names should be a bit shorter that way. You need to paste it's content inside your game's localization file for it to work.

  4. i think as long as you have a github link can be done, just need to ask spherii about it, i think he is the one that has to do it.

     

    Yep, that was the secret to getting it there! :smile-new:

    It's now available on the 7D2D Mod Launcher.

  5. Update: Progression and Loot

     

    A small update that just tweaks progression, loot, recipes, along with a couple of other small changes.

    Progression was changed based on some of Gareee's suggestions, and to better fit with how it is in vanilla 17.1.

     

    Changes:

    - Just like vanilla 17.1, I removed placeable vehicles from progression, which means that if you have the parts for them, you should be able to build vehicles any time.

    - Better placed vehicles parts within the greaseMonkey progression. For example, Pedal Gyro should now be craftable earlier.

    - Just like vanilla vehicles, I added loot for all vehicle parts.

    - Modified recipes craft time so they take longer to craft.

    - Added an Helicopter rotor sound to the Helicopter, instead of the 4x4 engine sound.

    - Better Jet Pack icon. Thanks to Gareee, for doing this!

    - All vehicle materials should now work properly on Mac and Linux.

    - Modlet is now available in the 7D2D Mod Launcher.

     

    Known issues:

    Some people have reported that you cannot interact with some vehicles anymore after a server crash.

    Others told me that this also happens with vanilla vehicles. So in theory this is a game bug, not a mod bug.

    The vehicles in this mod are supposed to be built exactly like the vanilla ones, so there's not much I can do about that, it's TFP that needs to fix it.

    I made a small change in the resource files of the vehicles which may fix the issue for the mod's vehicles, but there is no guarantee.

    Let me know if you still get it, and also please confirm if it happens with both vanilla vehicles and the mod's vehicles.

  6. Great Mod and awesome work.

    But i noticed it isnt in the Mod Launcher yet?

    Im using the 7D2D Mod Launcher, where you can easily enable / disable or update Mods / Modlets. (using Gihub Database i guess)

    It would be really nice if this mod is in there.

     

    I've never actually tried to do that and don't really know how to do it. I'll ask around to get the info in order to do it...

    Thanks for the suggestion.

  7. Turns out whoever thought steel was gated behind level 100 was incorrect. I unlocked it about level 40, so the recipes should be fine, with the exception of the required vanilla gyro body.. that unlocks at level 100, and players will need for your pedal version, which should be unlocked earlier in the game progress. I'm thinking it should be unlocked maybe between the motorcycle and the 4x4.

     

    I unlocked the motorcycle in our mp, and wanted to use the mono hog instead of the vanilla motorcycle.... I need to see when thats unlocked. It would be nice to have one of your new options instead of the vanilla.

     

    Good to know, thanks Gareee.

    When you say you'd like an alternate bike at the same level as the vanilla motorcycle, is it mainly to have another bike that has another look. So, for looks variation basically?

     

    I won't have much time to work on the mod in the coming weeks. But now that Guppy and Dust2Death are also making vehicles, you guys have more choice. :smile-new:

  8. Does anyone know if 7dtd has a Max polycount and if so what it is? I'm trying to make a mod for my winter survival server and basically change the vehicles to snow vehicles like skiis sled and snowmobile and a tracked "4x4" cuz in this server (it's kind of an 24/7 event server cuz we have 2 servers one is regular 7dtd pve and then the winter survival is like nuclear winter)

     

    Not sure what's the game max, but if you want to add vehicles try to keep their polygon/triangle count as low as possible. Around 15-20k triangles per vehicle, or less if you can.

  9. Could add a separate progression.xml with your vehicles unlocked earlier, and a recipes.xml with forged iron for the lower tier vehicles, as an optional download for those that want that :) Personally I like that the more powerful vehicles are something to work towards tho.

    Of course that wont fix all balancing and progression and such, but a quick temp fix for those that want it all :)

     

    That would work, could even have multiple alternate files to cover all cases. Just forge iron alternate recipes in one for example, and then another one for earlier access to vehicles.,,

  10. Just an FYI. It is working for my group pretty flawlessly. We have a dedicated server on Pingperfect and all of our users have it installed locally. We are running Allocs Server Fixes, BC-Commands, some of the S420 Simple UI modlets, and a series of modlets I wrote. All A-OK here.

     

    Glad to hear, thanks for the info!

  11. Hi Garee, I took a look at your suggestions, and I agree with most of it, but I also think that progression is touchy right now, because as you mentioned many more balancing changes may happen, so I don't necessarily want to spend too much time on it.

     

    The biggest balance issue right now is probably steel in recipes... you can only find it or buy it at the trader until crafting it unlocks at level 100. (Personally I think steel should unlock about level 50 or so.)

     

    This means earlier game intended vehicles like the pedal powered gyro wouldn't be available until after the gas powered version, devaluing its unlocking in progression.

     

    For now, it might be simpler to just keep the original steel recipes but also offer alternate recipes that use forge iron, like the ones you suggest in your second post.

    And if I also remove all the vehicles progression gating, they would all be craftable at any time, given that you have the parts for them.

     

    I would think the quad would unlock after the minibike but before the motorcycles, the new motorcycles and uni wheel version would unlock after or at the same time as the regular motorcycle, and the car would unlock before the 4x4.

     

    Here's a short reasoning of how I had set progression for custom vehicles so far.

    I didn't really want to touch the vanilla vehicles progression and also didn't want to add new levels for grease monkey, so I tried to insert the new vehicles the best I could within the current context.

     

    There is no existing level between the minibike and the motorcycle, that's why the quad is currently at the same level as the motorcycle. And it's actually currently faster and more powerful than the vanilla motorcycle.

    The HellGoat Bike and the Mono-Hog, are very powerful and much faster than the regular motorcycle or even the RoadHog (HP motorcycle), which is why I put them so far in progression. But I agree that right now all those cool vehicles are all at the top level of the chain, hard to get.

    The cicada car, I put pretty early, because it's not powerful, cannot do much off-road, it's main advantage is carrying capacity, and number of seats.

     

    The vehicles in this modlet don't necessarily fit well with the progression system as it is. Bringing the powerful bikes earlier could be done, but should they also get nurfed? I kind of like them as they are, fast, powerful and agile. :smile-new:

     

    Problem with progression is it's also hard to please everyone. Some people like to play survival and suffer, and some others like the OP stuff. :smile-new:

    So I'm not sure what to do with all that...

  12. That's awesome Gareee, thanks a lot! Haven't played enough of the game to know how progression really fits a real game.

    I'll take a deeper look later when I have more time.

    Thanks a lot for the icon! Will talk to you on discord.

  13. These are just AMAZING additions! I particularly like jetpack, human powered gyro, and experimental uniwheel. Is that in downloads now?

     

    Yes all vehicles are on github. Every time I add a post with a blue "Update" title, it means github has been updated.

  14. Update: New Mono-Hog prototype

     

    A monocycle/monowheel type vehicle I quickly prototyped using the RoadHog(motorcycle) model as a base.

    It's still experimental, but works enough to add it to the modlet.

     

    Also, the second vanilla bicycle seat should now have a better placement

     

    [video=youtube_share;jue0A-AcKRA]

  15. The helicopter has no propeller sound at the moment. Can the propeller sound be added?

     

    Hi soldier626, the rotor sound I had in A16 was also controlled by custom code in order to change the pitch dynamically based on it's current speed. Without custom code I could only add a simple rotor sound that doesn't change pitch with speed. I may look into it at one point.

    Also be aware that most flying vehicles don't need gas to fly right now (TFP bug), and when you don't put gas in it, not sound comes from the engine.

  16. Dude the helicoptor is AMAZING. I have to be honest I thought it would be lazy and just be a remodeled gyrocoptor but I was pleasantly surprised. THANK you for VTOL capatibilities (VTOL = vertical take off and landing for those not in the aerospace industry) and sooo much better handling than the gyrocoptor. The other vehicles are fun too but this one is by far the gem of this collection. Looking forward to the boat because that's a core capability not in vanilla.

     

    Glad you like it!

    If you haven't played the A16 version of the mod, the Helicopter flying was way better there. Was all done with custom C# code. And it had weapons too.

    I will eventually bring back those features to A17, when the build is more stable. The vehicle code still seems unfinished in A17, so I don't want to lose time on stuff that will change.

     

    - - - Updated - - -

     

    manux Can you add a helicopter dropping bombs on zombies?

     

    Hi TARCH26, see the answer in the above post about weapons. Basically, not before A17 is more finalized.

  17. apologies to Manu and anyone else, i got the issue resolved, was exactly what Ace said, removing old versions and left over files, appreciate the help all, again amazing mod Manu really love it.

     

    no worries, glad it works now, have fun!

  18. If you see some icons from the previous version of the modlet, could it simply be that you updated the server to the latest version, but not the clients?

    Compare the original modlet folder's content with the one on the server and the one on the clients. They need to be the same. Same XMLs, icons, .unity3d resource files...

    When things haft-work, it's ususally because some pieces are missing somewhere.

  19. ok something to remember when i tested this mod, i HAVE it on my client, i also HAVE it on the server, so really this is not the issue, now lets move past this because i have already explained this before, i am trying to figure out exactly what is wrong and you dont seem to want to help, im willing to provide anything you need in order to resolve this issue, i have followed the steps, as i have done with other mods and i have even double and triple checked that i did everything correctly, i dont know what else i can do and since i am not skilled in this particular section i can only come to you with what i have experienced.

     

    If you can suggest something or give me an idea on what i can do to help this i would be very grateful, as i said i followed the steps carefully, i do not believe i have made a mistake, i can always check a fourth time, i also do not have any other vehicle mod that would have conflicted with yours, i actually do not think there is any other vehicle mod out there, not one i have seen anyways, but i digress, some icons pop up, ones from the old version, but the newer vehicles icons dso not come up in the crafting grid.

     

    I am willing to help Hixxydubz, but instead of repeating that having it on clients is not the problem, you should test it properly with it on all clients, and also provide more information about your problem. It's the first time you mention that you also have it on one of the clients, and it's also the first time that you say that some icons work. I can't guess your context without the appropriate info.

     

    Many are using this modlet with a server without issues, as TopAce6 confirmed in the post above. And he also confirmed that all clients need the mod. I'm not making this up, it was like this in A16, and apparently the same in A17.

     

    Is this the first time you setup a 7d2d server with modlets in it?

    Have you tested the modlet in single player without a server? If so, does it fully work?

    You should definitely make sure that works before doing server tests.

     

    - Make sure you are using the modlet version, and not the SDX version of the modlet.

    - Make sure you delete the modlet before updating it.

    - Give us the exact path where you put the modlet.

     

    - What version of the game are you running, and is everybody running the same version?

    - What OS are you using for the server?

    - Is the server on the same machine as one of the clients?

    - Are you getting any errors or exceptions in the console, the log file? Can you send your log file?

     

    Think like a tester. Go by elimination.

    There's other people more experienced with servers that might be able to help you with this. My modlet has nothing special. You would in theory get the same problems with any other modlet that contains icons and resources.

  20. then explain how your mod works with others on my dedicated server without anyone else having it in their folder? so really thats not the issue here, i will redownload the mod and try it again and get back to you.

     

    Like I said, I'm not setup to test with a server currently. The mod may partially work without having it on all clients, but again, to my knowledge, you need it on clients to fully work. And this is theorically true for all modlets that include icons and/or unity resources.

  21. welp this page has some issues, cant post with a quote for some reason, keeps telling me i need to reload the window, sigh, anyways to reply to you manu regarding servers i run a private server for my viewers on twitch and some close friends, i have the mods on there but no one has ever needed to download the mods for them to work so its not entirely true to say they are needed for the clients, but even so, even if that were true, the issue happens to me when i have the mods on my client and server, so its irrespective of the fact that you need them on the client as i have them on my client and server, the images dont appear when i copy the localization.txt to the correct location, so im stumped on what else to do to fix the issue, unless it is in the mod itself, something which guppycur pointed out that there are typos in the code?

     

    I can't test a server myself, but many seem to be using the modlet without issues (apart from some TFP bugs obviously).

    There's no custom C# code in this modlet, just XMLs, unity resource files, and Icons, so it should work like vanilla.

    From what everybody has been saying (unless it changed in a recent update), you do need the modlet on the server and the clients. Only XMLs get pushed to clients by the server, resource files and icons don't.

     

    About typos, the original modlet does not have any typos, but what you pasted in the previous post does have some typos, which is why we were telling you about that.

  22. A funny Japanese vid done by iihito jyanai, featuring this modlet's vehicles.

    Can't understand a word, but still pretty funny to watch.

     

    Now I know I need to fix the vanilla bicycle's second seat placement. :smile-new:

     

    [video=youtube_share;vcrk6XruwoI]

  23. Is that space in the last prefab really there? If so, that's the issue.

     

    It's not in the original XML files, so this is most likely it @Hixxydubz.

     

    - - - Updated - - -

     

    noticed one issue to the mod and it might be from my side but the images of the mod wont show up when i search for them in the game...

     

    If you use a server, you need the modlet both on the server and on the clients.

    First time I hear about missing icons. Give us more details about your context, I currently have no idea what it could be apart from my above sentence or some typos when modifying the modlet.

     

    - - - Updated - - -

     

    Hey Manux, excellent modlet you've made. The physics and the whole thing feels like it's apart of the vanilla game. In other words, it's very impressive. I have one question however, are there any plans to make a boat or use the Raft model that's currently in game? Thanks again!

     

    I couldn't find a way to make boats with just XML. So in order to bring back my A16 boat, I will need to port the C# code. Not sure when I will have time to do it, it's a lot of work, and I'm still waiting for TFP to finalize the vehicles code, because it still seems very unfinished, many features are missing.

  24. [ATTACH=CONFIG]27211[/ATTACH][ATTACH=CONFIG]27212[/ATTACH][ATTACH=CONFIG]27213[/ATTACH]

    There are many zombie movies have the UH1 Helicopter like The Walking Dead

     

    Hi soldier626, each vehicle can be a lot of work depending how good the original model is, and I don't have a lot of free time.

    I also prefer prioritizing new types of vehicles over types that I already have. Since I already have an Helicopter, adding a new one is really not the top priority. More an more people are sending requests to do new vehicles, I would never be able to answer all of them, it's way too much work.

    But some other modders are starting to figure out how to do vehicles, so they might be up to doing the ones you want... :smile-new:

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