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manux

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Posts posted by manux

  1. @Manux - Any chance we are getting The Beast or the Chopper back?

     

    Short answer is: not yet. Many have been asking that question on the different threads and on youtube, so I added the info a bit more clearly in the OP.

  2. This is great. one question though, maybe im missing the latest fad .. what is a modlet and the difference from a mod? im getting very confused lol

     

    Not sure if modlet is the official name, but everybody is using it. :smile-new:

    Basically, a modlet is a small mod that just adds a few modular functionalities, compared to a big mod that completely changes the game.

    A17 now has built-in xpath support to facilitate the creation of these modlets. So players can pick and choose the modlets they want in order to build the type of game they are looking for.

  3. TERMS OF USE

     

    License:

    Creative Commons

    Attribution-NonCommercial 4.0

    International (CC BY-NC 4.0)

     

    In summary:

    - This license lets you remix, tweak, and build upon my work non-commercially, as long as you credit me in your mod.

    - You cannot ask for money for downloading your mod, if it includes my mod, or a modified version of my mod. Having a link for voluntary donations for you mod is ok.

     

    Please refer to the 2 links below for more information on the license:

    View License Deed

    View Legal Code

     

     

    Additional Restrictions

    Some Assets in this mod were purchased from the Sketchfab store.

    See the list of purchased Assets and their details on my github readme, under the Terms of Use section.

     

    The following additional restrictions apply for those assets:

    - If you include those 3D Assets in your mod along with my mod or a modified version of my mod, you do not need to re-purchase them from Sketchfab.

    - You cannot distribute those 3D Assets individually, or as part of your mod, if you are not including my mod or a modified version of my mod.

    - Those Assets can only be present in your mod if they are in a binary file, like a .unity3d resource file.

    - You cannot extract those Assets from the binary files using Assets extraction softwares, to modify them further, and then add them back to your mod.

    - You cannot ask for money for downloading your mod, if it includes my mod, a modified version of my mod, and/or those Assets from my mod. Having a link for voluntary donations for you mod is ok.

    - If you wish to include those purchased assets individually, or make modifications to them, you have to purchase them from Sketchfab.

  4. A17 Custom Vehicles Modlet

     

    This is an XML-only A17 modlet that features some of my A16 Custom Vehicles, along with many new cool ones.

     

    - All vehicles use the A17 vanilla vehicle system, which means they all feature the new awesome vehicle physics system.

    - Not all the A16 vehicles are in there, but there's a good selection. Each Vehicle has it's own personality, and they are a lot of fun!

    - It does not contain all the features I have in the A16 mod. And I am not certain I will ever port the full A16 Custom Vehicles mod to A17. But TFP implemented so many of the features I have in the A16 mod, that you won't be missing that many features. :smile-new:

    - There is currently none of the vehicles that require custom c# code in order to work. So, no Beast, no Boat, and no Weapons.

    - Recipes and progression are contained in the modlet.

     

    There's more details about the modlet in the ReadMe of the github links below:

     

     

    Downloads

     

    Modlet Version

     

    - Simply download and copy the Modlet under the Mods folder of your A17 installation.

    - The relative path should look something like this: "...\7 Days To Die\Mods\manux_CustomVehicles_A17_modlet"

    - I don't think modlets can currently add the content of their Localization.txt file to the game, so you can simply copy the content of the Config/Localization.txt file into the Game's Localization.txt file.

     

    SDX Version

     

    - The SDX version only has the advantage of automatically deploying the Localization file.

    - You need A17 SDX Launcher version 0.7.3 to deploy this version.

     

     

    The new toys in action

     

    [video=youtube_share;OKTsIO4xcEI]

    [video=youtube_share;7U7VUzD9iWM]

    More Vids HERE

     

     

    Featured Vehicles

     

    - Cicada Car: Not the fastest vehicle, but it has a lot of Storage.

    - Quad: What would be the Apocalypse without a Quad.

    - Dust2Death's RoadHog: A faster version of the MotorCycle.

    - HellGoat Bike: The fastest and most agile vehicle. Perfect to cover long distances quicker, or have fun in the mountains.

    - Mono-Hog: A Monocycle Hog. Original, Fast, strong, agile, and a hopper.

    - High-Power 4x4 Truck: A faster, more powerful 4x4.

    - Monster Beetle: Big, Fast, Strong, and Deadly. It even hops. A King's Ride!

    - Human-Powered Gyrocopter: A human-powered Gyrocopter using pedals like the bicycle. No gas required.

    - Jet Pack: A MacGyver-style dream ride!

    - Helicopter OH-58: A fast and more stable flying ride, that can sit up to 8 persons.

     

    All Bikes and the Quad have 2 seats, the Cars/Trucks have 4 and the Helico has 8. Vanilla vehicles seats have also been increased accordingly.

     

    Special Thanks

     

    Special Thanks to Mumpfy for his great texture work on many of the vehicles present in this modlet and in the A16 full vehicle mod. And also for some modeling help and his eye for nailing the look of kick-ass vehicles like the Monster Beetle.

    Thanks to Chaos for his help on the Monster Beetle modeling, a very talented person, I hope we continue working together in the future.

    Thanks to all the 3D creators of the original vehicle models, and also to all people of have helped in the past one way or another, especially for the A16 full mod: Dust2Death, Guppy, TormentedEmu, HAL9000, Sphereii, Three8, JaxTeller.

    See the full list and details HERE

  5. Hi guys,

    couple of questions about this:

     

    In made a Terms of Use post for my Custom Vehicles mod, and it's linked in the OP.

    Right now the Terms of Use talks about the 2 assets that I purchased, and links to the Terms of Use section of my mod on github.

    It also mentions that I am not sure yet how the Sketchfab licensing for those assets applies to us, modders.

    I am still waiting for an answer from sketchfab about that...

     

    So my questions are:

    - If I add more purchased vehicles in the mod latter. I don't necessarily want to edit that post, because then it means the actual effectiveness date will be changed to the day of my edit.

    How do we deal with that?

    Could my Terms of Use post be more generic and not detail which assets have been purchased, and then the details would just be in my github Terms of Use?

     

    - Whenever I receive more info from sketchfab, I will want to edit that post to add the new info. Is there another way to do that without changing the effectiveness date of my Terms of Use.

    Could I actually make a 2nd Terms of Use post, that would contain the latest info, and link both Terms of Use posts in the OP?

     

    Thanks!

     

    Ok, so I received answers from Sketchfab, and it looks like they are fine with the idea of a modder including in his mod, another mod that has sketchfab purchased assets in it.

    - As long has the original assets are not directly available in the mod, meaning that they need to be in a binary format, like they always are in our mods.

    - And as long as the second modder does not extract the assets from the binary files, to modify them more, before inserting them in his mod.

    - And as long as the mod is distributed for free.

     

    So I will modify my original Terms of Use, since it doesn't really matter anymore, other modders can just include my mod in theirs, without having to re-pay for those assets...

     

    This is how Sketchfab perceives this problem. It does not mean that Unity or other stores will have the same point of view...

     

    Here's my new Terms of Use post.

    Please let me know if you see a problem with it...

  6. Hi guys,

    couple of questions about this:

     

    In made a Terms of Use post for my Custom Vehicles mod, and it's linked in the OP.

    Right now the Terms of Use talks about the 2 assets that I purchased, and links to the Terms of Use section of my mod on github.

    It also mentions that I am not sure yet how the Sketchfab licensing for those assets applies to us, modders.

    I am still waiting for an answer from sketchfab about that...

     

    So my questions are:

    - If I add more purchased vehicles in the mod latter. I don't necessarily want to edit that post, because then it means the actual effectiveness date will be changed to the day of my edit.

    How do we deal with that?

    Could my Terms of Use post be more generic and not detail which assets have been purchased, and then the details would just be in my github Terms of Use?

     

    - Whenever I receive more info from sketchfab, I will want to edit that post to add the new info. Is there another way to do that without changing the effectiveness date of my Terms of Use.

    Could I actually make a 2nd Terms of Use post, that would contain the latest info, and link both Terms of Use posts in the OP?

     

    Thanks!

  7. Hey guys, I first want to congratulate you for this mod, it's pretty amazing what I've seen from it so far. Especially the new animals, fishing and domesticating of animals, wow, feels like a new game! I'm personally not a big fan of having so many new plants and recipes, but you guys did a really good job with it, it looks awesome!

     

    The only thing that keeps me from continuing to play is that tiny backpack. ;)

    I really hate going back to that size when I know I could have more, it's so annoying to do 100 back and forths, when you could just keep looting if you had more space. Limited inventory is not the kind of challenge I'm looking for with a game. I saw some threads with larger backpacks for Starvation but they don't seem built for the latest version.

     

    Anyways, it would be awesome if you could release a bigger backpack version on the mod launcher, most of the other mods have that, but I want to play yours. ;) I tried modifying your mod with the SDX Launcher, but sadly it seems like we cannot SDX modify and already SDX mod using that toolchain.

     

    I really wish I could pick and choose independent features from different mods, and then add my own mods on top (SDX or not). Your animals, fishing and breeding, bad company's zombies, my survivors, bandits, brutes and new devices and weapons... that would be the best!!!

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