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palikkamaa

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Posts posted by palikkamaa

  1. 59 minutes ago, Phoenixshade35 said:

    Since there is a lot of pages to comb through, and i dont have a fine toothed comb, would anyone say that a21 is a fair bit more optimized than a20? like not gonna drag a comp down?

    Direct timestamp. tldr: while streaming 4k ultra gameplay, t5 poi in the city center gives ~40fps with ryzen9 7950x

  2. On 5/26/2023 at 2:53 PM, GerzogZver said:

    Where from download???

    It's not available yet. Mod authors doesn't want to publish it before a21. They are worried that a21 might break it and they have to take mod down and let the hype die. 

    But, once it's ready, it will be posted at Flatscreen to VR discord community. 

  3. 32 minutes ago, ArmoredStone said:

    .........why are you changing the skill system again? Who thinks this is a good idea? I already hate the fact that Lucky Looter makes loot magically better (and people without it in the group get yelled at for looting). I always need to remove that perk and remove better loot from level ups. This just makes that even worse. Make the loot tables once, and leave it alone, at least on MP servers. I hate this idea. Reduce the frequency of high quality/tier guns and equipment, raise their prices in the shops, and remove ANY alterations made to the loot tables by perks and levels. You will see high tier equipment become COVETED by players, instead of everyone having all quality 6 gear by day 20. This is what I always do for my crew, and it works well. We sometimes get to day 100 still looking for better rifles and armor.

     

    I rate the "Learn by Looting" system a "Please God No" / 10

     

    Bring back the "Learn By Doing" system if anything.

    So you prefer crafting 800 wooden clubs to magically make a perfect, well balanced t6 steel club? Or sticking a cactus up to your butt to increase heavy armor? Sure, the first thing I do in a19 is level up my m69 to 5 and wrench some forget iron to skip early game and get above the difficulty curve. Its a big change to spent points everywhere and pray the rng gods to give me vehicle/workstation/miner schematics instead of buying/unlocking the schematic by perk points. 

  4. I updated my a20.0 b238 save file to .1 and yesterday to .2 update. At main menu my network went down but i deciced to open my save. I logged in abd I was being pushed by no one, taking fast damage and got crit out of nowhere. I panic logged out, made a plan to save my character with god mode. I survived but my drone didnt. I flew 60km out of map boundaries to my drone and checkd altitudes between +10000m and -70000m without any luck. I lost Q6 drone full of T3 gear and horde loot sadly. Cant put down 2nd drone so... gonna miss the extra carrying capacity.

     

    One final note, I was on my other testing world and I was again pushed (or hovering) by the invisible forces. Anyone with similar experiences?

  5. 43 minutes ago, Biscoitoso said:

    Even with the noise we can hear screamers and horders, I aways can hear they comming. The matter is: the power tools noise are terrible.

     

     

    The option wont touch in heat generation mechanics, it will only mute the sound of the tool for yourself. Others players and entities will still detect you. The purpose of this option is to mute the horrible noise of the power tools and care about your health in real life. Not only images and colors can be harmful to players, noises can damage your ear speacilly the irritating sounds os the power tools.

    I just lower the volume from my headset, not a big deal

  6. On my current playthrough, I made horde base to the wasteland at day 21. I got lucky with 500 concrete block and a crucible from trader. I got maybe 5-6 polices during the first wave and regural/ferals rest of the night. Loot wasnt anything special at 140LS but then 28th day, 160LS, I got multiple chainsaws, t6 military chest, T4 steel pickaxe and other good loot. Without molotovs I would have been toasted (i had t3 autoshotgun and t3 TAC with zero ranged damage perks). I could go full throttle with ammo production but I need to finish my base first. 

  7. Early-early game: club, knife, 2 spears for animal tracking, bow, stone axe

    early game: pipe baton, 2-3 pipe weapons (always shotgun + MG, sometimes rifle), knife, stone axe+shovel

    6th-7th day: 1-2 lvl5 iron tools (seems like I, yet again, fall back to using fireaxe as a melee weapon), 2-3 pipe weapons knife

    midgame: 3 iron tools, knife, 1-2 guns, wrenching tool

    Late game: auger, steel fireaxe, 1-2 T3 guns, nailgun, impact driver  

  8. Look at the bigger picture. By day 8 at warrior difficulty, from 1 city I got 4 stacks of meat, 200 corns, 20 potatoes, 30 blueberrys, 1 hop seed and 3 pumpkin seeds, all from farm PoIs and few looted ones. After that I started looking for supercorn. 3rd city gave it to me. You will have no food issue if you spend 2-3 points into LotL

  9. On 12/18/2021 at 9:42 AM, HeLLKnight said:

     

    In my testing with a20 in cities FPS improves a ton lowering object quality, and in a second place, shadows.

     

    Object quality ultra:

     

     

    Object quality lowest:

     

     

    Yeah, there is a big difference in graphics, I usually play at medium object quality. RTX3080, i7 7700k, 16gb 3200 CL15, game on SSD, pregen 8k, creative mode. 4k resolution, default high preset. Tried also 1080p, low preset, same spot. Ultra object quality is ~45fps, lowest object quality ~130fps.

     

    Gallery with all ultra, high, medium, low and lowest here:

    https://imgur.com/a/z7YjHRV

     

    @faatal please take a look how CPU and GPU are quite low all the time, maybe is there a code bottleneck? Also GPU usage seems inversely affected when lowering object quality. Maybe the less bottleneck is there, the more GPU can be used? Hope it helps.

     

    Also please take a look to this mod which greatly reduces TAA flickering, maybe can help devs too: https://www.nexusmods.com/7daystodie/mods/1746

     

     

    I also did quick stationary test that changing object quality from ultra to lowest improves framerate from 44 -> 75. However, object popping is very noticeable. I would not play lower than medium which still nets ~+20fps compared to ultra or +10 to high what I was using. However, out in the wilderness, fps gain was only 100 -> 110 between lowest and ultra so not really meaningful. (I'm using 9600k + 2070s +16gb ram)

  10. It has been about a year when I last time I tried to build something epic without a plan and it caved in it's design flaws.  So, what is the corrent way to create a custom PoI and be able to hopefully import in into a game (rwg mixer as it?) I remember in A17 imported PoIs created in survival game had some SI problems. The fear I'm having is that I have to move my invididual houses around the town and I could break them while doing so

  11. I'll add here my modifications which sparked a new challenge for me and easy searchable quotes:

    Entityclasses:

    - Doubled screamer health to make them harder to 1 shot, 

    Spoiler

     

    <entity_class name="zombieScreamer" extends="zombieTemplateMale">
        <property name="Tags" value="entity,zombie,walker"/>
        <property name="Mesh" value="#Entities/Zombies?Zombies/zombieStandardScreamerRagdoll.prefab"/>
        <property name="SoundRandom" value="Enemies/Base_Zombie_Female/zombiefemalescoutroam"/>
        <property name="SoundAlert" value="Enemies/Scout_Zombie/zombiefemalescoutalert"/>
        <property name="SoundAttack" value="Enemies/Base_Zombie_Female/zombiefemalescoutattack"/>
        <property name="SoundHurt" value="Enemies/Base_Zombie_Female/zombiefemalescoutpain"/>
        <property name="SoundDeath" value="Enemies/Base_Zombie_Female/zombiefemalescoutdeath"/>
        <property name="SoundSense" value="Enemies/Base_Zombie_Female/zombiefemalescoutsense"/>
        <property name="AvatarController" value="AvatarZombie01Controller"/>
        <property name="ModelType" value="Standard"/>
        <property name="WalkType" value="3"/>
        <property name="Mass" value="110"/>
        <property name="RootMotion" value="true"/>
        <property name="HasDeathAnim" value="true"/>
        <property name="AIPathCostScale" value=".5, .6"/>

        <!-- Gameplay -->
        <property name="HandItem" value="meleeHandZombie01"/>

        <effect_group name="Base Effects">
            <passive_effect name="HealthMax" operation="base_set" value="150"/>

     

     

    Entitygroups: 

    - Added small chance to spawn overworld demolition zombies 

    Spoiler

    <entitygroups>
        <entitygroup name="ZombiesAll">
            <entity name="zombieBoe"/>
            <entity name="zombieJoe"/>
            <entity name="zombieSteve"/>
            <entity name="zombieMoe"/>
            <entity name="zombieYo"/>
            <entity name="zombieBusinessMan"/>
            <entity name="zombieArlene"/>
            <entity name="zombieDarlene"/>
            <entity name="zombieMarlene"/>
            <entity name="zombieSkateboarder"/>
            <entity name="zombieCheerleader" prob="0.3"/>
            <entity name="zombieOldTimer" prob="0.3"/>
            <entity name="zombieBiker" prob="0.3"/>
            <entity name="zombieFarmer" prob="0.3"/>
            <entity name="zombieStripper" prob="0.3"/>
            <entity name="zombieUtilityWorker" prob="0.3"/>
            <entity name="zombieJanitor" prob="0.2"/>
            <entity name="zombieNurse" prob="0.3"/>
            <entity name="zombieSteveCrawler"/>
            <entity name="zombieFatHawaiian" prob="0.3"/>
            <entity name="zombieDemolition" prob="0.1"/>
        </entitygroup>

     

    - Possibility: Whenever heat triggers a scout (screamer), that can be changed to any number of chosen zombies, FE demos, if you want really to punish yourself. 

                    -  <entitygroup name="ZombieScouts">
                        <entity name="zombieScreamer"/>

     

    Spawning:

    - Added multiple times more overwold zombies, making total number of zombies around you 32 during day/night time and 64 shortly after dusk/dawn. Respawn time will be 6  IG hours, at night 3 IG hours. You can set BM count up to 32 without being spawncapped. 

     

    Spoiler

        -<biome name="pine_forest">
            <spawn maxcount="7" respawndelay="0.25" time="Day" entitygroup="ZombiesAll" />
            <spawn maxcount="8" respawndelay="0.12" time="Night" entitygroup="ZombiesNight" />
            <spawn maxcount="1" respawndelay="1" time="Any" entitygroup="WildGameForest" spawnDeadChance="0" />
            <spawn maxcount="1" respawndelay="1" time="Night" entitygroup="EnemyAnimalsForest" spawnDeadChance="0" />

     

    - Heat spawned scout partys will have 2 screamers, can be changed to any number of any zombies as mentioned above

     

             

    Spoiler

     - <entityspawner name="Scouts" dynamic="true" wrapMode="wrap">
                  <day value="*"><!--* means it is used when no day is specified -->
                <property name="ResetToday" value="true" />
                <property name="EntityGroupName" value="ZombieScouts" />
                <property name="Time" value="Any" />
                <property name="DelayBetweenSpawns" value="1" />
                <property name="TotalAlive" value="2" />
                <property name="TotalPerWave" value="2" />

     

     

     

  12. Another out of memory error.. hepl

     

    I don't know what's happened. I have installed DOZENS of times that frigging java on 3 different pc's and it just won't work anymore. I have tried troubleshoot with this thread but it won't work. I'm losing hope

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