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doughphunghus

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doughphunghus last won the day on December 16 2019

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About doughphunghus

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    Mediocre application support, bad sysadmin, terrible coder

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  1. Are bandits, drones, or any new entities going to make an appearance?
  2. I see that you’re good, but I am curious... I’m going to ask what I believe you are asking differently, and see what happens... because I’m betting it does not have windows service API calls built in but I do not know this for a fact. In my opinion, from what I’ve seen, when you want to control an app that was not designed to run as a windows service (does not support the windows service API) all you’re doing is adding a wrapper that does support the windows service API on top of the app you want to run that simply sends it special commands or, just a start and a process level kill (eww). NSSM is my personal favorite because of ease of use and all the options is gives you, especially for stopping the app properly, and it can be made to “keep your process up” by auto restarting it as soon as it crashes (more options than task scheduler). Anyways, the questions! 1. On windows, what is the proper/supported way of starting/stopping the game server? 2. Does the game support the windows service API? If so, is there a command or something to run to have it install itself as a service? 3. If not answered above, does the game catch/handle signals (Like ctrl-c,ctrl-z, etc) and is one recommended over another to stop the game. 4. if the game server does not shut down cleanly (meaning it continues to run after being requested to shut down) are there any other recommended alternatives to shutting it down besides just OS level process termination? Like “remove these files before starting, run these cleanup commands, etc” 5. If you have to terminate the game process, are there recommended commands/things to do to clean up or fix knows issues after a hard kill? 6. does the game respect windows shutdown/reboot signals? Meaning: if the windows server OS is rebooted/shutdown, does the game receive signals from the OS that it processes to try to properly shut itself down before the OS forces the process to terminate? note: im Just curious what the answers are., and likely have complicated things, but the answers to these may at least give some idea how well it behaves when you try to wrap it with something like NSSM or task scheduler, scripts, batch files etc. if nothing else, maybe it will anger someone enough to get them to just post a link to whatever scripts/process everyone uses for windows, even if not a service and you can borrow the stuff.
  3. I think so. The names take up a lot of space so I would imagine more spaces could be crammed in there. What are you trying to accomplish? FYI: I tried really hard to get a “scroll bar” or any scrolling (without a bar) in the recipe area so the list could be infinite and I don’t think it’s possible with just xml.
  4. I can’t say :(. I’m normally using vanilla map generation, but I have played a bit of maps pulled from other things (like Darkness Falls, etc) so I don’t know what they used. I don’t personally use Nitrogen when I autogen my own maps, and it’s not something that happens enough I’d be able to recall what game version I was using or anything (and I always play with a lot of mods).
  5. I all these stability issues should be left alone ... and they add a new perk called "structural engineer" which checks your level before the patch to this applies. If you need to read a book to make eggs and bacon, you need to read a book to build a house ;). Then you can say, early game you *thought* a wood/stone/etc block could hold x other blocks, but you obviously were wrong about that because you didn't read the books. The more you invest in the perk, the more the game engine actually uses the "real" values you see for the blocks....no? Anyway: Yeah, I occasionally have stability issues as well, but I've gotten to where I build "way too dense/close/safe" vs "maxing out what the values say" and generally don't have issues anymore until I try to get creative and build some new structure out of frames to flesh something out.
  6. There are a couple of modlets to do this. On my modlet page: Doughs Modlets there's a "One Hour of Daylight" modlet, which allows you to select (before starting a game) down to 0 hours of daylight. There's also: claymores modlets which has a "MORE OPTIONS" modlet that has this option and even more in the loading screen. Additionally: there's this, donovan-nightfog for some "heavy fog" , but I've noticed that the heavy fog will obscure the night sky. Its a 1 line modlet so you can just tweak it for coming in only at night, or only in the day. Also: I have several other "make it darker" modlets you might want to try out to make night darker, and darker inside, and nerf getting flashlights, etc. I've found in my own games, I like to have 2-4 hours of daylight specifically because: - Its prettier in the daytime - You have more zombie run/walk options to choose from - If you get trapped, or are in the middle of nowhere, and you have them walk/less dangerous in daytime, you can wait for daytime and run Also: I cannot seem to delete this "quote" block I inserted. It's empty.
  7. No one asked me, but I'll throw some in for consideration if requests are being requested Birds: - Grackle, because of the sounds: https://www.allaboutbirds.org/guide/Common_Grackle/sounds - Some sort of owls. Snowy Owl? There's a "Barred Owl" sound on this page: https://www.allaboutbirds.org/news/how-to-learn-bird-songs-and-calls/ and other unique bird sounds on the page/site - Some sort of yellow bird, just for visuals. - Quail? Even just for "faraway effect" like the circling bird swarms. Animals: - Skunk. Why? Because if you chase them, they can "attack" from behind, so you don't chase them. - Squirrel/mouse/chipmunk - Just something "small and fast". Maybe invisible but just have the sounds? It would be nice to visually see them though. - Raccoon. - Frogs? Kinda pointless like the small animals above, but I'm thinking just for the immersive sounds, esp. at night. - More snakes. Like "poisonous" colored ones that might need serious consideration vs "Look! its that pesky brown snake again. meh". - The only "large, unique" Arizona animal I could find (for hunting) is a Bison or a BIghorn Sheep
  8. Yeah :) I didn't make the sounds, I'm just maintaining the mod as its a unique mod. If you know of any free sounds that are cool for horns, post a URL to them and I might be able to make another horn modlet, or maybe add them to this one and users can them comment out/in the ones that they want to use.
  9. "Soduku easy challenge #001..." - Hmm, I'll check that out. I also found quote a bit more "Soduku" stuff in my last game and its not supposed to be that much. I had a bunch of mods loaded so I didn't pay attention to which one(s) they were. "Are any of the other challenges added to the loot list...' - Not yet. Basically there's 3 "games" that are really just something to do in game for a quick bit of fun (because who wouldn't want to stop and play a game of checkers in side a zombie survival game?" or just to collect all the pieces. On top of that there's a few treasure maps. The intent of this mod was just to add a lot of "fun" stuff to collect/find, break up the monotony of looting the same stuff over and over ( and dilute the loot tables ), and maybe put some sort of backstories in the game. I have added more stuff (not yet published) and I'm waiting to put in "real quests" and possibly making all the reading material you find "coherently fitting into something larger" as soon as TFP makes it so you can get a quest to a specific POI. Originally I just wanted to be able to find a mailbox and get some excitement if there was anything inside vs "it always contains paper". I do intend on making it a "mostly useless stuff mod" (in terms of loot translating to buffs/XP/items/money) with a sprinkling of "amazing stuff" (like packages with actual useful stuff, which exists in the current mod at hopefully low spawn rates) as I don't want to have everything in it be some superman-buffmenow stuff. I'm hoping once quests get fleshed out more everyone will make a lot of cool quests and the quests in this mod will likely be 50% "sad apocalypse stories", 20% "interesting and hard", 20% "WTF did I do this for?" and and I'm not sure what the remaining will be ... maybe some funny stuff or some custom base building blocks or special (useful) you can only get by doing the quest, but nothing OP. "I also seem to be finding a lot of red and blue kings and rarely any pawns..." - Yeah, I noticed that too. I think I tried to nerf it again in the unreleased version, but I'll also look into that. The problem is that there are like 5? male pictures and 1 female so I made up some numbers to balance them out ( or so I thought) and its still too high for the dudes. I could have just used 1 pic of one of the guys (for balance) but it seemed "right" to include them all as I think they were some high level kickstarter backers or something. Thanks for the input! The mod is still "fairly new" and I have a lot of plans for it (like added reading all of the cheesy books give you like 5 XP as a joke. I tried to make the stupidest titled ones sometimes take away XP but it doesn't seem to work. Still planning on overhauling stuff and maybe trying to find "uses" for all the useless items Maybe I'll throw in a "arts and crafts" skill where you can throw together some macaroni art and display it on the wall...or eat it Edit: I forgot. I was thinking of adding "challenges" to collect some things that could be then used to craft special items (like non vanilla special items). I didn't want it to be a quest unless I can direct you towards a specific quest to get it. I haven't decided how far I want to go with this yet, but it seems more fun to have something like this vs everything being mostly junk/scrap. I need to add more recipes and kinda figure it out more though. Winter is coming, so I may have a lot of time on my hands
  10. The 4x4 horn on the "KHelldon-GetHorny" modlet is like a semi truck https://github.com/doughphunghus/7d2dModlets I made a YouTube video showcasing the sounds:
  11. just spitballing here.....for pure XML modlets...and not counting who owns the music: Maybe replace the "horn" with music? You'd only get 1 song, likely. Does anyone know how to detect (like a cvar or something) if a player is "in or driving" a vehicle? If so it might make sense to be able to trigger a buff and play a sound (music) in the players head... if only 1 person could drive ( or can detect "you're driving") then can just play that sound on that player and not in the players head. The find some way to handle triggering the buff based on an item the player has...in their hand/inventory? Alternatively, you could possibly (and this is terrible) replace the "highest gear" driving sounds of the vehicle with the music....which would mean you craft it with like, a single 8 track in it forever... which is possible in real like if you've ever owned an 8-track (may you rest in peace, my first car). Alternatively add recipes to "craft" a new 4x4 with a r4x and a new music item. Its a terrible solution ... and if you slow down the music stops.. .but then again they made that movie "Speed" and it was a hit so in a way its not a totally inconceivable concept ;0 Other than that, maybe when vehicle mods come in it will be do-able? Another possibility: xyth? made "music player" blocks. I've heard that TFP doesn't plan on adding places blocks can be placed to vehicles ... but in some of the "boats and rafts" discussion there has been talk of maybe allowing a block or 2 to be placed on/on a raft. All other options that come to mind are maybe literally non-vanilla vehicles doing some deeper level of non XMl magic magic to allow this just for them.
  12. I do kinda agree, which is why I didn't make it with drugs being "super awesome" all the time. The original intent was to throw a wrench into the game mechanics. Like "if you take unknown drugs you find in a toilet after the fall of civilization, you deserve what you get!" as most of them didn't act like the candies/foods, they all took a *long* time to start to take effect (like 15 in game minutes) and you'd forget you took them, then they had a series of buffs/debuffs that would start kicking in randomly and would chain over an hour (real time). I had one with like a chain of 24 buffs that could kick off other chains of buffs. It was mostly to get you caught up in a POI or a bloodmoon and suddenly you can't see well or your aim was so bad you couldn't shoot anyone. It was also so if you took 2 drugs around teh same time the buff chaining wodul basically render you mostly useless, and for a long time, unless you happened to get lucky and they both buffed positive (fast running with lots of punch power, etc). but rarely did all of this come without a "coming down" price, where you had better be in a safe place for like 10 real time minutes because your stamina, health, or something would render you useless. Of course, if you started purifying them (at the chem station) you would eventually get a drug with a known effect (good or bad) with a less amount of debuffs. the idea was you then sell them to the trader for a decent amount of dukes, saved the better ones for yourself, or you put them in some food in your food storage. The point of this was for hilarity in games, or when playing in PvP if someone stole your food and ate it they would have a bad time (punishing people who raid you). The tainted food part got hard due to how item stacking/naming works in game, but to was doable in some cases. On top of that I had about 12? "medicinal" drugs that were mostly just the same as in game (like steroids) but they had more specific effects, so it was harder to find the all purpose steroids or vitamins/anitbiotics and instead you had a medication that only cured 1 bad effect, or partially (some of them were random) or only opened up 8 backpack slots instead of all of them. Anyway: I was originally going to put all of this into my "You've got Mail" mod, as all of this came with some backstories stories/books, but it had custom icons and I'm trying to keep that mod "custom icon free" until TFP can have modlets send icons to clients. And the mod got "big" so it seemed to be standalone. Then a19 broke it and I didn't release it in such an unfinished state. But, some of it is useable like the "medicine"
  13. That’s not supposed to happen . I loaded it up in 19.2 b4 and I don't get any errors. Based on the errors, do you have my "Doughs-PunishingWeather-Core" modlet also loaded? All of my "Doughs-PunishingWeather..." modlets require it to also be loaded. If the "Doughs-PunishingWeather-Core" modlet is loaded, and this is still happening: - Do you have any other mods loaded (that aren’t mine) that affect biomes or weather?
  14. I had a drugs mod I didn't release. It would need fixing because of a19. You generally never knew what drugs you found (you could eat them) and you didn't know the percentage of time it would kill you fast, or slow, or give you good buffs and then give you negative buffs for coming down....or no negative buffs at all. They removed the "throw up" mechanic so some things it used are gone... I might be able to pull it from some backups if anyone's interested. It also had drug purification and crafting, but was unfinished so I'd have to finish it ;)_
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