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doughphunghus

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Everything posted by doughphunghus

  1. Just thinking… as this is interesting . And it may not work, as I’ve never tried this but have always wanted a “water world” to suffer in. And since it’s “ping dreams” I would like to add: if the water update gets done, please please please allow Water blocks to be colored OR provide a “blood” colored water block that acts like regular water. Then, obviously, replace the “water covered world” discussed here with “blood covered world” where there’s just an ocean of blood to swim/boat through to get to the islands. 1. with the new “tile” system, you could make custom “island” tiles… basically put a building or two on them, basically. It might not even be necessary to even so this, but the idea is the “Islam tile” will be different than “regular tiles” in that the places buildings are put on will be “raised” sometimes, maybe 2-4 blocks higher than normal “ground level” 2. You might have to make these “tiles” also not have a lot of “road connection” options. I’m just guessing here, but maybe make them all “1 way street” and dead end”, mostly. 2.1. you’ll have to remove all the vanilla “tiles”, or maybe just “some” this part gets hard, but for argument say “remove them all”. Of course, put your own custom ones in described above. 3. Load up a new rwg map. Choose the options so it makes a lot of “city” and maybe for fun do a lot of “cracks” so the land is very variable BUT not a lot of mountains. You want a *mostly flat* world with huge valleys and peaks/mesas. I would assume that since your tiles do not have a lot of connection options, a “lot of city” would make a lot of mini cities. Like very small little clumps that are not connected. This is an assumption BUT what you would be looking to create. 4. you’ll have to hand edit this, but hand edit the resulting map files so that there is about 2-3 blocks of water on top of the entire map…. OR however they did it with the Wintwreeen mod where everything was covered in several feet of snow. 5. load the watercraft mod, to get boats. at this point you might? Have a lot of “islands” of mini cities and some mesas, but most of the map is covered in water. It’s possible some of the pois are semi underwater… but likely since water doesn’t flow yet they will be surrounded by water but the edges are “dry”. Maybe once water is reworked it will “fill in” these areas… 6. hand edit the entityclasses files (or make a mod, much easier) to either ramp up the health/armor of the zeds. This part is least “like you mentioned” as it would affect all zeds. But hey, it’s close? 7. load some of the “larger horde” mods. 8. crank up the difficulty to insane. 9. load up some boss zeds. Like Robeletos and Snufkins. 10. Booby trapped pois: nope, can’t imagine a way to do this without massive effort making custom pois.
  2. Would zombie geese be the “feral radiated” version of the ducks? Also: a great chance to get som new AI: mini hordes of ducks and geese coming at you from land and air. Coordinated grouping where they follow each other in little flocks. Instead of rocks you can distract them by throwing corn seeds.
  3. I don't recommend using this mod as a good tutorial as its a bit convoluted AND the "infection" system in the game seems "special" to me in how its set up, BUT it does hook into the existing cvars for infection, which naturally "counts up": Doughs-Buff-Infection Anyway, this mod hooks into the "buffInfectionMain" buff system of the vanilla game ( search for this in the games buffs.xml file) and its a bit convoluted to work out how it works, as the infection logic/buffs/etc is a bit special. So don't look at it and get too overwhelmed So: the game has a main buff handler buff called "buffStatusCheck01",which I would also look into. its probably where you want to hook into... maybe for handling the "constant, slow countdown". Maybe. I'm not an expert on buffs and tricks so I can be wrong about this. Additionally: I would also look into the games buffs.xml files at the candies (like "buffDrugFortBites") and of course food ("buffShamChowder", etc) as they're all similar and show how to use a basic buff that just "counts down and works on its own". They all have their own cvars and tie to items so you can see how the items hook to buffs, and also how to display the item status for nutrients. Example: item: in items.xml, lets look at "foodCanSham": <item name="foodCanSham"> <property name="Extends" value="foodCanBeef"/> <property name="UnlockedBy" value="foodCanShamSchematic"/> <effect_group tiered="false" name="Food Tier 0"> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="15"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="7"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/> </effect_group> </item> Here we see it's extending (building off of) the "foodCanBeef" item, and triggers "buffProcessConsumeables". Look at "foodCanBeef" and see it contains a lot more properties, all of which are shared by "foodCanSham" (because of the "extends" property in "foodCanSham") *except* those used in "foodCanSham" itself, these properties/effect_group's are special to "foodCanSham". The main point to this is: foods are all processed through the main ""buffProcessConsumeables" buff. look at that buff to see how hey handle eating/drinking an item for health./stamina stats as you're likely going to have to add your own "stats upkeep" here to at least "add nutrients" when an item is eaten, likely by adding to your own cvars you have defined for the nutrients. this brings us back to the "buffStatusCheck01" buff... check it out again o see how they use this to "add more buffs" when health/hunger/thirst is getting low For "how to show nutrient stats", look into the ui_display.xml file. Search for "foodShamChowder" (for example). This shows: <item_display_info display_type="foodShamChowder" display_group="groupConsumables"> <display_entry name="$foodAmountAdd" title_key="statFoodAmount"/> <display_entry name="foodHealthAmount" title_key="statHealthAmount"/> <display_entry name=".foodStaminaBonusAdd" title_key="statFoodStaminaBonus"/> <display_entry name="dFortitude" title_key="statShowFortitude" display_leading_plus="true"/> <display_entry name="dDuration" title_key="statDuration" display_type="Time"/> </item_display_info> which are the cvars/variables that are displayed when you inspect the "foodShamChowder" item stats in the game. I'm not super knowledgeable on how all of the data here is determined/used/defined, just "item display stuff is in this file". Also: Some of these are "generic" display info, like this one: <item_display_info display_type="food" display_group="groupConsumables"> <display_entry name="$foodAmountAdd" title_key="statFoodAmount"/> <display_entry name="foodHealthAmount" title_key="statHealthAmount"/> <display_entry name=".foodStaminaBonusAdd" title_key="statFoodStaminaBonus"/> </item_display_info> which is for "food". I believe? this is used for something that is tagged as "food" in the item IF there is not a more specialized/literal display definition for the item itself (like "foodShamChowder")... for example... "foodCanBeef" (which "foodSmahChowder" extends from has this tag "food" , which is also shared (I think?, some properties do not extend!) by "foodCanShamChowder:" <item name="foodCanBeef"> <property name="Tags" value="food"/> ... ... rest of XML here </item> so basically: the display for "foodCanBeef" will use the "food" display in ui_display.xml UNLESS there's a specific "foodCanBeef" defined in ui_display.xml SO: Hopefully this can get you started a bit into seeing how things hook together, generally. but BEWARE! you are wanting to make a mod I'm not sure anyone else has made, so it may be a bit rough to make it all work as you can't easily copy/borrow from someone else's' mod. It might be quite a bit of trial and error to get something to work, but if you persist (and hopefully others can help if you run into issues) it seem do-able. This is just a general overview of what to look into. What I haven't covered is how to define/handle/manage your own cvars, which I'm not very knowledgeable on (sorry) so I've left this out as I don't want to make up too many wrong things. Something else not covered is "how to ad all of this to the existing games food/drink". You might find its worth to not define nutrition info for every thing in the game, but instead to try to make a few "basic XPATH rules to add your nutrients to all edible items in thw game" (like :" add 5% nutrient x, y to all things with food in the name", "add 5% nutrient y and z to all things with drink in the name" to just give most things some low nutrients, then go in and hand select items you feel should have "lots more" of a certain nutrient(s). this way by default all items give nutrients, but only what you bother making exceptions for have "more" or "special ones". This way if the game adds/removes food/drink, your mod likely won't need to change, as well as it might add the basic/default low level nutrients to all items from other peoples food/drink mods. Also: First I would try to get this to work with a SINGLE food item and a SINGLE nutrient. Something very simple and basic like "foodCanBeef". Once you can get it all worked out for this, it will be much easier to add more, but I would then do a SINGLE drink item. Get all the nutrient "counting/adding/subtracting" and effects (stamina debuffs, etc) and display information looking good first. I've spent a lot of time futzing around on my own mods trying to add too much at once and just burning time Even thoen I still don't follow my own advice and regret it later! The Tutorials forum section has a lot of good XPATH info, and likely have some cvar stuff in there as well: https://community.7daystodie.com/forum/39-tutorials-guides/ Good Luck!
  4. @swmeek: Bug confirmed and Fixed! I had a typo in 1 place that caused the "remove" part of the buff to fail, which I guess causes it to add "time forever". Anyway, I *think* you can just add it to an existing game, but the buff you already have likely will not be removed until you eat another breath mint (so the new "remove" code will be triggered), but it might take awhile to count down. I tried to test this but messed up and caused everything to clear and it's just a pain to re-break it, retest. Bug Fix: Modlet: YouveGotMail - Fixed Breath mints buff now being removed. Thank you to @swmeekfor reporting this! New: Modlet: UI-Hide-HPBarButShowName - Basically takes the HP bar and removes the HP stats and the bar itself, leaving only the zed name. REQUIRES: loading a mod turning on the HP bar! Only tested with KhaineGB's HP-Bars mod, but there are a few more that turn this feature on. Why?: Read the readme for this mod, but essentially it lets you see the zed names without all the other 'health' information, for those wanting to just know what zed is in sights without wanting to know their health status/max health. Great for using with zed renaming mods or zed mods where some zeds have a lot of HP... CAN you take out that "Baby Dire Wolf?"... hard to tell now. ALSO: There are some other configs in this mod that are commented out. Basically how to change the color or the text and center/justify the text. Nothing "amazing' but a simple mod to start with for anyone to take and tweak/learn for their own use. NOTE: I have not tested this mod much, accidentally got it merged into my main modlets and just pushed it to github, but it was "done" anyway probably News: Modlet Generator: 7D2D-EntityRandomize - It appears trub64 on github has made an a20 compatible version and made it available! (go trub64!) I'm going to be very slow trying to update this (if I do, it was kinda a proof of concept) but I ran across this, which is an update+rewrite+new features in python from trub64: "trubs-variants". Please use this if you can for a20 (though I have not tried it yet). It looks like it may be written only for MAC so windows users may need to make some tweaks? It has some AI swapping out features and other things to randomize the zed/animal behaviors! Updated: Modlet: RabbitOfCaerbannog - Now does not rarely spawn in the random boss groups (no more horde group spawning). Basically this is less XML to deal with and makes it more compatible with other mods as a lot of them mess with the boss groups and would cause them to be renumbered. I'm also not sure if a Caerbannog spawned in a horde if it would target you (or hop away) or maybe just kill the entire boss mob before you see it
  5. I haven't tested either, but what I have been doing when I use this mod and I load a LOT of other mods, is rename the toplevel folder of it something so it always loads first, like "0-a-enZombies". The reason is because it does some remove/re-add to entity groups (and other stuff) but its just enough to cause issues if it loads after other mode that use these same groups. Its like a mini-overhaul mod (in the changes it makes). With these, if you want to load a lot of mods (or more than 1 I guess), just try to make the "bigger" mods load earlier so their more extensive changes get put in first, and smaller mods (modlets) can then work around the initial changes. Its never perfect in how it works (I sometimes have to manually tweak mods when they collide with others), but its a way to try to start "with the least amount of errors/warnings/collisions" when making a new modded game. Example: Here's what I have in a single player game to get most of my zeds loaded, with NPC packs. I also have a (hand edited) Sorcery mod in there, and Iceburgs Animal mod, and Stalliondens pets. There are a few oddities I haven't cleaned up, but its 120 mods in total. Anyway, Darkness Falls is a massive overhaul, but if loaded after this mod (even though darkness falls is a larger mod) it might work 'well enough'? If this mod could work with DF (with or without special changes), it would be pretty awesome, but even a compatibility patch would be great, like Sorcery has/had?. Add Snufkins (which errNull has a compatibility with), Sorcery (with its DF compatibility tweaks) to it, and the NPC mods (which should work with DF?) and you basically have almost all the "custom modded' zeds besides Robeleto's, and a few others like The Wasteland which are basically mini overhauls too.
  6. I was thinking you could do a constant “drain” of these nutrients (start them at 100 at game start, count down each every hour? Or so) where your nutrient stats slowly drop until you eat something to bring them back up. Maybe hen if the stats drop too far, you add buffs to take away something (stamina/health) or add a screen effect (light blur) same cvars idea, just “they run out unless topped up” vs “eat to get the boost” I imagine it wold only be fun if the nutrients were spread out a bit so eating “a decent meal” tips them all up (like meat, + water + vegetable + fruit) or steak and potato meal + water. I could see it also being interesting to make the “vitamins” it’s own food group, like they add to/top off all or most of the cvars, making you eat vitamins just to not have to eat all the food (which already gives water/food/etc bonuses). Maybe make more “vitamin” types for some long running cvar that you don’t really get from food (“oh crap, my daily intake of selenium is low! My stamina is cut half!”) “Extra food stats” is an interesting idea, but I’m not sure a lot of people would want to manage it unless it “buffs” attributes like @meganoth states as it seems a lot of people (at least on these forums, Steam forums) want an easier time with the game… but some do not and like more pain/complications/considerations
  7. Thanks! I wasn’t aware of this possibility. I’ll try to test this fri/sat. And see if I can reproduce.
  8. Wow, I would not have thought that mod would be it! I think there’s another mod that does a similar thing (once infected, you are always infected and just have to constantly keep it at bay) that I ran into as I haven’t loaded the seats mod ever (it’s a new one to me). glad you found that and thanks for the info!
  9. Some questions: - Is this single player, or multiplayer (sounds like multiplayer)? - What version of the game are you running? a19.? or a20.? - Can you list the other mods you have loaded, if there are more than Snufkins and enzombies? - Just to be clear: the infection goes to 0.0%, and there's still some "honey/cure" percentage left (like, more than 0.1%), and the infection icon doesn't go away. When the "cure" counter runs out, then the infection (whose icon never went away) starts counting up again? My mod doesn't do too much with the "remove buff" parts, so that part should be working. Maybe there's something happening with the calculations. I had a similar issue like this and it turned out to be another mod that doesn't let infections be cured (forgot which mod it was though).
  10. I heard it would take a loooong time.. assuming you chopped or pickaxed it, but I’ve been on modded servers that have “very powerful explosives” like the rocket launcher than can take out a lot of blocks. I saw it used for fast tunneling (and general Mayhem)… so maybe there’s a faster way to do it…. But I’ve never heard anyone actually doing it.
  11. Just in case anyone here, there are a few “Steam deck” related posts. Here’s another that I’ll likely update if/when I get mine, but if anyone else beats me to it and can do a review of how 7D2D looks/feels on it please do!
  12. Well crap: Linus tech tips isn’t glowing positive over it… so here’s an “it’s unfinished” review to balance out my previous posts. Some of it might be fixed by future software updates ;( it’s not all negative, but has some interesting review/info. At the end Linus indicates he’s going to use the deck as “his only computer” for the next month, so might be interesting to see how it works in non gaming modes.At the end he does indicate “keep your reservation as you’re going to love it” so there’s that!
  13. I had a lot of chain link fence in my a19 prefabs, and your list of 'blocks that won't convert' really helped. FYI: I was able to also do this: I took your list and (capitalization of block names was important, I had to update the list, what I used is below), added these entries to /Config/Blockupdates.csv file chainLinkPole,chainlinkFencePole,Alpha.20.0.122,Replaced, chainLink,chainlinkFenceBottomPlain,Alpha.20.0.122,Replaced, chainLinkFenceBottomPole,chainlinkFenceMiddleRailPoleLeft,Alpha.20.0.122,Replaced, chainLinkFenceTop,chainlinkFenceTopPlainRail,Alpha.20.0.122,Replaced, chainLinkFenceTopPole2,chainlinkFenceMiddleRailPoleLeft,Alpha.20.0.122,Replaced, chainLinkFenceTopPole,chainlinkFenceTopPlainPoleRight,Alpha.20.0.122,Replaced, chainLinkCornerBottom,chainlinkFenceMiddleRailPoleLeft,Alpha.20.0.122,Replaced, chainLinkCornerTop,chainlinkFenceTopPlainCorner,Alpha.20.0.122,Replaced, then loaded up the POI editor, and entered these in the command line: prefabupdater loadtable [Press enter] prefabupdater updateblocks [Press enter] No changes appear (if a POI with blue blocks was loaded), but there will be some lines logged in the command window (containing blocks updated, etc) Then, load/reload my POI.. BOOM! no blue blocks! I didn't have any of the "was 1 block, is now 2" so I didn't see if that also works HOWEVER! The way it converts these blocks is a little wonky, so the chain link doesn't line up well (top and bottom is off sometimes, corners are off) BUT I can just delete them in the a20 POI editor and replace since they are no longer blue blocks.
  14. also: Apparently 7D2D is now? listed as to what is not "great" about Steam Deck compatibility (image below)... the little note at the bottom "does not support cross platform saved games".. is interesting as the Deck is a custom Linux build.... but I'm assuming they really mean "console vs PC" and not "windows vs Mac vs Linux". Also: the 7D2D mod launcher probably won't load on this natively (wine, etc) but they indicate its "a PC" and you can do whatever you want with it so in theory you could download mods and manually put them in... but any mod not working on Linux is likely not going to work well. and I assume people aren't going to want to wipe the OS and install windows on it. Additionally: From a Factorio post ( someone literally playing Factorio on the deck, and they official forum announcements) they (Factorio devs) indicate that Factorio plays well, but the "non mouse/keyboard" aspect of the deck takes getting used to for a game like Factorio which does not have controller support (saw a video, and it looked not so easy to deal with, using touch screen for some things, extra button combos to do others. They indicate they are working on this, but it may take awhile as you have to build a ... Steam mapping profile? for the controller and map everything. Anyway, I believe 7Days has native controller support, or at least maybe the "mapping" is already done? If nothing else, the default "feel" is likely to be just like the console version, but since there are more buttons maybe you can tweak the mapping for this or the community will make available a mapping profile.. not really sure as I don't play Steam games with controller. But, it still feels promising (crossing all 10 fingers awkwardly) as 7 Days doesn't normally have a lot of "typing in stuff" other than searching through recipes
  15. small update: Steam has put out a "The Deck is here" page and a small? list of "these games play great"... of course 7 Days isn't on that list BUT Ark is, which surprised me. https://store.steampowered.com/greatondeck yeah, that's my greatest fear with this is that the first gen will not be fleshed out and I'll have buyers remorse, but if Ark can play on it "well" its already somewhat more capable than my "PC I game on". Part of my plan (to make me want to spend money on it) is I'm going to drop my PS4 subscription (and not buy the newer xbox/ps5) and just use Steam/PC forever, so ... I'm "saving money" not ... errr. updating my playstation? yeah, SAVING money! In fact you could say I was... saving dough... I'm literally saving myself!
  16. I made a post here with some links. Apparently from non official? Sources it appears 7D2D is “playable”, but the details of why it’s listed as this and not “verified” I do not know. Apparently Steam is working on being able to allow you to check the status of games in your Steam library, but it’s not available yet (as of today). personally, I’m hoping to be able to hook the deck up to a tv (using mouse and keyboard) once the dock comes out as I feel the screen is too small for 7D2D, but I’m hopeful it can handle it on a larger screen.
  17. So, I found this, which I’m not sure is official or not… apparently people scraping a db of games? https://www.pcguide.com/steam-deck/faq/verified-and-playable-games/ look at the table toward the bottom. 7D2D is listed as “playable” but that is a middle ground and there may be issues (small text, certain things are weird). According to a page on the Steam deck site this is the difference between verified and playable, and other statuses (https://www.steamdeck.com/en/verifie) apparently they’re working on a way for your to see if it’s compatible with games in your existing library (today it seems you can only see this in your library if you’re using the Steam deck itself).
  18. It’s a “unity only” thing, as far as I know. Used to generate the “.unity3d” file format that’s used to package up 3D assets like the blocks in game, vehicles and also for sounds. I only use it for sounds so I’m unfamiliar with how to do it with actual 3D assets. for sounds, I literally just copy the sounds to the unity “assets” folder, then copy the export script to the same folder, then highlight whatever sounds I want and do the “export as multi platform bundle” option and it all ends up inside the .unity3d file. So not really anything to compile in unity. Just something you have to add to the project to export the models/sounds/etc. As far as I know this is a special format that unity reads and there isn’t another asset format the game recognizes.
  19. It’s a little old (10 months ago) for a20 specifically and I’m not sure if it’s xyths most updated version, but the export asset bundle script for all platforms appears to be here: https://github.com/7D2D/Templates-and-Utilities from the readme/docs there: “MultiPlatformExportAssetBundles.zip : Place a copy of this file (MultiPlatformExportAssetBundles.cs) into your Unity project's asset folder to enable exporting .unity3d bundles that will work correctly on Windows, Linux and Mac OS” Xyth put out some YouTube videos showing how to use it to export assets from unity. Basically (with the script in your unity assets folder) you just right click on “it” (I guess the top level asset object? The entire project? I guess it depends on what you’re exporting and how you want to have it bundled into the final unity3d file) and a pop up menu appears and there’s an option for “export multi platform bundle” or something similar. Without the script you don’t get this option in the pop up list. apparently there was an older script he had that was not “multi platform” that a bunch of people were using (as it was the original script?) and people likely haven’t updated that script in their unity projects (my guess) to the newest version. additionally; I believe when you’re not on windows, and as the game loads if you hit F1 and bring up the console, if you see any red errors about shaders, that’s mods that have not used the newer script. Of course, the error does not mention a file or mod name to help track down what is causing the error. Additionally: I’ve had mods with missing shaders on Ubuntu that don’t always make pink textures, sometimes the textures just don’t exist and the object is “all grey”, but still very playable (like an all grey axe… looks weird, but not visually jarring) The pink textures are very annoying, especially when it’s an effect like fire/sparks/movement.
  20. Hello! Thanks for asking! For streaming: Sounds good to me No issues here. All of my mods are "Free for use" via the "Unlicense" license, though any I maintain (like Khelldons) might have 3D assets that might have restrictions (usually just crediting the original source/authors). I think for just streaming there aren't many mods that would require permission unless you offer up your changed mod for others to copy/download or try to make money off of selling the mod (kinda verboten). For distribution/etc (like if you put your mod+changes up on github or somewhere for others to use): Its still ok to do, but.. The "GetNailed" mod wasn't originally developed by me, but by Khelldon. I just took over maintenance in case they returned, but I believe this is unlikely to happen. The original github repo for these mods (https://github.com/Khelldon/7d2dModlets) also did not include a license for usage and most of my mods/contributions are "the Unlicense" which is basically "All Free, do what you want, but if something bad/unintentional happens you can't blame me" Anyway, there is a 3D model credit in the mod (which are in the mod and README), so as long as you add this blurb to yours (or don't remove it) I think everything's good: "Crowbar free asset from Valve Source SDK and coverted to Unity for use with 7 Days to Die by Khelldon Please credit Valve with this model." Other than that, assigning original credit to Khelldon would be cool to do
  21. Wondering if instead they added enough “randomness” to the zeds behavior that if the game can “detect” just a lot of blocks known for cheezing in a block or area or that zeds are falling and looping over and over… that the zeds would change and just start “surrounding and digging or destroying” and try to stop pathing to the player. Maybe not all of them, so it’s not super obvious , but enough to cause chaos. at least it might deter some large scale cheezing and force tiny cheese bases (because cheese block numbers too small in a chunk) that might actually be able to be taken down/overridden. I doubt it can completely be stopped but it might be a neat mechanic and zed “brain” against drop/circle bases. Or even as “simple” as “possible cheese detected… gamestage increased by 100… 200… 300…” until the night is over or cheese tactic destroyed. Actually a special “cheese head” or cheese clothes wearing clown zed that’s like a super destroyer exploder (cannot defuse) that spawns when cheese detected might be fun to add so if you see them you know you’re detected , and they just run at you and blow up a lot of stuff unless you waste a lot of bullets on them before ezploding. They don’t even need to have nice skins:textures because that’s the point and it would also be kinda fun as a “challenge” to try to build some cheese base and fight them off, like after you’re done with the game
  22. I was told this when I asked about “pink textures” awhile back … maybe some mods in a18? I think xyth told me, so all credit likely goes to him for the info
  23. Usually I see that pink color when a shader/asset/resource was not compiled (by the modder) "for all platforms" and was compiled for Windows only. I've seen it with multiple mods, and Tactical Action when I first tried it a long time ago when it had the ?sunflowers? and other plants in it, before all the non-gun content was removed). I'm not 100% sure how this is done in Unity, except the latest/newest (since maybe 2020/21?) "Export asset bundle" Unity Script by xyth should export assets for all platforms. Its in his Unity tutorial project.
  24. I don't know, but some thoughts in case you haven't tried these: - Try changing the AudioSource? Maybe to "Sounds/AudioSource_Screamer" - Maybe the sounds that don't work are not "centered" on the audio channels, like its full or more "to the left" or " to the right" and that's causing an issue? Are these stereo or mono sounds? I'd convert the source to mono. - I have had some sounds (personal mods) that don't seem to get played in a19 and I have not investigated but I suspect their volume is/was too low. Maybe there's a cutoff in the game for volume of the source sound? - Maybe the version of Unity you're using needs updating (for some reason) to be compatible with a20? It seems weird to me that it would fail to lad an audiosource, unless its a difference in how it was packaged and the Unity/game a20 version doesn't like it. I would think all sounds would need to be updated if explicitly true, but maybe there is something special about this sound or how its formatted or something in your Unity its not liking or is different than the other packaged sounds. You mention "these sounds have worked before" but have you tried packaging up "sounds that already work today" and see if the "repackaging" of them causes them to stop working? if so I'd suspect a Unity/game compatibility issue.. or maybe the "export asset bundle" script... I think the "template project" was updated for a20... maybe the export script needed updating and you don't have the most current version? I haven't tried doing any sound related updates for a20 yet, just thinking. edit: I have used sounds of varying lengths and have not noticed a "audio too long" problem. Too short might more of an issue as it might just go "bip"
  25. As I understand it, this mod is supposed to be used on a new randomly generated world, meaning: you load the mod, then generate your random world, and the new world has the new cars in it. If this is not happening for you my best guess is the mod isn't loaded correctly (like literally the mod was not copied into the right folder, or the mod folder you're using is incorrect, or you're using a version of the game incompatible with the mod version, or maybe you've loaded lots of mods and its interfering with this mod). The most common issue i hear about is the first 2 in the list, which can be verified by: For me, my "Vehicle Madness" mod was copied into the "Mods" folder (That I had to make myself) and looks like this (I'm on Ubuntu, not Windows but it should be similar): [steam folders]/steamapps/common/7 Days To Die/Mods/VehicleMadness_Overhaul_Beta2.0/ in this last folder (for me it's named "VehicleMadness_Overhaul_Beta2.0"but it might be different for you), you should see several files and folders, but also this file: ModInfo.xml If the "ModInfo.xml" in not there, you have copied the mod into the Mods folder incorrectly. The game has to see this file 1 folder deep into the "Mods" folder, meaning: Every mod must be like this: /Mods/[the mod folder]/ModInfo.xml
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