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doughphunghus

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Posts posted by doughphunghus

  1. 1 hour ago, Telric said:

    Hey all! Just dropped a new mod. Lately I've been in the mood to do some modeling, so i made a little decoration pack. It will be updated over time when i get the itch to do a lot of modeling, or when i make other mods with decorations. If you have any comments about the decorations, or suggestions, let me know.

    This first release puts out about 120 new blocks to place.
     

     

    At first I was was like “yeah, those are some nicely done blocks” and then the shades were drawn... that was very cool...  and then... ahhhh! very nice blocks!

     

    edit: it would be really nice if there was a way to have extra decoration mods like this somehow integrated into the compopack (or a special one) so community created POIs could have all of this type of stuff included. 

  2. Just an observation: it seems like players don’t like demolishes because their gamestyle is “build a base”  Like, an impenetrable fortress or just a well designed killing base. And those who don’t mind demolishes are more of “run around and shoot and take refuge when you need to”.  I’m betting part of the frustration when you grind a lot to get materials to make a great base, it’s annoying to have to keep grinding just to rebuild.

     

    and some people probably just hate dying by by them.  Like, it’s hard to judge the distance to be safe, etc. 

     

    I feel that TFP either made demolishes specifically to make you not be able to easily build inpenatrible  bases, or to lengthen the end game because you could never truly be “safe” until you mastered how to build out all the traps, etc. and had enough power to easily grind to get more materials to rebuild. Basically: demolishes are to punish you for not having super well done defenses, and enough of them to hold off demolishers. 
     

    another theory could be they are just testing them out in their current form.

     

    I play a lot of single player, and I have to use multiple POIs as bases so the demolishers are fun (for me) because whatever they blow up is just more danger, and I never rebuild whatever they blew up. I don’t have to grind to replace material. But If I get one at my “base I keep my stuff at” and I lose a lot

    of stuff due to a demolisher, then I simply rage quit ;)  but it was probably time to quit that run through anyway as I was having it too easy, being able to build up all that stuff.

     

    ao yeah, I can see why they are not for everyone, but for some of us who like going from “0 to random hell raining from the sky” it’s a ...... blast :)

     

  3. 41 minutes ago, Matt115 said:

    Well one time after we destroyed stairs they and everything on lower floor in skyscraper they just... collapsed buliding at least highter floors 

    I’ve had this happen to me, sort of. The “solution” was to run along the edges of the building to keep them running and/or taking down subsections of the building. BasicLly “move around a lot”. The other partial answer to this is finding a building with enough square footage/area to be able to do this. 

  4. 21 minutes ago, FA_Q2 said:

    Make a MOD?

     

    Typically, official translation are not simply doing the labor.  There are contracts involved, laws and, most importantly, liability issues.  Accuracy is one thing but you would not want some random person doing the translation and hiding vulgar, hate or violent messages in there.  The real world is never that simple.  

    For "Make a MOD?", yep this is the way to go.  I believe there are a few ways to do it, but look around for other "language addition" mods and see how they work. I think you can make just a mod with Localization.txt in it, and your personal language (Hungarian) in it so you don't have to mash it in with the vanilla Localization.txt with all the other 8? languages.  There are caveats to doing this (the game is not completed yet, so things may change, you're adding a language so you may have to do something special in your mod to handle it as I believe you can't just "add another language" to the list and it work.), so look around the forums to see if its something you really want to create and maintain. Here's a post I found about doing it for a mod itself, but there are likely actual mods you can find that might help figure it out.

    Also: if you do create a mod, post it somewhere it can easily be found!  I would suggest using github, gitlab, or nexusmods for storing the actual mod files, and then posting your mod in the "mods" section of these forums when its done.

    e

  5. 1 minute ago, Darklegend222 said:

    That's cool and all, but has no place in the main game. It's practical the way they have the game setup. If your looking for something op, dynamite is also available in the game. It's not an "explosive always wins", every single class is viable in the game. And as I've said, explosives are utility. People aren't supposed to run around with rocket launchers and pipe bombs.

     

    As for your "it's usable but people complain about lag" just because you don't have lag, doesn't mean other people have a lower download/upload.

     

    If i host a server on gigabit (1000 mega bits) and someone connects with 25mbps, they're not receiving all of my 1000. They're only getting 25. Be courteous and don't cause lag where it is not needed.

    :) I guess what I was trying to say (but not too cleanly) was that explosives are likely the way they are today because of PvP and (I didn’t actually say this part) balance..... but if one did not like the current explosives, I suggest modding them more dangerous rather than a lot harder to craft/obtain, but in doing that you’re going to have to have it on your own private server as it’s not going to work well if anyone but you and actual friends play on it (and no one wants to die). If taken too far (danger wise) you will likely run a real risk of really bad lag. 
     

    and I agree with the dynamite: the vanilla version is very dangerous and damaging in game, which feels nice (to me) vs just being another explosive to throw and not damage blocks very much like the others.

  6. 33 minutes ago, Darklegend222 said:

    I disagree. You have to mine nitrate, coal, and have the ability to craft gunpowder. You also have to take into the account that a pipebomb only does 5 blocks of radial damage.. it is literally a giant tube FILLED with gunpowder, while a grenade is a small ball dedicated for shrapnel.

     

    The devs want everyone to be able to use anything. And explosives are mostly  craftable, there are people who like pipe bombs and people who don't. I don't really like them since there is cooler stuff in the game, you should look into something else.

     

    Have you even seen the dynamite? In the real world, you couldn't throw anything above a 1/2 stick of dynamite far enough away without getting somewhat hurt/annihilated. Explosives are NOT a joke and are a utility.

    I agree about the “danger” of using them. I made a few mods to change up how (some) explosives feel/work with plans to make them all more dangerous, but I didn’t end up doing them all (maybe someday I’ll upload more of them)

     

    Reasoning: I feel the game explosives are almost too easy to use. They easily hurt/kill zeds but generally they lose no danger “to you” unless you make a mistake and step on a mine or throw a grenade too close to yourself.   I also feel explosives should be a “higher skill weapon” or “tool” vs standard weapons. Like, if you’re going to craft and make explosives, you need to be really careful and can’t toss them around like water balloons.
     

    anyway, I found that upping explosive block damage (a lot) and radius (a bit) and the “how far you can throw/launch” them (big booms = harder to throw far and/or launch) while also increasing “entity damage radius” to be a few more blocks than block damage made them feel really dangerous to use, and even though I could craft a ton of them if I wanted, suddenly the increased danger of using them made me want to only have a few on hand, and only used in very special situations, because if you were sloppy with them, you died. 
     

    additionally, the (very much) increased block damage meant if you wants to use them for horde nights (or just clearing POIs) you ran a real danger of destroying your base or the poi (and maybe your traps/kill corridors/generators/etc) and all the ground around it (big holes).

     

    anyway, I played around with every explosive in the game and felt that actually making them more powerful (and scaling up ingredients as much as made sense) seemed to work better than nerfing them by making them harder to craft but leaving the default explosion damage alone. 

     

    it was very pleasant to take out a big chunk of a POi with a rocket launcher, or by shooting barrels from far away... and to be really careful to not accidentally shoot one :)

     

    however, since people are jerks/trolls I have heard that stuff like this will only work on non public servers, due to the massive block damage, which is why I believe TFP makes them not do much block damage by default, and probably PvP/multiplayer is why they work the way they do with damage, etc. and also “so everyone can use them” as mentioned above.

     

    also: really high block damage and radius usually results in severe game lag.  I maintain a “holy hand grenade” mod that had like 30+ block radius and leaves a hole so large you can see it like a star shaped crack in the earth if you fly over it.  But I had to tone it down as people were legit complaining about the lag. I think it’s 20-23? Blocks radius now, which has some lag still but is somewhat useable. 

  7. Adding one I did a long time ago by accident just to play around:

    turn up the player the zed block destruction really high. You can no longer easily hide in a base or POi, and early game this really kicks up being careful and moving around and choosing where to hang out much. It also makes random hordes very dangerous.  I remember when I did this long ago I was thinking “blocks are just a little too OP” and then like on day 2 when I chose to hide on the first floor in a big apartment complex I had not cleared yet, the zeds just started shredding the basement walls and were jumping into the building so fast I realized the horrible mistake I had made as I clutched my level 1 club and crouched behind a door.
     

    but it was fun

     

    i think I saw someone make a “run!” Series that might have been similar, where they had to always keep moving, but I think they changed more settings than just block damage

  8. 5 hours ago, SylenThunder said:

    It's also been really hard to get people having the issue to submit proper bug reports containing useful information to try to replicate it.  I've only been able to get the issue to occur by either using obsolete hardware (and even then I had to over-stress it), or by using mods or other things that would invalidate most of the testing.

    I have this issue pop up fairly often in my machine, but I always play with mods/overhauls and I don’t know how to replicate it other than “it’s happening!” :).

     

    I will say that yeah, it does seem to always appear in the “chunk you didn’t spawn in” and I’ve had great luck recently getting the “POIs” command to clear it up.


    I will also say my system is underpowered, both cpu and gpu. I typically play at whatever gets me 30-50 FPS, in windowed mode with lowered resolution, on custom “low” graphics settings. 
     

    if there were a good / agreed upon method to “try to replicate this” that would be acceptable (like what map to load, what to do/how far to go/visit a certain POi to visit either manually or using debug menu commands) I’d be willing to try it out a bunch to see if I can replicate it. I know it sounds weird but usually when it happens I haven’t seen a pattern to “what I’ve been doing In  game” and it occurring.

     

    currently I have a game running the Gnamod mod (and a few of my own) that’s having this issue periodically as I play. I will say in this game that the semi faraway POIs (maybe 3-4 POIs away) are also “shimmery/glittery” a lot, and the “pois” command clears that up too.

    so maybe I can replicate it (somehow) with this mod loaded, if anyone was intrerested in game logs/debug command output/etc, when it does happen, even if a mod was loaded.

  9. I’ve seen:

    ”punching only”

    “No crafting”

     

    and I guess another mode might be to add “no base building”, meaning you can use a PoI and add traps/etc, reinforce walls, but cannot “build” a base nor super reinforce the base (like build a wall around the base)

     

    alternate challenges ive seen are “premadeath” where if you die you stop and delete your save, or “semipermanent” where you have to load some mods where you lose all your skill points, and cannot use bedrolls, etc.

     

    For modding, I’d you want to go there, there are several “overhaul mods” that make the game so different it’s a challenge. I won’t list them all here but they are in the forums and the mod launcher.

     

    also: there are a few “custom map challenges” I’ve seen:

    The dishong tower challenge

    the spencer mansion challenge

     a few “escape room” POIs people have made.

    an “escape maze”

     

  10. 4 minutes ago, nickuk01 said:

    anyone?

    I’m not 100% sure of this, since I’m on my phone, but I believe you repair them with a repair kit(s).  I’m not sure this applies to all vehicles though. I think I repaired a plain van with one. 

  11. I am really disappointed with this. I was really hoping for a link to a nice backstory explaining the longstanding feud between the farmer and the talking goat.

     

    I guess I’ll throw this together.

    old Macdonald had a farm

    eieio

    and in that farm he fought his goat

    eiei-ouch

    And he fought the goat here,

    and he fought the goat there,

    and he fought the goat everywhere

  12. I’ve wanted this too. A possible “workaround” I’ve been toying with is to make all my mods (that are already without any major resources forcing client side installs, like extra blocks) have a second mod go with it with “-ClientIcons” appended to the mod name. This would contain all the icons and the xml to override the server side chosen icons/tinting in the original mod. 

     

    the benefit would be when single player, you can load both mods and have the cool icons or choose not to load them (most likely you would choose to load them though). In multiplayer/server aide, If the server admin wants to include it (and the clients too) then you get cool icons but if not then the core/base mod(s) default to using default recolored vanilla icons. 
     

    a pain, yes, but it would accomplish 2 things “while we wait”

    - xml only mod makers could always code mods as server side only first, choosing appropriate vanilla icons/colors, then build the icon pack later (or not at all).  It might help speed up some development, even if a lot of mods would look janky without the nice icons. 
    - by separating out the icons today, possibly several mods will be playable server side (as they could rip out the icons and make the second pack)

    - if TFP ever allows icons to be transferred, everyone who had an icon pack can quickly merge the new icons in.

  13. I’ve moved away from fullscteen to “windowed mode” (try it, you may like it after awhile) with decreased resolution and lowered graphics settings to “low”, then customized (raise some, lower some) to try to hit > 40 FPS at all times. I hated it when I first did it, but now I don’t notice it (as much) and enjoy the game. I’m sure if I upgraded my PC/graphics I would immediately be blown away by how awesome it looks. I might consider this a gift to myself someday when the game goes gold ;)

     

    also: I had another system that was an old windows asus laptop that would literally crash the game immediately when the player loaded in (get 1 FPS, a few sounds, the crash). After a Fresh reinstall of windows with a new SSD drive and it actually runs it almost fine. Using only the integrated graphics card and is not a gaming laptop by any means. Many settings turned down though to get decent FPS. 
     

    Just saying, where there’s a will, there’s likely a way ;)  I’m really looking forward for any optimizations I’ve been hearing about a20 and possibly backports for a19.

  14. On 4/11/2021 at 10:48 AM, Promethean Winchester said:

    @madmole Honestly, I just want to be able to keep empty jars after boiling eggs. Not only that, but the College Jacket giving a +10% boost to running speed is my favorite jacket. Is that going to be removed? I play on Insane Nightmare, and a big part of the RNG responsible for whether I live or die is whether or not I find a sports jacket. Biker zombies on nightmare speed can, 30% of the time, be the end of your first week, you can barely even outrun them because they have nurse level speed and fat zombie power. Meleeing them isn't viable until you're really damn strong, because they typically hit you through the flinching animation; One of their flinching animations has them grab their face, and move forward toward you at an even greater speed than when they were sprinting. Combat against most zombies is manageable, I mean it's all about power attacking before the zombie reaches you, then sprinting toward them at the last second to connect it. Then, from there, you can power attack them again and knock 'em down during their flinch, making finishing them off an easy task. Especially if you got an archery sneak shot before the fight started. But two zombies do not allow this: Lumberjack, and Biker. They're insanely broken on Nightmare speed settings and somehow I feel like it's only their flinching animations which make it so.

    Even that fat tank-top zombie does the face-grabbing animation where he speeds up and comes closer to you during the animation, it makes fights much more stressful, but that specific zombie is very slow and easy to hold off, you can typically turn around and sprint away in a split second if you see him grab his face. Any speed tier above that zombie though, and you see the problems unfolding. If a biker or lumberjack grabs their face, you're basically just going to get hit, no 2 ways about it. I always need a gun before fighting one of those zombies, if a wood frame in a doorway isn't an immediate option. The animations, perhaps, shouldn't be a "one size fits all zombie types" thing. Individual tailoring of animations based on the speed of the zombie type would be best, with Nightmare speed as the foundation of the tailoring, because whatever's balanced on Nightmare will be balanced on lower movement speed settings as well. The only inorganic aspect to melee combat, as far as I can see since alpha 19, is any situation where you strike a zombie in the face and it comes closer to you rather than flinching to be farther from you. That's the only confusing and immersion-breaking aspect to combat so far. Even if zombies don't "flinch" per se, no zombie is coming closer to us when we thwack their face with a sledgehammer or club or spear. Adjust maybe that one flinching animation, and those of us on Insane Nightmare won't need as many cheese tactics to get by. Mainly just that one flinch animation, where the zombie grabs his/her face and somehow speeds up to close the gap between you two. No impact to the face should see a zombie become more proximate to you, if anything it should always reliably have the opposite effect. 

    Anyway I love the game, and although I didn't like the concept of magical candies at first, that was before I ate an Oh Shiz Drop and jumped off the top of the construction site POI to avoid certain death at the hands of a zombie horde sleeping up there. I see the appeal. It's wildly unrealistic, but it removes some stress from the game, and I value any game which allows the mitigation of stress through the preparedness of the player. Going up high? Bring an Oh Shiz to jump off. Harvesting lots of cobblestone and cement? Eat the rock busters. Got a killing corridor on horde night? Save up some skull crushers. The drugs idea, I totally get. They are drugs, they boost your character. One could easily associate Skull Crushers with PCP or Cocaine. But I just don't think there's a drug out there which could make me fall 300 feet and still be fine... Lol. Not complaining, not criticizing. I use it, I value it. But it does seem like a slightly wild departure from the rooted-in-realism approach you guys used to take with this game. Maybe just remove Oh Shiz Drops... I play permadeath, and it completely trivializes the threat some POI's pose. Compare the sleepers on the roof of a Shotgun Messiah Factory with, and without an Oh Shiz Drop. If you can just jump off to bail in a pinch, that's so unfair in favor of the player that it borders on a cheese tactic. It's the one drug-based candy that I just don't buy into. Anything else can be explained away: Atom Junkies makes you hyper focused, so you know exactly where to throw your explosive item for maximum effect. Let's call it a psychostimulant drug. Etc. But Oh Shiz is a really welcome and useful wild card, which I feel should be considered for removal by you guys. I love it, but it does trivialize a lot of the game's immersive stress in high places. Like that deadly construction site where you walk across the crane, that's what I'm talking about; I ran away from that horde by just jumping off. You can already fall down from there and survive with 2 HP and a broken leg, which is kinda unrealistic already, but surviving it with no harm done to the player at all is pretty stretchy. 

    i too like them but feel the oh @%$#z drops could use a tiny bit of change:

     

    I found out once, by accident in a18? That if you had a debuff that ragdolled you and the ragdoll effect lasted a few seconds and you fell off a building you could survive as if you had taken an oh @%$#z drop in a19.  At the time I felt that this was kinda a cheese tactic, but also kinda cool. I feel today an oh @%$#z drop should be similar ( you take it and instantly ragdoll) and when you hit the ground you should stay there for a bit... like 10 seconds as a punishment and to allow zeds chasing you to fall and recover. This would make the “real life drug effect” be like you knocked yourself out (maybe you did it because you were cornered and wanted to be unconscious when being eaten) so you ragdolled on the edge of a building but survived because you were not all tense on impact. I feel that you should suffer a broken leg or arm but not death/health loss. I also feel the “turd” item in the game could come back at only this point and be ejected onto the ground when you fall, but that’s just me.

  15. 3 hours ago, SnowDog1942 said:


    Wait, the turd is gone?  So nobody will ever beat my turd record?  Why is it gone?  :(

    They took the turd out of the game, it just took a bit to remove it from the forums. Your turd record is now forged in forum history and should be engraved on something as it now appears to be immutable. ;)  I do with the turd would come back in game though.
     

    On a related note about a cookie icon: maybe the forum reaction icons could all be switched to be using the same icons as in the game :)

  16. Since darkness falls was mentioned, I’m also going to throw in trying Gnamod.  I’ve been enjoying it as it changes up quite a lot on how the game is played, and just has a different “look” than most of the overhauls. 
     

    additionally: I’ve seen other people replay the game with “a self declared challenge” like “no crafting” or “punching only”.  
     

    additionally: there are a few special built maps that can be fun. Specificallly the “spencer mansion” challenge (where you replay a resident evil location) as well as the “Dishong tower challenge”

     

    there are more options involving modding with individual mods, which may be too much work for some people, but the above are the easiest to do and are unique/fun on their own. 

  17. 3 hours ago, Maharin said:

     

    Most likely it is some library/tool/framework they are using which is the culprit.  I certainly would not expect them to suddenly start using the registry for anything like what the XML is used for.

    Maybe for steam itself, for keeping track of game settings/locations?

     

    yeah, we’re gonna need to see those *specific* settings or registry keys/paths or *something* OP.

  18. It would be nice if POIs could be “clustered” or tagged in some way so the rwg mapper could put them close together or touching in a predefined way. Then you could make several small similar themed POIs and link them all together.  Maybe have a limit of like 4-16 to a cluster (2x2, up to 4x4) For something like a carnival/prison it would then randomly place those POIs in the cluster, so all the mega POIs” would be somewhat different, and “adding to the list” could be done by anyone. It could also make for some cool underground or  “dense city” POIs (no roads between buildings, etc)

     

    additionally: you wouldn’t have to put a little bit of land around it, it would literally join the blocks together and then add a little strip of land and a road for you. Maybe auto put a parking lot or two against it :)

  19. Personally, I have played this game enough to find the vanilla, “all defaults” game way too easy. From what I read on these forums:

    - this happens to a lot of people.

    - this is by design, per TFP

     

    there are some global pre game defaults to change to make the game “harder” and I usually change some. I personally find that I don’t enjoy putting the game to “insane” setting because the zeds become bullet sponges.  I like zeds to go down in a way that feels “better”.

     

    I also like finding loot though, so I don’t normally turn down the loot percentage, but I believe this is a good idea (as mentioned above)

     

    personally, the solution I have come up with to make the game feel more  “survival” and less  “dungeon crawler” is to do everything in my power to make the “early game” last as long as possible.  So I play modded games.

     

    to do this, I have found this kind of works:

    - load in as many mods as you can that cripple the player (high infection rates, small backpack size, increase darkness of nighttime, punish punish punish!)

    - load in as many mods as you can to add as much content as possible.   The point of this is to break the “I know how everything works” concept as well as to dilute the loot tables a lot.

    - load in as many zed mods as possible to make them faster, more dangerous, more numerous. Snufkins zed mods, all the creature packs, telrics, etc.

    - feel free to add as many weapon mods as possible.

    - load up the compbopack

    - generate a random map.

     

    then play some test games. Maybe to the first horde. Anything that seems to make you “OP”, you either remove that mod or hand tune the mods XML as you see fit.  Usually this is just lowering a loot value or dropping a single number.

     

    I find if I do this “to make me happy” I have a game so hard (for me) that I literally cannot enter most POI’s for DAYS without the real possibility of dying.  I can take on a zed or two, but 3? Likely to die unless I can get high ground. Eventually I am able to take over a POI and build a base and things are a tiny bit easier. And then it’s more survival grind just to take over more POIs.  Then horde night hits and I have no ammo, etc.  usually in these games I finally get 1 item (like a bicycle/car) and it’s like YESSSs! All over again. Sure, the POIs are all mostly dungeon crawlers, bits it’s much more fun now as they are very dangerous, but I can still kill a “normal” zed with 3-4 well paced hits with a club. But not all zeds are “normal” on day 1, so it’s easy to get hit and suffer.

     

    and when I see a “not normal looking vanilla zed”, I usually try to avoid it as it likely is OP and will wipe me out as I literally cannot defeat it with early game weapons.

     

    anyway, just throwing this out there.  The only other option i can see is to load up any of the mod overhauls and play them, as they are generally harder and more varied, and I recommend this to most people as hand tuning a modded game takes some time.

  20. Since there's no logs posted yet...I'll add some fuel to the fire:

     

    I've been playing for years and sometimes I've had weird issues with the game that were very similar to this (game loads then crashes). I'm not going to include all of the issues I've seen as not all of them match OP's situatio/description perfectly, but the culprit in one case ended up being:

     

    The OS/Auto patching loaded a slightly newer graphics driver.  The graphics driver update had something weird about it that caused issues like this.  "Nothing changed"... except yeah the system patched and apparently I got that new graphics driver. I'm using NVIDIA.  The solution was to reinstall a slightly older graphics driver and turn off auto-update. After a few months an even newer graphics driver came out and I haven't had issues since.  So, it was literally a single patch/version of the driver that caused issues.

     

     

  21. 24 minutes ago, Matt115 said:

    Yes and no :  corpses yep but more models for them and zombies please XD Becouse sometimes i feel like in serious sam : random clothes color like in L4D could be good enought for long time, But i still waiting for zombie bandits, riot police zombie (just typical zombie with armor bonus and more hp) and zombie children ( weaker but harder to hit)  and it will be just enough in enemy issue  😅 ( pls  support this idea guys :) )

    From what I’ve heard, there will be no zombie kids, per decision/design so the game will be more sellable (or not be banned in some places?).

     

    I’ve tried making the normal zeds smaller with scaling and it looks bad, like it doesn’t look right (face is too adult, they”re all wearing adult clothes) You can scale them down a little but not even teenager size. They all start looking like they’re dressed up for Halloween :). The rotted corpses/crawlers may be the only exception to this rule for scaling them down and looking ok, IMHO.
     

    for “corpses laying around”, yeah, they are not “everywhere” (which would be cool, IMHO, as land decor, like rocks are today, but they are here and there in POIs.  I would actually love to see some POi’s that are just big corpse piles, and some burn pits (one exists in a military poi with body bags... but I mean bigger. Like a corpse dump maze). Anyway, this leads to the real point of my post: I have seen in the XML files (so it can be modded) but I forget which file (spawning.xml?) a config that appears to be a setting for spawning volumes and “corpse chance”. It appears today to all be set to “0” , meaning no corpses, I guess?  I have not tested it but I wonder if it were set to a higher number you would get either more “regular corpses” spawning in a POi spawn volume or (probably more likely?) some zeds would spawn in “already dead”?
     

    maybe I’m completely wrong, just some setting I think I remember seeing in a19.4 when Going through the XML. Maybe spawning.xml? I’m not at my pc right now to check or test :(

  22. 35 minutes ago, Grectounn said:

    I'm interested in games inside games. For example, a lotto or something like that.

    None of these are very likely not going to be in the vanilla game, but there are several "games" using mods and server side add ons:

    - I have a mod with checkers, soduku, tic tac toe? (I forget ;)) and chess.  All of mine use containers as the board. All were just for fun and also to "collect them all"

    - I've seen like... 3? other "chess" mods, and I think a checkers mod as well.  Some of these use special game blocks, and you have to create the board out of blocks.

    - There's some gambling machines (A Snufkins mod?). literally putting in tokens and pulling the lever, with payout chances.

    - For server side, it seems a lot of servers have a "lotto" of sorts, where they do item giveaways, or for in game currency ( separate from Duke casino tokens). This is not the standard "gimmie" command on servers to just give you an item every now and then.  I believe some of these require you to be a paying player on the server though, but you could always run your own via a server manager.

    - For "larger games" Gnamod "horde mode" has you defend a beacon,  and Snufkin has a mod that's kinda like Fortnite.

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