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FastBurst

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Posts posted by FastBurst

  1. Well seems like if I try and do any kind of append to entityclasses.xml as in adding in a new entity_class I get this error.

     

    WRN XML patch for "entityclasses.xml" from mod "FastBurst Mod" did not apply: <append xpath="/entityclasses"

     

    Example I tried to add this just to see:

    <append xpath="entityclasses">
    <entity_class name="zombieStripperRadiated" extends="zombieStripper">
    	<property name="Tags" value="zombie,walker,feral"/>
    	<property name="Mesh" value="Zombies/zombieStandardStripperRagdoll"/>
    	<property name="ReplaceMaterial1" value="entities/zombies/materials/feral_eye"/>
    
    	<!-- Gameplay -->
    	<property name="MoveSpeedAggro" value=".5, 1.35"/>
    
    	<property name="HandItem" value="meleeHandZombieStripperFeral"/>
    
    	<property name="ExperienceGain" value="700"/> <!-- XP grunt feral -->
    	<property name="LootDropProb" value=".03"/> <!-- Feral -->
    	<effect_group name="Base Effects">
    		<passive_effect name="HealthMax" operation="base_set" value="237"/>
    		<passive_effect name="HealthMax" operation="perc_set" value="1"/> <!-- Zombie HP scale -->
    		<passive_effect name="EntityDamage" operation="perc_add" value="0"/> <!-- Feral damage -->
    	</effect_group>
    </entity_class>
    </append>	
    

     

    and I get that error immediately. I can do other appends that change values no problem. BUT, if I try and add any new entity_class it gives that error and doesn't apply them? Anyone know why or a work around for this or is this just not possible with the new Mod System?

  2. Any thoughts on how to get this working on a dedicated server?

     

    Works fine on Dedicated Server, tested with 10 players online, You just have to make sure the Clients have the Mod as well as it contains Resource files that they need in order for them to use them.

  3. Seeing the screenshots on the first post makes me think the person who does the UI for the game is a retarded monkey. Your UI looks beautiful and thorough. Any chance to make the UI tweaks a modlet? So professional looking.

     

    Subquake answered that a few posts back in this thread, it's a no because this is all part of the Undead Legacy Mod itself.

  4. Your set could be replaced by this:

     

    <append xpath="/items/item/property[@class='Action1']/property[@name='Allowed_upgrade_items']/@value">,resourceSteelPolish</append>
    

     

    The only problem is if I used that, there is one item "meleeToolHoeIron" that, it would also attach that change to. I think it would be kind of strange seeing someone upgrading Steel with a Garden Hoe LOL, maybe I am wrong :p

     

    The other tools would be fine because they all have exactly what I put in as far as upgrading goes, the hammer, nailgun, wrench and stoneaxe.

  5. It's not the most elegant way, but if you are already generating replacement nodes, it's certainly a way to do it. It'd probably wouldn't be compatible with many other modlets, unless they loaded after your nuke.

     

    I am not worried about that, my mod is for my personal server. Haven't thought about actually releasing it to the public.

     

     

    Below is something I wanted to make sure I did correctly. So with b208 the TFP took out the ability to upgrade to stainless steel - well I am adding it back in. I wanted to make sure for the SteelPolish I added in correctly or can I slim the code down a bit? do I need to list all of those or is there a way to add to the end of that list?

     

    items.xml

    <set xpath="/items/item/property[@class='Action1']/property[@name='Allowed_upgrade_items'][@value='resourceWood,resourceClayLump,resourceSnowBall,resourceScrapIron,resourceForgedIron,resourceForgedSteel,resourceConcreteMix,resourceCobblestones,resourceYuccaFibers,resourceNail']/@value">,resourceSteelPolish</set>
    
    <remove xpath="/items/item/[@name='resourceSteelPolish']/property[@name='CreativeMode']" />

     

    blocks.xml

    <configs>
    <append xpath="/blocks/block[@name='steelMaster']">
    	<property class="UpgradeBlock">
    		<property name="ToBlock" value="stainlessSteelMaster"/>
    		<property name="Item" value="resourceSteelPolish"/>
    		<property name="ItemCount" value="10"/>
    		<property name="UpgradeHitCount" value="4"/>
    	</property>
    </append>
    </configs>

     

    Keep in mind this is my first attempt at using the xpath way of modding. I believe I did it correctly.

  6. My question is why are you still using Windows 7?

     

    We here at Microsoft stopped supporting it back on Jan 13, 2015 Unless you actually have extended support which ends Jan 14, 2020 (there aren't that many that actually have that.) Just curious.

  7. You could probably do a <remove xpath="/entitygroups/entitygroup" />, and re-append the entire file. I'm not sure what the format of your game stage is in.

     

    So using that, that basically removes the entire file? and I would just use append and just basically add the entire modded file back in basically?

    If so, that's even better at least for me that is lol

  8. The top level that you are seeing <configs> and <config> are what's called a root node for an XML file. It can nearly be anything (except for leading with numbers...). I try to use <configs> because that's brought over from SDX, but as long as your opening node and closing tag matches, it doesn't really matter.

     

    <FastBurst>
      <!-- all your xml changes -->
    </FastBurst>
    

     

    Can you be more specific about what you are trying to do? Are you trying to add 95 new entities to a single group, or scattered about? If you can give me an example of what you'd like to see, I'd be able to help more.

     

    I have 95 new entities/Zs that I have created. I know I can amend each of the groups - Like ZombiesAll etc etc. I did all that with A16 then I used that Google Spreadsheet to add them in for the generated like bloodmoon and hordes and sleepers. And as we all know thats a HUGE chunk of data especially if you're adding in 95 more Zs to the game. - again did all that with A16 and worked BEAUTIFULLY with no issues, Bloodmoon nights were amazing, seeing upwards of 60 different Zs coming at you and different types of waves.

     

    Now with A17, I wanted to create that same experience using the Mod System. But how to do we change the Generated Code from the spreadsheet? Meaning I have the generated code that's easy to do. What I want to know for those random generated sections on the vanilla file, is there an easy way to remove that entire chunk so I can just amend and insert the new code.

     

    What I fear is would have to MANUALLY add each and remove them like <entitygroup name="wanderingHordeStageGS1"> and <entitygroup name="wanderingHordeStageGS2"> and so on and so on. That would suck major monkey #$%^ if that's the case because there has to be literally over 1000+ easy with all those generated sections. On the entitygroups.xml line 351 is where all that starts and ends all the way to the bottom line 1875

     

    I don't know if there is a magic solution for this to remove that entire data so that we can just add the new data of the new generated parts.

  9. @sphereii

    Bro this is driving me crazy lol I am seeing in the posts some using <config> and others using <configs> which should we be using lol sorry want to make sure it's all in line.

     

    Also I am not sure how to handle this and hoping you can tell me the best way to do this. I am adding about 95 new entities and and not really sure with the entitiesgroup.xml how should I take care of this? Here is what I mean, adding the new entities to each group easy.

     

    The part I am not sure how to deal with this is alllllll the Sleeper generated and Horde generated codes at the bottom that HUGE LONG list. I mean I know I have to do it if I want the new entities in different game stages to appear properly. Would we really have to remove each and every single one of those or is there a faster way for that?

  10. @sphereii - I don't recall seeing a possible answer to something I have been wondering with the Mods & Modlet system.

     

    Question is Localization files. If we are adding in new blocks and items (I have about 4000+ to be added in now), How do we handle the Localization.txt and Quest files? Do we just add them to our Mods in the Configs folder? Or is there a way to Amend them using this new style?

     

    I am sure I cannot be the only one who is wondering this. Being most of this stuff can be pushed via the dedicated server. I know some stuff will require client side downloads if we have additional Icons or Resource files. I know with SDX it would just amend to them and that was awesome! However with this new method I do like it more BUT with some of the SDX Mods I loved that altered the DLL because of scripts and what not (like changing the BloodMoonNight scripts to a different day then every 7).

     

    How do we handle that kind of stuff now?

     

    Thanks this was just driving me crazy lol

  11. @alloc - now that A17 Experimental is out, any chance of getting the improvements mods working with it? I tried to use the A16.4 but it got rejected because of the new methods I'm guessing its looking for now "No ModAPI found in mod DLLs"

     

    Seems like TFP are using this going forward now.

  12. not sure if this was mentioned before or not, it would be an awesome feature to be able to see like a thumbnail of the prefab or a way to create a thumbnail. not for the game itself but to be able to see what the prefab would look like or does look like before or after editing. Hard to remember what each prefab looks like if you have 100's in your prefab folder or trying to place them in a game and cant remember which houses look like what for example.

     

    This is something I have been wanting to see for the life of me.

     

    Another feature that would be awesome is to be able to toggle on a light on or off

     

    Not sure if either are possible but would be awesome if you *cough* found a way Pille :p

  13. @xyth - Thanks for all the tutorials brotha, I do have a question. Is it better to have all your prefabs in 1 unity3d file or multiple. I wasn't sure I do notice the loading menu takes an extremely long time if there A LOT of unity3d files. So for performance sake - would it be best to place as many as we can in a single file? or does that even matter? I have a little over 200 prefabs I am working on and have individual unity3d files for however, I want to make sure my team when we play doesn't get too impacted on performance just loading the game.

     

    I haven't seen anyone address this anywhere or if it even matters or not. Figured you would be the man answer all this.

     

    2nd question, With the newest versions of Unity, does the export script only work with the 5.3.8p2 update only still or can we move onto the newer version now? Wasn't sure if that was updated yet as well or if we are still stuck with the 5.3.8p2 version.

     

    Thanks in advance

    - FastBurst

  14. I get these in the output log when running the game. it still works but it is showing the following

    SDX: ResourceWrapper - Failed to load asset: Textures/Environment/Spectrums/Stormy/ambient

     

    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

     

    SDX: ResourceWrapper - Failed to load asset: Textures/Environment/Spectrums/Rainy/ambient

     

    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

     

    SDX: ResourceWrapper - Failed to load asset: Textures/Environment/Spectrums/Foggy/ambient

     

    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

     

    SDX: ResourceWrapper - Failed to load asset: Textures/Environment/Spectrums/BloodMoon/ambient

     

    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

     

    SDX: ResourceWrapper - Failed to load asset: Textures/Environment/Spectrums/BloodMoon/sun

     

    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

     

    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

     

    SDX: Directory X:\SteamLibrary\steamapps\common\7 Days To Die\/Mods/SDX/Resources\Mods does not exist

     

    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

     

    SDX: Trying ModManager directory: X:\SteamLibrary\steamapps\common\7 Days To Die\/Mods/SDX/Resources. Found: 0

     

    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

     

    SDX: ERROR: SDX Setup error: Directory 'X:\SteamLibrary\steamapps\common\7 Days To Die\Mods\SDX\Resources' not found.

     

    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

     

    and it goes on and on.

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