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khzmusik

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Posts posted by khzmusik

  1. 52 minutes ago, Zagan said:

    NitroGen v0.501 A19 (experimental) A19 experimental version <<- Bad link.
     

    I wanted to try this one because v0500 made a map with no clay deposits. 

     

    @Zagan As it turns out, it's not a bad file at all. It's served over HTTP, not HTTPS, so Chrome is blocking it.

     

    EDIT: Here are the details, straight from Google: https://support.google.com/chrome/thread/77421860?hl=en

     

    Here's a non-Google link: https://www.ghacks.net/2020/10/08/chrome-is-blocking-downloads-here-is-why/

     

    As it says in the article - and I've confirmed it - the work-around is to right click on the link and select "Save file as..."

     

    @SylenThunder Is it possible for you to change the link so it uses https rather than http? That will probably fix all the issues people are having with downloading this via Chrome.

  2. 3 hours ago, SylenThunder said:

    Not sure why some of you are having an issue with the link. I can only think it's some region blocking problem.

     

    I'm in the U.S. and if I left-click the link it won't download for me either. I'm using Chrome.

     

    But if I right-click on the link and select "Save link as..." it downloads just fine.

     

    Maybe it's some kind of security feature in recent Chrome versions, to protect people from being tricked into downloading viruses?

  3. I'm guessing "under ground" means "where there is no light?"

     

    If so, look at the commented-out code in blocks.xml for "cropsGrowingMaster":

    <property name="PlantGrowing.LightLevelGrow" value="8"/> default, light required for growing up
    <property name="PlantGrowing.LightLevelStay" value="0"/> default, light required for not dieing off

    I think you should be able to set both values to "0" and it should do what you want.

     

    EDIT: Look at "plantedMushroom1" for an example.

  4. 3 hours ago, Noisy Pants said:

    I thought as much yet I don't know how this:
     

    
    
    
    <!-- Note: the 1 penetration effect is on <item name="ammo762mmBulletAP"> and other AP bullets -->
    <passive_effect name="EntityPenetrationCount" operation="perc_add" level="2,4" value="1,3" tags="perkDeadEye"/>
    <!--	All AP ammo has 1 penetration -->

    Translates to 1000 hit points, better yet - how am I to change it so that it translates to say 10000 hit points?

     

    I'm pretty sure that's the increase in enemy penetration, not blocks.

     

    One would think you need to modify the "BlockDamage" property. The catch is that "perkPenetrator" doesn't have this property, so in theory it shouldn't increase block damage at all. (Other perks do, though.)

     

    So, I think what you want is "BlockPenetrationFactor". From the comments in buffs.xml: "This many block hit points reduce EntityPenetrationCount by 1.  251 is just enough to penetrate 1 wood block or door." This property is set on the ammo itself, and I don't see any buff that affects it. 

     

    From the numbers, I'm guessing that's where TFP get the "1000" value? It's close to (3 + 1) x 251, meaning: AP ammo penetrates 1 enemy, the perk adds another 3 enemies, and each enemy is equivalent to 251 block hit points.

     

    I haven't tried this myself, but that would be my guess. Hope it helps.

  5. 2 hours ago, Souhank said:

    It would be excellent that the bandits with automatic weapons shoot in bursts or automatic mode and reduce the damage a little bit, as for example the macbee npc he shots m60 autmatic fire, I tried to compare the xml to achieve it but I could not ... if you made this, I would be eternally grateful.

    sorry for my english i am using google translator

     

    Just so you know, I am only modifying the excellent work done by Xyth and company.

     

    I did ask Xyth about the NPC rate of fire, and how it could be modified. He did not know. Apparently that code is from vanilla 7D2D, and it works in mysterious ways.

  6. 4 hours ago, Liesel Weppen said:

    Doesn't need to be real sleep. Some mods do implement e.g. stamina regen and/or healing while standing on a (your?) bedroll.

    Imho there could be a real additional use, especially for real beds.

     

    I guess it's not necessarily player-crafted, but player places, and since you can not pick up whole beds, not even your own one, it confuses players.

    Not being able to pick them (at least your own one) up is especially anoying if you use multiple bases and want to switch your spawn point between them.

    At least an interaction to "activate" a specific bed would be very usefull.

    Currently you always need to dismantle a bed, craft a new one, place it again.

     

     

    Ah, so time passes normally, you're just sitting on your bed/bedroll?

     

    The Starvation mod did this, so it almost certainly can be modded in now as well. But it's not actually all that fun in my experience, and there are probably a lot of players who would agree. So I don't think it would be appropriate for the vanilla game.

     

    I've never crafted a bed, so I didn't know they can't be picked up. I agree that would be nice. Is it possible to pick them up if you place an LCB next to them? (Not that this is a great solution, but it might be a workaround.)

     

     

  7. TFP have said they will not introduce sleeping into the game, since it is too difficult to make it work in multi player. (Maybe possible but too much work to be worth it.)

     

    Also, beds do act as spawn points, but only player-crafted beds. Maybe that was the cause of the confusion?

  8. While I'm here, I might as well announce a couple of other modlets I created.

     

    I've been spending most of my time focusing on the NPCs, so I will probably have another modlet or two coming that adds new features to them. My plans include: NPC POIs, different quests, dynamic factions, and deep dialog options. (We'll see how much of that I actually get done. :) )

  9. On 3/2/2021 at 2:04 PM, user2010 said:

    As I wrote before! -
    I really want a mod that (as in one of the old mods) changed the season! Today is summer, tomorrow it is snowing, everything is turning white, it is also getting cold and you need to change your clothes!
    But you have been smart, you have programmed everything so difficult that it is even difficult to understand the first time!
    We need to make it easier to access!
    For instance:
    Two days Summer and summer temperatures respectively.
    Two days Winter, the snow falls all white and the temperature is, respectively, winter!

    After you have installed your mod, only a message about the coming of the new season gives out the work of the mod! :

     

    I think it's probably a language barrier, but I'm not sure what you're asking.

     

    It is possible to configure this modlet, and it is all done in XML. That is about as easy as I can make it.

     

    There are detailed instructions in the README.md file. But, if you don't want to read it, here are the values you want (I think):

     

    • To shorten the meteorological year (the time it takes to pass through all four seasons), set the "DaysPerMeteorologicalYear" value in the modlet's worldglobal.xml file. For example, if you want each season to be two days long, set the value to 8 (4 seasons x 2 days each).
    • If you want to make the temperature variations more extreme, set the "TemperatureVariation" value to a high number. BUT, the game is hard-coded to a temperature range of 31 degrees Fahrenheit. If you set it to a higher number, the temperature will "clip" at the high and low values. This will be perceived as a radical change in temperature between seasons. (It is not realistic, but might be what you want.)

    There are other limitations due to the game itself. For example: out of necessity, the global temperature is set on the server. The messaging that you see is the only way the server can send a message to the client(s). (I asked others about this, and they all concurred.) Also, things other than global temperature (like rain/snow) are hard-coded, and are not possible for me to change (or at least, I don't know how I could do it).

     

    I hope all of that makes sense.

  10. 5 hours ago, faatal said:

    These are the planned vehicle mods:

     

    Fuel Saver - Works

    Off Road Headlights - Works

    Super Charger -  Works

    Expanded Seat - TODO

    Reserve Fuel Tank - Working on today

     

    None of them are fully done, since they still need icons, schematics and put in loot lists.

     

    Drone should be in a20.

     

    Do any of these visually change the vehicles? Or are they similar to tools in workstations, that just affect functionality but aren't visible on the models themselves?

     

    I'm asking because, back when vehicle mods were first introduced to us, it sounded like they would introduce something like player clothing but for vehicles. Like, the "cow catcher" on the front of the 4x4 wouldn't be there originally, it would be a mod.

     

    If that is being worked on for vehicles, it might mean that progress is being made on replacing UMA for players. So I'm genuinely curious.

  11. I'm not 100% certain but this looks like an issue with the Mod Launcher, not with Darkness Falls. That DLL is the one that you would use to access SVN (an older version control system, similar to Git). I think the Mod Launcher uses it as a library to access some of the mod repositories.

     

    @sphereii Maybe you could weigh in here, since you authored the Mod Launcher?

  12. 9 hours ago, Xtracker said:

    So basic what i learned of 26 pages is that character overhaul won't be in A20 but why.. is so much to re-code ? or something is not on top priority ?

    @faatal or @madmole can you say something why it is canceled for now i will appreciate every info.

     

     

    In addition to code changes, they have to do an entirely new set of character models, clothing models, textures, etc. and put it all together into something that is going to replace the current (third-party) UMA system. So, even leaving programming aside, it's a hell of a lot of work. My guess is probably 10x the work that the new weapons require.

     

    p.s. Pretty sure MechanicalLens is messing with you. That's hard to recognize if you aren't a native English speaker.

  13. For TFP people working on RWG right now:

     

    From what has previously been said here, we are going to lose at least one major biome. But, to make up for it, biomes that were previously "major" biomes (like the burnt forest) will become sub-biomes.

     

    My question: how "deep" will the sub-biome differences be?

     

    For example, if the burnt forest sub-biome is going to look like the previous burnt forest "major" biome, the sub-biome would have to have its own block stubstitution rules. (Brown grass for green grass, dead trees for live trees, etc.)

     

    Will it go deeper than that? Examples:

     

    Will there be different zombie spawn groups for sub-biomes?
    Will POIs be able to target sub-biomes, not just "major" biomes?
    Will there be differences in atmospheric effects?
    Will a sub-biome have different weather conditions?

     

    I know this sounds a bit like a "wishlist" question. I'm just interested in what is planned for A20.

  14. 21 hours ago, Redarmy45 said:

    Sure,head on into the NPC PACK HUMANS folderopen up entity classes.XML with Notepad++

     

    There will be a few instances of the following lines:

     

    <property name="AITarget-1" value=
                <property name="AITarget-2" value=
                <property name="AITarget-3" value=
                <property name="AITarget-4" value=

     

    you need to edit them to read this:

     

    <property name="AITarget-1" value="SetAsTargetNearestEnemySDX, Mods" data="class=EntityAlive,80"/>  
                <property name="AITarget-2" value="SetAsTargetIfLeaderAttackedSDX, Mods" data="class=EntityAlive"/> 
                <property name="AITarget-3" value="SetAsTargetNearestEnemySDX, Mods" data="class=EntityAlive,80"/> 
                <property name="AITarget-4" value="SetAsTargetIfHurtSDX, Mods" data="class=EntityAlive"/>

     

    This essentially makes NPC prioritize setting a nearest target first and attacking,instead of its default behavior which used to read <property name="AITarget-1" value="SetAsTargetIfHurtSDX, Mods" data="class=EntityAlive"/>

     

    Which caused them to need to be attacked first in order to aggro.Problem with this was that NPC aggro was cooling down after a while and they needed top be attacked again in order to become aggro.

     

    Value 3 and 1 are the same and probably do not need to both be there but i find it ensures NPCs will carry out the attack. Xyth can clean it up and tell you how better to impliment it but for now this works

     

     

     

    I just tried this again tonight, and unfortunately, it seems to cause an even worse bug. This code breaks commands for hired NPCs, such as the "Follow" command - they simply won't do them after these changes.

     

    At least, that's what I found. Are you still able to hire NPCs and get them to follow you?

  15. 35 minutes ago, Redarmy45 said:

    you need to edit them to read this:

     

    <property name="AITarget-1" value="SetAsTargetNearestEnemySDX, Mods" data="class=EntityAlive,80"/>  
                <property name="AITarget-2" value="SetAsTargetIfLeaderAttackedSDX, Mods" data="class=EntityAlive"/> 
                <property name="AITarget-3" value="SetAsTargetNearestEnemySDX, Mods" data="class=EntityAlive,80"/> 
                <property name="AITarget-4" value="SetAsTargetIfHurtSDX, Mods" data="class=EntityAlive"/>

     

     

    Interesting. I'll have to dig deeper to figure out why that works.

     

    I spent my entire day neck-deep in the C# code, figuring out exactly how this all worked. And from what I can tell, the number ("N") in "AITarget-N" (and also "AITask-N") is the priority. Higher priorities will take precedence over lower priorities.

     

    From comments in the code, the blank task is there to ensure that the unspecified "AITarget-N" properties aren't inherited from the parent XML class.

     

    So, your change is to make the "SetAsTargetIfHurtSDX" task take precedence over the "SetAsTargetNearestEnemySDX" and "SetAsTargetIfLeaderAttackedSDX" tasks. (You also inherited all the "AITarget-N" properties where "N" was higher than 4, but I don't think there are any in the base class, so I don't think that makes a difference.)

     

    At least that's what I think, from looking at the decompiled C# code, but it's not exactly clear. I still have a whole lot to learn about TFP AI, and none of it is exactly straightforward.

  16. On 2/11/2021 at 12:25 PM, doughphunghus said:

    I've heard that some overhaul mod has watches so you can tell the time.  I was really hoping someone could come up with a set of watches/clocks/etc that you had to find/craft that would them let you know the time/day.

     

    Darkness Falls has exactly this. (You can still see the day in that mod, though - it just hides the time.)

     

    It seems like it would be simple enough to implement what you're looking for, most of it would just be modifying the XUI XML in some fashion. The only tricky part would be making sure none of it is hard-coded into the game, so that removing it would cause issues. If/when I finish what I'm doing now, maybe I can take a look.

  17. 6 hours ago, Redarmy45 said:

    Hey i managed to tweak NPCs and make them aggressive initially to zeds via the entity classes xml.

     

    Things seem quiet Xyth ,is this mod finished or will there be future updates?

     

    Can you post exactly what you did to fix this? I'm working on it myself.

     

    And I hope it's not finished, I'm just getting back into using it. :)

  18. 8 hours ago, doughphunghus said:

    @user2010 FYI: This post has a DMT seasons mod: ("Seasonal weather: adds seasons which affect the global temperature")

     

     

     

     

    Thanks for the mention!

     

    Also - I was just thinking that I needed to remove the day and time from the HUD, and lo and behold, you already have a modlet that does that. I'm going to try it out when I'm done with my own stuff, and ready to actually start playing the game again.

  19. 5 hours ago, doughphunghus said:

    I have some mods that mess with the weather in biomes.xml.  It was always kinda a crapshoot/guesswork on what to set things to (to get what I wanted) as I never knew the limits/extremes of the global weather, or how far I could go with a setting ( e.g. set the burnt forest Temp = 10000000? I mean, will it actually work if I did...hmmm..  Apparently the answer is "no", and some of my early testing also said "yeah, you don't insta-death when you walk into this biome, something's up... maybe it just takes a loong time?".,,etc).  I've also had people tell me my weather mod(s) are broken (they may be in some situations!) but I never knew what global weather was supposed to act like to begin with. Maybe their issue was RNG?  etc...

     

    Anyway, Thanks for the info!  It helps make more sense of things.

     

    Oh, yeah, I didn't describe the biome settings well in the last post. I might also be wrong about what they do - I discovered it through testing.

     

    Basically, the "max" and "min" are added to the global temperature max and min. So, since the desert biome has a min of 20 and max of 50, the actual in-game temperatures in that biome have a min of 90 (70 + 20) and a max of 151 (101 + 50).

     

    From the code, I think the most you can set the max temperature is 50 degrees. I could easily be misunderstanding the code though.

     

    If you want to mess around with my modlet, you could experiment with it yourself - you can set a seasonal year to something like four days, crank up the max temp in the biome's XML, and see what happens. You can see the (biome) temperature if you use the "weather" command without arguments. (EDIT: which I guess you know, seeing as you have your own weather modlet... D'oh!)

  20. 3 hours ago, doughphunghus said:

    I see on the Github repo that you have this note:

    "The seasonal year does not start until after a "weather grace period." The grace period is hard-coded in the game"

     

    Do you know how long this "Grace Period" is/lasts?  I've been trying to find out more about the weather system ( that's getting some sort of an overhaul in a20 I hear) and I haven't heard of this info to date.  I just though the global weather updated slowly, like every few hours in game.

     

    Also, this note: "The global temperature cannot go over 101 degrees, or below 70 degrees (Fahrenheit)...."

    Do you know what the vanilla global temperature "average" is supposed to be? I thought it was 70 F (based on observation, not facts).  It would seem that it *should* be something like 85F given those numbers (like in the green forest). I'm looking to figure out what the "default" or "average" global temp is, or how much is swings/updates/etc.  Since you made a seasonal weather mod, I kinda was wondering if the vanilla global temp was "random" or followed some algorithm, like the phases of the moon, and your season mod was just extending this in game cycle, or overriding the randomness, etc.

     

     

     

    In the A19 code, the weather grace period is 30000 "ticks." I'm about 99% certain that 1000 "ticks" equals one in-game hour, so the weather grace period lasts 30 hours. The code is in WeatherManager.UpdateTargetsBasedOnBiomes.

     

    In the grace period, the global temperature is set to 70 degrees, but I'm pretty sure that's just a placeholder value (since it doesn't matter anyway). The medium is indeed 85 degrees.

     

    After the grace period, in vanilla, the global temperature goes up or down by 0.01 degrees per tick. Whether it goes up or down is determined by a "temperatureGoingUp" variable, that changes direction every 3000 ticks (3 hours). But the method where this happens, does not seem to be invoked every tick, so there is some randomness to it. The same method is the one that clamps the global temperature between 70 and 101 degrees, inclusive. The method is WeatherManager.GenerateWeather.

     

    My modlet creates a new method that runs on every game update, which sets the global temperature before GenerateWeather runs. It basically uses a sine wave, which is pretty close to what happens in the real world. The sine wave's amplitude (temperature variation), frequency (meteorological year length), and phase shift (starting season) can be set as custom properties in worldglobal.xml.

     

    Keep in mind that the global temperature is not the same as the temperature felt by a player. Each biome has its own local temperature, and that is influenced by cloud thickness, precipitation, and sun angle (time of day). This is done in WeatherManager.CombineGlobalTemperature, which is called by BiomeWeather.Update. The min and max temperatures for the biomes are set in biomes.xml.

     

    Also, players themselves have buffs that increase their core temperatures (e.g. standing near a campfire).

     

    And, you heard right, the whole thing is being reworked. I asked Faatal about this in the A20 thread. Here's the last comment about it, you can follow the quotes back to see the details (such as they are): 

     

  21. 23 hours ago, Guppycur said:

    Edit the entitygroups and add the zombies to those groups.  

     

    Guppy is correct. For horde nights, you want to target the "feralHordeStageGS(N)" entity groups (where "(N)" is a game stage number).

     

    There are quite a lot of them, so adding them to each game stage group is a PITA. One thing I have done, that works OK, is to search for specific vanilla zombies within these entity groups, then append an NPC after it.

     

    Example:

    <append xpath="/entitygroups/entitygroup[starts-with(@name, 'feralHordeStage')]/entity[@name='zombieArlene']">
      <entity name="npcWhispererFemale02EmptyHand" prob="0.3" />
      <entity name="npcWhispererFemale02Club" prob="0.3" />
      <entity name="npcWhispererFemale02Knife" prob="0.3" />
      <entity name="npcWhispererFemale02Bow" prob="0.3" />
    </append>

     

    This will append one of the female whisperer NPCs into all of those groups, after the vanilla Arlene zombie. If the entity group doesn't have Arlene, the NPC won't  be added. By choosing which vanilla zombie to associate with the NPC, you can sort of game stage the NPCs - for example, a very powerful NPC could be associated with demolishers, so only spawn in later game stages.

     

    (Note: That's the NPCPackHuman version of the female whisperer. I'm not positive what WotW uses, but if it's the CPHuman version, it starts with "human" not "npc".)

  22. On 1/24/2021 at 10:12 AM, paulj_3 said:

    Khz . . .  "Hope at least some of y'all enjoy them."

     

    Thank you for this, Kkz!
    I'm "ok" at xml, and probably like many other players here, have my own personal 7Days mod - some 546MB, building for a for a few years now, adding, combining, changing, splitting out the bits I like from the brilliant work of the "heroes" on this site: we all know who they are.  I just want to tell you that for me, you have become one of those "heroes".  I use some of your mods, and I appreciate the work that you do, and the interest that you maintain in continuing to improve and innovate.  Please - don't lose that interest. Just because there are not too many responses here - it doesn't mean that no-one cares or thinks your work is not important. It is - your mods are quite unique from many of the other mods on this site.
    Thank you.
    pj

     

    Thank you for the kind words! It means a lot to me.

     

    And, on the subject of not losing interest...

     

    I have created another DMT modlet:

     

  23. Stupid question, but what's the relationship between this mod and Dust2Death's UVM? Largely the same people have contributed to both. Is this mod designed to replace the other moving forward?

  24. Good news, everyone!

     

    I'm getting into DMT/Harmony modding now, and I have a couple of modlets ready that you might like.

     

    More to come when (if) they're ready!

     

    I have also added a couple of XML/XPath only modlets that some people might enjoy:

     

    Hope at least some of y'all enjoy them.

  25. I just discovered this thread and your modlets. They look pretty cool, I especially like the one about adding your own music for the loading screen.

     

    I have a suggestion for that. Would it be possible to make the music file configurable in the XML? (It's not difficult to do this, I could even do the coding if you're OK with me forking your repo.)

     

    EDIT: OK, maybe it's not so easy to do... I imagine the music has to play before the XML is parsed. So never mind.

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