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khzmusik

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Posts posted by khzmusik

  1. I have a quick question. I assume this tool will only handle DMT modlets, right? Or could it be used as a modlet manager in general, similar to how the Mod Launcher works?

     

    (I always use the Mod Launcher - I'm asking in order to give users instructions about installing my own modlets, in my README file.)

     

    Also:

     

    On 12/8/2020 at 5:46 PM, Pritch said:

    Hey everyone, I'm just trying to mod my main menu music.  Started here: 

    https://7daystodiemods.com/menu-music/

     

    Got the special DMT version downloaded and ran the .exe, but I'm not finding any instructions for creating the custom menu music.  I got a sound file I want to use saved on audacity can can export it to any format.  I just need to know how to plug it into DMT and compile the new game file.

     

    Any help would be deeply appreciated.  Thanks!

     

     

    (I know the question was asked months ago, but better late than never...)

     

    You should probably ask in TormentedEmu's thread:

     

    In general, I think you'll get more help asking about modlets in the thread about that modlet, rather than this one.

  2. 20 hours ago, faatal said:

    The main functional change is biome weather parameters are in groups now, so something like a storm can change all parameters to ranges a storm should have.

     

    Biome temperatures are in absolutes now and global temp is just a random +/-5.

     

    Grace period is same.

     

    There probably won't be many more changes (for a20) beyond that.

     

    Thank you for the reply. It piqued my curiosity. Does this mean there is no longer global weather (like a global rainstorm or snowstorm), and that the weather is specific to a biome?

  3. @faatal Regarding the changes to the weather system that you're doing... Are these changes NFRs or will there be functional updates to the code?

     

    Specifically - will there be any way to get rid of the weather grace period, or to have the global temperature not be clamped at 70 and 101 degrees?

  4. On 1/14/2021 at 4:50 PM, MechanicalLens said:

    The largest cities (i.e. 100 POI's or larger) should be removed entirely.

     

    For the record, I am 100% against this, in fact I think you should go in the opposite direction. The cities aren't large enough as it is.

     

    ...Of course, the fact that two players disagree, is a good reason to make this a RWG setting. :)

  5. On 1/5/2021 at 7:00 PM, LordCorellon said:

    I'm wanting to build a "zombie" from the ground up using XML like you do here. What do I need to go about doing it?

     

    Specific to UMA zombies - you might want to check out the old Bad Company thread on these forums: 

     

     

    It has lots of information about the various UMA slots and items that are available.

     

    But be forewarned: this was for A16 so the information may be out of date. But when I was creating my own UMA zombies, I found it very informative.

  6. 7 hours ago, LordCorellon said:

    What programs do you use to do all of this? New to all of this

     

    And halfway decent text editor will be able to edit XML files. Most people use Notepad++. I personally use Visual Studio Code (it also handles C#), and have used Atom extensively in the past. All of these are very good, and also free (open source), so try one to see what you like.

     

    Just don't use Word. :)

  7. On 1/5/2021 at 8:32 AM, Blake_ said:

    3. Any news about RWG ? Anything will do.

     

    Seconded, but I have a specific question.

     

    I know there will be a lot more options in the new RWG. Will one of those options be POI density in cities/towns? By which I mean the physical space between POIs.

     

    If you go to a large city, there is almost no space between buildings. I live in a residential neighborhood just outside of Boston, and there is probably less than six feet separating my house from my neighbor's house. If you go to a commercial neighborhood, usually entire city blocks have buildings with no space at all between them.

     

    I've never seen anything approaching this in a 7D2D city, no matter how dense with POIs. I realize that there would have to be some tetris involved, but IMHO it would be worth it. (Especially in wasteland cities - an entire landscape of ruined POIs, even remnants, is something I'd enjoy.)

     

    Is this even on the roadmap for RWG?

  8. 4 hours ago, n2n1 said:

    Just by the way:

    I can give an example, when in a discussion about the distribution of biomes i was shown a map.

    https://community.7daystodie.com/topic/22253-classic-style-hardcore-mod/?do=findComment&comment=414735

     

    To check (without knowing seed) i generated any two maps.... and one of them - was exactly the same as i was shown....

    https://community.7daystodie.com/topic/22253-classic-style-hardcore-mod/?do=findComment&comment=414901

     

    A coincidence? I do not think so.

     

    a3z2U08.jpg

     

    I just want to repeat once again - it doesn't matter how the algorithms work, whether they are a real random or a masked sequence of numbers.... good - this is when her work is not thrown in the eye. And that the player would not pay attention to it. And that the player would not pay attention to it.

     

    The biome placement example might not be a good one. I believe that biome placements in RWG aren't actually random. At least an alpha or two ago, they were the same biome pattern all the time, except perhaps rotated. I don't know if that's still true, but it might be, or they might have just added a few more pre-determined biome maps to choose from.

     

    I personally agree that the issue is not randomness but perceived randomness. I think of it as the "playlist shuffle" problem. Many music apps shuffle a playlist by just choosing a random song in the playlist. But that means it's a near-certainty that many songs will be played multiple times, before all the songs in the playlist are played at least once.

     

    What most people expect is "shuffling" like a deck of cards - they don't want the songs to be randomized, they want the song order to be randomized. If they hear the same song twice, they think the shuffle "isn't working."

     

    That's certainly true of quest rewards. You can specify in XML that certain kinds of rewards are "fixed" (always appear), and other kinds have a limited supply to draw from. It's not particularly surprising that the same rewards would be offered to more than one player.

     

    But IMHO "fixing" this is more trouble than it's worth. Like the "playlist shuffle" issue, 7D2D would somehow have to keep track of which items had already been given to someone, and make sure the next "random" item wouldn't match any of those. It would take time to program, would be easy to game, and probably wouldn't add much.

     

    On the other hand, if it's as simple as re-seeding the RNG before each use - and/or not getting a shared seed from the server - then that would probably be worth it, since it's trivial. But I think it's probably not that simple.

  9. 7 hours ago, Timerman said:

    Is there a way to make the zombies not fly when you hit them with a melee weapon ? It feels like i am playing ping pong with them 

     

    I think this happens with all UMA NPCs. I just re-released a UMA zombie pack (which I only discovered how to do because of the work in this modlet - thanks!) and mine behave the same.

     

    For vanilla zombies, the amount is determined by the "Mass" attribute, but that doesn't seem to have any effect on UMA physics.

  10. Good news! Thanks to the community that worked on Snufkin's Server Size Z(S)ombies, I discovered how to make my own UMA zombies work again.

     

    There is still the issue with ragdoll physics - if you hit the UMA zombies with a melee weapon and ragdoll them, they can go flying. I have not been able to fix this, and it also affects the updated Snufkin zombies, so I think it's endemic to UMA zombies in 7D2D.

     

    Here's a link to the Snufkin zombies. Feel free to download it (there are some wild ones in it) and say thanks to everyone:

     

  11. 40 minutes ago, Gouki said:

     

    The exact same thing happens to me when I compile a mod and load the game, it crashes.
    I have compiled with Sphereii-Core and without it, I still get the same NRE result.
    Regards

    I actually asked about this in Discord. There is an A19.3 branch in the repo, which hasn't been merged to master yet. If you check out that branch (or download it) you can use it with A19.3, but you can't get it directly in the Mod Launcher until it's merged.

     

    EDIT: Here's a link to that branch: https://github.com/SphereII/SphereII.ModsA19/tree/19.3

  12. A19 UPDATE:

     

    I don't see any way to edit the original post any more... probably too old?

     

    In any case - I have a new repo for the A19 version of my modlets:

    https://gitlab.com/karlgiesing/7d2d-a19-modlets

     

    Most of the modlets in the original post aren't updated. This is because most of them involve the human NPCs, and I haven't been keeping up with those, for various reasons. The UMA zombie modlet doesn't work in A19, for reasons I already mentioned.

     

    This leaves the two "mostly dead" modlets - bedrolls aren't spawn points, and removing skill points on death - plus the very simple modlet that removes the enemy health bar enabled by default in the SphereII Core modlet.

     

    All of these are really simple, and I didn't have to modify much to get them to work with A19. That is good news, since A19 is now reaching the end of its life, and I don't know how active I will be in modding once A20 rolls around. (As they say, life gets in the way.)

     

    If anyone found these to be at all useful, please feel free to use them in your own mods/modlets, release your own versions, or just use them as learning tools.

  13. Is SphereIICore compatible with Alpha 19.3? The latest version in the Mod Launcher is 19.1.1.213 - which would suggest it was only updated for Alpha 19.1.

     

    I ask because I'm getting a NRE after I install the modlet in an A19.3 game, and it's actually causing the game to hang. But this is a game install that I use for my own modlet experimentation, so I can't tell if it's due to the Core modlet or not.

     

    If it is an issue with Core, and it's known, then never mind. If it's not known, and you want more info for debugging, let me know and I'll post what I can.

     

  14. On 10/15/2020 at 2:36 AM, CrazyAluminum said:

    Is it possible to change

    
    
    <property name="RepairTools" value="resourceRepairKit"/>

    with one line to 

    
    
    <property name="RepairTools" value="gunMGT1AK47Parts"/>

    if

    
    
    <property name="Material" value="MMachineGunParts"/>

    ?

     

    It's possible to do this with XPath generally, but I don't know if it's supported in the version of XPath used by 7D2D. You could try it and find out.

     

    The key is to not think of it as targeting a property node with a sibling property node, whose name and value match. Instead, target the property whose parent item has a child property node, whose name and value match. (It's also more intuitive - you're changing something about a "kind of item.")

     

    Here's the XML to do this:

    <set xpath="/items/item[/property[@name='Materials' and @value='MMachineGunParts']]/property[@name='RepairTools']/@value">gunMGT1AK47Parts</set>

     

  15. On 12/9/2020 at 9:35 PM, faatal said:

    I've been working on weather manager cleanup and now starting on the simulation, so hopefully less gloomy days.

    I don't suppose this will include support for seasonal weather (e.g. "winter" drops the world temp by 20 degrees)?

     

    ...Probably not, but doesn't hurt to ask.

  16. On 11/11/2020 at 5:49 PM, faatal said:

    19.3 exp is getting close.

    And is now here...

     

    Just so we know - are there going to be more A19 patches, or is this it until A20? Asking for a friend who is me.

     

    EDIT: Not asking for a timeline or release dates or anything, just want to know what to expect. Personally, I just want to know if I can start a new game and reach level 100 before A20 exp drops.

  17. 1 hour ago, madmole said:

    We have flashlights and gun lights and helmet lights. Do we really need more lights?

    Playing Devil's advocate here... The one thing that those lights don't do, is go out. Flares do. If they're commonplace (like, cheaper to make or loot than torches) it would add light management mechanics, which could be cool.

     

    Also things look spookier in a red flickering lights, so it would add to the fear factor.

     

    ...Having said all that, I'm not married to the idea, and I'm sure you guys have a lot more to work on.

     

    EDIT: Sorry for the two posts, I thought the forum software would "auto-edit" my previous post.

  18. 4 hours ago, faatal said:

    A new tinting shader is already done and all vehicles now have a tint mask, which allows the dye color in the cosmetic slot to tint specific areas of the vehicles.

    This sounds really nice. I asked about something similar a long while back, but thought nothing came of it.

     

    I'm guessing the new tinting shader will also be applied to weapons and tools? That was the big improvement I was hoping for.

  19. The "restore power" quest looks pretty neat. I have a couple questions/suggestions:

     

    • Is the new generator model the only thing you can repair? (It would be cool to have other stuff, like fuse boxes)
    • Can there be different sets of rewards for the quest? (I'd like it if rewards could specialize in electrical items - e.g. completing a Tier V restore power quest is the only way to get a solar bank)
    • Will this quest be equally available at all traders, or will certain traders be more likely to give this kind of quest? (Trader Bob specializes in tools and vehicles, so could be more likely to grant this kind of quest)
    • Can the POIs be dark by default, and only have the lights turned on when the quest is completed?
    • How, technically, does the "power on" process work? Does it actually turn on the lights in the POI or swap out the darkened POI with a lighted version? (If the latter, and the POIs are specified via XML, then this would be a gold mine for creating all kinds of quests)

    Just questions and food for thought. Even if it's just a "normal" quest in every way other than the mechanics, it still looks like it will be cool.

  20. 6 hours ago, DanLW said:

    Water sounds kike it will be really tricky.  I think there should be infinite source blocks, but they should not be abailable to players in a normal game.  They should only be created during the RWG process or in creative mode.

     

    It would probably be relatively easy to bake rivers into Navezgane.  But getting rivers functioning in RWG wlild probably be a nightmare and would add to the RWG generation time.

     

    I think lakes should count as infinite sources.  But in terms of water fill, there should be a limit.  Ideally water would flow until it reaches sea level, and sea level would be fixed so that it can never rise.  I.e. water that makes it to sea level would automatically cancel out at that level.

     

    But yeah, there are probably server crashing possibilities out there.  Perhaps there could be a server option to limit or turn off flow for larger servers.  Internal testing would probably yield interesting results.

     

    However, good water has been done... I believe several years ago it was Roland who posted a video of a game where water would drain and fill other areas if the player created a situation where it could happen.

     

    Like spice, the water must flow.

    Honestly, I'd be perfectly happy with "infinite" water that didn't decrease when you e.g. dipped a glass jar in it. As long as it looks at least somewhat realistic.

     

    Also, I'd be absolutely ecstatic if it were possible to have waterfalls in the game (POI placed would be good, but even better would be random gen waterfalls). That's probably asking too much though.

  21. 24 minutes ago, Tetrameth said:

    I had a problem with artifacts popping in/out a while back and found out that my high FOV was the culprit, turned it off and it stopped completely. It certainly wasn't a fix but it was an explanation.

    I don't remember adjusting the FOV, but if I did, it would be a while ago, so maybe I just forgot. I'll try messing with it to see if it solves anything - worth a shot. Thanks!

     

    EDIT: Also this is the first time I've personally seen it, though it's certainly possible it's an artifact of using the same game world.

  22. Sorry if this has already been mentioned, there's a lot of traffic in this thread...

     

    Has anyone had any issues with disappearing trees since updating to the latest experimental build? It's a weird bug - trees disappear when looking directly at them, but appear when you're not looking directly at them.

     

    I did not start a new game world since updating the build, so I don't think I can create a bug report. And, everything else seems to be working fine for me, so if it's a choice between starting a new game or living with the bug, I can live with the bug.

  23. Bad news for anyone wanting UMA zombies in A19...

     

    The controller that UMA zombies use is broken in A19. I don't just mean that the zombies themselves don't work. If you try to include them in your game, they'll break the game. They produce so many null reference errors that the game itself won't function properly.

     

    Oh, well, it was nice while it lasted.

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