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morggin

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Everything posted by morggin

  1. Just tried to add the mod to my server today (which just updated to 19.3 (b6) but dosn't appear to work with 19.3 yet. Okay ... i got it working, i had to download the Snufkin-CommunityPack-ServerSideVehicles-A19-2020Dec19-master. This appears to indeed be working with A19.3 (b6). Thanks for your hard work guys !! This should work great with my Island map
  2. I didn't generate these with combo pack. I have updated the post to include a link to the Import_HM and Bioms files if you are interested in adding a combopack to it though. I know that in Alpha 20, TFP is are planning to do something new with water, I hope they add boats and fishing!!
  3. My goodness the Poem in the Black Bart's quest line is magnificent! Great work on that poem RichardPaul!
  4. It's great to see you back in action ShoudenKalferas. Thanks for the your work on this release. I cant wait to take a look at it.
  5. Today I adjust the height map, made the water a bit deeper, add a few more islands then flipped and rotated the map. It's has new towns and roads all regenerated after the adjustments. (please note, I did NOT generate with Combopack but provided a link to the import_HM and Biome file so that you can use Nitrogen to add any version of the combo pack you like.)
  6. @DoomRanger yea i have been running into that also. I know in my case i'm sure it has something to do with my using a lake as the target color in painting the water regions into the map.
  7. @JCL thanks, Damocles and the TFP have done an great job with all of this stuff. it's been a lot of fun playing it. I can see some good choke points that aught to make it interesting for PVP. I been playing the map for a couple of weeks and find the views along the water to be a lot of fun to cruse along on a mini bike. I love getting out to some of the remote places on the islands and watching the sun set. It's interesting how each of the islands is connected by a single road. The road and city placement can be reworked also by running the height map through the Nitrogen generator again as a template. My main goal with building the Islands was to make it more interesting than just a big land mass, forcing players into choke points and make use of the gyro-copter to reach the other islands quickly. It kind of forces the players to think about things such as the gas required, it wouldn't be good to run out of gas flying between islands.
  8. I have posted my map Alsep Island generated with Nitrogen for Alpha 19.
  9. This is Alsep Island and Atrum Island my 12k x 12k maps Generated with NitroGen v0501. Both of the maps use just the standard spawns (not Combo pack) They are both working on Alpha 19.3 (b6) Stable. Feel free to download and use on your private/public server. A preview map can be found inside each zip as well. Let me know if you would like the prebuild files from either map and I can get them to you so you can incorporate what ever Combo Pack yourself if you like. AlsepIsland Alsep Island is my original map. and is currently running on my public server. AtrumIsland Atrum Island has had the Height Map adjust a bit for deeper water, island adjustments and additions then rotated and flipped. It has all new roads and towns generated after the adjustments. Atrum_HM_BIOM This is the Import_HM.png and the biomes.png needed to generate the map to incorporate the Combo Packs if you so wish. (New 2/12/2021) AtrumIsland12K-Burnt AtrumIsland12K-Burnt has craters/wasteland/burned areas added. It has all new roads and towns generated after the adjustments. AtrumIsland16K-Burnt AtrumIsland16K-Burnt has craters/wasteland/burned areas added. It has all new roads and towns generated after the adjustments. Wasteland_Crater_Biome for AlsepIsland 12K x 12K. replace the biomes.png in your Alsep Island map folder to add craters/wasteland/burned areas to your map. Wasteland_Crater_Biome for AtrumIsland 12K x 12K. replace the biomes.png in your Atrum Island map folder to add craters/wasteland/burned areas to your map. AtrumIsland16K-Burnt.zip AtrumIsland is now currently running on my public server. (Updated 2/12/2021)
  10. @Damocles is there a way i can regenerate the map preview after replacing the biome.png ?
  11. Hey guys is the newest version of Nitrogen capable of producing island maps like Jericho Island server? UPDATE: Here is what i just produce taking a generated HM and using Gimp to modify it then exporting it to a new png and renaming it import_HM. MAP NAME: Alsep Island. It's up on my Alpha 19 (latest exp) if anyone wants to check it out.
  12. I understand, thanks for the explanation. I put in another submission to the Pimp Dreams.
  13. @Damocles by chance are you considering a cave system as mentioned in ? an option in your menu to add a cave system in random mountain ranges would be awesome. I also really like Roland's idea of having a submap just for expansive caves that way they don't interfere with the physics of above ground bases. In fact the idea of a submap kind of plays into a suggestion I had posted under pimp dreams some time back.
  14. Now that I think about it ... I'm doubtful. Though I wouldn't hesitate to think there may be a few out there with 10k kills on some of the longer-running campaigns.
  15. What do you think about a White River Legendary tier over Elite? Perhaps kill 100,000 zombies for the Legendary tier? To quote Richard Matheson in his book "I am Legend" Full circle. A new terror born in death, a new superstition entering the unassailable fortress of forever. I am legend." As a reward be able to craft "Eurytus' Bow" "Achilles Spear" "Thor's Hammer (Mjölnir)" "Sword (machete) of Damocles"
  16. Freya would actually be more fitting for the bow. She is a bowman in Conan Exiles. But I understand. I just didn't like Bambi or Ivanka. My wife uses Freya for her Steam Handel so that's why I used it (and hindsight would suggest I should have used her's for the bow, to begin with). PM with the attached zip sent. Thank you for creating this project. I had a lot of fun adding the Elite stuff to it. PS: I may end up renaming the Bow myself on my server to Freya's Bow and change the name of the pick to BlackBart's pick. Before he was infamous as a bandit, he and his brothers were miners in the California Gold Rush in 1849 and later in Idaho and Montana 1867 after he was an officer in the Civil War. After his time in Idaho and Montana, he had a falling out with the Wells Fargo Stagecoach company and started robbing them and leaving poetic messages. He robbed the Wells Fargo Stagecoach 28 times between 1875 and 1883. I've labored long and hard for bread, For honor, and for riches, But on my corns too long you've tread, You fine-haired sons of bitches. Here I lay me down to sleep To wait the coming morrow, Perhaps success, perhaps defeat, And everlasting sorrow. Let come what will, I'll try it on, My condition can't be worse; And if there's money in that box 'Tis munny in my purse. — Black Bart https://en.wikipedia.org/wiki/Black_Bart_(outlaw) PPS: For some reason, I could never get Everdeans arrows to work on the bow or crossbows. My server would never add them to the ammo pool for the bow or crossbow. I suspected it might have something to do with the extra punctuation in Morggin's and attempted to rename it to Morggins but that didn't work either. I figured it's best not to try to manually add them to the pool as it may break things down the line and it's more ... graceful to have them added the way you did it so I didn't make any further attempts at it.
  17. Changed Bambie's bow questline name to Morggin's Changed Ivanka's questline name to Freya's Added Elite citizen quest to kill 1000 zombies and awards a White River Elite Citizen card. Added questline craftable through the White River Elite Citizen's card to grant an Elite crossbow under the Morggin's bow questline called the Terminator Crossbow Replaced the DarkTower (Deschain's questline) with the provided updated 1.7d to fix the issues with it. Core and other questlines are still 1.7c. as my version contains the Elite Citizens stuff.
  18. @ShoudenKalferas I have made a few modifications to your pack to try and integrate it with my server. I changed the name of a few items and added an ELITE citizens questline that requires killing 1000 zombies and rewards an ELITE crossbow recipe under the modified Bambie's (I changed the name to Morggin's) bow. Please let me know if your interested in seeing the changes and will arrange to get my modified version of the 1.7c zip to you.
  19. Biome generation in v0474 seems to be a lot less randomly placed and more like it was laid out on a grid. In my humble opinion, I like the random biome placement from v0355 more. I have been experimenting with the latest combopack 43 (updated very recently) and the v0474. I used the combopack 43 configUI/prefablist on the v0355 tool to generate a world with wasteland instead of the ocean .. but the random placement of biomes was much better. I still have a copy of v0430 as well. I'll have to see if the Biome placement was affected in v0430 the same as it was in v0474 before I decide on which version I'm ultimately going to use for my next 14K map. Edit: v0430 also has very random placement as well. I discovered I still have v0467 and v0471 as well. I'm going to do the same generation on them as well. Edit2: I'm in the middle of a large forehead slap. I must have overlooked the random slider down as the very last option.
  20. Using the method post by Zigstrum here I was able to create a script to turn off rain using the weather command if anyone else is intrested. I called it rain.exp #!/usr/bin/expect -f set force_conservative 0 ;# set to 1 to force conservative mode even if ;# script wasn't run conservatively originally if {$force_conservative} { set send_slow {1 .1} proc send {ignore arg} { sleep .1 exp_send -s -- $arg } } set timeout 10 spawn telnet localhost 8061 match_max 100000 expect "Please enter password:\r" send "<password here>\r" send "say \"Turning off rain\"\r" sleep 1 send "weather rain 0\r" send "exit\r" expect eof
  21. Thanks SylenThunder, I think I'll keep rolling with the restart every 8 hours myself as I am seeing the server abend (abnormally end coined during the old days of Novell server administration) a few times a week between 5 to 8 hours as well. On a side note, I was running my restarts with a restart.exp (restart notifications through telnet) beforehand and ended up having to break out the actual restart from the restart.exp cron job. The reason I did this is that if the server abended the restart.exp cron job would fail due to no telnet session being available, then the entire cronjob would stop. Now if the server experienced an abend it will shut down no matter if the telnet session is available to warn people or not. And for good measure (though it may be overkill), I have also added in an hourly start in case the server has abended. 20 6,14,22 * * * su sdtd -c "/home/sdtd/instances/naboo/restart.exp" >/dev/null 30 6,14,22 * * * /usr/local/bin/7dtd.sh kill naboo && sleep 60 && /usr/local/bin/7dtd.sh start naboo >/dev/null 40 * * * * /usr/local/bin/7dtd.sh start naboo >/dev/null
  22. Do you guys have a recommended restart interval? Right now i am restarting every 8 hours with a cronjob. 20 6,14,22 * * * /usr/local/bin/7dtd.sh kill naboo && sleep 300 && /usr/local/bin/7dtd.sh start naboo Could i get away with just restarting once every 24 hours or dose the server get wonky if it runs that long?
  23. I can answer these. They go under /home/sdtd/engine/Mods Each instance has a config.xml you configure the server settings in. There may be a few ways to do this, but my personal preferred method is to use WinSCP to establish an SCP session to the Linux server and dump the files into your SSH user home folder, then SSH in as your user and copy them to the appropriate sdtd folders. Once the files are in place make sure to chown (change owner) the files. For example if you use the Nitrogen tool by Damocles to generate your own maps you can upload it to /home/sdtd/engine/Data/Worlds. (also try to keep your world names short or use _ between multiple words in the name as linux just likes that better and it's less confusing than having to use \ for proper formatting of hard spaces in the name.) chown -r sdtd:sdtd /home/sdtd/engine/Data/Worlds/<World name> Or if you copied files into /home/sdtd/engine/Mods chown -r sdtd:sdtd /home/sdtd/engine/Mods As stated above, chown stands for change owner. sdtd has to own all the files under the folder for things to function properly. This is especially important if your restoring files from the backup. NOTE: I personally have a symbolic link to a separate hard drive that I have mounted as /archive. I have symbolically linked /home/sdtd/backup --> /archive/backup/sdtd.
  24. Thank you Sylen and Alloc for the help with the restoration. I will search your documentation for the (proper!) way to restore data.
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