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Ragsy 2145

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Everything posted by Ragsy 2145

  1. To be honest I have not had the free time time to update the A18.4 version .... it may or may not work in A19 , been busy with Vehicle Madness , Boats and other project stuff. Another reason for not updating this mod to A19 was Khaine releasing the Romero Mod suite of which i was all for him doing when he mentioned it in our modding discord. I could make the AI and pathing bit a seperate small modlet at some point to dumb them down .... The Romero Mod covers Headshots and zombie increases . Regards Ragsy
  2. Yeah this is my fault .... just checked it over and there are 6 ingredients in the recipe and the 6th one does not show up in the UI (vehicle Wheels). I have updated the modlet to have only 5 ingredients .... I did fix this before in A17 but I must have uploaded the wrong modlet when I created the A19 repository Sorry for the hassle .. Regards Ragsy !!
  3. Thank you for the feedback .. regards Ragsy !!
  4. No we have our own miltary truck in the mod that Guppy did in A17 , might be adding another military style vehicle one at some point its just lots of people have done military stuff since A17 dropped and we wanna make the next one something more special. Not really that keen on the vanilla Military truck either ... Ragsy !!
  5. Thanks for the feedback and glad you are enjoying it . Vanilla spawns still have the indicator enabled ..so yeah will turn them off in next update. The bounce effect is strange and seems to happen on uneven ground more ... looking at possible fixes for that. The Military Truck glitch may be due to the vehicle collider not destroying the the spawn block instantly and can depend on the rotation of the spawn block.... we have changed the colliders for next update and have actively been looking at a fix for that , it seemed to happen on that truck from the recent update so maybe something I did messed that up on for the last update. The spawns for servers information is useful and thanks for the feedback on your findings ... Regards Ragsy and Tiger
  6. Where you in debug mode when you logged out ? have not seen this in all our testing but sometimes in debug mode vehicles do strange things like fly up in the air or have moved when you come back in game but never seen it in normal game mode . Ragsy !!
  7. Thanks for the feedback. If you want to implement the UI indicators we have left in the option to do this if thats a user preference, the path to the UI indicator is commented out at the bottom of the individual vehicle xmls. We feel that these indicators break emmersion but everyone has thier own preference. We have gone for a more realistic option to build vehicles in sub assemblies as thats the goal of vehicle madness .... i can tell you now that the vanilla way of building the original vanilla vehicles will stay as it is in the overhaul (keeps it compatible with bdubs great collection ) .... that way if you dont find a vehicle for a while then you can at least build a bicycle or minibike to go off searching the world. The broken vehicles spawn system is the plan depending on how that develops along the way and if its still workable in a good way (bear in mind that this may be months and months till that happens ) we can still leave an option to stay as it is and spawn full vehicles at that point. Then its your choice to rely on finding a working vehicle spawned in the world or salvage them and build your own VM vehicles ... Regards Ragsy !!
  8. Might happen a few more times with restarts in the Beta phases ... but thats normal in overhauls , its hard not produce a meaningful update without changing major systems in the game . I forgot to mention in the update notes that we also added some experimental vehicle damage changes in beta 1.1. Regards Ragsy and Tiger !!
  9. Thanks for the feedback .... glad to hear it works well with Compo Pack We are planning to improve all engine sounds and look to replace the base engine (4x4 ) sounds over the next couple of updates ... Ragsy !!
  10. Well if you really do want no vehicle spawns then simplest thing is to go into biomes.xml and look for the spawnVehicleBlock and set the probabilty to '0'. Although doing that there are some vehicles are purposely not craftable so you would have to add the recipes yourself for the missing stuff. From the original post about the future of Vehicle Madness The goal in the OP was eventually to get the overhaul to the stage where you find a vehicle that is broken and and you will have to upgrade them to get basic running vehicle either by using parts to repair or some may just need fuel adding but will be partially functional ....... or possibly you may find a partially functioning vehicle that you take back to a dedicated repair station to upgrade to fully functional. We have done some test work with that already with the Fastback .... the Broken fastback spawns in world and you can slowly get it back to base to a repair station. The more stages the bigger the amount of alternate models and meshes are required so the mod could get huge in size very quickly. So might just target the special vehicles as non functional and upgrade to use ... we will see. Ragsy!!
  11. Vehicle Madness now updated to version 1.1 ... download link in the OP A brand new save game is required as lots of blocks changed and have been added for this update ..... The main changes are the new variations in wrecks so i will leave it up to current users to decide wether they want to update or not. Pictures here Changelog Beta 1.1 : 1. Added various new wrecks created by bdubyah for the ultimate salvage variation ( There is only 1 vanilla sedan in chain as required by some POI's and all others are now custom). 2. Tweaked some vehicle speeds and camera positions and some storage on the big vehicles 3. Increased amount of wrecks on roads and in biomes to provide more resources. 4. Experimental block damage changes 5. Added Quad to world spawns and reduced spawns very slightly (feedback on this will be required as catering for server vs single player). 6. Added compressor to EMS and Military loot options , increased probabilities in automotive and rare automotive loot as were too rare before. 7. Removed damaged motorcyle part2 from spawn ( will add more motorcycle variant wrecks at some point) Next update will include some new vehicles and will showcase those here as we move closer to the next update in October. Special thanks to our small testing group for thier input over the last few months. Regards Ragsy and Tiger !!
  12. Bathtub Boat Modlet for A19 Version 2 Launch Place the bathtub boat on/in water in a 'shallow water' area that has fairly flat ground underneath, if you have no shallow water in your map then build a small launch dock, then add fuel to bath tub boat and off you go. The Bath tub boat can be placed on land but will barely be able to move ( new physics colliders experiment) rendering it unsteerable and very very slow to move. Controls Steering is A and D as per vanilla setings ....mouse is for looking around only and has no affect on steering a boat. Space bar and c control the up and down angles (same as a gyro) which you will need to adjust slightly as you travel on water otherwise you may sink. W is forwards and S is slow down/reverse ..If you let go of w and shift (Turbo) then the boat slowly comes to a stop, pressing S will slow the boat down more quickly this replaces spacebar as the brake key. To anchor the bathtub boat and stop it drifting away use c and spacebar to level the boat till it stops drifting, useful if you have a fishing mod installed. Anchoring To anchor the bath boat and stop it drifting away use c and spacebar to level the boat till it stops drifting, useful if you have a fishing mod installed. Crafting The bathtub boat is craftable in a standard workbench with no progression needed at the cost of various resources and by creating the required assemblies to build it, it will help early game if you actually find a 'working workbench' and this allow you to make the bath tub a lot sooner. If anyone wants to change the recipes and build methods then please do so but let me know how you improved it. Other The bathtub boat can be picked up into inventory providing the boats inventory is empty as per normal vehicles if you sink it at any point , although be careful if you sink it too far away from the shores as it could be a long swim back. Best to not store stuff as Zombies now can attack water vehicles in game. Changelog Version2 1. Optimised Model to reduce size of unity file. 2. Added Particles ...these can be switched on or off with the F key ... (headlight function) 3. Depth mask applied to stop water seeping effect and allow it to ride lower in water for more realism effect. 4. Textures adjusted 5. Added working propeller ******* THIS MODLET HAS CUSTOM ASSETS AND MUST BE INSTALLED ON BOTH CLIENT AND THE SERVER TO USE THE MOD IN MULTIPLAYER ******* Bathtub Boat version 2 Download Happy Boating in A19 Ragsy!!
  13. Hi , the mod is generic and covers anything that has the word 'vehicle' so if you do not have any of the big mods that have extra vehicles then it will still work fine with the vanilla game. If you then add any of the bigger vehicle mods like Vehicle Madness, Manux ,Bdubyahs vehicles , AC's vehicles or Harry's vehicles and they happen to have the word 'vehicle' in thier xml name the mod will pick those up and set the brightness level. You can change the brightness level to higher if need ( Currently set at 7 ). Hope this helps Regards Ragsy !!
  14. I will take a look at that thanks for the feedback Ragsy !!
  15. 👍 Yeah as bdubyah says its not supposed to be something you find very easily ... might up the chance slightly in car loot as chances are some people have portable compressors in their cars nowadays ( I have one in mine) . Working on updating the mod for a 'interim release' version with bdubyahs new wreck varieties soon , reviewed the storage sizes .. with bigger storage in the full trucks and van for next release and some handling tweaks. The next major release after that will be a while with some new vehicles coming along with some of the older vehicles taking on a new post-apocalyptic look Ragsy !!
  16. Glad you are enjoying it ... yeah we are looking at sorting the sizes for each storage on next update in line with type of vehicle . bdubyah has been busy as well with adding new wreck models for vehicle madness ... so there will be no more 'endless rows of sedans' , he has added trucks ,vans ,SUV's even a old Lada somewhere 😊. Still going to be the odd vanilla sedan but most of the salvage will be 'customs' to give the world even more variety. Regards VM Team Ragsy !!
  17. It shows up in workbench using standard items to craft ... you may have a conflict with something ! Ragsy!!
  18. Please call me Ragsy Rags or whatever I think we know each other on here well enough now Gouki lol ... unfortunately my first account on here got lost and had to re register with the numbers bit , but i have been on forums a long time . Regards Ragsy !!
  19. In vehicle madness the final stage is designed to give the player a chance of obtaining the 'damaged chassis' to use in recipes to make your own vehicles so its up to you ... if you add a chance to have the vehicle go to a respawn cycle then you have to consider this point also. I presume you just want to give the option in modlet form for 'user choice' and we have no problem with that if you do that . Regards Ragsy!!
  20. There are car respawner mods out there for A19 I believe so they will respawn the vanilla ones in the world providing the respawn block is not destroyed, JaxTeller has one and a few others ... These will not repawn the additional vehicles that guppy added and we have no plans on salvage vehicle respawning for the overhaul. What you said is kind of the point as you may have fight for the resources that are there or hope you get a lucky spawn full vehicle. Not tried the spawner modlets myself at all but if they should work for vanilla vehicles in this mod overhaul but no full guarantee on that . Regards Ragsy !!
  21. Vehicle speeds , inventory sizes and a few other things will be reviewed as time goes on .... glad you are enjoying it thanks for the feedback Regards Ragsy !!
  22. Thanks for trying them out and the feedback appreciated. Yeah the racing one may be a little less responsive on hard turns but I will at some point re-visit the set-ups in A19 I only did them originally as someone said vanilla bikes could not climb hills very well 😄 Regards Ragsy !!
  23. Thank you ... I have not had time to check it out with other things going on ... Gouki I assume has it working but has updated it for his use by adding zombies jump less. EDIT : Just had a quick check and nothing changed between alpha's tested and zombies still do not climb ladders for me. Ragsy !!
  24. Good luck with it all ..... No worries you are not the first but here is place to post for requesting help and general modding discussion . https://community.7daystodie.com/forum/40-discussion-and-requests/
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