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Kinyajuu last won the day on September 8 2018

Kinyajuu had the most liked content!


About Kinyajuu

  • Birthday May 10

Personal Information

  • Biography
    I used to do normal business software design and now here I am working on an awesome game. Truly a dream come true for me. After many years and 1000's of games I can say that I see more potential in this game than most i have seen over my years of gaming.

    I tend to be quiet and shy as I don't like the spotlight; hence my avatar. :)
  • Location
    Undisclosed bunker somewhere on planet earth
  • Interests
    Playing games, from rpgs to fps and all in between. Game development. Physics. Algebra. For Science!

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  1. Lol no real reason. Just busy busy.
  2. BAHAHAHAHA! What did you put there for my name? that's funny stuff.
  3. no, they are not uniform aspect ratios. Some UMA toons have more than others and to save ram, if space is unused it crops it out. That said, the lowest UMA setting in video options should change that to a different number. If not then it's not resizing them like it should. I never tried resizing them using an image editor but that might work as well.
  4. They should be deleted first. it doesn't overwrite as it spins up a new one under the condition of the file not existing. It's odd that you're having that apply settings fix for ram issue. We had a similar problem on the dev end due to it not properly cleaning up rendertextures. But zombies SHOULD be using the baked texture from that directory (for non TFP stuff). Let me know if testing proves otherwise. could simply put a big red mark over the diffuse texture and see if it shows on the zombies it should, if not there is something with my modded archetype baking support that I'll need to look into. For what it's worth, those textures should bake for anyone, you don't HAVE to include them in the mod files, unless of course, you did some handy dandy art editing to the textures. It does cause a startup delay the first time if not already baked.
  5. I would like to say Kinyajuu that on behalf of the modders here on 7dtd i would like to thank you for involving yourself in the modding section and assisting with issues and playing active part here. For the end result we all have in common a great finished game with the ability to mod etc. So thankyou and hope to see this kind of involvement continue we appreciate your being here and replying and assisting Not a problem, I'm a huge fan of curiosity and discovery.
  6. It's an ongoing battle, the zombies are supposed to be baked. If you change the type in archetypes to "Zombie" or "Bandit" or "Survivor" it will use the internally baked textures ("Player" tells it to rebuild it from scratch every time), or, if named differently (and type is NOT "Player") it will bake the textures to Data/UMATextures. If not baked, or all of them are set as type="Player", showing a lot of them on screen will quickly eat memory. Be sure to set the type back to one of the non player types before pushing a bunch of them into the game. The UMA Texture resolution you have set in options affects the baked image size. The associated sizes are 4096, 2048, 1024, and finally 512 (think there are 4 options). If having lots of different zombies is killing your ram then as a client, simply turn that down. If making a mod, turn down the UMA Tex size to the desired image size, then start up the game with your new zombies in the archetypes.xml, you should then see 3 images in the /Data/UMATextures directory. So long as those are in there, the game will read from them. You can see if baking down the images helps. You can lower your UMA Texture setting in options, close the game, add the size to the end of the UMA Archetype names in archetypes.xml (only the non player types), change the archetype name pointer in entityclasses.xml, then restart the game. Should then have much smaller textures in memory instead of 4096x4096 * 3 for each type of uma zombie/npc/bandit Hope this was helpful
  7. Nice, someone found another one of the tools I built. Good work man! We're actually going to build something very similar for character customization once we round through the main menu system and clean it up.
  8. Weird, the client should never have to make hub cells on their end. They download them from the server. is the world size modified on that server at all?
  9. He has the Kinyajuu signal installed. Can someone get me a log message from the client so i can easily pinpoint where this rogue prefab load is happening? *poof*
  10. It changed as in the biome setup at the bottom of the list, the distribution formula for POIs was adjusted, and some preliminary custom hub stuff for rural that I'm working on. A couple of pois were added to the distribution as well. Everything else should still work with 13.6 if it worked for 13.5.
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