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Subquake

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Everything posted by Subquake

  1. Yep, at the moment the core of the mod, which is pretty bare bones version of it, is currently being tested in early access mostly by my supporters, that have been following through my struggles over the years on working on the next version of this mod. It's no were close in terms of content, that I once had with it during A16.4, but that's because I've been focusing on improving the quality of life aspect of the mod instead of trying to update all the items it had. But before everyone starts grabbing their pitchforks - I will be bringing most of the stuff the mod had back in A18/A19, but it will take time. Before that happens I want to make sure that all the underlying C# code is working as intended and no major game breaking bugs occur during early access testing. This week I'm busy with IRL stuff, next week will be polishing and preparing it for release. Content will be added and re-added over time. Skill overhaul (one i worked during A17) is pushed back till A19.
  2. Worked out ins and outs on adding basic 4 wheel vehicles
  3. well the beauty of modlets nowadays with 7 days is that you will be able to create modlets on top of undead legacy to do things like that, but they will have to be created specifically for the mod, since I'm pretty sure that majority of modlets won't work with my mod due to some core changes of basic things in the game.
  4. @mr.devolver no sooner than 2 weeks from now, early access privileges atm are reserved for my backers, who have been supporting me for a long time, some 2+ years, I think that's only fair that they get to experience the buggy early release first, before everyone else. @Phredd that's nice!
  5. Yeah, I really wish TFP would make it a bit easier to mod block textures
  6. Currently the mod is being tested in early-access mode by select group of people, who have been supporting the mods development for 2+ years now and meanwhile when that's going on, here's something, that you will most likely never see in any other 7 days to die mod: Summary: I can make it so that recipes require tools as part of the recipe and as the ingredient, the recipe consumes the durability of the tool. In vanilla 7 Days to Die it's not possible, it would count the tool as 1 ingredient and consume it once.
  7. A17 was a lot of experimentation and I mean A LOT, I learned so much about SDX modding, the C# game code, how it ticks etc, took me two months just to get going on that. A lot of concepts were experimented on, that I haven't even shared here, because those didn't make the final cut. Now during A18 I'm solidifying all the games base C# code changes I made during A17 for the game so that it will be a much easier transition with A19 and A20, now I'm barely even touching XML at this point, all the content work I did during A17 will come later, because I have to get the C# code right first. COVID-19 threw a huge curve ball for me, I'm still renovating my apartment, but whenever I go to the hardware store it's a high risk that I could get the virus. I've seen quite a bit of sick people (not necessarily sick with covid) casually shopping around, coughing, sneezing without doing it in their sleeve or blocking their mouth in any kind of way, those germs with viruses do get on the merchandise in the shop shelves, which was disgusting even before covid, but now even more so, because I don't know if they are sick with it or not. The start of this year was and still is a pretty rough one for me, but I'm working on the mod whenever I have energy and time. Sometimes I have time, but I'm so tired I just sleep waiting the horrors of upcoming days. Stay strong, healthy, keep your distance from strangers and hope things will improve sooner than later.
  8. It does, it so does. I'm still working on it when I can, when something will come up, I will post more
  9. Progress has been slower last two weeks, had to focus more on renovations, because they still take up my priority, but I'm working on it as much as possible
  10. All the various junk and sheer quantity of items in my mod was the whole reason why I developed scrolling inventory with encumbrance, having your inventory limited not by slots, but carry weight capacity. Most of the A16 code was converted to the new code during A17 except all the foods. Eventually most A16 items will be in the mod + a crap ton more with actual custom 3D models/assets, but not everything at once. I will gradually add content with patches.
  11. Most things I worked on during A17 will eventually be added in the mod, but not everything at once.
  12. More likely A18, though it won't be the full thing, it will take time to implement all the features and content I worked on during A17, but the core code and UI should be ready. First release will be very close to vanilla experience with a lot of QoL improvements, that will come with the UI changes, limited slot inventory will be replaced by encumbrance based one and fuel will work with fuel canisters instead of simple stackable fuel item.
  13. Custom NPCs is something I have plans for some time, yes. I keep in touch with sphereii and time to time talk about his progress with the NPC API they are working on, it's incredible, but I'll be honest, I have no idea when I'll have time to actually getting on working in making those custom NPCs, because there's a lot of content already in the works and is waiting for implementation before anything else
  14. For the hype: Hud 4.0, improvement of 3.0, more minimalistic and better optimized, probably close to final: Journal descriptions now can have a header image related to the topic, similar to Subnautica: Bigger map view and repositioned in UI (in vanilla it's hard coded to be fixed size and position): Will update the code for A18.4 next week during workday evenings, almost done porting over most C# code I made during A17, what's done: Also want to hugely thank those, who have been supporting me in the darkest of days and months, when I couldn't mod Undead Legacy due to stuff going on IRL with me right now, I really appreciate that, it means a lot to me.
  15. Thanks for reporting it. The links should work now.
  16. All is well, I'm just currently preoccupied with renovating my apartment and there's very little free time to mod. I hope some of the time will free up this month, but that's thinking very optimistically.
  17. Happy to you as well! Anyone who has been around playing 7 days for a while probably know by now about how long TFP can take to release major updates to the game and I really appreciate all the patience of anyone waiting for the next UL version to come out for A18+. Some things came up in my life, specifically mid October I finally found someone for hire to help me with my apartment renovations and since then till now I had to postpone UL until some of the essential stuff had to be taken care of (because i also live in the same apartment where renovations take place and that always bring certain set of inconveniences along with it). Anyhow, point is, I barely was on my PC all this time and only recently, I've started to catch up with things this week, so I'll be resuming work on UL any day now, I hope.
  18. Sirillion is right about multiple attempts, a lot of stuff is scrapped and never end up shown on the forums, only my backers know the full story behind development of the mod, my struggles (including real life problems) and challenges that come along the way. The stuff I post here is what I consider worthy of showing, if it's even possible to show visually, because non mod makers among you, who are waiting for the next version wouldn't even understand my techno babble about what code I have changed/added/improved, how is it better or different from vanilla etc, heck I sometimes don't understand some of the bullet points of TFP patch notes for the game. Undead Legacy for A16 I worked on for about two years on and off, real life problems, struggles and lack of free time stretches that time, that's just life, I don't live in my moms basement and don't code 24/7, I'm a human being With A17 TFP changed a lot of code how item properties and effects are defined in XML, on top of that I learned during A17 how to do SDX modding - changing the base code of the game in the .dll game files beyond what normal XML mods can do, and learning and understanding how the game works and how can I change it takes time. Now with A18 I'm in the process of working on updating all the stuff I did during A17 for A18 and TFP have changed quite a bit of backend code for the game, that's not even mentioned in the patch notes nowhere, so that's a challenge on its own. My backers know how far I'm at updating the mod for A18, everyone else just have to be patient, it will be released when it's ready. Just remember, I'm working on an ever changing early access game and I have to keep up with all the changes that TFP do with XML and backend code for the game.
  19. Might be sooner than that, for sure I really hope so! Thanks, it means a lot!
  20. I would want to say, that yes, i will do that, but sadly I can't, it's a bit out of reach for me, since I work on the mod alone and due to already huge scope and plans for it, it's just a bit too much for 1 guy to handle. I do have plans to add more POIs and such at some point, but to tweak world gen mixer, while TFP themselves are tweaking it constantly for me feels a bit pointless endeavor.
  21. Also not a big fan of dungeon maps everywhere? Working really hard to get the mod back up to speed for A18! I miss playing UL myself, been so long, but I have high hopes for A18, I have a gut feeling, that A18 will be the version for UL to truly shine
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