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Subquake

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Everything posted by Subquake

  1. Totally understandable, we need some time off here and there as well, can't be slaves of modding in all of our free time, a gamer here myself, totally would go crazy if the only thing I would do in my spare time was to mod a game
  2. You don't have to worry about me keeping up with the minor updates of the game, my SDX dev build is already up to date with b27
  3. Yes, currently I am working on A17 compatible version.
  4. Mod will feature custom customization options:
  5. Another screenshot, managed to get item mods to display their names when you hover over them:
  6. All good things come with time.
  7. Implemented visual indication of encumbrance in the backpack:
  8. What gpcstargate said. Working on some cool stuff, take some time to analyze the pic below:
  9. If time is in my favor, then January. I want the mod to be out as much as you guys, but it's not quite ready yet. Also it won't be the full mod, mostly the UI and overhauled perks. After that I plan to work on weekly updates, that hopefully won't require you to start over every time. And with those I will be re-adding many of the A16.4 core features of the mod, slowly bit by bit.
  10. It should be compatible with modlets if they won't change Localization.txt file or any of the .dll files. I really wish Localization could be defined per mod, similar to how the new "modlets" with xpath works. I know sphereii made an SDX mod that allows mod specific Localization files, however they don't cover main menu stuff, but for better or worse, Undead Legacy changes things for that as well.
  11. I did it boys and girls. I managed to make recipes output multiple additional items, that can be easily defined in XML: <recipe name="ammoArrowStone" count="1"> <ingredient name="resourceRockSmall" count="1"/> <ingredient name="resourceWood" count="1"/> <ingredient name="resourceFeather" count="1"/> <output name="resourceDuctTape" count="1"/> <output name="resourcePaper" count="1"/> <output name="resourceGunPowder" count="1"/> </recipe> The code supports up to 9 additional outputs per recipe and that's going to be plentiful for my use cases In the future I want to add the possibility to define multiple materials for items and blocks, so that when you scrap them, they give multiple scrap components similar to my recipe change.
  12. Optimistically this month, realistically hard to tell. Currently I am working on something, that has been asked for many years, which is recipes supporting multiple outputs and I might say, that I'm 75% there to solve that problem in my mod
  13. another small visual improvement:
  14. You should be able to, yes.
  15. Through gameplay, notes and paying attention to ingame items and their descriptions, if you are not familiar with Undead Legacy, in A16.4 it has very descriptive information on all items and most blocks with stuff like: where they are crafted, what tools they need, what workstation you need to make it, what material they are made out of etc.
  16. Well guys, it was just a matter of time, but I finally got enough courage and started my way into SDX modding, moving forward on the A17 mod will only be available in SDX form. Here's a quality of life feature added, that many have asked before: - Transfer all items to storage; - Transfer all items except first row to storage; - Transfer all buttons are visible only when a storage container or vehicle trunk is open; - Items now have a prefix based on the quality level (not fully implemented); And here are some features, that some might like, others might not: - When searching recipes, unknown recipes are hidden; - When searching recipes you see only relevant recipes to the current open window, for example, if you search for concrete in chemistry station, it will show an empty result. - This change above improves searching speed and makes it virtually instant.
  17. Looks amazing, keep up the great work!
  18. Thank you so much, your compliments mean a lot to me. When I first started working on Undead Legacy, my whole idea behind it was to make a mod, that I would love to play myself and I felt that vanilla lacked depth and immersion, the vanilla UI felt bland and lacked certain features to complement what I wanted to have in the mod. With A17 I want to push the mod a step further with features and make it bigger and better than before, however some of the A16.4 stuff will take time for me to reimplement, so I'm going to release the mod in various steps. Current plan: overhaul skills to make them interesting and do workstations.
  19. Thanks guys for believing in me, it helps me in keeping myself motivated. Overhauling all the game skills is quite an overwhelming challenge, but once the first iteration will be ready, oh man, it's going to be very interesting, it's sort of a hybrid from A16.4 and A17.
  20. Still working on skills, almost done with Endurance skill section and after that Intellect skills. Did some improvements on the Undead Legacy wiki: http://ul.subquake.com/wiki
  21. Black screen in most occasions is also related to not disabling easy anti cheat, if the mod uses altered .dll files
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