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Subquake

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Everything posted by Subquake

  1. Black screen in most occasions is also related to not disabling easy anti cheat, if the mod uses altered .dll files
  2. No reason to pick any fights guys, working hard on the new skill system, it's a lot to deal with, I will keep you posted as soon as I get more progress done, but for now anyone is welcome to join my Undead Legacy discord channel https://discord.gg/CZY8W2t
  3. I was working on the mod the very first day A17 rolled out the door in experimental. I need time to get it ready for first official public release. Didn't make it to Christmas, but life is life, I do as much as I can, mind you, I work on the mod at my free time all by myself so yeah. Need a few more weeks at least.
  4. Just as an overhaul mod. Some of the interface elements aren't compatible with vanilla and a lot of the interface labels are set in Localization.txt, that must be overwritten for it to look as good as it does.
  5. Armor Proficiency Perks are fully functional and implemented:
  6. I am always welcome to any kind of support and yes to your question, though it's best do send a donation through paypal instead, because otherwise Patreon will take its cut and Paypal will take its cut off of that. Otherwise working hard still on the perk system, had an unexpected turnaround, so that set me off the track for a day or two, but it will be worth it...
  7. Only a handful of people got the chance to toy around with an early access version of the mod, more info here: https://www.patreon.com/subquake Everyone else will have to wait for the next version, hopefully before or at Christmas
  8. @Strichcode Eventually, yes. @streaml1ne Undecided regarding weapon parts, quality levels are there to stay, can't do much about them, but there are other plans regarding quality/rarity of items.
  9. Nope, wooden hinges can't support the weight of a door. Not really, only my highest tier patron supporters got early access for it, but the rest will have to wait for the first public release for A17, if all goes well - before Christmas! Still working on perks, today finished all the perks above attributes (removed connecting links for now):
  10. More progress on skill view & skills - when you click an attribute, it highlights the pathways to associated perks:
  11. Colors of attributes aren't final, but I'm getting close: The Endurance tree needs some tweaking still and I have plans in future to expand the skill tree by 1 row more on the top so that ranged weapons will have 2 specialization perks
  12. Reorganized and color coded the perks (Will link them later):
  13. Mastery perks, similar to A16.4, that level up by doing stuff.
  14. Working on a new Skill Screen (one of many reasons why this UI won't be compatible with vanilla): In comparison, here's a shot of vanilla skills:
  15. You can always install the mod the old fashion copy/paste way by hand
  16. Screenshot of Blunt Weapons Mastery Perk:
  17. Further improved map view: Also I have some progress regarding perks, I have managed to make a Mastery perk with 100 levels, that levels itself up, when you level a mastery perk, you become better at doing certain things, for example Blunt Weapons Mastery Perk, that increases blunt weapon performance (damage, attack speed, etc). There is no way to show an experience bar in A17 Perk view, but when you will level it up, you will see a notification buff for 10 seconds and a level up sound accompanied with a tooltip text:
  18. Something positive to report - managed to make Collectible magazines work like they used to in A16.4
  19. The games experimental version has barely been out for a week and you are already worrying about some mod author spending time and perfecting his creation? Many big mod authors/teams don't even plan to release their mods before A17 Stable. Stop complaining, TFP had their reasons, I have mine. Patience is a virtue
  20. No, this UI will be part of my Undead Legacy mod. And please, before hating on me for this decision, think about it, if I can make the games UI looking like this, imagine what the mod will be like so please don't be hateful for this decision of mine, trust me, I know what I am doing. Reason why I don't want it to be standalone - vanilla UI is missing some features, that I want to have in the mod and I am not a fan of the art style The Fun Pimps are going for with the game. The user interface is a means to set the mood/theme of my mod, which is going to be sci-fi fallout/xcom/resident evil themed setting with a mix of old, modern and futuristic elements, that are planned to be introduced in the course of next 1-2 years of the mods development in small regular weekly patches. If I see this user interface I want it to be associated with my Undead Legacy mod and not the vanilla game experience. I don't have anything bad to say against The Fun Pimps, I am very thankful for them making the game and allowing us to mod it and share it with you guys, but I want to bring my own vision on how I want this game to look, behave and perform, which is going to be Undead Legacy. This decision isn't taken lightly, because I had mixed feelings about should I or shouldn't I release it as standalone or not and after more than a year of indecisiveness I have concluded to not release it standalone. But the future is not dark and gloomy, once I am fully done with updating everything I can for the user interface during the development of the mod, I have plans to work on a spin off user interface, that would look similar, but not exact copy of the Undead Legacy UI, for example it would be with main colors from the orange spectrum and not green.
  21. This week I will be working on overhauling Vanilla A17 perks, if I have enough time, I want to start adding custom workstations by the end of the week.
  22. Finished updating all the electrical related UIs, incorporated the new button and textual display design, that will be used for option menus later on:
  23. No, it's gonna be a part of the mod.
  24. I don't have plans to have the user interface compatible with vanilla game, I designed it for Undead Legacy and as much as many will hate me, I want it to be like that, I'm sorry. It's the face of Undead Legacy. I might change my mind later once the mod gets up to speed in A17 and release a similar looking UI with a different color scheme to differentiate it from this mod, but for now I'm working on the user interface, because it's for me the easiest thing to update, because TFP changed how properties work for majority of items and blocks so I will have to go through my mod content of A16.4 with a fine comb and cherry pick what could be ported over and what must require a rework.
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