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Subquake

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Everything posted by Subquake

  1. All vanilla workstation UIs have been updated to A17: Stuff still missing: map view, perk view, electrical block views, vehicle stats view, a lot of Menu UIs for game settings, prefab editing, debug mode etc...
  2. The server pushes the .xml files, including parameters about backpack sizes. It's not client side.
  3. That is EAC friendly, in A17 you can have bigger backpack without editing any .dll files.
  4. Yes, because I removed 1 column in backpack and added 1 row, that way storage containers have 1 more column and 1 more row and can have up to 132 slots of storage compared to 120 slots in UL 1.3.0.3. Traded in 3 backpack slots to get 12 more maximum slots for storage, i think it's a good deal, imagine vehicles (trucks) with 132 slots in the mod in future
  5. I'm already in the process of updating the user interface for A17 and I'm done with: Backpack view Creative view Item info panel view Looting view Crafting list & queue for backpack, crafting info view List of players view Edit sign view Tool tips Journal Compass Quest Tracker Quest list, shared list, description, objectives, rewards, offer Toolbelt (health, stamina, hunger, thirst, buffs, vehicle hp, vehicle fuel) Escape Menu, Main Menu, Options Menu Things I am working on: Player view (stats, gear slots, buff overview) Workstation views Trader view, Trader quest & dialog views Turret & other electrical device views Perk/skills view Map view
  6. It's hard to tell. A17E isn't still out for the masses. Once more information will be available, I will definitely post here.
  7. Lori1979 join our UL discord, we can help you sort the issue live: https://discord.gg/CZY8W2t
  8. Some of it is because of obsolete stuff in SDX code and some because current version doesn't have any use of Mods\SDX\Resources folder, they are harmless and shouldn't impact the mods performance in any way
  9. Yeah I also have my doubts about A17 releasing any time soon, probably not in October...
  10. I would love to get any kind of support I can with Undead Legacy, though I would warn you that I am a very picky and OCD man in terms of what I want to add in UL in order to maintain the overall quality of the mod to the best of my capabilities. I even criticize my own older code and icons I have made for UL and redo, redo and redo them until I feel better about myself with the achieved quality of detail, realism, gameplay and balance. I understand that it's just a mod, that I do in my free time and it's not my main job, but for the sake of improving the quality and immersion of the game, I don't care and want to keep improve on my work. Undead Legacy 2.0 will have some radical changes planned, that should all together with each other improve the overall experience of the game to the better, making harvesting blocks, crafting & looting even better than it is now. The hardest part will be to balance it to a point that doesn't feel too grindy and where it is grindy, the rewards would be worth the effort put into the grind. My goal / mission, that I have in my head with UL is to make the mod give the feeling of "Oh, I want to play more", "What do I want to discover now", "What should I focus on next", so that it's not like a dry grind till endgame and then just focusing on tower defense mechanic of the game and just hoarding resources. Among all the other changes planned, I want to improve player choices for decoration blocks to give more options to roleplay inside your game with your creations, bases, buildings, camps etc as well as give the sense of discovery, adventure and tension as well as reward vs risk encounters by having the ability to raid some of the rarer encounters of enemy bosses, that would be very difficult solo without being prepared to the teeth, that would give some new cool toys to play around with you if you manage to slay them. I am also looking forward on improving and adding tons of new quests, especially trader related ones coming with A17. Yep, the problem is, there is an issue of assigning buttons to access them. In theory 4 more toolbelt slots could be added even (1234567890-=), but I haven't since I have no clue (yet) how to add additional hotkeys to access the additional slots. I think I recall that the scroll wheel on the mouse sort of worked to access them, but I would love to have hotkeys work as well, maybe even make them changeable on the controls UI, who knows, maybe it will be easier to do in A17, we shall see
  11. More prefabs are planned after release of Undead Legacy 2.0 during A17, but not from the Compo Pack, because some of the POIs in that pack are OP with loot containers, some are out of place, some don't look that great and not quite match my vision of where I want to go further with Undead Legacy. TFP mentioned that the POI builder tools will be available in A17 and I plan to use them to tweak existing POIs and make my own later with all the planned custom furniture and blocks, that will be added with UL in the future. No plans to update the mod before A17 release, all the work currently is being done for A17. This is how more or less Forges will look in Undead Legacy 2.0: From the experience of having 3 forge smelting slots in current Undead Legacy release, 2 feel more stable and less laggy/buggy.
  12. Download the desired versions .zip file manually here:http://ul.subquake.com/wiki/Download and then simply copy over to the game servers folder these files over FTP: If you have more questions, do join my Undead Legacy discord channel: https://discord.gg/CZY8W2t
  13. Yeah, I mean, who isn't waiting for A17? So many promised new features and toys to play around with for us modders
  14. That's not an issue related to the mod. Maybe your server isn't stable or something? Try reinstalling the game on the server? Undead Legacy doesn't change anything related to world generation or houses or how they are rendered.
  15. I am really looking forward to A17. Undead Legacy 2.0 will be a huge update
  16. I finally took some time and updated my patreon page, if anyone is interested in supporting the development of Undead Legacy, be sure to take a look: http://www.patreon.com/subquake
  17. Maybe some day, but not in the nearest future. Here's some more sneak peak from what's to come - custom modeled book shelves with variations: Front: Back:
  18. I used https://www.g-portal.com to host my server, decent price for decent quality, hosted in germany. You have to install the mod through ftp server access with program like FileZilla or WinSCP.
  19. [video=youtube;3-MHTXt2T7s]
  20. Farming will be changed in Undead Legacy 2.0 and will be very different from vanilla - you won't really need to hoe that ground anymore. Instead you will craft planters with seeds and will have to water them time to time. After a while the planters will produce crops and a small chance of seeds. You won't have to re-seed them. In terms of maintenance instead of re-seeding the plants like in vanilla, you will have to water them with a watering can after harvesting to make them grow again. Also planters with UV lights on top of them are also planned for indoor farming. 2x2 Clay Planters (Potato example): 2x4 Clay Planters (Potato example): More plants will be added as well such as carrots and wheat. Also I'm working on adding automatic oil pumps for end game (with animation and sound of course):
  21. Caatalyst made me some better sounds for the drill: [video=youtube;-UAeJhfQ8gA]
  22. There's a lot going on under the hood on what The Fun Pimps are working. Casual players don't even notice those things. As a programmer I totally understand them and the fact, that improving and expanding code takes time. not to mention that they said, that some people have made over 50 new prefabs for A17 and edited old ones. From some unofficial sources I heard, that they are making the game more friendly in regards to mods, hopefully we modders will be able to do even more cool things with A17 My goal is to increase immersion with mostly what the vanilla game mechanics can provide with a little bit of assistance of SDX custom code by adding more things and variety in regards to content. I won't be competing with teams like Starvation mod has in regards with new game mechanics, because I'm just one guy doing all this at my free time
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