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Subquake

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Everything posted by Subquake

  1. I will have to adjust all the windows, because they overlap with the new layout of the info panel, which by the way I hope looks decent, because I was really afraid how it would end up, because we are all so used to the "classic" layout since A13. The game has 5 actions reserved, but I trimmed them down to 4 actions, because I haven't seen any item requiring 5 action buttons and the key bindings have only 4 action button mappings. Please post here if I have missed an item, that requires 5 action buttons when you look at it in the inventory.
  2. I had some time to work on something:
  3. Not possible with just xml edits sadly. Thanks for pointing that out. It will be fixed with the next update. A bunch of building blocks have been moved to Carpenters Bench Yeah, I feel your pain. I'm a pack rat myself and sometimes it's very hard to let go and leave some things behind to be picked up later. Certain aspects were inspired from game called Project Zomboid, that had tons of useful and not so useful items and it was hard to choose what to keep and what to leave behind, because of the carry capacity limitations. Also I didn't have enough time to properly make all the item descriptions, some don't even have any description, only a placeholder text "No description yet.". Over time all the blanks and incomplete descriptions will be changed, including default item descriptions, that have to be crafted at custom workstations, so that by reading the description you would have an idea where something can be crafted etc.
  4. Here's a general tutorial on how to extend the backpack size for the default game: https://7daystodie.com/forums/showthread.php?66410-TUTORIAL-Make-your-own-bigger-backpack-mod Though I would strongly suggest not to increase it for Undead Legacy, because the user interface will get messed up. I know many of you guys have stated, that the default inventory size is just too small to be able to handle all the additions to the game by the mod, but that's just early game. When you get to the point of having a minibike, the large cargo space for minibikes compensates that for now. Also most items can be salvaged to their base components. Currently backpack inventory user interface looks, in my opinion, really great, however increasing the inventory space will lead to multiple compromises, among them would be smaller slot size and a totally different layout for the center area of the interface. For me to code in a larger backpack wouldn't be hard thing to do, the problem is, that I want it to also look good and feel good, so for now please be patient. Larger backpack will be a thing, but not in the immediate future, because I have to figure out a proper layout for the UI to support larger backpack.
  5. I got it, it's the games bug, can't help much about it sadly.
  6. That's a bug, thank you for reporting it. I forgot to add twigs to Allowed_upgrade_items list that determines if the tool is allowed to use an item to upgrade/repair stuff. It will be fixed with the next patch, though I can't give any details when.
  7. @TempusFugit I'm sorry, but in the nearest future there are no plans to make the mod compatible with mod launcher, not at least till early February 2018. Reason is I just don't have time for any major changes for the mod, how it is distributed etc, because of real life issues I'm dealing with currently. Yes you can and thank you!
  8. [ignore this, accidental double post]
  9. What exactly you are looking to do? To increase the UI middle section to fit the new width (background itself)? Or you want to define new rectangle area so that items don't fall through the inventory? Best would to contact me through discord and I could try to explain.
  10. It depends how TFP gonna implement companions (if for A17, the wolf companion), because that code could be used to domesticate other animals such as cows for milk, sheep for wool, chicken for feathers etc.
  11. @ganytaj I don't think your suggestion is possible to implement without seriously going into SDX. @caatalyst Loot I agree about food being too frequent, however I don't plan to change quantities any time soon because of the lore. Currently in game there are no bandits/raiders and other survivors besides players so lore wise most food is still there in homes ready for grabs for the players, because zombies are no longer interested in most of the stuff, that's at home. With A17, if they gonna release bandits/raiders etc, I will make food much more scarce, because lore wise bandits got their hands on most food - important resource in an apocalypse. So most food will be found in some way related to bandits or by buying them from traders. Only a handful of food items or food scraps will be found in POI containers. Now about the other "clutter" items. As I've already mentioned before, I wanted the game to feel more "full" like in Fallout, where you explore buildings and there are tons of all kinds of junk lying around up for grabs, if you have the carry capacity to do so. Also lore wise, why would zombies care about most household items - they simply don't, so most of the containers shouldn't be empty. With some of the junk even bandits/raiders lore wise wouldn't bother, but you as a player are smarter than that and you know that most stuff can be recycled so that you can use the base resource to craft other amazing things. Farming I have plans to add tons of more food in the future, tomatoes, paprika, peppers, wheat etc.. I just didn't have time to do it yet. Custom zombies I didn't do anything related to zombies because TFP already added quite a bit of new zombies of their own. In the nearest future I don't have plans to expand zombies to include more variety (for example, UMA zombies), definitely not till A17, because at the moment I simply don't have time for that. Hygiene Since my mod is aimed to increase the immersion factor, I had to add items related to this as well and in an apocalypse it's a big issue, because of no running water etc. Some form of buff utilization in this aspect has crossed my mind before, but as everything else time is an issue to figure out how should it work, so that it's rewarding to be "clean", but not so much "punishing" being not clean. I was really happy to see TFP adding bathtubs with A17. Those could be made usable somehow with the clean/dirty buff system later on. Custom models When I will be making a branch with expanded inventory space (.dll edit), I will most certainly look into options how to add custom models for things like crops, weapons, armor and blocks (for new workstations). But to be clear, there always will be a standalone, easy anti cheat friendly version without custom models and without any changes to core game files unless TFP will add mod support for them.
  12. About the backpack I agree. At some point I will make a release with a bigger backpack, but for now I just don't have time to branch the mod into two ones, because if I want the game to look good with bigger backpack, I would have to make a completely new UI for the additional slots based on the existing style. Also there is the fact of conflict between backpack space and minibike space. On the other hand, the fact that the backpack is only so large makes the game more down to earth, because IRL you wouldn't be able to carry all that stuff around just in your backpack and all the time you have to make decisions about what to take with you and what to leave for later.
  13. What browser are you using? Because it downloads just fine with me on Google Chrome. This is how all 3 files look for me when I download them: Also: I just installed MediaWiki on my web server so at some point there will be a wiki for the mod
  14. The whole root of the problem currently is that despite the fact, that the game has been in alpha for almost 4 years now, they haven't implemented Steam Workshop support and proper modding with ability to have custom models, mod loading orders and xml entry overrides (something like The Elder Scrolls game has would suffice) without diving into SDX territory and also overriding core game files, because I want the mod to be anticheat friendly. I've spoiled myself using steam workshop for other games and other steam section statistical features, that count how many followers, downloads, visits etc. you have. For me that's very important to know how actually useful and relevant my contribution is, instead of boldly go where no man has gone before. For instance, now I know that there are more than 90% of people, that download the mod, but never post anything on these forums, discord chat or privately on steam. That means that there is a lot more interest in what I do than if I would just rely on how often people reply to this thread about Undead Legacy, which is not a lot and quite disappointing, because I would like to get more feedback in order to improve it for the better.
  15. First of all, let's not dive too much out of the topic here, because I don't want this topic to go out of hand and talk about how good or how bad someone is. Now that out of the way, let me give you a rundown. I am a programmer IRL, I do it as a living, my girlfriend is also a programmer and we are pretty good at what we do, however at this point of my life I don't have much free time to spare and despite all that I sat a whole day trying 20+ different methods to make the mod launcher to work, but the way he implemented the obtainment of the .zip file is flawed and only accepts direct .zip files. I don't have time at the moment to make a mod launcher app from ground up, but I could, if I had the spare time for it. He on the other hand, if he was so skillful to make the mod launcher app, would require idk, maybe 10-15 minutes to implement minor adjustments to how the .zip file function works to accept all kinds of indirect links, that give in result a .zip file. I think I am for the most part a really nice guy and most if not all people I met would agree on that and based on my private conversations with the mod launcher developer I got the feeling, that he didn't care and he was pretty much with the attitude "deal with it, everyone else does, you will to" (not quoting his real words, my interpretation of it). Now imagine if The Fun Pimps would be with the same attitude, when we as a community asks something for them to do so that we have more options to mod the game? 7 days to die modding wouldn't be the same as it is now if it would be true. Also if everyone else would run off a cliff, would you too if you knew, there might be a better way, perhaps not to jump?
  16. I tried, there are some issues I encountered while trying to add the mod to the mod launcher using my custom link to the mod. I did contact the mod launcher author, but it doesn't seem like he cares to update his mod launcher to support my kind of url to the mod zip file, so I don't know when or if the mod will support the mod launcher, because if the mod launchers author doesn't care about improving/updating his program, why should I care.
  17. No, but good point and I assume the mod might need one some day I would suggest you to join our discord chat if you have any questions regarding the mod and me and other undead legacy community members will be glad to help you out. Link: https://discord.gg/CZY8W2t
  18. The mod launcher doesn't like my Undead Legacy mod download link, which is: http://subquake.com/downloads/UndeadLegacy or: http://subquake.com/downloads/UndeadLegacy?type=full or: http://subquake.com/downloads/UndeadLegacy?type=full&version=1.1.0.4 It's a simple php file, that gathers some basic data to get statistics of downloads before giving .zip file of the mod.
  19. Regarding Whisky bottle you are correct, I will note it for the to be fixed list. Regarding tea pot and lockpicks I would suggest for you to read the item description for them ingame Regarding canned food being heated, you wouldn't get much more nutritional value out of them by doing that, so for the nearest future there are no plans for processing canned food. Thanks. I also wish backpack size could be made bigger without diving into SDX, changing .dlls etc.
  20. As I replied to you on discord, if anyone is wondering - the slots aren't fixed, so you can put whatever tools you want in the tool slots. @wolverine11979, @x33166, @Razor_ - thanks for the feedback
  21. Loot abundance is something to be balanced, it's a known issue, that will be worked on over time, but thanks for pointing that out. The problem however arises because of the fact, that I wanted to make the world seem less empty and more like in Fallout, where you can find all kinds of junk laying around, therefore not only the loot abundance needs tweaking, but recipe costs as well by increasing required ingredients costs to match how much loot you get, which isn't an easy task to do, but hopefully over time it will be better ironed out
  22. Minibike should drop stuff from the basket only when you try to replace basket with a different basket, because when you do that, even though it seems seamless, you actually unequip the basket from the bike for a brief moment (milliseconds), resulting in things dropping out of it. It happened to me a few times, when I wasn't paying attention to what stuff I am putting in the minibike storage and i in a rush tried to quick move a minibike basket item, that was in my inventory, to the minibike inventory, and as a result all the stuff spewed out on the ground. Lost like 50% of it, because my bike was full
  23. Are you by any chance trying to put a minibike basket into the inventory with shift clicking it in? When you swap baskets of minibike, it drops all the contents of the bike to the ground, not a bug of the mod, but more of an issue of the game itself.
  24. Sadly I don't have much control about it, I'm left in the mercy of TFP for the recipe list and how it works without diving into SDX. It also impacts inventory lag, because it searches through all the available recipes whenever some changes are made to the inventory. As far as I know, the only mod that fixed this is Starvation mod, but it's an SDX mod. When I will have more free time, I will branch the mod into xml edits only and a version, that increases inventory space and features fixes like recipes not lagging etc.
  25. DOWNLOAD AVAILABLE, CHECK MAIN POST As to the mod launcher app, I will look into that a bit later. And the standalone UI version will be released a bit later as well.
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