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Sykriss

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Posts posted by Sykriss

  1.  

    Sorry everyone, I kind of burned myself out with 7D2D and have been on a Pokemon binge (working on completing the national dex).

     

    What are the 2nd download packages for exactly?

     

     

    Those two packages are intended to be used with my PIP optics mod and RMR replacer mods. They enable the use of the PIP optics with all of the new firearms, and enable the use of the RMR optic with the new firearms. Without those two, the PIP optics mod and/or the RMR replacer mod won't work correctly with the new firearms.

     

     

    Hello Sykriss!

     

    Nice work. Can you please give us more information about the mod in the first post?

     

    Example:

     

    Version 1.0

    compatible with 18.3 and 18.4

     

    I host four seven days to die server, for me it´s so much more comfortable to see, which Modlets have an update.

     

    Thank you in advance!

     

    It should be compatible with all 18.x versions.

     

     

     

    One issue I've had is the silencer is not visible when applied to the Glock 17. The gun is silenced but I can't see the actual silencer on the gun.

     

    Thanks for the feedback, I'll get that patched along with the other fixes in the next hotfix release.

  2. Watched the videos and love what I see. Thank you for making this! Definitely gonna give this a try!

     

    As a side note I'm not 100% certain but clients will need to download the custom icons as well in order to see them?

     

    I'm not sure myself, actually, to tell ya the truth. I know xml files are downloaded to client, and I'm pretty sure the asset bundles are too, not sure about the icons and localizations though.

  3. noticed some of the weapons stay in the loading animation, ie single shotgun, double barrel, .45 revolver

    and no reload noise on the scar

    no biggies for me though, but might bug others, dunno

    keep up the good work

     

     

    Thanks for the feedback! I ran into this a few times myself, wasn't 100% sure what was causing it, although in retrospect I now have a theory. For now you can fix it by putting the gun that's having issues into a container, or dropping it on the ground, then picking it back up again. Be careful when dropping them on the ground, though, as the physics colliders are a bit funky and I'm not sure how to correct that.

     

    The scar H reload sound not working seems to be a bug with that particular animation set, I don't think the devs added the trigger inside the animation to call the reload sound, as no matter what I do, I can't get the reload sound to play or any effects to be triggered with "OnReloadStart" and "OnReloadEnd". I'm giving it some time for a possible fix to come forward before I convert it back to the regular AR15 animations as I really like that anim set, it fits the SCAR platform very nicely.

  4. Nice job on these. I added extra cameras in the game on modlets like the CCTV modlet and cutscenes in WinterProject, so I know the issues that can come up with using them. Have you tested how time of day effects the viewer screens brightness? What's the FPS impact of using each scope? On your 8x scope, the narrow rendering angle will minimize any fps issues, but on the lesser magnifications you may notice a small hit. If the brightness changes on the scope, you can mitigate that somewhat by not rendering certain layers on the cameras. I noticed your using the default unity setting for the culling mask, which caused me issues until I adjusted that on the CCTV cams. Anyway, great job, and if you do have issues later just ping me and I can give you some additional info.

     

    Thanks for the feedback :) I haven't tested time of day specifically, but I didn't notice any huge differences in my personal testing between day and night. All three scopes are only using a 512x512 render texture that's only active when the player ADS, so the FPS impact is minimal (I did the majority of my testing on a Y500 with a i7 3630QM, 16GB ram and 2x 650Ms). I've considered offering versions with different render texture resolutions to tailor the FPS impact to the users needs, but nobody has said anything about a large FPS hit, so I haven't :p I also did a little shader wizardry to both anti-alias the rendertexture and give the scopes a little parallax effect. I experimented a little bit with the culling layers, but I didn't run into any big issues that required me to go back to them, so I left them at default.

  5.  

    If it is ok with you Id like to add this modlet to the next release of Ravenhearst. I will keep it as a modlet but edit it so that it can work with our progression and recipes etc. If permission is granted i would gladly send you the file so you can include it in the opening post.

     

    For sure! Just PM me a link when it's finished and I'll put it in the OP.

  6. This should be standard for Vanilla. Seriously. You're doin' the lord's work, brother. Awesome, awesome, awesome job! It would be awesome if this could work with all gun scopes across all gun mods.

     

    Thanks! I agree, the vanilla scopes are legitimately pre-2000 era. Lol. After making and using this mod I can't imagine myself going back.

     

    Making other mod scopes PIP would be a collaborative effort between the other mod author and I, as I start by modifying the scope model itself in Blender, then I export it to Unity and build the functional parts of the scope there. So I would need access to the scopes model source file, or have a modified version provided to me. But it's definitely possible! I do plan on making a separate mod from this one in the future that adds some new optics to the game, such as a 6x, a holographic, and some others, but I wanted to get the vanilla replacer mod out first as a foundation to build upon (didn't want to add *new* nice PIP scopes that would clash with the vanilla ones). Can't say exactly when though :p

  7. This is awesome! Is there any chance of getting this to work with the overhaul mods, like Darkness Falls?

     

    Thanks for the kind words! I personally don't use any of the large overhaul mods, and I haven't had anyone try using VFX with one. In theory there's no reason why it shouldn't work, the only thing I imagine might be problematic is if the mods replace the vanilla ammo, add weapon mods, and/or heavily modify the loot tables (to the point where the vanilla ones are no longer used). I'd just give it a shot and see what happens, it doesn't overwrite any vanilla files, only appends them. If there are compatibility issues that arise, if anyone feels up to the task of making a compatibility patch I'd be more than happy to list it in the OP.

  8. After reading all of the responses after my post, the mention of file permissions kind of rang a bell in my brain for some reason. What I did was made a copy of my 7DaysToDie_Data folder, trimmed it to only contain the Managed folder inside it, and placed it, along with DMT and my DMT mods folder, in the root of my C drive. Then I booted up DMTViewer, pointed it to C:/DMT Mods as my mods folder and the root of my C:/ drive as the install location. Built a patch with no mods enabled, then copied 0Harmony.dll, Assembly-CSharp.dll, DMT.dll, and Mods.dll along with the DMT-built Mods folder from the spoofed C:/ root install to my actual game install within steamapps/common. This worked, so I built a modded patch with the NPC mod and its dependencies and that also worked. I definitely think it has something to do with file permissions. It's somewhat interesting, too, now the console just says "Skipping missing assembly: Mono.Cecil" instead of saying it needs it (when it doesn't).

  9. Good Afternoon Sykriss, I like the look of this mod, and wanted to ask if this is in my mods will others need to have it downloaded as well or if it runs with others connecting to my game?

     

    It is in modlet form and is self contained, although (correct me if I'm wrong) clients will need the localization.txt for the names and descriptions to show correctly. Everything else should should just download to client when they connect.

  10. Tried running this on a server me and my friends have and noticed a problem when 2 or more people use the same type of scope.

    When 2 people using the same scope zoom we dont see through our own scope but through each others scopes.

     

    Interesting. I hadn't done any testing in MP so this is new to me. It probably has something to do with two of the scope 'cameras' existing in the world at the same time and the object references getting confused. Honestly not 100% sure how I'll fix it, might fiddle with the gameObject hierarchies a bit and see what happens.

     

    Edit: I have a theory that might work, though I don't have the means to test it myself; give me a few minutes to package and upload it.

     

    Edit 2: Patch is uploaded, download it HERE. Hopefully this fixes it, if not I think I'll have to get a bit more creative.

  11. i tested the mod and works really fine but hk 416 needs more recoil , scar h need reload sounds,

    It also provides the mod with the PIP patch and works correctly even the loot seems moderate, excellent mod

     

    Thanks for the feedback! I'll bump up the recoil for 5.56 weapons in a hotfix. They are a bit laser-beamy, you're right, haha. Regarding the SCAR-H, there seems to be a bug with that particular holdType and/or reload animation. I've set it to have a reload sound in the xml, but no matter what I do, it won't play a reload sound upon reloading. I even tried calling one from a separate xml line with an onReload trigger and it didn't work. I think the reload sounds for that particular holdType are just bugged. I'll probably convert it back to using the same holdType as the AR15/SCAR-L.

     

    Sorry about the delay on the full length showcase video, lol, just been actually playing the game for a bit lately instead of modding it ^^

  12. I seem to be having some problems getting DMT to work. I followed the video overview tutorial to the T, made a separate DMT mods folder inside of my 7D2D directory and put just SphereII-Core inside of it. I copied the DMT files into a subdirectory inside my 7D2D root called DMT, started the program and successfully compiled a build with just SphereII-Core selected. However, whenever I start the game with this build, I get a red error in console about a missing Mono.Cecil.dll. I saw the earlier post in this thread about that issue and tried copying the 4 mono.cecil dlls into the 7D2D Managed folder, as well as newtonsoft.dll as it would throw that as a missing dll error as well. With those dlls inside of Managed, the game loads without a red error, however upon starting a new game, I get spammed with "There are no graphs on the scene" in console, all creatures do not move, I have a weird health bar that shows up when I look at enemies.

     

    I don't understand what the problem is here. In the video tutorial he does not copy any dll files to managed and it works just fine.

     

    Edit: I am using the most recent version of DMT, 1.5.7239.23150, and I tried both the SphereII-Core in the root github as well as the "patch version" for 18.3 under the 18.3 subdirectory.

     

    Edit 2: After emptying my mods folder and re-patching so that JUST SphereII-Core is inside of my mods folder (making it the only mod that is loading), this issue continues happening. It definitely seems to be some issue with DMT. I am just baffled as to what it is as I did everything exactly like the video in OP.

     

    Edit 3 with more details: The game also doesn't save output logs when I have the patch applied, so I can't copy-paste the output log. But I noticed two lines above the line complaining about mono.cecil, saying "Skipping missing assembly: mscorlib" and "Skipping missing assembly: System.Core". Not sure if that's related but it's the only other thing in the console that seems abnormal to me.

     

    Edit 4: Now wondering if it has something to do with the .NET framework version installed on the machine. However, I initially ran into the problem while playing on my personal server, which is also having the same exact issue.

     

    Edit 5: I can confirm that this behavior is happening on two separate machines. Some help would be greatly appreciated...

     

    Edit 6: In edit 3 I mentioned that the console was complaining about missing assemblies, system.core and mscorlib. They are both present inside of the 7D2D managed folder, on both machines. This is very weird behaviour and very frustrating as well, I've literally spent hours trying to get this to work so I could use the NPC mod. I give up. Hopefully my save is okay. Also, I'm not sure if the root of this issue is DMT or SphereII-Core, hopefully this was the right place to post this.

  13. This modlet adds over twenty firearms to the game, complete with custom animations, icons, sounds, attachments, etc. I did my best to make them up to vanilla standards as I don't want things disrupting the players immersion. It also adds two (2) new ammo types, .45acp and 5.56x45mm, to serve as intermediate rounds. They are all balanced and integrated into the vanilla loot, trader, and recipe/schematic tables so you shouldn't be drowning in guns everywhere (I had some testers confirm this before public release).

     

    Full list of included firearms:

    Pistols:

    M1911

    Mark 23

    Glock 17

    Makarov

    TEC-9

    P250

    Walther P99

    USP

    .45 revolver

    9mm revolver

    Desert Eagle in 44 mag

     

     

    Shotguns:

    Full length side-by-side

    RSX-1, semi auto shotgun

    Full length over-under

    Single barrel shotgun

     

    Rifles:

    M1 carbine in 9mm

    SKS

    Ak-101

    AR15

    HK416

    G36C

    SVD

    SCAR-H

    SCAR-L

    SG-553

    Sporting Rifle (5.56x45mm bolt action)

    Varmint Rifle (9mm bolt action)

     

    SMGs:

    AKS-74u

    Vz 62 Skorpion

    Micro UZI

    Mac-11

    UMP-45

    PP-19

    Skorpion

     

    Video:

     

    Edit: RIP, uploaded the wrong video

    Edit 2: did not actually upload the wrong video. HDD filled up and it got cut off. I'd like to actually play 7dtd for a bit now though, I'll re-record the video tomorrow. *sigh*

     

    DOWNLOAD

    PIP Optics Compatibility Patch available here

    Pistol RMR Compatibility Patch available here

     

    A lot of time and effort went into this, so feedback would is greatly appreciated, thanks!

     

  14.  

    I am confused. Are we getting bandit hordes by default now? Please tell me we do! That would be fun!

     

    Agreed. This reminds me of an idea I had last night, that these bandits may make possible. What if there was another type of blood moon, but instead of zombies, it was mainly raiders; basically a raider siege. I think something like that would be awesome, if possible.

  15. I know I'd use them for sure. :listening_headphone

     

    I've set up a github and have all of my mods pushed there so far, and I've sent an email to SphereII to have my modlets added to the launcher. Should be on there soon! This will also be good for future use when I make a consolidated modlet post.

  16. This modlet replaces the vanilla 2x, 4x, and 8x optics with versions that utilize picture-in-picture rendering for a more modern feeling firearm experience.

     

    Screenshots:

    xniArHR.jpg

    IusXeMN.jpg

    BxOfaxJ.jpg

    Ey0utwo.jpg

    joMapPA.jpg

    Grumnmm.jpg

    Video:

     

    Notes:

    All replacement scopes have functioning illuminated reticles. The red portions seen in the above screenshots are very visible in low-light conditions.

    Performance impact is negligible, at least on my i7 Y500 with SLI 650ms.

    Certain weapons have the front sights visible within the optic. Without the use of risers this is unavoidable, but I may release a version that adds risers where needed to remove the front sight from the FOV.

    This modlet, and my other 'replacement' modlets, do not actually overwrite any of the vanilla files and can be installed/uninstalled on an existing save with zero ill effects. They should also be compatible with other modlets that alter weapon properties as long as this mod loads first (which is why the names start with AAA).

     

    Installation instructions:

    Extract archive to mods folder.

     

    Changelog:

    1.0: Initial release

    1.01: Minor adjustment to 2x scope materials

    1.02: Slightly increased zoom level of 2x scope, minor adjustments here and there.

     

    DOWNLOAD

     

    Any and all feedback is greatly appreciated, thanks!

     

  17. I raised a merge (pull) request against your GIT repo with fixes for A18. A couple recipes for Deco Pillars had to be commented out (I couldn't find it in Vanilla code for A18), one perk was changed, some models were updated, and empty can was removed from usage for filling with water. With the changes I've proposed in the pull request, the modlet loads with no errors. Enjoy!

     

    https://github.com/OrbitalBliss/HOME_DEPOT_7D2D_MOD/pull/1

     

    Thank you so much, I really enjoy this mod and was considering doing this myself fairly soon but looks like you beat me to it! Great work!

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