Jump to content

Games'n'Grumble

Members
  • Posts

    143
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by Games'n'Grumble

  1. @Roland, hi! I'm sorry for the obtrusiveness, but could you ask the developers if they have plans for this? It just seems to me that this question has been left 5 pages behind and will not be paid attention to, but it seems to me that it would be very useful for POI designers (if it hasn't been done yet, of course :))

     

     

  2. Hello @schwanz9000 ! I do not know exactly who is responsible for the shapes of the blocks, but perhaps you can answer? The game already has several forms of blocks that can be painted with different textures from different sides. My favorites are the forms of "destruction". Do you think it is possible to add buffets and various containers with such shapes to the game? I think then it would be possible to diversify the interiors more by using standard paints separately - for doors, separately - for handles and "holes" between the doors. What do you think?:)

     image.thumb.jpeg.ce1d9b51e18203769bcda93920042127.jpeg

  3. 12 hours ago, bdubyah said:

    So I know the paints get brought up quite a bit, and it appears the limit is pretty set, but what are the chances they refresh the ones we have/replace some? Several are so old and tile terribly, and others don't make as much sense now as they used to. With a lot of deco blocks being added to loot/traders, it seems like the oven, fridge, and cabinet/sink type paints could be changed out for more useful ones. Same with the supply crate ones, those could just be made into block variants you can select when placing them. And the industrial glass ones are rough too. Well, "glass industrial 2" is, anyway. The other one has some uses at least. I can count at least 25 that don't really make much sense anymore.

     

    If the limit isn't going to increase, the ones offered should at least be useful, nice looking options, no?

    don't touch the oven! 😅 I am currently building large apartment buildings, and each one should have ovens. The decorative model of the oven has about 14-20 thousand polygons, and the usual block with the texture of the oven is only 12 (not thousands, just 12), and of course, to optimize the prefab in most cases, I use a block with the texture of the oven. I agree that more colors and textures are needed, but some are needed in such non-obvious cases. However, if the developers can make it so that tens of thousands of polygons will not affect performance, then I'm all for it! :)

  4. On 8/23/2022 at 5:51 PM, a_jp said:

    excuse me.
    In the world editor,
    "Player's
    Procedure for setting the initial spring position"
    please tell me.

     

    to set a spawnpoint in the world editor (does not work in a regular game or prefab editor), you need to press F6 and select the first button from the bottom row (on screenshot). A spawn point will appear where you are looking. If you hold down the G key, you can move the point. And if you select it and press K, an additional window will open in which you can adjust the direction of view when the player appears at this point.
    to delete a spawnpoint, you need to select it and press the Backspace button (this is the key that erases the written text). The points are selected by clicking the left mouse button. Good luck! :)

    image.thumb.png.df50c5b5e5038eb5f5f1ff2e7508c11a.png

  5. Hey, guys! This mod has a limited effect - probably until Alpha 21 is released. But suddenly someone will need it :)

     

    ENG: In Alpha 21, 7DTD developers will replace window models in cities and skyscrapers, which greatly reduce FPS, since they use separate models for each frame. But when will Alpha 21 be released? No one knows. So I changed the problematic models to the usual block shapes.

    There are two versions of the mod in the archive, you need to choose only one.
    Version 1: Window blocks are transparent. FPS increases inside skyscrapers and outside, in cities.
    Version 2: Window blocks are opaque. Thanks to this, the FPS inside the buildings is even higher than in the first version, but you don't see what's going on outside the window. Simple glass has the opaque texture of industrial glass, bulletproof glass has the opaque texture of carpet, as it is easier to process with a video card. Outside buildings and in cities, the average FPS is the same as in the first version, but higher than without using the mod.

    In both versions, empty frames without glass are replaced with ordinary pillars with dark paint, so sometimes you will see bizarre shapes on the entrances or windows.

    To install the mod, you need to drop one of the versions into the Mods folder. I didn't check in the co-op, but in theory, only the host should install the mod. You don't need to start a new game. The player's blocks do not change.

     

    Link to NexusMods: https://www.nexusmods.com/7daystodie/mods/2397


    RU: В Альфе 21 разработчики 7DTD заменят модели окон в городах и небоскребах, которые сильно понижают ФПС, так как используют отдельные модели для каждой рамы. Но когда выйдет Альфа 21? А никто не знает. Поэтому я поменял проблемные модели на обычные формы блоков.

    В архиве две версии мода, выбрать нужно только одну
    Версия 1: блоки окон прозрачные. ФПС повышается внутри небоскрёбов и снаружи, в городах.
    Версия 2: блоки окон непрозрачные. Благодаря этому ФПС внутри зданий еще выше, чем в первой версии, но вы не видите, что происходит за окном. Простые стекла имеют непрозрачную текстуру промышленного стекла, пуленепробиваемые стекла имеют непрозрачную текстуру ковра, так как она проще для обработки видеокартой. Снаружи зданий и в городах средний ФПС такой же, как в первой версии, но выше, чем без использования мода.

    В обеих версиях пустые рамы без стекла заменены на обычные столбы с темной краской, поэтому иногда вы будете видеть причудливые формы на входах или окнах.

    Чтобы установить мод, нужно закинуть одну из версий в папку Mods. Не проверял в коопе, но в теории установить мод должен только хост. Новую игру начинать не нужно. Блоки игрока не меняются.

     

    Ссылка на NexusMods: https://www.nexusmods.com/7daystodie/mods/2397

    Image1.jpg

    Image2.jpg

    Image3.jpg

    Image4.jpg

  6. 8 hours ago, Barbarossa1984 said:

    Hello.

     

    I've recent made some steps with a railing however i want to increase the railing height to prevent zeds from getting behind the rails into a open area.

     

    The only way im able to achieve this is by using bars, however the bars won't go on a diagonal to the slant of the steps so it just looks clunky.

     

    Anyone have any ideas on how to achieve this without it looking silly ?

     

    So basically i want a step with a rail twice as high or the ability to create it.

    It's hard to understand in words, can you show a screenshot?

  7. Hello, @Roland! Do you have any information about traders in A21? How will they appear? For now traders can repeat themselves on large maps, but not all 5 traders can appear on small maps. Will there be a strict rule in A21 or the next versions that there will always be only 5 different traders in the world?

  8. 3 hours ago, Diragor said:

    I never have FPS problems and I play on max settings. Just a 1500€ computer and it plays super smooth :D even If I break tall buildings, no lag ^^ If you have a potato there, you might need to change graphic settings or upgrade your pc. If thats not the case jst wait, the performance will definitely be better^^

    No, no, no, I'm not talking about the game that I have now, I'm absolutely fine with it. I'm talking about the city of skyscrapers. No one city in RWG can give such an experience now. And if you put several skyscrapers side by side manually, then you will see the fps drop too🤷‍♂️

  9. Hi @faatal! Quick question - how do you think, when the game will approach gold, is it possible to hope that the performance of the game will allow us to run in cities consisting of skyscrapers (5-6 floors) so that it looks like the Walking Dead? Or does it sound unlikely yet?

  10. 2 hours ago, meganoth said:

     

    The attributes look exactly like classes in RPGs to me. Why is a cleric in Pathfinder never able to ride a horse as well as a fighter? Why is the druid easily better at sense motive, even though he might be less intelligent than the fighter? 

     

    A few reasons to do this come to mind:

    It offers the player structure he can follow, models so to speak.

    It makes it easier for the player to make a really different character the next time. If you can freely select perks you tend to always use the same ones.

    And it is easier for TFP to balance classes than the individual perks in a totally open system.

     

     

    in addition, skill points in the game are generally given more than the number of perks

  11. 1 hour ago, Cr0wst0rm said:

    Can someone tell me how many programming developers does the game currently have?? Because from what it seems to me, it looks like there are more graphic designers than GamePlay developers. Maybe i could volunteer :D I was really hoping the bandits would come to A21.... :(

    It seems to me that this should be discussed not on the forum, but on the studio's mail. Send them a resume😉

    https://thefunpimps.com/jobs/

  12. 4 minutes ago, zztong said:

     

    Oh no, please don't. (LOL) I don't want to have to go hunt down all the changed textures. We just did that moving from A19 to A20 for some texture. There's just no good way to find them. I think I'm still finding mirrored surfaces where I didn't think I had mirrored surfaces before.

     

    Somebody rotated mailboxes between A19 and A20. At least I could use a tool to find the mailbox blocks. :)

    But you will agree that this bright texture of wallpaper... too provocative?🤪 Okay, shall we agree on adding new textures (as if the decision of the developers depends on our opinion 😅) ??

  13. @schwanz9000 perhaps you can answer? Are there plans to add new textures for coloring? Or replacing some old textures? For example, this one (in the screenshot) I can't imagine in ordinary POIs, except for some... specific. Because it is too... what should I call it... too expressive. If a farmer, a football player and several other zombies were removed from the game because they could be too rare in the world, according to this logic, and such a texture should be replaced with something? Maybe add more wallpaper for living spaces? (please) You can also consider some other textures (for example, 3 types of awning). What do you think?🙏

    A20.6_2022-08-05_01-15-43.jpg

  14. 34 minutes ago, stallionsden said:

    In my casino i did the exact thing and each game there is a chance for a different level. they are some big floors to.

    the grouping is important and the percentage chance. 

    tagging 5 parts to spawn on 1 floor you need to add them to the same group. give 1 floor part a percentage of 1 and the remaining the 0.2, 0.4, 0.6 or 0.8 if you have 2 floors set to 1 then there could be issues to, 

    so what i have in my casino is 5 parts per floor so it can be random as to which floor one will get when they go into it. 

     

    it seems that the reason was that there were three uppercase letters in the name of the parts. After replacing "...LKV..." with "...lkv..." it works fine... who would have thought... 🤪

  15. Can someone explain to me how the parts in POIs work? What should be the sizes, zones, tags, how should the POI on which the parts are located be changed?
    Idea: to make an apartment building in which each apartment will be a part and will be selected randomly during generation. So far I have made one such house and 3 apartments, but they do not appear, no matter what I do and no matter how I change tags, properties, etc.
    Before that, I tested the parts in POI and everything worked fine, and now... nothing works. Maybe someone will share their experience?

  16. Dear devs, tell me if a change is planned in rwgmixer.xml how was it before with the POIs list? The fact is that now I am experimenting with tiles, POIs and parts for them. The dimensions of my locations are non-standard (for example, 37 x 31), but some standard locations are suitable in size (25 x 25) and appear in the world. How to avoid this? While I can create "empty" locations with the same name and remove tags in the settings, however, POIs is becoming more and more in each Alpha, and each time tracking and creating "empty" ones sounds too dreary. What do you think?

  17. 1 hour ago, Jost Amman said:

    Until you unlock... TA DA! ... the DISHWASHER! :washing:

    washing dirty dishes in dirty water? I'm not sure :bathbaby: No need to attack me, I'm on your side, just trying to find a compromise to stop this endless stream of discussion and the opportunity to focus on something more interesting and important :)

  18. In fact, this is an interesting task – how to combine the desire of the TFP to complicate the thirst (which I absolutely support) and leave the jars in the game. It seems to me that the solution was on the surface: the empty jar that is now in the game becomes a "clean jar", but additionally "dirty jars" are introduced into the game. You can't find "clean jars" in loot, only dirty ones (this is the apocalypse, after all). If you fill a "clean jar" with water, it becomes murky water, after which a "dirty jar" remains. Murky water cannot be boiled and get clean water, because... of course you can do it and kill all the bacteria, but the water will not cease to be clean and safe from a technical point of view. So you can't. And the jar is not so easy to clean after that. With snow it's about the same story. But in the dew collectior, "clean jars" should be used, which can be created in the forge - this is an additional difficulty, because first you need to open the forge technology. But from the beginning of the game the player will already have one "clean jar" after drinking water. You can give the player 3 jars of water at the beginning and he will just have 3 "clean jars" for the dew collectior.
    Thus, we will similarly restrict the player in clean water, he will be forced to focus his efforts on the dew collector, but he will have jars that, with any interaction with the outside world, will give murky water and become dirty, will not be able to return to their original "clean" appearance. And for coffee, tea and other drinks, clean water will also be needed, that is, you can't do without a dew collector here either.

    I'm sorry for my poor English, but I hope you understand me. I wonder what you @Roland @schwanz9000 think about this compromise :)

  19. 2 hours ago, Jost Amman said:

    All I see here are speculations... I have a proposal for The Fun Pimps: please give a courtesy copy of the current A21 revision to both @Guppycur and @KhaineGB and let them give you feedback about how they feel the water change is by actually testing it.

     

    At least after that, if they trash the changes, they'll do it knowledgeably. :kev:

    Damn! If this works, then I will immediately start criticizing the new dew collector, removing cans and offering other ideas! Where is my preliminary A21??? 😅

×
×
  • Create New...