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Finch55

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Everything posted by Finch55

  1. OK, thanks for confirmation. Was it your mod which had the multi floor elevator and the max max style car and are those availabe as modlets?
  2. Unfortunately, that doesn't work on the fly. Maybe I need to start a new game for it to take.
  3. following up on DF features, it was also possible for a player to claim and place objects within a trader POI , can this also be done with simple edits to vanilla files?
  4. Here are the codes. I downloaded Gimp and had a look at your skin. wouldn't know where to start but I attempted to colour replace the blue for gold and the silver for green and thoroughly messed it up. I'll be looking into lessons on Gimp before I attempt it again lol. National colours of Australia Green Gold Pantone 348 C 116 C RGB (Hex) 0–132–61 (#00843D) 255–205–0 (#FFCD00) CMYK 100%–0%–54%–48% 0%–20%–100%–0%
  5. Do you take requests for paint jobs? Such as Aus Green and Gold (primary Green Secondary Gold) for the jeep you drive on the "wrong" side of the road lol. @nil0 "Important: For this mod to work properly, it needs to be installed on the server and every player’s computer."
  6. Single player new game, rwg map, latest paint job version (comes up on console as paintjob 1.8) Unable to open archive file: E:/SteamLibrary/steamapps/common/7 Days To Die/7DaysToDie_Data/../Mods/PaintJob/Resources/pjJeepsUK.unity3d (Filename: C:\buildslave\unity\build\Runtime/VirtualFileSystem/ArchiveFileSystem/ArchiveStorageReader.cpp Line: 587) 2020-07-19T18:57:56 63.760 ERR Loading AssetBundle "E:/SteamLibrary/steamapps/common/7 Days To Die/7DaysToDie_Data/../Mods\PaintJob/Resources/pjJeepsUK.unity3d" failed! Unable to open archive file: E:/SteamLibrary/steamapps/common/7 Days To Die/7DaysToDie_Data/../Mods/PaintJob/Resources/pjJeepsUK.unity3d (Filename: C:\buildslave\unity\build\Runtime/VirtualFileSystem/ArchiveFileSystem/ArchiveStorageReader.cpp Line: 587) 2020-07-19T18:57:56 63.760 ERR Loading AssetBundle "E:/SteamLibrary/steamapps/common/7 Days To Die/7DaysToDie_Data/../Mods\PaintJob/Resources/pjJeepsUK.unity3d" failed!
  7. I got that buff too. It was in the character effects pack because after removing the effects pack only and not the creaturepackhuman I was completely debuffed (no flies, lol) and was not displaying the "isinfected" symbol. If it weren't for the flies, I would happily watch my character turn I had the marvelous priviledge of watching a farmer turn, the experience was seamless and believable (very well done indeed). I also noticed that with the effects pack activated, vanilla zombies make no guttural sounds when they spot you. Contrary to what you say about turned zombies not attacking the player, the farmer once turned, did attack.
  8. The texture overlay's you have used on your zombies, are they also under licence or is there an ID list I could utilise?
  9. I still don't know how or why but have noticed the bike falls in a natural manner as in opposite direction to how the handle bars are turned indicating weight shift in the front wheel to imbalance the bike so there has definitely been some thought put in to this mechanic. The player can also control the direction of fall by standing between the bike and a wall (or other prop) and it will fall away from the player to lean against the prop. I don't pretend to know how these things work but there must be some hidden values or something within the model itself which governs this. One way I think which would work would be be similar to to how uvm is setup to swap the model when the player dismounts for one with a stand but this would cause many issues i think with the constant swapping out. I really don't know.
  10. lol. I gave up riding in my late 50's as to the unresponsiveness, you can expect that on an armoured vehicle which looks like it has been put togeather in someones back yard.
  11. Added Ragsy's motorcycle physics (for my own personal use) to your bikes so now each variant performs differently depending upon weight distribution as parts are removed. for example, the standard bike is sluggish, doesn't lean or maneuver well but w/o the spikes it is a little more aerodynamic but you still have to go wide to take a corner due to the weight on the front wheel. The last 2 variants are Ragsy's Racing and Dirtbike handling with a couple of personal tweaks. Both this and the physics make the bike worth owning now and a lot of fun, so thanks again. Still haven't figured out why the bikes drops when a player dismounts.
  12. motorbike performs so much better now, thank you. Combining your physics and Eric Beaudoin's alterations, it is actually worth having and so much fun. Now all I gotta figure out is why the bike falls over when you dismount. Any ideas?
  13. Perfect seating position, thank you for fixing this Nice job on the handling but I did find the bike a wee bit slow so set braketorque to 5000 and maxvelocity to 17,19 respectively. The bike has a nice lean to it and with the increased values, slides around corners nicely w/o oversteer. Now all I need is a bike stand so it stops falling over lol.
  14. Vehicle parts in airdrops is working for A19, no issues or errors. Got an engine and gyrocopter chassis Brighter headlights is working, tested on Bdub, uvm and vanilla.
  15. Just a heads up, player seating is moved further back on the motorcycle so they are sitting behind the seat as though on one of dBubs bikes. I tested without dBub to ensure it was this mod.
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