Jump to content

arramus

Members
  • Posts

    2,234
  • Joined

  • Last visited

  • Days Won

    14

Posts posted by arramus

  1. 32 minutes ago, Artemisia said:

    Hi. You can upload your images to imgur and add them here. It's that simple.

    If the images contained content that was created in-house, that would be a very useful location to upload to.

    Unfortunately, there are many models in NMM that were purchased and have pretty restrictive usage properties for anything linked to commercial interests.
    Anything uploaded to imgur or any other image sharing site is basically signed away and allowed to be used in any format even after deletion. Just out of respect of the usage agreement with the creators they'll be kept off the commercial sites.

  2. Pushed an update to the Dev and Moddb builds as follows:

     

    Copied directly from Discord and formatting may look odd in places.

     

    1. The Castle/Damaged Castle/Bonehenge had a few assets removed or changed as they were innapropriate.

     

    2. The tiling system was given a little bit of grime in 2 of the primary tiles (intersection and cap) as those roads are far too clean.

     

    3. The Bats from 2-Birds have been brought directly into 1-NMMCore. This appears to have decreased the initial load out time by about 25% and since 1-NMMCore basically stripped out all Vanilla entitygroups, the Birds were being tagged onto the NMMCore at some point and it felt sluggish.

     
    4. Recipe costs have increased a little to be proportional to the damage and GS capability. For example: The double barrel blunderbuss now requires 15 iron ingots as opposed to 10 for others in its class. The double barrel flintlock now requires 25 steel while the base has increased to 20. The Masai flintlock requires 35. These weapons can be found in loot and at the traders as GS increases and this will slow down the access speed as that will take quite a chunk of change and steel ingots cannot be wrenched in the world as far as I recall.
     
    5. There are two more options in the OPTIONS folder to allow communities greater customisation.
     
    - 1-NMMCore Instant Awake Sleeper
    It was noticed that Sleeper Volumes using the 0-XNPCCore true/false toggle for SleeperInstantAwake could make the NPC type entities sluggish. This option sets the status to 'true' and will allow a potential rush of entities since they revert to hyper aroused status 9 blocks before the player touches the Sleeper Volume.
     
    - 1-NMMCore Less Ranged Damage
    Some communities feel the ranged damage from hostile entities carrying the crossbow and longbow can be a bit too fierce at times (early GS / high level Tier quests, etc) and this option reduces damage from 35 to 20. This will apply to hirable and survivors as well and that will be the trade off.

     

    I can't add any images to demonstrate as there is a Max total size lock.

    Images can be found on Guppy's Unofficial 7DtD Modding Server if helpful as some find this more instructive than text based descriptions https://discord.gg/AQ5xSzqM

  3. 1 hour ago, Ganeshakw said:

    @WeirdlyPretty Bro, I dont know for sure but I think the following Mod should have something similar to what you are looking for.

     

     

     

    Unfortunately the NMM doesn't quite cover any Asian influence for the type of deco you're looking for as it is much more of a European theme.

     

    I haven't seen any standalone deco mods offering the kind of deco you're looking for either.

     

    A couple of options though:

     

    1. Compo Pack 48 Asia Town has some Japanese themed castles and other properties which attempt to emulate tatami, hikido, etc. Good for influence to show how some creators use the default blocks and textures to create some authentic POIs.

    2. The Asia Mod might still be linked to somewhere out there. It has some custom deco specific to Japan and influenced from that region.

    I last downloaded it in A19 and I can't be sure of its status.

  4. Pushed a small update to both versions (Github Development Build and stable Moddb).

     

    - Smite type weapons can now add the Serrated Blade Mod.

    - The Chicks can add up quickly while egg nest raiding and there is a new recipe to give them a second life.
    Chick + Glue = Tree Resin (This recipe requires a Cooking Pot and Cooking Stations)

     

    I can't add any images to demonstrate as there is a Max total size lock of 360.23 kB on all additions.

    Images can be found on Guppy's Unofficial 7DtD Modding Server if helpful as some find this more instructive than text based descriptions https://discord.gg/AQ5xSzqM

     

    In addition, a small test server has been set up. It will be kept up to date with the latest Development Build and help to check how things are working in a dedicated server environment.

     

    The server details are:

     

    Name: NMM Development Build

    Location: North America West (Seattle Based)

    IP: 64.42.177.210:26920

    XP: 167%

    Loot: 100%

    Difficulty: 2

    Player Max: 14

    Fire Status: Fire is on, but Fungus entities are deactivated.

     

    ServerTools has also been added with Blood Moon Warrior (removes 1 death if player survives BM with 10 eliminations and gives a reward), Home/WP, and auto restart.

    Things may change on that and typing '/commands' in chat will bring up a list of what's available.

     

    As this is a test server there are no guarantees about stability but it's easy enough to drop things in a box if you lose something.

  5. And having a batch of entities appear along with the Golden Juggernaut should be purely coincidental. Entities are spawned in waves of groups rather than individually. It just so happened that Goldie spawned within that group and if they spawned close to each other, it would give the impression of a zombie squad/platoon depending on spawn counts per player.

  6. @RAGE PVE

    how to reduce the impacts by say 50% then I'd like to reintroduce the buffs given off and then also sort out the fire take over from the Archon perhaps?

    1. Reducing the impact of the distortions.

    In the same areas where it was suggested to remove the buffs, add them back and edit the intensity="#" value for Lines that govern ModifyScreenEffect for onSelfBuffStart. Where the mantis uses intensity="1" for Distortion, this change be changed to intensity="0.5" for that 50% reduction in impact.

     

    2. The Archon fire buff is a TFP default. As such, it would require making a new buff to replace it as other areas of the game are governed by the same buff.
    As with your plan for the Mantis, consider reducing the chance of the Archon causing that damage with every impact for both melee and projectile.

    Look in the items.xml and search for meleeHandArchon and ammoProjectileArchon.

     

    Consider changing this effect in both from 90% chance:

     

    <passive_effect name="BuffProcChance" operation="base_set" value="0.90" tags="buffBurningZombie"/>

     

    to 33% chance:


    <passive_effect name="BuffProcChance" operation="base_set" value="0.33" tags="buffBurningZombie"/>

     

    This will give players a better chance to retaliate or take cover if the initial hit does not cause them to burn. Making a new buff for the effect of burning but not having the visual impact is governed in the default buffs.xml and begins in 'buffBurningZombie' which in turns connects with 'buffIsOnFire' which adds that burning particle around the entity. A copy/paste without a different particle or removing the particle is possible, but then that should still hook up with buffExtinguishFire to remove the burning feeling. I am not going to give detailed instructions because this was created by Snufkin and I don't want to cause any offense beyond explaining how to reduce the probability of being burned as above.


    Lag wise....100% as soon as we hit the max zombies of 80 if those zombies are near the players the fps drops, but if its like 70 odd seems fine, the golden jug seems to just instantly attract loads of zombies which is briliiant, (is that normal?) but I wish we could figure out a higher max before it throttles the server

     

    3. I do not believe this is a hardware issue. I have been this occur on some of the most powerful stand alone dedicated server rigs that had the whole box to themselves. This appears to be a software issue connected to the Unity Game Engine, netcoding, or general processing for 7D2D. Once a data threshold is reached, the bottleneck becomes a block and there is a data traffic jam. Things start to get sluggish until the processes catch up or the load is eased. Finding that max is a complex balancing act depending on number of players/entities at any one time, server configuration and mod configuration files, location of players (all at one base or many smaller base) since this can call processes in multiple regions across the world. The general consensus is to always have that little bit of redundancy to allow for those periodic peaks. From what I've seen, players bail quicker during poor performance than when it's less than chaotic intensity but still steaming smoothly. FPS is linked to server side struggles rather than client side during these moments.

    36:40 - do you know what buff this is or have a list of the most disruptive buffs at all, the ones that take over pretty much?  When there is lag + that its just abit much to manage sometimes.

    4. This appears to be Radiation from the banshee. This is combined with Blur and Drunk. These can all have intensity reduced until you find that sweet spot.

  7. The Github Dev Build and Moddb Stable build are identical with this following update:

     

    Storage Crates

    There are 8 storage crates that can be made on a workbench and provide the same feature as the Writable Crates.

    20220906143255_1.thumb.jpg.58e3504a90cf674c238e9240794a33bd.jpg

     

    They are a little more costly than regular Writeable Crates with a requirement of 2 iron ingots. This gives them a metal lining and protects them from fire.

    Surrounding wooden blocks were 'melted' away to leave the cobblestone block and crate. They are not impervious to acid and a full on strike will destroy them.

     

    20220906143304_1.thumb.jpg.e1636cf9a5d8471521ba1d41477f8e9f.jpg

     

    - Guppy Vulture

    The Guppy Vulture has been added to the Desert as a Biome spawning entity. It will see some additional updates in the future but will roam in its new environment for the time being.

  8. 2 hours ago, swmeek said:

    I know stealth is pretty much a joke in this game but yeah the LOS does work until I peek out again and their super perception skills see me again ! LOL

    Adding this in entityclasses.xml for Oakraven Modpack and NMM has given a much greater stealthing capability as it calms down the sleeper volumes a lot.

    Toggling it directly from 'true' to 'false' in 0-XNPCCore has the same effect if you've loaded up just the Add-Ons. khzmusik has also released a mod for this specific purpose in his thread.

     

        <!-- NPC Mod Tweaks -->    
        <set xpath="/entity_classes/entity_class/property[@name='SleeperInstantAwake']/@value">false</set>

     

    Out in the open in the Biomes though... Ya, players are fair game.

  9. Just pushed an updated for the Storage Boxes/Containers. The update further reduces the Mod size from about 48 to 27mb and for servers running a number of custom mods, these smaller uploads to the server and downloads for the clients make it less of a burden.

  10. On 8/28/2022 at 11:38 PM, KronGaming said:

     

    Yes, vanilla setup works just fine (I should have mentioned that already, my bad!).  I also wiped all saves to test vanilla, then wiped all saves to test just the NPCMod, and then just SCore.

     

    I've noticed, and that's a bit strange, since I'm pretty sure a large portion of hosted servers are all Linux-based.  Or maybe they no longer are (I haven't gotten a hosted server for... too many years, because I just ended up building my own).

    Score Version: 20.6.240.913 suggests a potential fix for stack error on Linux (for Fire Manager), but I'm not sure if you had the chance to test this recently. It seems to have been added about 5-6 days ago and the current version has moved to 20.6.247.1047

  11. The Github Development Build received a couple of updates as follows:

     

    The Guppy Vulture

    This is from Guppycur's Fire Mod. At present it is only spawning in the Desert in its crispy form.

    It will take a little time to fully integrate because there are a variety of buffs to add.

    When integrated this is how it will work:

     

    1. A vulture will be hit with something that burns, like a flaming arrow.
    2. The vulture will cook and fall to the ground.
    3. The vulture will be replaced by the Guppy Vulture and chase you on its hind legs.

    4. It will peck you until eliminated.

    20220905015333_1.thumb.jpg.52796679bbdda8c00df756d463a53902.jpg

     

    20220904231555_1.thumb.jpg.fa952c2928b4fe82ba017aaec7eb132f.jpg

     

    The second update is cosmetic. It was reported that the Dragon UI pointer in the compass was slightly off center. This has been confirmed and reset to center.

     

    Before

    20220904135853_1.thumb.jpg.0794a29854dc23ebe21ce1d452f2058b.jpg

     

    After

    20220904141828_1.thumb.jpg.37ac48e0307f265373b461395b099e95.jpg

     

    In addition, it received an extra row on the tool belt when using the Editor. Thank you to Oakraven for coding that into the Oakraven Forest Modpack as we could use the xml with only minimal customisation to comply with Dragon UI features.

     

    These will be added to the Stable version once the Guppy Vulture has been fully integrated.

  12. Their settings are a little different than usual for ground placement at 0.5 block to ensure they don't sink on uneven terrain.
    In A19 this wasn't really an issue. The A20 voxel terrain seems to be different to A19 and we are still learning about it. Best to place a wooden block outside and place the jukebox on top.

  13. 9 minutes ago, bowiesenpai said:

    I do have the folder in there. The owner of the server had it there before so I just assumed it needed to go in the same place. 

     

    To successfully launch the Snufkins, the installation looks like this for the current release:

     

    Mods folder with SnufkinCustomZombiesPLUS_A20_2022Aug16 folder inside.

    top.jpg.3945d6a90efa5542cfa44b94770a96eb.jpg

     

    Inside SnufkinCustomZombiesPLUS_A20_2022Aug16 folder.

    Notice the ModInfo file that the game will be looking for as it attempts to load the mods.

    inside.png.e31709b21082eeb9a47d6ccabf63aea2.png

     

     

  14. 7 hours ago, bowiesenpai said:

    Renaming the file seemed to do the trick. Do I need to do anything else after restarting the server to have the new zombies start spawning?

     

    Spawning will be instant and noticeable using the default entitygroups.xml.

     

    Can you confirm that you do not have a folder called 'Snufkin-Custom-Zombies-Plus-A20-2022August16-main' in your server Mods folder?

  15. 29 minutes ago, bowiesenpai said:

    I am updating my server right now to the most current release of the Snufkins mod and I am encountering this error while uploading. 

     

    FTP server returned invalid response 'The system cannot find the file specified.'.
    Copying files to remote side failed.
    entitygroups_lite_no_horde_night_version (rename to entitygroups and place in Config to reduce spawning).xml: Could not find a part of the path '/131.226.218.20_26900/Mods/Snufkin-Custom-Zombies-Plus-A20-2022August16-main/SnufkinCustomZombiesPLUS_A20_2022August16/Server Admin Spawning Options/entitygroups_lite_no_horde_night_version (rename to entitygroups and place in Config to reduce spawning).xml'.

     

    I have checked the Entitygroups config file and cant find reference to this line item. Maybe I am just being an idiot and am missing something simple.  I would appreciate any insight you can provide on how to resolve this issue.

     

    This is a file in the 'Server Admin Spawning Options' folder that server admin can switchout with the default entitygroups.xml if they want a different style of gameplay. It is possible the name is simply too long depending on the server directories. If you rename it from:

     

    entitygroups_lite_no_horde_night_version (rename to entitygroups and place in Config to reduce spawning).xml

     

    to

     

    entitygroups_lnhnv.xml

     

    it may allow it to upload. Saying that, the whole Server Admin Spawning Options folder can be deleted and disregarded if your server is running the regular default version.

    Ooh one more thing.

     

    Snufkin-Custom-Zombies-Plus-A20-2022August16-main/SnufkinCustomZombiesPLUS_A20_2022August16

     

    This looks like a double nested file. The server only needs this folder as the top folder:

    SnufkinCustomZombiesPLUS_A20_2022August16 (there has to be a ModInfo file inside the top folder layer or the mod won't load).

     

    The zipped version was added based on a server admin who was having this trouble as Github creates a holding folder when it's download.

  16. Pushed the above POI and a new World to the Github and Dev build. The tiles in each town was increased for A20.6 and this adds another Tier 2 Quest to the collection.

     

    Apart from a second level to the building in the distance and a few cosmetic additions, it's good to go.

    There are a variety of water sources in the cracks and also a well in there somewhere since the Fungus entities are going to be there to ignite pretty much everything.

    20220903112423_1.thumb.jpg.3e6d616e8b26f859884608cfddcff699.jpg

     

    20220903112504_1.thumb.jpg.406283a7e8d8c21477e024c672536c2a.jpg

  17. Pushed updates to the Github Development Build and Moddb Stable Build as follows:

     

    1. Score required an update to reflect periodic patching and features.

    2. The Worlds prior to A20.6 have been deleted and replaced with NMM7K01. This is because the RWG algorithm changed. It can be downloaded here.

    https://www.moddb.com/company/not-medieval-mod-developers/downloads/nmm7k01

    The layout appears as the download image so beware of that Spoiler if you prefer not to know what to expect.

    3. NMM has been hooked up to the 'tiny' World RWG feature that allows 4K Worlds.

    4. Numerous POIs have been given a Well or Water Source to provide access to water while on a Quest. Using the default NMM build will certainly require putting out fires.

    5. Two new POIs have been added to the collection. A T4 from Wild Pig that is in the tiling system and wilderness. The last few updates have gradually increased T4 questing opportunities.

    6. The Masai Rifle now holds 4 shots for one 'magazine'. This is to balance with the increase in 'Boss' type entities that will appear in the Biomes and Horde Night.

     

    Oakraven Trading is like a tinderbox and has a Well in the garden for those special moments.

    20220902140421_1.thumb.jpg.6eaf643cf0af4520a1cf1c5da0f2a2e3.jpg

  18. NMM Development Build received two new POIs as follows:

     

    Wild Pig Castle by WildPig. ^^

    This is a Tier 4 Castle both in the tiling system and Wilderness to provide expansion on T4 Questing opportunities. This brings T4 into a good state with a decent variety to choose from. This is a Wilderness version and hooked up to the gravel pathways.

    20220902031806_1.thumb.jpg.b1494c5853713acd1001ab1258fbe5ac.jpg

     

    Domo Medieval by PapyKeros. This is PapyKeros' second POI being used in NMM and it looks and plays well for a T1 offering.

    20220902032158_1.thumb.jpg.bee6d5cad3c331b72ce8252fcbe1f470.jpg

     

    Even though it is pretty well protected against fire, the garden has a well for an easy to reach water source just in case the wooden roof catches alight.

    20220902032256_1.thumb.jpg.dd8c83f7eb45c70e8fa15879384af073.jpg

     

    The Worlds have been added to the Archives for now because A20.6 changed the algorithm for Seeds and they are no longer compatible with the custom Biome.

    For now, please remove your Vanilla POIs and use your own RWG versions. The new 4K size has also been added to the RWG for NMM just in case that appeals.

    We'll add a new World soon enough.

  19. 1 hour ago, 7daystofly said:

    Does this still work?  I was going to add the other day until I found it saying client download required and with us also being only server sided we can’t use the client version 

    Ooo, this version goes way back to the end of A18 or close to that. I really haven't tested it since this version was added as an attachment and am surprised you found it. This was when we could add attachments directly into the forum. It's well worth testing and is server side only so clients don't need it as it contains no custom content.

    10 minutes ago, RAGE PVE said:

    Some of the weapons still don't accept scopes correctly, like Savery for example, the models don't sit on the weapon, if you add a rod dot for example that wont take but if you add a scope you model is missing.  Were just at the point of looking to introduce but thought I'd mentioned before we go fixing them all up in case it would something you would be reviewing at some point.

    Feel free to fix them up through their item modifiers, prefab attachments, or any other means. All the best with it as it can get tricky.

  20. I've always like Skyscraper 2 over the Alphas but A20 seemed to push things a bit too hard. Just looking up at the building before even entering was causing render issues, and then once the zombies are active........ Sure, I can change graphics settings every time I go into the city for looting or questing, but what a way to have to play.

     

    From low 50s

    20220830201452_1.thumb.jpg.badab74dab9671d0b0de3fcebc43492c.jpg

     

    To 75 max. Can't complain about that. Not like I'm going to strip the building of window frames on Bulletproof glass.

    20220830201715_1.thumb.jpg.260542b51a85362abca9d723355afae3.jpg

     

    Decent.

  21. 48 minutes ago, BourbonBeefcake said:

    Ok found the following while my server is booting up 

    snufkin prob.png

    I tested the Snufkin Weapons Xpansion for the perkTurrets weapon, the Turret Auger.

    I also tested the Brainsaw which is governed by perkMiner69r.

    20220901013701_1.thumb.jpg.563d513ce03b5c6937cac1e414cb7ea9.jpg

     

    20220901013833_1.thumb.jpg.db9926ab939390a3a5d227a0dde70167.jpg

     

    20220901013839_1.thumb.jpg.514f7891ced4e2ffb6d3bf6e29fb0353.jpg

     

    I didn't receive any warnings when loading and the since that progression.xml file loaded, these weapons were craftable.

     

    I recommend starting with the Snufkin Weapons Mod and see if it fails to load. If it is successful, keep adding mods until the error happens and that may be a mod conflict.

     

×
×
  • Create New...