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arramus

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Everything posted by arramus

  1. Day 14 Horde Night with the update to 2.0 felt seamless and it was a great opportunity to try the Triple Shotty and Cleaver with a close range set up initiated by Darkstar. It was a very pleasant night with a bit of clawing here and there. Day 15 just began for anyone who would like a gentle few days to test out The Wasteland and join in our battle for survival Currently 118.10.245.49:26900
  2. Thank you. A HUGE amount of time and effort has gone into this and it's truly appreciated.
  3. That is very kind, thank you. I shall keep the pro tip a secret and allow regulars to work it out over time
  4. All good and really no rush because the groups I play with are just in the process of making new Worlds to accommodate the update and discussions about the next environment are ongoing. I for one just appreciate that you keep it up to date because it really adds quality to a server experience. If I had a request for consideration, such as asking if the Leon SMG final quest could give a level 5-6 instead of 4-6 would you prefer we amend that ourselves or request it as a general update? I only ask as this quest is 3 stage and very resource heavy and a level 4 Leon at stage 2 can simply be replaced with a lower level 4 after a long quest collection of pistols and SMGs for the stage 3 reward.
  5. @bdubyah If you prefer this isn't in your mod thread just say the word and I'll edit it with just a nice picture or two. I'm running a demo server for a while to give The Wasteland Mod a good run through and server Admin and players are very welcome to see what it's all about. It will only over ever require The Wasteland Mod as a prerequisite download and anything else that follows will just be server side only quality of life additions. At present though it's just pure 'The Wasteland' 1.9 with a Nitrogen 4K World along with The Wasteland POIs added onto the generation list running on stable Alpha 19.4 (b7). If anyone wants to test out the mod you're welcome to visit. The server is in the Asia Pacific region though; West Coast Americas and Australasia will be fine, East Coast will notice some lag, and the EU will not be the most pleasant experience. The server IP changes from time to time as it's running from home and I'll try to update this post if it changes. Just give a nudge if I forget. It's running on an old refurbished business computer with an i7 4770, 16GB Ram, and an SSD on a 1Gbps up/down potential. The 4K World is set to max download speed and will typically require 3-4 minutes. The IP address is currently: 153.184.22.147:26900 There is only 1 spawn point and you receive a starter pack which is quite helpful should you come across 3 armed NPCs waiting in a residential garage within the first 10 minutes. There are plenty of The Wasteland custom POIs scattered around the map in a balanced manner and it's an adventure in the making.
  6. Interesting. If anyone's flown the MD-500 you'll be good with the Vertibird.
  7. The Siren appears to have very low move speeds in general compared to other entities. <property name="MoveSpeed" value="0.08"/> <!-- just shambling around --> <property name="MoveSpeedAggro" value="0.1, 0.2"/> <!-- chasing a target min/max (like day or night)--> Even if nightmare speed adds a multiplier to these values, it will still be low considering other entities are set with a greater than 1.0 speed by default for the higher move speed settings. This may be something to do with it.
  8. Adding progression appears to be something Snufkin considered in the early days, but the best workaround was to link the creation to vehicles that already require progression: e.g. If you want to create a Hell Fire Motorcycle you will need a regular motorcycle. Without unlocking the regular motorcycle or saving enough funds to purchase one, it will not be possible to make this custom vehicle. This offered a workaround that forced the player to reach Skill Level 3 for vehicle crafting. The same applied for vehicles that require a 4x4 with Skill Level 4. In addition, creating the Whirligig requires a Gyro with its association to Skill Level 5. There are some vehicles such as the Shark Blimp which are admittedly very easy to make. If you want his to be more of a challenge, the easiest way to do this would be to change the recipes.xml to force a Skill Level 5 with the need to use a Gyro or increase the need for a difficult resource, such as 500 steel ingots. If you really want to link each separate vehicle to its own progression flow, please explain in more detail what ideas you have in mind and we can show you a template from the default vehicles. This could be with or without a schematic.
  9. Hello. Yes, others have had issues of a similar nature when attempting to run Darkness Falls or War of the Walkers type mods. There is often a conflict where a mod may have identical IDs with, in your case, Darkness Falls. It can cause one of them to be nulled and cause NRE errors when the game calls on them. Some users have found that lootcontainerid numbers in the loot.xml are conflicting as they are identical and have had to manually change them as the conflict can pass to another asset, in your case redammo which can just be a victim of the conflict and not the cause. I have never tried to run Darkness Falls with mods and cannot offer any clear assistance on resolving this. I hope other community members will offer support as some have been able to resolve it.
  10. Hello R2D2. Unfortunately, it has been trial and error for everyone. Snufkin and oakraven have a background in coding which has been very helpful for the xml but even they have needed to give up on things, change things, and reduce the complexity of things to make them work. As for textures, replacing body parts, and use of projectiles, that has also been trial and error because we do not have access to a database of used assets (models/textures, etc) beyond what is shared in the xml. Some modders have used third party tools to decompile the game assets but there are no tutorials out there specifically for 7D2D that I have seen. Maybe some other modders can offer some examples. As for projectiles, I have seen chickens 'throwing' exploding eggs based on the acid attack. It takes a long time to look through all of the xml files to see what is available to use but the result can be a lot of fun. Sorry, trial and error is the best answer I can give along with looking at the xml of other modders to see how things were done.
  11. The Grumpy Nerd put together some game footage of a recent Blood Moon featuring the Snufkin Zombies PLUS as they attempt to breach the base while working through the intricate pathways. It all makes for an interesting experience.
  12. This is going to require both the server and clients to install the Slot Machine mod because of the custom items which the clients cannot download directly from the server.
  13. A small but important update for the Shark Blimp. Download here: https://github.com/arramus/Snufkin-CommunityPack-ServerSideVehicles-A19-2021Feb25 The Shark Blimp was added as a novelty vehicle but has become one of the most popular. Default is low cost to produce at an early stage of the game and allows players to traverse the World with quite a lot of ease. One issue that has been reported on numerous occasions is that it can periodically starting rocking and spinning on servers which have high player counts, network challenges, or high ping. The Shark Blimp was built around the 'Joke Blimp' model which has this rocking feature built into it. A workaround was to replace the 'Joke Blimp' base model with a 4x4. The 4x4, as can be seen with the Drone Battle Bus, flies very stabley with minimal rocking. In addition, the Shark Blimp has been given a brighter fixed light due to the 4x4 headlights being available and a larger storage capacity. The most notable changes will be: - The Shark Blimp will feel a little bouncier when landing. - The Shark Blimp may remain a little more above ground surface when parked. - There will be a dramatic reduction in spinning and instability. It will not be totally eradicated as you will see if you hit a tree, but it will be more the exception. Cosmetically, the Shark Blimp looks exactly the same. However, at night the light will be noticably more functional at close range. And more useful, but no overpowered, at a distance. A second small addition is better passenger placement for the Hell Piggy to ensure the passenger is directly behind the rider.
  14. Good to see it's all working again. Hard to say what the issue was but as long as they appear that's the main thing. The creator of the Hell Flyer appears to be really busy with another project at the moment and probably won't respond here as they are in a constant group discussion and project share elsewhere. It is certainly something that community members could do by themselves though by comparing the harvest and 'remain' code to see if it's possible to make the Hell Flyer stay around until being harvested as with the animals.
  15. Completely delete the recipes.xml code relating to the specific vehicle you would like to remove from your World. Or comment out the code using the <!-- --> additions as were proposed for commenting out the Banshee.
  16. @anonuser1989 Here is a way to remove completely, or disable the Banshee. Another way is for players to wear a speaker hat mod that can be found in the Snufkin Xpansion Weapons mod which disables the Banshee screams and Mantis narcotic effects.
  17. And just as with the zombies you preferred to leave out, total removal or disabling by commenting out !-- --
  18. arramus

    Snufkin's Jukebox

    Oh yes, I can really appreciate Quality of Life mods while waiting on the forge to complete its smelt. A drink for this one. Forward to that one. And back to work. A really nice mod, thank you. Here's a mistake I made that others should be aware of. After you bring your MP3s to the SONGS folder and perform CONVERT they will be converted to MP4 and moved to the Resources folder with a naming structure of song_1, song_2, etc. If you didn't add 16 in the first instance to bring it up to the maximum but add more songs later, delete all of your previous songs in the SONGS folder first as they will not overwrite their previous versions. These songs will be treated as new and added into the folder giving more than 16 with duplicates. It was my silly moment as I learn how it works so be aware of that.
  19. Within the mod Config folder is a file called Traders.xml You can make changes to/set up the trader in that file. The mod maker has very clearly described each entry and what it does.
  20. One character that seems to cause the most server instability based on previous feedback is the Geist. Those electric bolts seem to cause great demand on the server. If the Banshee doesn't resolve the issue, I would certainly move onto the Geist character next.
  21. There is a way. Go to the entitygroups.xml Choice 1. Total Removal Change all entries that look similar to this <entity name="zombieBanshee" prob="0.1"/> to this <!--entity name="zombieBanshee" prob="0.1"/--> Using the !-- -- code comments it out and the game will ignore it, Choice 2. Partial and Restricted Removal Change all entries that look similar to this <entity name="zombieBanshee" prob="0.1"/> to this <entity name="zombieBanshee" prob="0.01"/> This will the Banshee to appear with a rare 1 in a 100 chance in relation to the spawn probabilities for other zombies. Such probability will become the exception rather than the norm.
  22. Snufkin Zombies can successfully be brought into an existing World and that shouldn't be a factor. If there are other mods in the mix, maybe worth removing all mods except for the Snufkin Zombies to see if there are any conflicts and building them back in one by one. Beyond that, I have exhausted suggestions since BM is functional which infers the entitygroups.xml is loading.
  23. The Snufkin Zombies haven't been added to the wandering hordes but have been added to regular individual roaming spawn groups. I have been unable to replicate this issue beyond the scenarios and workarounds mentioned above. My regular gaming group just launched a new World today on the experimental 19.4(b3) build and there are Snufkin Zombies roaming the areas.
  24. They are practically identical in most respects beyond a few probability settings and rebalancing. I couldn't see any details about your World size, maximum entity settings, day, open regions, etc, and can't really comment beyond generic observations and feedback. One way to help confirm if it's mod related or World related is to install an additional custom zombie mod such as Robeloto's. However, Robeloto's custom zombies also spawn inside POIs where Snufkin's do not and a better analysis may be better made in clearer non POI areas.
  25. Stallionsden has an invisible animal mod fix which shouldn't be connected to Zombie Entitities but increased my roaming Zombie count as well. As far as I've read the Worlds work like this. I may have missed a few points but this seems to be the basics. 1. You set a maximum zombie count for the World and at first they will be in a high density in those initial unlocked regions. A day 1 World often sees a lot of individual roaming zombies at regular intervals. 2. As regions unlock, they disperse further and wider. If nobody visits those unlocked regions for a while, the zombies that spawned there still remain. I've tested this by teleporting in debug mode and could see exactly the same zombies I had seen when I went across that region on a motorcycle but not interacted with. They seem to remain attached to that region. I read that this is a game feature to thin out the zombies and 'force' expansion. 3. The animals also have a maximum animal count which is supposed to be separate to the zombie count and also allows a greater number as they are supposed to use less system resource. 4. POI zombies are triggered by their own sleeper volumes independent of what's happening outside in the World. In reality, this is what seems to happen for Snufkin's zombies. 1. The first few weeks can be very intense and this is why we added a lighter entitygroups.xml version to allow new players and new Worlds a chance. 2. As the regions unlock, the zombies disperse, and this is when the higher entitygroups.xml is more effective. 3. If any players decide to do a tour of the whole map, multiple regions unlock and zombies populate those regions and seem to remain in standby until other players venture their way. This is turn reduces the possibility of zombies spawning, beyond POIs, in busier regions that are used regularly if the maximum zombie count for the World has been reached. 4. A similar situation appears to happen with animals but to an even greater degree because there is an invisible class that slowly takes over from the visible animals. I have seen a new animal spawn in and almost instantly become invisible. It appears they are counted as animals but we cannot interact with them. It shouldn't, but after installing the animal fix mod I noticed roaming zombies reappear in areas that had been empty for quite a long time which makes me wonder if there was an interaction between invisible animals and allowed spawn distance for zombies trying to enter the game. All in all, the bigger the World the more noticeable this will be as there are so many more regions and a greater dispersal potential. For my own server: - I keep to 8K or less - Add the invisible animal fix - Gently increase maximum zombie count as the regions unlock and switch from the lighter to heavier entitygroups.xml You could always try teleporting in debug mod to unlocked regions to see if there are any custom zombies in standby.
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