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arramus

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Everything posted by arramus

  1. Just an update with the addition of the Magic Bus. This is a 6 seater road vehicle that takes the school bus and gives it a more dynamic existence. It carries the same type of collision as the Army Truck but can be placed as easily as any other vehicle. https://github.com/arramus/Snufkin-Community-Pack-Server-Side-Vehicles-A19-Stable-2020Oct31 The process for release is typically a 3 step process to make sure things are running smoothly and cause no conflicts or major warnings. An SP run through is followed by a Dedicated Local Server run through with a last Public Dedicated Server test.
  2. The 'Magic Bus' is just going through some server stress testing to make sure it doesn't break anything before it's released. It is comparable to the Army Truck in terms of collision properties but only requires 4 wheels instead of 11 for constructing.
  3. Thanks for sharing the feedback about stability on Linux servers because it’s an ideal environment for mods that might need a little extra resource. We have been careful to remember Linux needs ModInfo capitalization and may appreciate strings without breaks. Snufkin has certainly been good to us.
  4. Add some extra bosses to the: <append xpath="/entitygroups/entitygroup[@name='ZombiesNight']"> and <append xpath="/entitygroups/entitygroup[@name='ZombiesAll']"> as the game will use these groups for regular wandering hordes and other groups as well. Consider changing the prob= setting from somewhere between prob="0.3" which is the same as zombieBiker and zombieNurse all the way up to prob="0.8" which will make them more of the rule than the exception. As the game sets a limit of only spawning a certain amount from the above groups based on Game Stage/Level it will still feel balance if lower level players join you. The higher level players will be ready for these appearances.
  5. It looks like the HealthMaxModifierOT settings were possibly replaced with the new variety of woundings which also offer their own version of the health max modifier but with an instant damage effect on a countdown timer. To retain her unique trait I wonder if it's possible to: - Integrate her gimmick into the wounds max health modifier with a smaller but cumulative effect on each hit that will require the countdown timer or vitamins or something else to remove it. - Consider integrating her gimmick into the starvation system whereby the fullness meter decreases with each drain of 'energy' from a hit. - Integrate her gimmick into the stamina settings as she drains 'energy' via that mechanism. This is certainly not my forte and doing it is another thing.
  6. @BubbaJoe Can you share the code you used to decrease the overall max health and max stamina drain settings? I was considering to replace the HealthMaxModifierOT setting to the stamina equivelant StaminaMaxModifierOT but they have both been commented out of the official default buffs.xml and are no longer valid effects.
  7. Hello Snufkin, 1.The Mischief Maker developer didn't contact me directly. Alternatively, I just contacted the developer to explain that, in regards to any input I have offered, you have full rights on giving permission with this mod or any other mod you have created for now and the future. This removes any complication as it will be one person. 2. The Parasite character needs a revisit for damage, thank you. --------------------------- Sent to the Mischief Maker Hello, my name is ############### and I go by the gaming user name arramus. I am the other party related to the Snufkin's Custom Zombie Mod. I am not the author of the mod but Snufkin kindly considered my input when giving permissions because I helped to restore it for 7D2D A19. I gave all permissions to Snufkin on how his mods are used, regardless of my input, and as such it is only necessary to ask Snufkin. That way it makes it much easier to get permission for any future builds or any of Snufkin's other mods such as the newly released Snufkin Vehicle Mod. If Snufkin has given you permission to use his mods already, then please consider that as sufficient and I hope this removes any complications going forward. To verify this message you will see a supporting posting here: https://community.7daystodie.com/topic/17992-snukfins-server-side-zsombies/?do=findComment&comment=406548 Regards, ############### (arramus)
  8. Hi KiaKore and welcome to Snufkin Land. Here are some instructions as clearly as I can make them. If they are confusing at any point, just say and I can elaborate. Step 1. Install the latest Snufkin's Custom Zombies mod into your server Mods folder. (Make sure it has not created an extra folder if you unzip it to a new location. The top folder should contain the ModInfo file. If the unzip tool has created a folder within a folder followed by the ModInfo file it will not work) Step 2. Launch your server and Snufkin's Custom Zombies will become part of the environment. Honestly, it's as easy as that. The mod contains all the files you need for the Snufkin Custom Zombies to appear in regular game play and during a Blood Moon event. Please do not touch any files in your default game folder or user saves folder. The NOBLOODMOON file can be confusing if you are very new to Mods but it is for server hosts who do not want to have any Snufkin Zombies appear during a Blood Moon event. I assume you would like to see them appear and as such there is absolutely nothing for you to change as it's all been done for you. You will never need to make any amendments to the original default game files or the user saves folder as the Snufkin Custom Zombies mod is already making the changes it needs by itself. Have fun in there, and when you are ready to tweak the settings to increase/decrease their appearance or increase/decrease their Health, come back and ask.
  9. Background and Introduction In March 2020 Snufkin presented us with 'Snufkin's Server Side vehicleS' which is now A19 Stable. The concept was simple, incorporate customised vehicles into 7D2D by utilising existing in game assets to create some unique and delightful additions to the current set of vehicles. These vehicles are admittedly temperamental and buggy at times, which Snufkin warned us about. For example, it is sometimes necessary to put the vehicle back on the toolbelt and set it down again if the customised effect has been removed for the vehicle owner or third parties. More importantly though, they are dedicated server stable and server hosts have shared very positive feedback on that. Snufkin encouraged other modders to take a look at the xmls and see how underused functions could be applied to create these customised features. This initial community pack has taken heed of that encouragement. Snufkin is currently taking a modding sabbatical but has been very open to allow the community to support and expand on the Snufkin line of server side mods and this adds to the Snufkin's Server Side Weapons which Slawa and oakraven have been restoring and Snufkin's Server Side Custom Zombies which has been a community restoration and already has multiple variants which expand on the original. Snufkin's Community Pack Server Side Vehicles Download - https://github.com/arramus/Snufkin-CommunityPack-ServerSideVehicles-A19-2021June12 (Airborne vehicles using Blimp settings need to be filled with gas to get the sounds working) The Snufkin's Community Pack Server Side Vehicles is a growing collection of customised vehicles which consists of Snufkin's originals, with some A19 updates, alongside additional vehicles supported by the community. It would be nice to see this grow and live up to its name. We hope other community modders will consider adding to the collection. For now, here is what Snufkin's Community Pack Server Side Vehicles offers. 1. Armored Car - 4 seater road vehicle (Snufkin) 2. Army Truck - 6 seater road vehicle (Snufkin with stability and context edits by oakraven) 3. Raft - 4 seater water vehicle (Snufkin) 4. Sled - 1 seater road vehicle (Snufkin with additional comfort by oakraven) 5. Jet Pack - 1 seater flying vehicle (Snufkin) 6. Hell Beast - 2 seater road motorcycle (Snufkin) 7. Parachute - 1 seater gliding descent vehicle (Snufkin) 8. ATV - 2 seater road motorcycle (Snufkin with functionality fix by oakraven) 9. Hell Hound 4x4 - 6 seater road vehicle (oakraven) 10. Hell Fire - 2 seater road motorcycle (oakraven) 11. Hell Spikey 4x4 - 6 seater road vehicle (oakraven) 12. Hell Dog - 2 seater road motorcycle (oakraven) 13. Shark Blimp - 2 seater flying shark (oakraven) 14. Whirligig - 3 seater flying VTOL 'chopper' (arramus with kind permission from @bdubyah to use the settings for the MD-500 helicopter from Bdub's Vehicles) 15. Magic Bus - 6 seater road vehicle (oakraven) 16. Battle Bus - 6 seater road vehicle (oakraven) 17. Hell Car - 4 seater road vehicle (oakraven) 18. Bath Blimp - 1 seater flying bath (arramus) 19. Battle Bus Drone - 6 seater flying vehicle (oakraven with assistance from arramus) 20. PeNa 1979 Express - 4 seater flying vehicle (oakraven) - Thanks to PeNa1979 for play testing the Snufkin range of mods. 21. Psyren Ride - 4 seater road vehicle (oakraven) 22. Green Max - 4 seater road vehicle (oakraven) 23. Red Max - 4 seater road vehicle (oakraven) 24. Hell Piggy - 2 seater road vehicle (oakraven) 25. Catfish Blimp - 1 seater flying cart (oakraven and arramus) Dre kindly puts the vehicles to test with his regular gaming party and focusses on ensuring the seating is oriented towards a full party for questing and looting adventures alongside general stability and function checks. Be warned, as with the original warning by Snufkin, these vehicles have their 'moments' and will not always perform as hoped. However, this pack does offer choice, and you can select a vehicle for your own style of gameplay if you want to venture away from the standard offerings. Here are just a few sample images to give a visual overview. The whole collection: Anticlockwise from the ATV (which can perform turns while in the air but needs care while breaking unless you really want to do a quick 180 flip), Hell Fire, Hell Dog, and Hell Beast (which get some decent speed and can hop over a vehicle before performing a drifting stop, and Whirligig (offering the VTOL and speed burst of a chopper). From back to front, the raft is in the river (and gently follows the panning direction of the water if it isn't brought onto shore), with the parachute (requiring a high building and a gentle breeze), Hell Spikey 4x4 (which can carry a full party complement on a quest) and the Armored Car (offering added protection). Finally is the Shark Blimp (that can turbo ascend and descend like a rocket). With recent community support from server hosts such as @Dre and @BubbaJoe it has been possible to put all of the Snufkin mods through their paces to ensure they are server stable for A19 regardless of their eclectic idiosyncrasies. Recent observations from @h0tr0d and @Sunbursts have allowed us to explore patches and alternatives to bring better quality releases. If you would like to get involved in this particular expansion to Snufkin's mod then read on. Future Additions Please consider a few pointers if you have your own offerings to add to the community pack to ensure a smooth transition and ease of compilation before posting to this thread: 1. Has the vehicle been successfully tested in the background within the existing pack? 2. Does the vehicle have all the relevant assets such as a recipe, compatible formatting, and functionality? 3. Are you sure your vehicle is release ready to your full satisfaction and not an impulsive decision? 4. Can you accept that other modders may implement this pack into other mods or overhauls, albeit with permission requests and appropriate credits? As with the spirit of Snufkin's original concept and suggestions to the community, there is no stopping other modders from expanding on the originals in their own direction just as we are doing here. Let's see where this goes. Installation If you've never installed a mod before it is necessary to create a mod folder in the main directory or in an area suggested by your server host if they have modified the installation. Simply make a new folder called Mods (with a capital M to reflect standard nomenclature). If you drag the mod folder directly out of the zipped file it can be placed directly into the Mods folder and the game will look in there as you launch your World. If you allow your unzip function to extract the folder, it may make another unnecessary folder and place the mod inside it. This will not be recognised by the game/server if you place it in the Mods folder like this. Please take it out of the extra folder level. The top layer will be a single folder and in the second layer you will see a ModInfo.xml file with or without additional folders depending on the mod. This will become elementary once you've launched a few mods. Does this Mod need to be installed in the server/client host? = YES Do players also need to install this Mod? = NO The magic of this mod is that is only needs to be installed in the server/person who has launched the main environment that others join. It is a technical work of art. Enjoy. πŸ‘
  10. Thank you sneakpeak. That was actually my error for not correcting that typo. Snufkin had the typo in the original and I changed it for the updated version with the correct spelling. However, the mark of Snufkin's genius in things was to carry that typo into some other areas but not all. It meant it worked functionally even with the typos in certain parts. My corrections brought errors to the ADD ON and now I shall correct it. Corrected to: <property name="HandItem" value="meleeHandGeist"/> and amended in the same release as Github is good about things like that.
  11. Hi Catman, oakraven and Slawa have helped to make the A18 version compatible with A19 as Snufkin is taking a sabbatical at the moment. In another thread Snufkin kindly gave Slawa permission to update and support the Snufkin range of mods and shared this permission with the community. Slawa has been working hard on this mod in the background and made some functional changes to bring it to A19. oakraven has also given immeasurable support and feel free to use the mod on your server with any edits you like based on Snufkin's previous comments to the community. Snufkin also allowed me to support the Snufkin Zombies mod in the same spirit. (In fact an important update was released today as a quest bug was shared and it got a patch) As such, it will be really helpful if you use this on your public server and give feedback so that it gets closer to an A19 Stable release. Hello, by the way, and see you in your server.
  12. As a small update, here is an A19 Stable version of the Custom Zombies Research Camera ADD ON. This requires the base mod to function. https://github.com/arramus/Snufkin-Custom-Zombies-Research-Camera-A19-Stable-2020Oct28 The changes were practically identical to the changes needed in the base mod although Snufkin made a small edit to tone down the aggressive nature of the Juggernaut to allow you to get a photograph of him from a distance. As there are some external links for images within the code for locations that only Snufkin has access to, some of the images may no longer be valid. It is always possible for you to add your own images by amending the code. As such, support is limited to the internal aspects of the code.
  13. @Sunbursts A small update to the quests.xml to bring it up to date with current quest reward groups and developer comments. To keep with Snufkin's original wish for the Juggernaut completion rewards, the order has been left the same with only one edit for compatibility. https://github.com/arramus/Snufkin-CustomZombies-A19-Stable-2020Oct28 Thank you to Sunbursts for noticing this. You often share issues on the mods/tools you run and it keeps them working well and functional. Thank you to BubbaJoe for further testing. If this hasn't fixed it, I don't know what will.
  14. Sunbursts. The Juggernaut quest is still the original and has not changed at all since the very first release. This is the first issue we've heard about it and I don't think the quest is given/completed so often and not the most popular part of the mod. My tests so far: I went into debug mode 'dm' and used 'givequest killjuggernaut' to activate the quest. 1. I tested the quest 20 times in SP as a level 1 player with no quest reward skills. I was offered 2 rewards each time with no problems and accepted 1. 2. I tested the quest 10 times on a dedicated server with level 300 and 5 quest reward skills. I received the same warning as you 1 time but also 9 successful completions. This tells me there is a conflict with a random item that is rarely given as a reward. I checked the code to look for the conflict. This message is in the quests.xml file in the default game at the top of the file. Prepared quest loot groups: groupQuestAmmo (*) random but higher ammo quantity than in general loot groupQuestArmor all armor excluding cloth/scrap groupQuestMedical (*) migher quality/quantity medical items and drugs groupQuestWeapons all weapons groupQuestSchematics (*) schematics like the sham secret recipe groupQuestTools tools, not stone groupQuestMods (*) all available mods (*) not scaled for item quality but can scale for probability, like more drugs at higher gamestage The original Snufkin mod which is the same as now has the following for rewards: <reward type="Exp" value="500"/> <reward type="Item" id="casinoCoin" value="10000"/> <reward type="LootItem" id="groupQuestTools" ischosen="true" isfixed="true" value="6"/> <reward type="LootItem" id="groupQuestArmor,groupQuestMedical" ischosen="true" isfixed="true" value="6"/> <reward type="LootItem" id="groupQuestAmmo" ischosen="true" value="6"/> <reward type="LootItem" id="groupQuestMelee,groupQuestRanged" ischosen="true" value="6"/> <reward type="LootItem" id="groupQuestSchematics" ischosen="true" value="6"/> <reward type="LootItem" id="groupQuestMods" ischosen="true" value="6"/> I believe the mod is requesting groupQuestMelee,groupQuestRanged as rewards but these are not in the Prepared quest loot groups. I think it is a conflict as these do not appear in any of the default game rewards at all. Maybe they used to in A18. Can you change one line in your Snufkin quests.xml file please? Change: <reward type="LootItem" id="groupQuestMelee,groupQuestRanged" ischosen="true" value="6"/> to: <reward type="LootItem" id="groupQuestWeapons" ischosen="true" value="6"/> This will make the rewards for the Juggernaut the same as any other quest and match the format. I can join you in testing this if you give me your server IP address. I believe it will work because it is the standard format but it is good to test it first. After that we can release an update. I shall await your feedback.
  15. Thank you Sunbursts. Looks like completion of the Juggernaut quest. I have yet to receive the Juggernaut quest from the trader and appreciate the feedback to check on the reward settings.
  16. I had done a full purge and reinstall recently to switch from HDD to SDD in an attempt to reduce imposter prefabs (which saw a 95% improvement) and deleted all logs. My first issue probably began on Oct 23 for your timezone so any where prior to that should be just fine. Thank you.
  17. I saw the dilemma you faced/are still facing with NIC's and other routing issues so just for when you have peace with that. My character in Zed Rising appears to have corrupted again as the null reference has reappeared. I wonder if there is a player back up of a previous save available.
  18. Let's check what's happening here. Using the <entitygroup name="ZombiesScouts"> in the same format as the lower section possibly attempts to commit the request as a totally new group as it's not getting @ tagged to an existing group. But then again, I have not moved away from the original variables and am interested to see how it will effect the original ZombieScouts group; such as overwriting it or appending it. There are typically multiple ways to perform the same action with some working better than others. It'll either add, replace, or be ignored. I am interested to see. Death by Campfire.... I shall be looking out for it as a public release. These new zombies are certainly a much more powerful stock than the usual ones... Has your GPU wattage increased just in an ambient setting, when you see 1 Snukin Zombie, or when facing a Blood Moon, or all of these? Each zombie has additional models attached to their bodies and the demand on processing has quite possibly intensified. Especially if they are throwing around fireballs, and such. All you can really do is turn off or down some more of the graphics features to reduce demand and see what the impact is. Unfortunately, this is the first report I recall in this thread of such an occurrence and your own tweaking of your graphics settings will be a learning experience for us all.
  19. I just visited a pretty new server running a variety of server side mods which included Snufkin Zombies. The Admin, 'Catman' gave permission to share the details if you are ever wanting a place to play. My ping was 250+ and I know that was pretty true due to my location but it felt very stable in there. Search ZombieShack PVE in the server name or drop in directly to 51.89.217.222:26910 which should stay the same as it's a rented server. I hadn't even reached the first trader and came across this challenge, which I ultimately ran away from as the Scorcher just brushed off anything I could throw at it. If any other server hosts want to share their own servers running Snufkin Zombies, it will give clients options. If we get enough, we can collate them into a list.
  20. You tried, and now we know. Thank you. It is either hardcoded to be that way or missing something fundamental either at the same level or connected to a level up the hierarchical chain where they may separate. As a temporary workaround, maybe also adding the screamer to the regular Blood Moon feralHordeStage can add the illusion of anybody's screams bringing extra hordes. Maybe dropping the regular Blood Moon amount by 1 that can be alive at any time and adding her to the Snufkin Zombies blood moon group would offer a twist. There would potentially be periods of mellower play followed by periods of out and out mayhem as screamer hordes joined the array. A moment to breathe before the next onslaught. That is if there aren't any hardcoding conflicts.
  21. I see. A very interesting concept such as through this easy method of adding her directly to the default entitygroups.xml via Snufkin entitygroups.xml as a last entry so she joins her cousin: <append xpath="/entitygroups/entitygroup[@name='ZombiesScouts']"> <entity name="zombieBanshee"/> </append> And seeing if her scream will have the same impact as the zombieScreamer since the banshee already shares multiple properties of hers, including scream, and they may be connected. Go for it! We await your feedback as this can take BM or even regular day roaming to another level should it already be integrated without needing further appendages. And if it doesn't work, there can always be further tweaks.
  22. arramus

    Highope's Modlets

    @Highope Hi Highope. I read through all of the threads and see that the Alpha 19 update probably means a LOT of work to catch up with updating all of your mods. I also saw that some mods came via requests and hope you can consider one for the future based on your existing All Types of Trees Respawn mod once time and energy permits. I love the concept of respawning trees. It just works well. My xml understanding is basic but after downloading the A18.4 mod I could made a few changes to remove features that do not seem to be compatible with A19. In particular the airstage feature. This stripped about half of the code though and probably removed some lovely features. In addition, I changed all of the planted seedlings as downgrade block to the full sized original cut down tree so that it doesn't get replaced by a default pine and keeps more tree variety in the vicinity. In essence I am hoping to maintain the variety of trees so it doesn't become an industrial Pine Tree/Oak forest: I wonder if you would consider releasing a All Types of Trees Respawn as Themselves mod with the following stages: Cut down a tree > have the sapling as a placement marker as seems to be a similar feature for vehicle respawns > respawn after a set time period with exactly the same tree to maintain tree variety. The edits I have now works as a good temporary workaround. It is exploitable with instant respawn but these trees only keep their original 300/600/900 type values and this helps lessen that. They also give honey as per learning and seeds as per your own balance. Trees don't fall but a small branch/leaf falling animation occurs after each tree is chopped which also adds to the effect. However, I hope you can give it some thought when time allows.
  23. Yes, you are correct with your assumption on the Cowhead without his weapon and headdress. I have seen that as well. As I approached closer they reappeared again. In this case you are really close and the mayhem is clearly competing for processing priority. I have seen some really high specification servers/client rigs have exactly the same issue and believe it's a game code/software setup thing as much as a hardware thing. Here is what I've seen with such issues for various visual/updating problems: For clients - The current game caching and optimising system plus a slower HDD = Issues with Prefabs showing imposter walls, etc and issues with updating Snufkin zombies. For servers - The current game caching and optimising system plus a slower HDD = Issues with synchronisation with can exacerbate the clients issues if they are on a HDD. A double cascade. Ensuring virtual paging is turned on for the OS drive or additional drives depending on setup has brought good results for both client and server. A recent post about a 32 player Slovakian server confirmed paging impacts stability even with 128gb RAM. The 30th player was often getting booted even though there was so much redundant RAM. Paging was turned off as it was considered so much redundant RAM would suffice. It was clear that certain processes were very dependent on software paging in the background. And having an SSD for client or server certainly makes a difference with the extra read/write redundancy. I was getting a huge amount of the imposter walls showing up around Prefabs and had my game on an HDD with the OS on SDD because of size restrictions. Bringing the game over to the SDD solved 95% of the issues instantly with only periodic imposter issues on trader doors and stairs from time to time. I hope it holds up. It looks to be connected with an Editor feature with 'stability glue' and has been reported. Oh the big sighs of relief we'll hear once the game reaches serious optimisation stage.
  24. @Snufkin Hi Snufkin. Now that A19 has gone stable again and we could extensively test the mod in it, and since feedback has shown Snufkins Custom Zombies feels very server stable in all respects, the mod has moved from test phase and been updated to A19 - Stable as well. I was just looking for the link on the first page to visit the MischiefMaker. Maybe this is still in the process of being set up? The timing is great anyway now that the A19 Stable is released. (I had one more small request, may I bundle a new vehicle ('Whirligig' gyro/helicopter hybrid) into Snufkins Custom Vehicle's and release that as a stable A19 mod as well? I have tested it for a good 2 weeks in a dedicated server without issue. There is one small WIP issue with the Army Truck that I have put in the official bug thread to see if the collision box can be updated in the future. It's an inherent game issue and nothing introduced by the mod)
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