Jump to content

arramus

Members
  • Content Count

    385
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by arramus

  1. No problem. I expect Darkness Falls has some very unique features and things like this will only become apparent when you actually attempt to call on them while in game. I hope it hasn't destroyed your player status. It was fortunate the warning appeared as these can be game breaking if they are allowed to go through. I searched and searched and searched and can see approximately 75 mods in your folder as well as an archive folder which may contain even more that aren't being used at present. The only causes for concern were the raft mod and Snufkin's vehicles as that contains a raft whi
  2. I watched your videos and could see mods are a big part of your gamestyle, and having an id 950 confirms that. The final loot container id value in the default files appears to be 145. This mod has added the weapons to loot container id 41 which is the hardened reinforced chest. In addition, the loot box Add On appends loot boxes 41, 61, 70, 71, and 73. which is again the hardened reinforced chest, and buried loot, zombie bag loot, strong zombie bag loot, and boss bag loot respectively. I don't see any new additions. I can't find any other instances of id for loot containers. I wonder if there
  3. Here is an update to the Snufkin Weapons Xpansion. https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-Stable-Test2020Nov05 This update contains the following: 1. Recipe for the 'Zeus' ammo. The Zeus uses the same expenditure as the Rail Gun to maintain balance. 4 iron darts and 4 forged steel. Expensive for sure but on full charge this weapon is something special. 2. Update to loot. As recipes are not fully implemented for each weapon as of yet because this will take time to consider what skill needs to be achieved and
  4. Hi Burdog, I tested the Thor Hammer on the crafting table and got the following result. I was able to construct the Thor Hammer and this image shows it is counting down on the production table. The thing we need to do now is understand why it is not constructing for you. Please share all of the mods you currently have in your mods folder so we can consider if there are any conflicts with other mods. As a further test on top of the above SP check, here is the result from a dedicated server just to make sure. Creation
  5. Thank you. Just logging off for the night in my time zone and will be back in the morning to check it out and attempt to duplicate it. Thank you. We can add them all into the loot list in the next update and then consider recipes as well. It'll take a bit of time but we'll get there. First off was to ensure the weapon test went well and as you are considering this stage of the mod, it seems so.
  6. Good question. Here is Snufkin's comment on the crafting capability of these weapons using recipes. The base version includes the weapons, just a few of them with recipes and obtainable in normal gameplay. With the lootbox addon you get the machine and the lootbox system. You may find tickets on the enemy drops and hardened chests. Only a few have recipes, as they are prizes for a lootbox system we have on our server. I will add the missing recipes in the future. I take it that 'obtainable in normal gameplay' refers to looting but I am not 100% sure. Looking
  7. Hi xxx73. First I need to check the original Snufkin build to see if it was added. I don’t remember ever seeing it but need to check. Then I need to check some similar ones for other mods to see formatting. And then it’s always possible to localize even further to support more players. I’m away for a while with other responsibilities and you are welcome to make a start on checking the original versions or sharing a concept you feel works well.
  8. Thank you for testing so much because it is very valuable quality control data and helps to consider settings. This adds to the post just before your post where Sunbursts reports a similar issue. On Sunburst’s server there is a spawn rate of 14 per player for Blood Moon events. The suggested solution was to lower this closer to default or reduce the probability for the Geist to spawn. A further solution offers an alternative entity groups file which allows all 15 Snufkin zombies to appear in a BM event and thereby reduce Geist’s chances to appear so often. Geist is a f
  9. Thank you PeNa. We always really value your feedback because it gives a clear message. We hope for 95%+ function because it was coded and tested and recoded and tested again until it became as close to highly stable as possible. Wishing you well with the Linux.
  10. Ya, this was a novice's attempt, not that I'm still not far off that label, to get to grips with xml. My mistake was to make a whole new group when I should have just added him directly to specific wasteland groups as a single additional entity. This kind of doubled up on the stock zombies as well... Live and learn. I'll release it again soon with that in mind once I have a few days to play some new community mods.
  11. Hi PeNa. Here is an expansion version which is in test phase and gives Snufkin's weapons stability as well as adding additional weapons. As it is still in testing phase, you may experience some issues with models. However, I think you will be surprised that this is quite rare. Some of the issues appear to be inherent to the game and there is not a great deal that can be done to stabilise it at the mod level.
  12. I wish. I needed to make a place marker so I could add the link to the readme files. It's all uploaded now though Slawa and I'm really glad you are here for that because you supported Snufkin from the very beginning with the base mod and continue to do so. Naturally you are credited as being part of the founding group because of timely bug finds, suggestions, and further development. Snufkin recognised that as do we all.
  13. Background and Introduction In April 2020 Snufkin presented us with 'Snufkin's Server Side WeaponS' which is brought to stability in this A19 Stable expansion version and acts as a base. The original concept was simple, incorporate customised weapons into 7D2D by utilising existing in game assets to create some unique and delightful additions to the current set of weapons. These weapons are admittedly temperamental and buggy at times, more so than their partner vehicle mod, which Snufkin warned us about. For example, it is sometimes necessary to put the weapon back in the backpack and re-
  14. Yes, PeNa. This is something we all really hope for as the weapons are just superb. Based on the posting history: 1. Slawa has been working on restoring the original version to A19. 2. oakraven has been supporting the restoration and also expanding on the original with his own weapon types which he kindly let me test. I shall ask him if we can share here for testing before it gets its own thread. 3. Shoudenkalferas has also kindly looked at the files and helped restore to A19.2 even though there may be some things to tweak. If oakraven accepts, I'll try t
  15. To be honest, this was an early mod while I was learning the code and could be much better. Anyway, here is a way to make the Demolisher appear quicker. Go into the Config folder and open the entitygroups.xml file. Delete all of the zombies in the lists until it looks like this. <configs> <append xpath="/entitygroups"> <!-- Based on "ZombiesAll" as per current wasteland day setting - Gives more variety with recent additions --> <entitygroup name="ZombiesWastelandDayDemolition"> <entity name="zombieDemolition"/>
  16. Yes PeNa, this works on 19.2. It has very basic code which can stay the same from A18 to A19 and probably earlier as well. Will you use it with Snufkin Zombies as well? If you do, I can share another way for you.
  17. Thank you Sunbursts. SSD gives you wonderful read/write times and if you had HDD it would probably crash even more. If it's a rented server I expect virtual paging is turned on by default. 14gb is also very sufficient as max load on a dedicated server rarely spikes above 4gb on standard settings unless you allow lots of players to join. I think the main issue is the BloodMoonEnemyCount. 14 will be per player in the group and this can be very overwhelming for the game even with regular zombies. With special Snufkin Zombies that are throwing fireballs and electric at play
  18. Here is an update to Snufkin's Custom Zombies - A19 Stable. https://github.com/arramus/Snufkin-CustomZombies-A19-Stable-2020Nov03 This update considers the Parasite melee and buff. It is long overdue but was highlighted in the very first testing phase when restoring this mod for A19. In the A18 version of 7D2D we were able to to receive damage using a feature called HealthMaxModifierOT. This modified the players overall health by a set value 'Over Time'. This feature was removed for A19 to coincide with the new hit features such as lacerations and buff candy.
  19. I'm sorry to hear that Sunbursts because crashes are frustrating and even more so during a Blood Moon event. I would just like to confirm a few things. I assume this was during a Blood Moon event. (If it's all the time, please confirm) 1. How many zombies are allowed to spawn at this time? 2. How many players were together in the biggest group? 3. Did you change the probability for Geist to spawn during a Blood Moon event. 4. Are you using HDD or SDD? 5. How much RAM are you using? 6. Does your server have its virtual paging turned o
  20. Maybe the download from Github bugged out as it does do that from time to time. I checked that the requisite file still exists in the Github folder and it lists is as being part of the whole package still. https://github.com/arramus/Wasteland-Behemoth/tree/master/Wasteland_Behemoth/Resources
  21. @oakraven bring us the Hell Car as the first 'standard' car vehicle to Snufkin's Community Pack Server Side Vehicles. https://github.com/arramus/Snufkin-Community-Pack-Server-Side-Vehicles-A19-Stable-2020Nov2 This vehicle has zero collision issues and is server stable. It was tested in the following sequence; SP > Dedicated Local > Dedicated Standalone Public and caused no immediate issues. What an offering it is, quirks and all. Bring your dog food!!! Apologies to the Admin at 7DAYSTODIEMODS for this recent flurry of activity and your need
  22. @BubbaJoe Thank you. You are very kind to share this as it can be a helpful workaround until a buff closer to the original can be explored. And if that isn’t possible, a best alternative like this as is or built upon gives the Parasite a fighting chance again. I never noticed her hits were only causing 1 damage with each hit because the flashing skull and other zombies around her at the time were distractions and getting in their own hits as well.
  23. @oakraven adds to the Magic Bus with the Battle Bus. The Battle Bus is a 6 seater combat vehicle sporting internal/external lighting, decent decorations, and its special weapon; zombies get set alight upon impact. The ideal vehicle security system. https://github.com/arramus/Snufkin-Community-Pack-Server-Side-Vehicles-A19-Stable-2020Nov1 This vehicle has the same background collision feature as the Army Truck and Magic Bus but is server stable. It was tested in the following sequence; SP > Dedicated Local > Dedicated Standalone Public and c
  24. 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
  25. 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.
×
×
  • Create New...