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dwarfmaster1974

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About dwarfmaster1974

  • Birthday 03/23/1974

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  1. I haven't found the time to play for a very long time and today I wanted to try the game again. In the meantime, however, I am no longer using Windows, but Linux (Ubuntu), which leads me to the same problem that has already been described here in great detail. Whenever I do anything with the controller, I get an error message that completely prevents me from continuing to play. DllNotFoundException: MouseLib assembly:<unknown assembly> type:<unknown type> member:(null) at (wrapper managed-to-native) MouseLib+MouseWrapper._GetGlobalMousePosition(int&,int&) at MouseLib+MouseWrapper.GetGlobalMousePosition () [0x00018] in <346e2f36c7a746908cb867e5fba1e7e8>:0 at MouseLib.GetGlobalMousePosition () [0x00000] in <346e2f36c7a746908cb867e5fba1e7e8>:0 at MouseLib.setCursorPositionInternal (System.Int32 xPos, System.Int32 yPos, System.Boolean relativeToWindow) [0x00009] in <346e2f36c7a746908cb867e5fba1e7e8>:0 at MouseLib.SetCursorPosition (System.Int32 xPos, System.Int32 yPos) [0x00000] in <346e2f36c7a746908cb867e5fba1e7e8>:0 at FlexibleCursor.SetScreenPosition (UnityEngine.Vector2 _newPosition) [0x00000] in <fc151fcabca749c7ab155658dacb12b4>:0 at FlexibleCursor.SetScreenPosition (System.Single _x, System.Single _y) [0x00008] in <fc151fcabca749c7ab155658dacb12b4>:0 at FlexibleCursor.HandleControllerInput () [0x000e7] in <fc151fcabca749c7ab155658dacb12b4>:0 at FlexibleCursor.Update () [0x00034] in <fc151fcabca749c7ab155658dacb12b4>:0 That's a pity, of course, as I've only ever hunted zombies with the controller. So I would also be very happy about a solution.
  2. Hi @Deadsimon, I also searched for any docs, but I haven't found a full one. So I tried a little around and wrote it down in this thread/post: Maybe this can help you.
  3. Howdy @Robcat DeGaul, thank you for your input. Regarding the color, the solution is quite simple. In the file `/Config/XUi/windows.xml` you will find the following 2 lines: <text_outline depth="1" x="49" y="-49" distance="2" size="50,50" text_color="255,255,255" shadow_color="0,0,0" text="●" font_size="3"/> <text_outline depth="1" x="30" y="-33" distance="2" size="50,50" text_color="255,255,255" shadow_color="0,0,0" text="○" font_size="40"/> The first line is the dot in the middle, and the second line is the surrounding circle. There, you can change the attribute `text_color` to your favorite color. To find the appropriate color code I always use this page here: https://encycolorpedia.de/, but if it should be the color red it should look like this: `text_color="255,0,0"` and for example for lime it would be `text_color="0,255,0"`. As for the exchange of the characters, you have to try a little bit. The respective attribute `text` exchanges the content from dot to e.g. '+' and with `font_size` you can change the size in pixels. Maybe you have to adjust the attributes x and y a little bit. Of course, you can also do something like `text="( )"`, there are no restrictions. I hope this helps you
  4. Hi @Pennywise86, the idea is great, and I come to it also immediately many other ideas, but there is also a little bit of criticism. You just add the zombies, items and buff and do not delete existing, which leads to errors at the start because, for example, `zombieMoe` is double. There are 2 possibilities from my point of view. Examples: 1. delete before adding: <remove xpath="/entityclasses/entity_class[@name='zombieMoe']"/> After that, add like you did it now. 2. set <set xpath="/entityclasses/entity_class[@name='zombieMoe']"> <property .../> </set>
  5. Hallo zusammen, I just added the missing icons and also the name of the icon. This makes the whole thing a little more usable. Download can still be found here: https://github.com/OmitLeChuck/ui_game_symbols
  6. Hi @HYper, after a little research, I think I found it. In the file `windows.xml` make the following change: `<rect>` becomes `<rect controller="HUDStatBar" stat_type="VehicleHealth" visible="{#!statvisible}">` This means that when a vehicle health is displayed, the crosshair is hidden and this is only displayed when you are sitting and driving on the vehicle I have also customized this on Github. So a new download would do as well. Best regards
  7. Hi @HYper, Thanks for your feedback. I honestly didn't think about the vehicles at all. I would have to look in detail if there are variables that allow to hide things in vehicle mode. Best regards
  8. Hi all, this is actually more an attempt or a suggestion than a really finished mod. Because in principle I find (especially with a 4K screen) the target crosses in the game much too small and sometimes barely visible. May of course be due to my advanced age, but especially with larger hordes, I just do not see the thing. For my part, of course, I would like to see here possibly reignite a discussion that has already been held 1000 times, that the game (like so many other games) offers a configuration for something like this. Anyway. Here is the download: github.com - dwarfmaster-crosshair Solved is in principle quite simple. The old target cross is switched off as far as it goes, and the new one is just a correctly positioned character at the end
  9. Hello all, here is a mod, which is not an extension of the game, but is intended as a help for the admins / modders among you. It does nothing else than display all icons of the game. Here is the download: https://github.com/OmitLeChuck/ui_game_symbols To open the window just type the command `xui open ui_game_symbols`. Have fun with it
  10. A block that can be crafted by the player (very expensive) and provides just about all the resources you need. However, these resources can only be mined with the axes provided for this purpose. With all other tools, you can destroy the block, but not harvest anything. When the block is dismantled, you get it back and have to reposition it to harvest. This is so that you can't harvest endlessly with one mouse button held down. The speed of the axes is increased and XP is greatly reduced. Installation copy the folder in to your Mods-folder (local or server-side) - restart - ready Modders Of course, you can still change some of the mod, such as adding more resources and even more axes. Download https://github.com/OmitLeChuck/ressource_block Screens
  11. Hi @doughphunghus, I find the idea with the display of the names (Hide HP Bar But Show Name) really great. I downloaded it right away and tried it once. The display works, but I found the alignment of the text (left) not so nice and then tested a little how I can make it nicer. Here is my result (only windows.xml): <remove xpath="/windows/window[@name='windowTargetBar']"/> <append xpath="/windows"> <window name="windowTargetBar" controller="TargetBar" visibility="always"> <rect pos="-200,-85" width="400" height="36"> <sprite depth="1" name="border" color="0,0,0,0" type="sliced" width="400" globalopacity="false" /> <filledsprite depth="2" name="BarContent" type="filled" color="0,0,0,0" width="400" fill="{fill}" globalopacity="false" /> <label depth="3" name="TextContent" pos="200,-4" font_size="15" color="255,200,200" justify="center" pivot="center" text="{name}" height="30" /> <label depth="5" name="MinionCount" pos="482,-13" font_size="30" color="0,0,0,0" justify="left" pivot="topleft" text="x{minioncount}" height="30" effect="Outline8" effect_color="0,0,0,255" effect_distance="2,2" /> </rect> </window> </append> It will look like this in the game (sorry i play german ) I have made other adjustments to the UI, but here it is only about the display of the name, and that works. Then one more hint. The xui.xml does not need to be adjusted at all. The windowTargetBar is already included in the compass group. Greetings
  12. Hi @ktrain, the download represent a basic config. So every value is set to default. Even the logo and the links. You can manipulate the config.json to your needs My Demo additionally just contents the statistics and some contents in the information area and of course live playing data like my server-map and zones How to set up is described in the readme.md on github. Greetings
  13. Hello all, I have tried a little, because I find it exciting to see what is happening on the server. I mean, who has killed which zombies or animals and with what. So the idea was to show this also on the live map. The result is another JSON file that can be filled to display this data. (stats.json) But I'm not sure if this could be interesting for you, because the filling and gathering of the data is of course not that easy, and you need a little technical experience. Therefore, the question here, whether I should include this in the current module and if so how, because by default there is no data. So you see what I mean, you can look at the live map of my server, where I test from time to time. http://der-heimat-hafen.de Just click on 'Statistik' in the left menu to get an impression of what I'm talking about. (mostly german, sorry) .... and of course it is a draft version 😇 I would be happy about your feedback, but of course I also take your questions. Greetings
  14. @Telric you saved my day 🤩 Thx's a lot ... this is now working very fine and the users are loving it 😁
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