Jump to content

AndrewT

Members
  • Posts

    382
  • Joined

  • Last visited

Posts posted by AndrewT

  1. 2 hours ago, Ragsy 2145 said:

    Yeah  thats something that we did try out when testing ....we can box in a vehicle but it effects both vehicles physics and some strange things happened.    We could probably only do this with an attach prefab of the vehicle if player has in normal inventory.   A bit like the RV will attach a bicycle if held in normal inventory. 

     

    Regards

    Ragsy !!

    That reminds me I found that tender piece that military jeeps would tow behind them to haul extra supplies such as ammunition or weapon maintenance supplies for troops. there usually in random places to search for supplies but since we now have a vehicle mods system are there plans to add these tenders as a mod attachment to the military vehicles as a visual mod that will also increase the vehicles inventory?

    Also ragsy if yall add more motorbikes such as military bikes the sidecar motorbikes use for an extra passenger would be nice as a visual extra seat mod which honestly TFP should've done with the vanilla motorcycle as it would've made more sense. if the motorcycle can wield steel spikes on the front with ease then the side car shouldn't be too much weight.

  2. 4 hours ago, Ragsy 2145 said:

    Sadly VM Team does not have a C# programming expert so even if we start to learn C#  it will take a long time to get something up and running .... all efforts to date have been purely XML based .

    I would love to add that string to our bow at some point but for me or the others it will take time to go that route ....  theres no doubting that for his era in 7days modding manux was way ahead of everyone else in the vehicles area a true legend of the modding scene.

     

    We have a big selection of stuff ...  I know other vehicle modders are also looking at mining vehicles so maybe they will come up with something ..... the new batch of vehicle modders we are seeing in our modding discord are doing some great stuff already so the future is bright for vehicle modding side of things . 

     

    Regards

    Ragsy!!

     

     

    that's good to know but what you guys have managed to pull off throughout the alphas is still incredibly impressive. although one thing i thought of is if someone who is that good at vehicle modding either makes his own mod or joins yalls team it will be a major breakthrough.

  3. On 2/17/2022 at 11:03 AM, Guppycur said:

    Manux's mod.  It used a lot of custom code that no longer works since a16. 

    that I know but this mod is already not server-side so that wont stop them from adding new #c codes to make mining vehicles possible.

    speaking of which Ragsy since you guys focus alot on realism with the vehicles and the digger would make sense for digging clay or sand. could I show yall a mining vehicle with a large drill bit (you know those cone shaped drills) that yall may think would look good if yall are interested? I know several mining vehicles including ones from other games that yall can use as references.

  4. 22 hours ago, Ragsy 2145 said:

    Yes you got it spot on thats the plan ... eventually that is and with A20 there are more possibilities to do this opening up .

     

    Regards

    Ragsy

    awesome. would this also apply to maintaining your vehicles if they take certain amounts of damage to make vehicle repair less dumbed down?

    On 2/15/2022 at 4:50 PM, Cronosus said:

    when talking about turrets.... i and my friend often curse that we can't shoot from vehicle on ride. (atleast from second.. seat) 😕 

    in A16 the old custom vehicles mod which i meant instead of starvation this green mad max looking chopper which was a salvaged huey chopper had a mounted fully functional rocket launcher.

  5. 2 hours ago, Ragsy 2145 said:

     

    The only ones that are repairable at present are the ones that say they are 'repairable'.

     

    We did initially do 3 tools for a test on repairs system in early development ....but with Vehicle Madness at the time having  time '50' plus wreck variations we opted for the single tool for now . 

    Now at 89 wreck variations we would need 3x the tools and things could get cluttered .   Future wise looking to improve the way this works so we can eventually go to a 3 stage repair .   

     

    Regards

    Ragsy

     

     

    So we could see something like needing certain parts in our inventories along with the repair tools to repair certain vehicles. which would make sense

  6. 23 minutes ago, ErrorNull said:

    @Gouki great observation -- and that shows a mistake i made! 👍

     

    when i created the folders for each Addon and Patch on GitHub, i forgot to add the extra "s" after "zombie" in order to ensure that when you download them, those mods always show after the core enZombies mod. the GitHub folder naming is now fixed. at this point just ensure that on your computer when you view all the mods in your Mods folder, in alphabetic order... that enZombies is always listed first (above) any of my Addons and Patches like this:

     

    enZombies-main

    enZombiesHarvest-main

    enZombiesSettings-main

     

     

    so thats what was happening. its amazing how much effect a simple typo can have on various things.

  7. 2 hours ago, Ragsy 2145 said:

    Now that reminds me of the Hind we did ....the 'Flying Tank' and that was big ..... this tank is huge as well ..    Yeah Tank stuff is still in works but will be moving with that after next release of VM and we have all had a break for a few days lol . 

     

    Regards

    Ragsy !!

     

    breaks are understandable as I need them at work especially with my anxiety disorder and yeah the MAUS is huge (not as big as the RATTE) but I was thinking of using the MAUS mostly as a debris or wall smasher as even tanks like the Sherman could take out giant zombies with ease.

    also speaking of the Hind you said yall wanted to make working turrets on the tanks as well as mounted machine guns. do yall plan to do the same to helicopters as well like what we saw in A16 starvation?

  8. Ragsy remembering the video yall posted showing the animated tracks for tanks which was impressive im sure the M1 abrams tank may already be on yalls list for future additions, but heres a tank i'm requesting yall check out

    Maus: Revealed: Nazi Germany's Massive World War II ...

    its the panzer 8 AKA MAUS. you guys did an amazing job animating tank tracks never have i been so proud of someone but seeing how successful yall were I'm confident you guys can pull this off only if yall want to of course, whatever tanks yall add i'm ok with. once again fantastic job keep up the awesome work.

  9. 4 hours ago, ErrorNull said:

    one thing you can try is only have the latest enZombies and enZombieHarvest installed... and see if that makes a difference. that's how i have it running now on my system and works fine. then if it works that way.. then you can move forward and try add any other mods you had before and see when the harvesting breaks. let me know.

     

    are you using the enZombieHarvest addon? if so, you do not need another mod to make dead zombie bodies to disappear faster. you can go into the entityclasses.xml of the enZombieHarvest mod and edit the top line... and change the "value" from 100 to something like 5. the "value" represents how many seconds until the zombie bodies disappear:

     

    <set xpath="/entity_classes/entity_class[@name='zombieTemplateMale']/property[@name='TimeStayAfterDeath']/@value">5</set>

     

    if you are not using the enZombieHarvest mod, then you can copy and paste that above line of code into the entityclasses.xml of the main enZombies mod. be sure you paste it one line below the <ErrorNull> tag.

     

    hi @MasterGod - can you share the error you are getting or explain a bit more what is not working, and i can look into it. be sure that the main Snufkin mod folder shows up before (above) my SnufkinZombies patch. let me know.

     

    Hi @Hayran and @Ganeshakw - hmm.. i guess i'll have to add a patch for NPCMod on my next update. 👍

    that is a considerable option although the only other zombie mod i have other than the snufkin's and robeloto mods for your patches is khaines behemoth mod which dosent have compatibility issues with the other mods. also I was actually involved with the snufkin's weapon expansion mod in the form of the railgun being remodeled to have the new sniper rifle as the base model with the marksman rifle being removed as arramus mentions me as the guy who said the railgun needed a remodel. not to mention the railgun having the russian dragunov (vanilla sniper rifle) as the base for the model is honestly more fitting for the apocalypse.

  10. 4 hours ago, ErrorNull said:

    hi there @Telric, i tried 'Global' and it didn't render the healthbars (similar to Origin) unfortunately. when i put it back to 'Hips' the healthbars come back though it jiggles with their hips a bit like you said.

     

     

    thanks. this should be fixed with v2.6 that i had just released. if you notice anything else, let me know.

    they look much better now awesome job

  11. the health bar mod is awesome, anyway i found a new bug to report and this bug doesn't affect gameplay in any bad way it looks hilarious to me to be honest but i know some people who would find it annoying. whats happening is all fat Enzombies in the main mod including giants have their guts sticking out from their bodies my best discription is it looks like all fat zombies are trying to connect with the fat Hawaiian zombie model with the animated gut or something like that. the only XML edit i did was the heights of all giantsd to make them a bit larger and increase their health to make it a tougher challenge to fight them I've never edited the XMLs of the other fat zombies as I never seen anything necessary to change on them for my playstyle. the only other edit i can recall is jacking up the spawn numbers in the spawn adjuster add-on because impact drivers are awesome at getting radiators from cars so I have tons of brass for bullets.

  12. thinking about the digger you guys are working on and thankfully giving it extremely high block damage will be the easy part much like the APC block damage but the harvesting will be the tough part. I have high hopes you guys pull it off, if yall do I think a good idea for expansion would be a vehicle whatever one yall choose with a giant drill bit on the front to mine stone and ores.

  13. hey just a suggestion but if you guys are still hoping to add tanks with working turrets would making man operated turrets such as tripod mounted machine guns like a 50cal or even an artillery piece to mount on bases be a good start to test turret mechanics

  14. 9 hours ago, BobbyLee298 said:

    Alright so there are no conflicts, but youll need to put THIS MOD ABOVE MY MOD in the "LOAD ORDER" if your using nexus, if your aren't using nexus change HIS folder name from "MeanCloud__Mining" TO "111MeanCloud__Mining" this will make the game load his mod first.

     

    do that so you don't get two 9mm casings recipe's in the forge.

     

    currently my mod wont be patch to use his new resources(sadly), at least not untill 7T2D goes gold

    I wasnt thinking of patches but im sure you already know that brass is extremely essential for your bigger bullets and this mining mod would a great help in bringing brass to mass production thus giving myself and other mod users a better supply of brass especially for bigger bullets for tougher zombies. but thanks for the advice.

  15. psouz4 a mod i use thats finally been fixed for A20 is bobby's harrys new calibers mod cause blasting zombies with a big'ol 10 gauge shotgun is mega fun and it would be nice for your mining mod here to be able to work alongside it because bigger bullets means bigger needs for brass and this mod would help massively in that need however upon downloading the calibers mod the vanilla bullet casings and tips are removed and replaced with new casings and tips all in their respective calibers and Im concerned that may cause some tension between the mods.

  16. 2 hours ago, Ragsy 2145 said:

     

    I did post a quick fix for a adhoc recipe for the ratchet set earlier ... if you are struggling with the ratchet set just drop that new recipes.xml in it will ease your rng pain.

    The only thing changed on batteries is the icon and a recipe to make 1 good battery from 2 damaged ...  no other changes afaik .  A10 would be out stripped by a mod I saw that calls in bombing runs  on a location that i think StompyNZ and Highhope made .  

     

     

     

    Tank with moving tracks was  a see if we can do it thing ..and we can ,   just not a good thing without the working gun as we talked about before  ,   work will not be wasted so might release the tanks we did and the digger as optional add on at some point in future.   Best option for now is the APC that smashes up stuff via physics changes. 

     

    Regards

    Ragsy !!

     

     

    Glad they are working together and tried hard to maintain Vehicle Madness as compatible with other mods and overhauls thats the point of Vehicle Madness as a modlet version.

     

    Ragsy !!!

    good to know.

  17. 18 minutes ago, Ragsy 2145 said:

    Thanks for that info   ... i had it on my feedback list .  

    I could not see an issue but checked it out anyway thanks for confirming :)

     

    On the the other issue yes the window does look wrong so we will fix that up .  :)

     

    Regards

    Ragsy !!

    not a problem. Also just to confirm are working tank turrets and vehicle mounted weapons still planned for the future?

  18. the part of doing the restore power quests at night is a fantastic start and this is one way of taking it a step further. after completing 3 or more restore power quests for the respective trader another guaranteed reward to go alongside the casino tokens and player chosen rewards is a special access card that will only work at the trader its received from. these access cards will be different colors to determine which trader you got them from, for instance a black access card will be rewarded from trader Hughe as black is extremely common with weapons. I've always thought about ideas for how to access traders shops at night and this is my best idea.

  19. 12 hours ago, Cronosus said:

    i'm using also The Headquarters mod, unfortunately not updated, but have very nice carwrecks. has only problem and its lightning

    (in some light, wrecks ale all black :( )

    would be nice to have them inside this mod instead, would be atleast maintained. :) 

     

    anyway, i wrote for something else :D

    this one looks weird with this glass and outdated

    wrd.thumb.JPG.25a46d9724adb4ad98f130fcb2184eb9.JPG

     

     

     

    also findout, that vanilla mods for cars/bikes not works on those from this mod, but harry's works fine. :D

    ss.thumb.JPG.f410c71dadaa5053ce5692e5bb78b669.JPG

     

     

    in my playthrough the vanilla headlight and extra fuel mods work fine on Ragsy's vehicles

×
×
  • Create New...