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wolfbain5

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Posts posted by wolfbain5

  1. well, not really your place to questions others either, but if you must know, I am in the group that does the CP pack. I am trying to stream line lag and such. server zombie count for dedi vs coop, range to trigger zombie population, texture streaming and the like all contribute. so, If I know the range, I can better tweak the prefabs for smoother game play for the many that use it. as it is zeds stay in memory for a certain amount of time after triggering them. overload that and you get wonky zed spawns  and empty volumes that spawn after you enter if not done right.

  2. On 2/27/2021 at 7:43 AM, meganoth said:

     

     

    The game seems to have a lot of strange failure modes. I never have observed this in my MP games. Do you use mods? If not you might create a bug report

     

    it does not work in reverse. she does not get a stealth meter jump if I cut down trees. and we are in party. so if you don't wish to take my word for it, host a coop game on steam, join a party, both people crouch and look at the stealth meter. 1 person chop down a baby pine to test. then the other. I dont have any mods that affect stealth in any ways.

  3. 2 hours ago, faatal said:

    I found the code. Added as a zombie kill. Thx

    since a19.4 is in experimental, and this looks like it was a simple fix, you did it so damn fast. is this one that will be back ported or just hold my horses and wait til a20

     

  4. @faatal who handles entity classes and tagging? it seems vultures are not hooked up properly. when used to make drop quests, their deaths do not count towards animalkill or zombiekill. This is an anomaly as all other zombies and animals do fall into one or the other. Myself and a few others have tested this repeatedly and it seems that the class wasn't hooked in fully. Will they be brought in line with the rest of the entity classes?

     

     

    edit: and before anyone complains about this being for modding, do remember that anomalies in code are not considered a good thing and can lead to future bugs.

  5. ok, what the hell are you guys making bras out of, yes bras... I am using a stone spear. see grandma coming at me, knock her down and as a follow up. I throw a spear at her, hit her in the boob... and it went "TINK!" wtf? armor plated boobs now?

     

    edit: sorry mechanical, so, for those who don't know or never experienced boobs. "tink" is not a normal sound they make

  6. @madmole since art is your forte, I will ask you this. I am colorblind, I have an incredibly hard time differentiating between desert stone, and desert sand. would you be willing to adjust the desert stone texture so that it can be told apart easier? cave ins from mistaking sand and sandstone are annoying as all hell.

    I am sure that people who don't have my problem are still having a hard time telling the 2 apart as well. I have heard a few complain while on servers.

  7. 1 hour ago, Lord Shakaka said:

    Just tried a small NitroGen map with Compo Pack 47.  The city is deadly.  So many zombies on day one it was insane.  I was with two other people playing coop and they were giving up.  Is there a way to scale the zombie numbers?  I know many would love to fight or run away from hordes.  But when you spawn in the middle of the city, you are just out of luck.  One building had 20 zombie dogs run at you at ground level.  Bit much to try to kill.  Think it was the POI that had Welcome to Eden sign in front.

    lol, that was a bad place to start, Eden Mall is a dungeon prefab. meant for hardcore players.

  8. Just now, The Gronk said:

    ( face + palm ) + ( head + desk )

     

    The second half was the joke.  Minecraft doesn't have those kind of water effects at all.  It's likely a cleverly hidden blender render.

    ah, sorry, havent kept up with mc since 1.12. waiting on some mods in 1.15 to finish before I go back and take a look. would been a nice way to empty a bucket tho

  9. 2 hours ago, red dwarf said:

    yeh that worked many thx,,download cp46 from discord and it worked dont know why as i just followed the instructions just like before but the example map works now where as before after cp46 download from 7d2d forum even that did not work

     

    many many thx

    glad I could help

     

  10. 11 minutes ago, red dwarf said:

    does this work with alpha 19.1 b8 stable no matter what i try following the instructions i can not get the prefabs from cp46 into my games i only have stock prefabs have tried new game and maps  ...new game and maps useing nitrogen map maker when i look at the prefab list the vanilla prefabs are there and the cp46 prefabs... if i go into poi teleporter only the vanilla prefabs are listed.... my 65 year old brain cell is geting worn out trying to get this to work

    come to here and I will help you

    https://discord.gg/EygpXj

     

    this channel here has installation instructions with pictures for nitrogen installation of the CP

    https://discord.gg/S9F679

     

     

  11. On 10/12/2020 at 9:28 PM, Lumpus said:

    Found it - thanks!  It's actually about the way I remember it... so it will work just fine for my late-stage base :)

     

    sorry, I dont believe in free rides in the Apoc. It still makes a great base and I made sure not to have it as a quest poi. But you will have to clean it out and clean it up. else why would the people who built it not still be there? The aftermath of a battle seemed more appropriate.

  12. 1 hour ago, SnowDog1942 said:

    I think the overlook hotel has Snow Trees instead of helper trees.

    it does. snow biome only in rwg map. unfortunately, we dont have biome placement in nitro yet. pester the creator of nitro. it would be good to get biome placement

     

  13. it should be on its own line, odd that yours isnt when mine is. since mine was the one in the released package. Sorry about the ocd option being default on load, I forgot to reset that?

     

    But yes, //old west and the saloon shouldnt be on the same line

     

    also, if you dont allow customized towns to spawn, you may not get it.

     

  14. 2 minutes ago, spy_incognito said:

    I did. Both server and client are currently stable 19. 

    Wonder if the file encoding would be jacked since host is a Linux box and I'm windows. Maybe line ending are bleh.. I'll have to check.

    sorry that I cant provide support in this area as I have no experience with dedicated server. but I do not believe it to be a CP problem as single player and coop servers are working fine.

  15. 18 minutes ago, Blake_ said:

    I completely agree that they should be bundled. Because there's no particular reason why they shouldn't and it makes sense, it's streamlined and simpler to have them handled that way. Clay is arguably as useful as stone for building and workstations. Sand.... well.... IMO sand should be gone from the game : it has limited use and can be replaced by , yeah, clay. They are not "technically" the same, but I could suspend my disbelief if I have to charge my mixer with dirt, right?

    What would @madmole think of this ? 

    uhm... making glass jars. over time in mp, we have had to do this many times

  16. 9 hours ago, Blake_ said:

    Clay and sand are "diggable", not "mineable". That's one why. The other why might be that sand is made from stone, and clay is abundant. Very. And passively obtained through buried supply quests.

    has nothing to do with it. wood isnt "mining" either and we can bundle it. the fact that they are resources obtained with the mining skill is the point. the amount you gain is increased with mining skills, using mining tools. and the reason the others were allowed to be bundled is because you get so much and it is for storage reasons. this also applies to sand and clay as much as it does the others. usefulness not withstanding

  17. 1 hour ago, Lumpus said:

    Love the CP46 update :)

     

    Created a new random Nitrogen map with CP46 and did find some weirdnesses - towns/cities all mashed together in the center with just raw biome surrounding it for endless miles.  Also all of the traders all spawned together next to each other at the edge of the city (south side I think).  Also the raceway POI seemed to have been excessively favored and spawned every 3-4 buildings.  Quit and am now playing the CP46000 map... like it so far !

     

    you didnt turn off scenario, you are in the ocd testing scenario on the right hand side of nitrogen

  18. All prefabs are having their loot checked. only prefabs starting with A and B have been done, the rest are ongoing for cp 47. The cp will not be easy loot. the cp is for variety and challenge. so we have the variety, and we will be introducing greater challenges for fun. expect traps set by the bandits that TFP has yet to introduce. traps set by people who have died for whatever reason and now there are zombies around them.

     

    I will be going through as well on the major quest pathing. this will entail better graphical directions as to how to get in and around with the use of lights or signs and their like. Zombies will start to be hand placed more logically to fit the narrative, as it stands what we have are mostly fill ins from before sleeper volumes were introduced, which is why many in 43 and 44 didnt have much.

     

    CP 47 wont be out anytime soon, so I hope you all enjoy what has been done so far. we still have a lot of clean up to do and other work to be done. and we want a large chunk finished before we release again.

     

    Feel free to leave quest not working reports, but when you do, a screen shot of the quest with its location in text would be highly appreciated. as an example

     

    image.png.bb194953c62063a76735ec3470b2f85f.png

  19. 30 minutes ago, Adr said:

    Next dumbass question as I used to have this working......

     

    How do I get the Darkness Falls POIS into the map - specifically the two ones needed for the endgame?

    we do not handle darkness falls as they mod prefabs from the CP, and we dont have the same files

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