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Onoes

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Everything posted by Onoes

  1. He's trying to get 2.7 out for alpha 20 was the last thing I saw from him. He can't really be working on alpha 21 right now as he doesn't have access to it. Even when alpha 21 comes out it'll be an experimental for a bit, so he can get started but Fun Pimps could be updating and changing things multiple times over the first couple weeks. So once Subquake starts working on a21, their changes might necessitate him fixing things he already fixed 24 hours before. I want to say historically he's had an experimental build of UL out within a couple weeks, and a stable build within a month and some change? They are changing a bunch of core things in a21 though, so who knows, could take longer? I'm guessing the answer right now is that even Subquake doesn't know how long it will take, because he hasn't actually seen anything yet, and it'll be ready when it's ready. All that being said, I'm with you, I won't even be installing alpha 21 until Undead Legacy is ready 🙂 it's just a better game in every way imo
  2. Looking awesome! I was curious if you had any ideas how you were going to handle the alpha 21 changes? I know they're reworking the entire skill system, and I know you've already overhauled the existing skill system in a pretty great way. Didn't know if you were going to be incorporating their changes into yours, or if yours will remain unchanged? I think there are overhauling the drinking system as well... Honestly I don't know all the changes off the top of my head, just that there's quite a few of them! Didn't know if you already had a good idea how you were going to handle that stuff, or if that's a problem for future Subquake! Lol
  3. Haha, hundreds of hours playing UL and never even noticed it was missing somehow.
  4. A little bit crappy to test, but if you create a new copy of the 7 days to die folder, and put in a new copy of UL, does the issue persist? That will narrow down whether its an issue with your game specifically, or just an issue with UL. If the issue does persist, can you try making a new clean copy of your 7 days to die game, and put in the last stable UL release and see if that makes any difference. If that works then at least it tells Subquake that there is an issue, and its specific to the experimental version. Just helping him narrow it down.
  5. Ohh awesome, I had no idea! That will shift up my typical "Avoid zombies on day one" strategy in the future then. If anything I assumed killing zombies would possibly attract more. Kill all zombies - got it. Thanks again for making our favorite mod!
  6. I would love a link to more info, I never know what the pro's and cons of this weapon vs that one if the ingame stats look similar, and am 100% clueless about vehicle info. Just a side question that may be a factor in K4te's scorpion thing... I've noticed that when we start a new game we have spawns all around us day 1 (started a new game today and I could count 19 zombies out the window night 1). By the night of day 2 it was maybe a dozen, and by day 3 it was 1-4 zombies. By day 6 or 7 I could run around at night and would only occasionally see a zombie, and rarely see like 1 by our base. Is it maybe those first couple of days we haven't explored much of the map and so everything is spawning on the part we have explored, aka right on top of us, and more we play the more stuff is spawning in the newly explored areas? I assume this is just a base 7 days to die thing, but its been so long since I've played the base game I really don't know, but I'm assuming this is normal?
  7. Thanks for the update, and thanks for the insight on loot bags! And totally agree there are plenty of immersion breaking things in the base game. We just finished a playthrough of Darkness Falls, and started a new UL run-through and the first time a bag dropped my wife was like "What the heck is that?!" and made me wonder about it was all.
  8. Side note , I'm curious about the reasoning for loot bags to be just a glowing icon as opposed to the default bags? I get that they are more visible, but they are also pretty immersion breaking with the otherwise realistic feel of the mod. Are these representative of your final vison, or more placeholders for future plans? As always- thanks for my favorite 7D2D mod!
  9. I suppose that makes sense... I see them loading every time I start up the server so I was thinking removing them might free up any processes those mods take up... but I guess if they aren't being called they probably aren't really effecting anything, and if they are being called they are needed. So, yeah, probably no reason to delete them I guess!
  10. Question for Subquake - I have 0 need for; UndeadLegacy_Localization_Brazilian UndeadLegacy_Localization_Chinese UndeadLegacy_Localization_German UndeadLegacy_Localization_Polish UndeadLegacy_Localization_Russian UndeadLegacy_Twitch Would there be any possible benefit to just deleting all of those? Or any possible "you broke the mod" from it? Just curious if I could safely remove all of those and possibly give 7days 6 less things to worry about.
  11. Well crap, that might the problem then. The trader is really close to two large cities, so it seems weird if nothing is suitable for Tier 5, but this is my first time ever getting to tier 5, so can't really say. It has been something like 8 or 9 days since we completed Tier 4, so that shouldn't be the problem. Honestly, we've been talking about moving to a snow Biome anyway thats more central in the map, maybe we just start over there with a new trader and see what happens in another 50+ hours when we get back to Tier 5 haha
  12. Are Tier 5 missions disabled? The wife and I are 89 days in, and we just completed our last Tier 4 mission from our nearest trader. Did his "unlock a new route quest" and.. now he's got nothing. When we talk to him our only options are "Show me your inventory" and "Goodbye". We have tried going and doing a quest at a nearby town, that works fine. We've shut down the server and restarted with no change. Googling the issue isn't bringing much up, so I started thinking maybe they were disabled as part of the mod? Coming up blank on what else it could be.
  13. Actually a moot point now anyway. After I typed all that out I was like "Wait...the error tells me where the problem is... and I know the patch was just code pasted into that xml... so is it as simple as copy pasting the code from one mod to the other?" Apparently I just patched it myself, no more error.
  14. Yeah, I get that - as I said, the other mod author did make a patch, but SubQuake asked him to take it down because (to the best of my understanding) the patch was just one of the UL files with the EnZombies spawning added in. Sub asked the other guy to remove it, as it was his UL file modified without his permission. The Enzombies mod immediately pulled it down and apologized for overstepping, so I guess I was just hoping they were in talks or something to get an approved patch out for those of us that use both. I've been playing with both mods (no others) for months now, and outside of the errors in the log on startup, they seem to work fine together. I'm honestly not even sure if the errors are doing anything? The only thing I've noticed is that some zombies (such as the lumberjack) which I typically only see in snowy areas, are showing up randomly in the streets, so I think it might be messing with default spawning? Outside of that, they seem to be functionally working. Again, hope this isn't seen as disparaging UL or SubQuake or anything, 100% love this mod and if I could only have 1 - hands down this. My biggest issue with default 7Days is - you level up fast, get everything you could want fast, and... then just kind of kill time until horde night every week. UL makes VAST strides towards slowing everything down to a level that makes it feel meaningful. Every time Sub talks about adding more complexity and items and stuff I'm just over here drooling! But yeah, UL overhauls the gameplay, systems, and items, while Enzombies overhauls the zombies. My family likes both, so that's what we have been doing. Totally fine if that's not supported, totally SubQuakes call, I appreciate all his hard work and at the end of the day - this is his baby. No worries.
  15. Hey Subquake, whenever I start the server up I get a string of errors like these - 2022-06-20T13:31:23 204.127 WRN XML patch for "spawning.xml" from mod "UndeadLegacy_ContentModule01" did not apply: <set xpath="/spawning/biome[@name='pine_forest' ]/spawn[@time='Day' and @entitygroup='ZombiesAll' ]/@maxcount" (line 2 at pos 3) 2022-06-20T13:31:23 204.127 WRN XML patch for "spawning.xml" from mod "UndeadLegacy_ContentModule01" did not apply: <set xpath="/spawning/biome[@name='pine_forest' ]/spawn[@time='Night' and @entitygroup='ZombiesNight' ]/@maxcount" (line 3 at pos 3) 2022-06-20T13:31:23 204.127 WRN XML patch for "spawning.xml" from mod "UndeadLegacy_ContentModule01" did not apply: <set xpath="/spawning/biome[@name='pine_forest' ]/spawn[@time='Any' and @entitygroup='WildGameForest' ]/@maxcount" (line 4 at pos 3) 2022-06-20T13:31:23 204.127 WRN XML patch for "spawning.xml" from mod "UndeadLegacy_ContentModule01" did not apply: <set xpath="/spawning/biome[@name='pine_forest' ]/spawn[@time='Night' and @entitygroup='EnemyAnimalsForest' ]/@maxcount" (line 5 at pos 3) 2022-06-20T13:31:23 204.127 WRN XML patch for "spawning.xml" from mod "UndeadLegacy_ContentModule01" did not apply: <set xpath="/spawning/biome[@name='desert' ]/spawn[@time='Any' and @entitygroup='ZombiesAll' ]/@maxcount" (line 7 at pos 3) 2022-06-20T13:31:23 204.127 WRN XML patch for "spawning.xml" from mod "UndeadLegacy_ContentModule01" did not apply: <set xpath="/spawning/biome[@name='desert' ]/spawn[@time='Night' and @entitygroup='ZombiesNight' ]/@maxcount" (line 8 at pos 3) 2022-06-20T13:31:23 204.127 WRN XML patch for "spawning.xml" from mod "UndeadLegacy_ContentModule01" did not apply: <set xpath="/spawning/biome[@name='desert' ]/spawn[@time='Any' and @entitygroup='WildGameForest' ]/@maxcount" (line 9 at pos 3) Although everything seems to work fine, and we aren't getting any crashes or anything. I'm guessing the culprit is EnZombies, as that is the only other mod we have installed (love your mod, but boy do we get tired of the same dozen or so default zombies). Does that sound about right? Reading through posts in his forum I saw there was some history where he had made a patch that was literally your code with whatever he needed to insert that you asked him to take down.. but any chance we could get an approved patch? His mod doesn't change the gameplay by all that much, just adds a ton of variety to enemy types. Honestly, not sure its even needed (as far as I can tell outside of the errors being thrown, everything is still working), but thought I would ask. Anyway, love the mod, can't wait for the upcoming updates and the 1,000 more items you have planned!
  16. Any clue why we see all these errors on server start up? (there are a ton more, seems like the entire attack range mod is erroring out) 2022-06-20T13:29:56 116.823 WRN XML patch for "items.xml" from mod "enZombiesSettings02AttackRange" did not apply: <set xpath="/items/item[@name='enHand_forestFemale' ]/property[@class='Action0']/property[@name='Range']/@value" (line 8 at pos 2) 2022-06-20T13:29:56 116.824 WRN XML patch for "items.xml" from mod "enZombiesSettings02AttackRange" did not apply: <set xpath="/items/item[@name='enHand_forestFemale4' ]/property[@class='Action0']/property[@name='Range']/@value" (line 9 at pos 2) 2022-06-20T13:29:56 116.825 WRN XML patch for "items.xml" from mod "enZombiesSettings02AttackRange" did not apply: <set xpath="/items/item[@name='enHand_forestMale' ]/property[@class='Action0']/property[@name='Range']/@value" (line 10 at pos 2) 2022-06-20T13:29:56 116.826 WRN XML patch for "items.xml" from mod "enZombiesSettings02AttackRange" did not apply: <set xpath="/items/item[@name='enHand_hikerFemale' ]/property[@class='Action0']/property[@name='Range']/@value" (line 11 at pos 2) 2022-06-20T13:29:56 116.827 WRN XML patch for "items.xml" from mod "enZombiesSettings02AttackRange" did not apply: <set xpath="/items/item[@name='enHand_hikerMale' ]/property[@class='Action0']/property[@name='Range']/@value" (line 12 at pos 2) 2022-06-20T13:29:56 116.828 WRN XML patch for "items.xml" from mod "enZombiesSettings02AttackRange" did not apply: <set xpath="/items/item[@name='enHand_wildlingFemale' ]/property[@class='Action0']/property[@name='Range']/@value" (line 13 at pos 2) 2022-06-20T13:29:56 116.829 WRN XML patch for "items.xml" from mod "enZombiesSettings02AttackRange" did not apply: <set xpath="/items/item[@name='enHand_forestGoblin' ]/property[@class='Action0']/property[@name='Range']/@value" (line 14 at pos 2) 2022-06-20T13:29:56 116.830 WRN XML patch for "items.xml" from mod "enZombiesSettings02AttackRange" did not apply: <set xpath="/items/item[@name='enHand_forestGiant' ]/property[@class='Action0']/property[@name='Range']/@value" (line 15 at pos 2)
  17. Hey Subquake, just wanted to say thanks for an awesome overhaul mod! Love everything about it, really appreciate all your time and work!
  18. I want to say it was the lady on the left, but man, I can't be 100% sure. I know to look out for it now, so I'll get better notes if we see it happen again. Also, not sure if my wife could have hit it... she kind of panicked and was just screaming trying to get away from whatever was hitting her, lol. The first guy I called a spider guy just because he was in the crawling position. Not sure if he could actually jump or anything though, it was basically a situation where my son tried to walk through a door and spiderguy was in the doorway. My wife and I yelled "watch out!" and started firing. My son was just spinning around trying to figure out what we were yelling about/shooting because he said on his screen there was just nothing there. His computer is in another room though, so I couldn't verify it like I did with my wife's (who was sitting right next to me). But yeah, awesome mod man, we got attacked by what I assume was a horde last night. Football players, cheerleaders, and a couple of beefy quarterbacks, we were cracking up. Also, that MF'ing stun baton boy has zapped me good twice now! DAMN HIM! hahaha
  19. Would LOVE a shorter reach option! ❤️ we're loving this mod! We have had 2 cases of an invis Zombies, in both cases it only affected one player. Running a server for myself, my wife, and our son, mod is installed on the server, not the pcs. The first time it happened was during a Ranger Station clear quest, a crawling spider zombie sleeper attacked, and my son just couldn't see it. Was super confused what my wife and I were fighting. Updated to the newer version last night, and my wife and I went into a poi just exploring where she started taking damage. I can see her screen and there was just nothing there, but she was backed in a corner getting hit. I run over, and I can see a normalish looking woman in a red shirt just swinging away. Killed the zombie, but my wife still couldn't see a corpse or anything. Probably not super helpful, but wanted to let you know all the same! (1 in a thousand zombies being invis is a price we don't mind, haha!) Thanks again!
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