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Modlets changed/updated:

Bugfix for Punishing Weather - Core - A few values were a little off in a biome. Not a big change

 

Added Punishing Weather Rain More - Overide modlet for "Punishing Weather Core" to add conditions to make it more likely to rain.

 

Added Punishing Weather Temp More In Burnt Forest - Overide modlet for "Punishing Weather Core" to make it much hotter in the burnt forest (hint: its because everything is on fire in the burnt forest. No effects/graphics changes :( just a temp bump).

 

Added Punishing World - Newbie Coat - Remove - Removed the Newbie Coat buff when first spawning into the world. Note: only works if you have spawned after this modlet is added.  If you already have spawned it does not remove the existing Newbie Coat buff.  I think some other people have written a modlet like this so if you know of them (or are them :)  , please let me know! I didn't steal their idea (well, I knew people have made mods to do it), I just wanted the modlet.  If someone already has a modlet that does *just only this thing* and they're maintaining their modlets for a19+, I'll happily deprecate this on my side.

 

Added Buff Ambiance - Darker Inside - An attempt to make it darker indoors.  It appears the brightness settings for nighttime apply differently to when you're indoors.  If you know of a better way, or something I'm doing badly/wrong, please let me know!

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3 hours ago, doughphunghus said:

Modlets changed/updated:

Bugfix for Punishing Weather - Core - A few values were a little off in a biome. Not a big change

 

Added Punishing Weather Rain More - Overide modlet for "Punishing Weather Core" to add conditions to make it more likely to rain.

 

Added Punishing Weather Temp More In Burnt Forest - Overide modlet for "Punishing Weather Core" to make it much hotter in the burnt forest (hint: its because everything is on fire in the burnt forest. No effects/graphics changes :( just a temp bump).

 

Added Punishing World - Newbie Coat - Remove - Removed the Newbie Coat buff when first spawning into the world. Note: only works if you have spawned after this modlet is added.  If you already have spawned it does not remove the existing Newbie Coat buff.  I think some other people have written a modlet like this so if you know of them (or are them :)  , please let me know! I didn't steal their idea (well, I knew people have made mods to do it), I just wanted the modlet.  If someone already has a modlet that does *just only this thing* and they're maintaining their modlets for a19+, I'll happily deprecate this on my side.

 

Added Buff Ambiance - Darker Inside - An attempt to make it darker indoors.  It appears the brightness settings for nighttime apply differently to when you're indoors.  If you know of a better way, or something I'm doing badly/wrong, please let me know!

 

Thanks for the update

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can the fog be time of day dependent. say foggy 21:00 - 07:00 mostly always but have random days where it will be clear (no fog)

 

I really like the fog and how it makes the game feel, just on the odd day or night I would like it clear

plus im testing this on all biomes this morning

 

 <Fog min="0" max="5" prob=".9"/>
    <Fog min="5" max="10" prob=".5"/>
    <Fog min="10" max="30" prob=".15"/>
    <Fog min="30" max="40" prob=".2"/>
    <Fog min="40" max="60" prob=".2"/>
    <Fog min="60" max="100" prob=".4"/>

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11 hours ago, TomGun42 said:

can the fog be time of day dependent. say foggy 21:00 - 07:00 mostly always but have random days where it will be clear (no fog)

I don't know the answer, but I don't think so *unless* you were able to do it with modding that's deeper than basic XML modding (DMT or Harmony I believe are the main ones people use), or use a server manager, hook it up to your game, and code it into that so it sends the weather commands at the specific times. Both require more coding/knowledge expertise than I have time to figure out.  Also: I don't think anything that's at the "XML only mod" can perform actions based on the time of day.

 

Another terrible option, but sorta do-able and I'm not sure it would affect all players (just the person running the command?) would be:

- Have the fog mod run with the settings like you show/have, where its mostly *not foggy* all the time.

- When nighttime comes, pull up the command window, run "dm" to turn on debug mode, then run the weather commands you want to exist (there's a list of commands somewhere, and I think you can type "help" and a list of commands come up, sometimes with what options they need.  Basically whatever command "turns the fog on".  Then , if the fog doesn't dissipate in the morning, manually turn it off.  Kinda breaks the immersion though, especailly if it's just you playing in your own game without others.  With others playing it might be more fun as you'd be acting like an admin, so you're enjoying managing teh game for others, even though you'd also be in it. I've had some admins just start spawning hordes in when the game starts to feel "boring" to too many people (like the day after horde night, people shooting each other too much for fun, etc) and they start causing shenanegins, just to put focus back on playing the game.

Edited by doughphunghus (see edit history)

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loving this weather stuff, im trying the dark mod now but dont want it pitch black, so just want it a glimmer of light, using the headlights stronger mod so this hopefully will work well with the right balance

Edited by TomGun42 (see edit history)

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18 hours ago, TomGun42 said:

loving this weather stuff, im trying the dark mod now but dont want it pitch black, so just want it a glimmer of light, using the headlights stronger mod so this hopefully will work well with the right balance

The Doughs-Buff-Ambiance-DarkerInside mod is just 1 line of XML inside the /config/worldglobal.xml file.  The latest version is setting the ambientInsideThreshold value to: 2

<set xpath="/worldglobal/environment/property[@name='ambientInsideThreshold']/@value">2</set>

The default value in the game ( a19 , latest as of today) is: .2 ( notice the decimal!)

<property name="ambientInsideThreshold" value=".2"/>

This mod is an attempt to get it as dark as possible, but is still very "work in progress".  I'm not really even sure what this parameter "does" other than it seemed changing it to 2 made it a lot darker indoors.  For what it's worth, I've tested these settings and this is my memory of the results:

0 = seems to have no effect

1 = Seems to darken the inside considerably more, then at times it "brightens up" indoors and then slowly darkens again. then "brightens up", etc

2 = Seems to darken the inside considerably more, and appears to not have the weird effects as 1

10 = no different than 2?

20 = no different than 2, but FPS seems to be affected.

 

Anyway, I'm not really sure what the setting "really does" or how high/low the acceptable numbers are.  It seems reasonable since the default is "0.2" that the min-max is 0 to 1.  Setting it to 2 was just an experiment and it seems to work.  Its weird.  Anyway...

 

You ?may? be able to get the effect you want by setting it to something like .5 or .8?  If you want to try making changes to it on your system (just edit the line in my modlet) This modlet is hard to easily test for a couple of reasons:

1. It appears that the "indoor brightness" is heavily affected by the outside/outdoor/world lighting/weather. This appears to change slowly "while playing" but can change a lot when restarting the game (I think).   Basically I had a lot of issues testing as I'd restart and it would be "bright outside" and the next restart would have some clouds rolling in.  The clouds, moon/sun brightness has an effect, and the "phase of the moon" also has an effect at night, which changes every day.  Even my current modlet has varying darkness inside because of this.

2. The "starts to turn dark inside" effect isn't immediate when you go inside.  It takes a few seconds to start kicking in.  It also seems dependent on "how far inside you are".  For example: I tested with a house with an open garage door.  Outside it was "sorta dark" and I could see inside the entire garage.  When going into the garage...brightness didn't change.. When walking all the way to the back of the garage, it slowly got dark.

 

Anyway, if you want to mess around with it and find a setting you like (or a combination of things headlights, etc), please let me know!  I'm going for "full darkness" but if there's a nice balance it would be good to document it for others.

 

Also: The setting I have of "2" makes indoors on horde night "red darkness".  Just discovered that in my own games.  Its kinda neat, but not what I wanted ;)

 

 

 

 

Edited by doughphunghus (see edit history)

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Added 7D2D-EntityRandomizer

Basically: I'd working on a script to clone existing game entities (currently just zombies) and give them some randomized properties, but still make them playable (e.g. no 2 story tall zombies). The script is not yet released, but I put out an example modlet that it generates that just clones the vanilla zombies in a19 b173 with some random properties.  There are 332 randomized vanilla zombies in the modlet (4 cloned copies of every vanilla zombie). These are not new skins or colors or anything, just randomized behaviours and some other properties so when you are approached by a zed you probably won't know specifically how its' going to attack/approach or how much health it has. It also may be just a vanilla zed ;)

 

The generated modlet (that I made) doesn't interfere/modify the game other than adding in the new cloned entities (zombies) and adding them to existing entity groups, so it should work with any modlets that don't remove zombies or entity groups.

 

If you're interested, read the docs on Github first before trying to load it!

 

Also: In theory, it could also be used against any other loaded zombies (like the Creature packs, overhauls like sorcery, anyone elses zed/animal packs, etc) but I'd like to get some of the animals cloned and randomized in a similar way before cleaning up and documenting how to do that with the script before making it available as to run it against anything but vanilla is going to need to be run on the client side.  Not sure if it will work on servers (would love if someone could test it for me :) but its pure XML and only 2 XML files so in theory it should work?

Edited by doughphunghus (see edit history)

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15 minutes ago, doughphunghus said:

Added 7D2D-EntityRandomizer

Basically: I'd working on a script to clone existing game entities (currently just zombies) and give them some randomized properties, but still make them playable (e.g. no 2 story tall zombies). The script is not yet released, but I put out an example modlet that it generates that just clones the vanilla zombies in a19 b173 with some random properties.  There are 332 randomized vanilla zombies in the modlet (4 cloned copies of every vanilla zombie). These are not new skins or colors or anything, just randomized behaviours and some other properties so when you are approached by a zed you probably won't know specifically how its' going to attack/approach or how much health it has. It also may be just a vanilla zed ;)

 

The generated modlet (that I made) doesn't interfere/modify the game other than adding in the new cloned entities (zombies) and adding them to existing entity groups, so it should work with any modlets that don't remove zombies or entity groups.

 

If you're interested, read the docs on Github first before trying to load it!

 

Also: In theory, it could also be used against any other loaded zombies (like the Creature packs, overhauls like sorcery, anyone elses zed/animal packs, etc) but I'd like to get some of the animals cloned and randomized in a similar way before cleaning up and documenting how to do that with the script before making it available as to run it against anything but vanilla is going to need to be run on the client side.  Not sure if it will work on servers (would love if someone could test it for me :) but its pure XML and only 2 XML files so in theory it should work?

 

Thank you very much Doughphunghus for the new mod, it is something similar to the random of sphereii, but without using DMT.

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I'm not sure what Sphereii has made (have a link?  I think its the "Transmogrifier: Allow random walk types and sizes for zombies to break up the monotony ") but whatever his is it's likely better as a general rule ;).  Mine doesn't use DMT and randomizes more properties than the Transmogrifier appears to, and I may add more.

 

The best way to think of it is: Imagine you wanted to make zombies more "random".  You *could* hand write a modlet that changes/replaces attributes of existing zombies (or do something with modding deeper than XML offers, DMT, etc) or you could do what I did and (have a script) write a modlet that just makes a copy of each vanilla zombie and then changes some specific properties (like run faster).  If you ran this script a few more times and put it all in 1 modlet, you'd have a similar modlet the script generates.

 

I'm on UNIX not Windows and I haven't found a way to get DMT modding tools to work yet.  Also: If others have good "randomizer" modlets ( Gupppycur has one for zeds randomly getting up) I'll happily leave those attributes out of my script/mod (or junk it altogether, unless UNIX people still need/want it) as I don't want to duplicate or create overlapping modlets with others if I can avoid it.

Edited by doughphunghus (see edit history)

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It is not the same, yours can be better because it does not use DMT and many people do not understand DMT.
It comes integrated into sphereii-core, you can disable random and other things that I don't use yet.

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