Clockwork Orange Posted February 5, 2016 Author Share Posted February 5, 2016 And yes Gazz is correct for some odd reason you have to open your inventory first then click on the map for the first time then after that the map will work properly. IDK what caused the map to be out of skew since they did not change the windows.xml at all. Link to comment Share on other sites More sharing options...
Sirillion Posted February 6, 2016 Share Posted February 6, 2016 Small thing I came across during my play session this evening. When breaking down wood block upgraded to the first tier with scrap metal I think the wrong sound is played. It plays knock on wood sound, should be knock on metal I think. -S Link to comment Share on other sites More sharing options...
Clockwork Orange Posted February 6, 2016 Author Share Posted February 6, 2016 Update (2/5/16) Version 1.12 +Materials Fixed sound step of: <material id="wood+metal"> <property name="damage_category" value="metal" /> <property name="surface_category" value="metal" /> <property name="Hardness" type="float" value="1" /> <property name="stepsound" value="[color="#FFFF00"]metal[/color]" /> <property name="stability_glue" value="36" /> <property name="Mass" type="int" value="6" /> <property name="MaxDamage" value="500" /> </material> Link to comment Share on other sites More sharing options...
Merida Posted February 7, 2016 Share Posted February 7, 2016 Hi Are tanBrickDecayedBroke2 and 3 stairs? because if they are, when you upgrade them using cobblestone, they turn into blocks and not stairs. Hopefully, next patch will make use of these latest fixes. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted February 7, 2016 Author Share Posted February 7, 2016 No they are not stairs they do look a lot like stairs but they are just "damaged" full blocks for aesthetics to give the feeling that they were destroyed. Link to comment Share on other sites More sharing options...
Numberz Posted February 7, 2016 Share Posted February 7, 2016 No they are not stairs they do look a lot like stairs but they are just "damaged" full blocks for aesthetics to give the feeling that they were destroyed. While these are full blocks, what do you think about adding upgrade code to them so that they upgrade to "fixed" blocks instead of damaged blocks? As it is now, they upgrade directly to cobblestone full blocks since they extend from Brick. ie. <block id="583" name="brick_decayed_broke1"> <property name="Extends" value="brick" /> <property name="Shape" value="Ext3dModel" /> <property name="Mesh" value="models" /> <property name="Model" value="Buildings/brick_decayed_broke_1" param1="main_mesh" /> <property name="Map.Color" value="94,84,75" /> <property class="RepairItems"> <property name="cobblestones" value="4" /> </property> </block> to... <block id="583" name="brick_decayed_broke1"> <property name="Extends" value="brick" /> <property name="Shape" value="Ext3dModel" /> <property name="Mesh" value="models" /> <property name="Model" value="Buildings/brick_decayed_broke_1" param1="main_mesh" /> <property name="Map.Color" value="94,84,75" /> <property class="UpgradeBlock"> <property name="ToBlock" value="brickDecayed" /> <property name="Item" value="cobblestones" /> <property name="ItemCount" value="5" /> <property name="UpgradeHitCount" value="4" /> </property> <property class="RepairItems"> <property name="cobblestones" value="4" /> </property> </block> Link to comment Share on other sites More sharing options...
Clockwork Orange Posted February 7, 2016 Author Share Posted February 7, 2016 Actually on second thought this does sound a lot better and probably should be the way it works. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted February 7, 2016 Author Share Posted February 7, 2016 Update (2/7/16) Version 1.13 +Blocks Prior to this update the concreteTrim2Broke1 /2 /3 /4 blocks did not have any upgrade path. Fixed upgrade paths of: paintedBrickBroke1: <property class="UpgradeBlock"><property name="ToBlock" value="brickpainted" /> paintedBrickBroke2: <property class="UpgradeBlock"><property name="ToBlock" value="brickpainted" /> paintedBrickBroke3: <property class="UpgradeBlock"><property name="ToBlock" value="brickpainted" /> brick_decayed_broke1: <property class="UpgradeBlock"><property name="ToBlock" value="brickDecayed" /> brick_decayed_broke2: <property class="UpgradeBlock"><property name="ToBlock" value="brickDecayed" /> brick_decayed_broke3: <property class="UpgradeBlock"><property name="ToBlock" value="brickDecayed" /> tanBrickDecayedBroke1: <property class="UpgradeBlock"><property name="ToBlock" value="brickDecayedTan" /> tanBrickDecayedBroke2: <property class="UpgradeBlock"><property name="ToBlock" value="brickDecayedTan" /> tanBrickDecayedBroke3: <property class="UpgradeBlock"><property name="ToBlock" value="brickDecayedTan" /> concreteTrim2Broke1: <property class="UpgradeBlock"><property name="ToBlock" value="concreteTrim2" /> concreteTrim2Broke2: <property class="UpgradeBlock"><property name="ToBlock" value="concreteTrim2" /> concreteTrim2Broke3: <property class="UpgradeBlock"><property name="ToBlock" value="concreteTrim2" /> concreteTrim2Broke4: <property class="UpgradeBlock"><property name="ToBlock" value="concreteTrim2" /> Link to comment Share on other sites More sharing options...
TaurusBully Posted February 9, 2016 Share Posted February 9, 2016 Clockwork just noticed that my 600 shotgun repaired down to 599 all other weapons stay at 600, replaced the shotty with another 600 grade, it now repairs at and stays a 600 but the flashlight doesn't get repaired, never had this issue, any suggestions Link to comment Share on other sites More sharing options...
Clockwork Orange Posted February 9, 2016 Author Share Posted February 9, 2016 Update (2/8/16) Version 1.14 +Items Fixed added some missing code and added repair value so that the flashlight can now be repaired using repair kits. <item id="735" name="flashlight02"> <property name="Class" value="ItemClassToggle" /> <property name="Meshfile" value="Items/Tools/flashlight02Prefab" /> <property name="Material" value="metal" /> <property name="Weight" value="5" /> <property name="HoldType" value="13" /> [color="#FFFF00"]<property name="RepairTools" value="repairKit" /> <property name="Degradation" value="100" param1="true" />[/color] <property name="LightSource" value="lightSource" /> <property name="ActivateObject" value="lightSource" /> <property class="Action0"> <!-- AttackAction --> <property name="Class" value="Melee" /> <property name="Delay" value="1.1" /> <property name="Range" value="2.0" /> <property name="Sphere" value="0.1" /> <property name="DamageEntity" value="6" /> <property name="DamageBlock" value=".7" /> <property name="Sound_start" value="swoosh" /> <property name="Stamina_usage" value="8" /> <property name="DamageBonus.head" value="2" /> <property name="DamageBonus.glass" value="25" /> </property> <property name="Group" value="Decor/Miscellaneous" /> <property class="Preview"> <property name="Pos" value="-0.15,-0.8" /> </property> <property class="Attributes"> <property name="DegradationMax" value="30,600" /> [color="#FFFF00"]<property name="DegradationRate" value="1,1" />[/color] </property> </item> Link to comment Share on other sites More sharing options...
Clockwork Orange Posted February 9, 2016 Author Share Posted February 9, 2016 I am thinking that it is because the flashlight is not a weapon "part" and has no part type so it wont be repaired with the weapon. If for eg this code was added to the core dll files it could then theoretically work but since no such code exists I have simply made it possible to repair it like any other weapon or item by taking it out of the weapon and repairing it manually <property name="PartType" value="Attachment" /> Link to comment Share on other sites More sharing options...
StompyNZ Posted February 9, 2016 Share Posted February 9, 2016 I am thinking that it is because the flashlight is not a weapon "part" and has no part type so it wont be repaired with the weapon. If for eg this code was added to the core dll files it could then theoretically work but since no such code exists I have simply made it possible to repair it like any other weapon or item by taking it out of the weapon and repairing it manually <property name="PartType" value="Attachment" /> this might have an unintended drawback of repairs costing more since there will be an extra item to suck up repair points. It's not really an issue since there is no difference between a 1 dura flashlight and a 600 dura flashlight, they dont get damaged over time, and the qual of a flashlight is not included in the gun quality. Edit: just read your comments again. If it doesn't repair with the rest of the gun and only repairs when removed then it only matters for those whose OCD doesn't sit well with a flashlight not being at full health Link to comment Share on other sites More sharing options...
Clockwork Orange Posted February 9, 2016 Author Share Posted February 9, 2016 Lol yeah but the flashlight can be used as a melee weapon as well so not being able to repair it at all makes no sense. And I know you already realized this but just to be clear so everyone knows, this change to the flashlight does not affect the repair cost of the weapon itself. Link to comment Share on other sites More sharing options...
Dell Posted February 9, 2016 Share Posted February 9, 2016 Hey all, after updating the xml files from the OP version 1.4 on to a dedicated server i'm getting a hash error in the allocs command pannel for the files that i updated. Does this affect game play or should i not worry about it? Link to comment Share on other sites More sharing options...
Clockwork Orange Posted February 9, 2016 Author Share Posted February 9, 2016 I have no idea what would cause any issues with the latest update from 1.13 to 1.14 I only added 3 lines of code to the flashlight and the code is clean. I dont run a server or anything and not sure about any of that stuff maybe did you upload the Version.txt file or something that could be causing the issue... I dont think the error is anything to worry about but I do not like the sounds of an error and have not had any reports of these files causing any errors before from anyone so I would try to make sure it gets cleared up somehow. Link to comment Share on other sites More sharing options...
Dell Posted February 9, 2016 Share Posted February 9, 2016 invalid hash I have no idea what would cause any issues with the latest update from 1.13 to 1.14 I only added 3 lines of code to the flashlight and the code is clean.I dont run a server or anything and not sure about any of that stuff maybe did you upload the Version.txt file or something that could be causing the issue...I dont think the error is anything to worry about but I do not like the sounds of an error and have not had any reports of these files causing any errors before from anyone so I would try to make sure it gets cleared up somehow. It seems to do it with any modified xml and only in the allocs console on reboot. It seems fine in the game command window and everything works fine in game. I'm guessing its allocs mod that doesn't refresh something? INF Modified file (server will go to the modded category): Data/Config/blocks.xml has invalid hash INF Modified file (server will go to the modded category): Data/Config/entityclasses.xml has invalid hash INF Modified file (server will go to the modded category): Data/Config/items.xml has invalid hash INF Modified file (server will go to the modded category): Data/Config/loot.xml has invalid hash INF Modified file (server will go to the modded category): Data/Config/materials.xml has invalid hash INF Modified file (server will go to the modded category): Data/Config/progression.xml has invalid hash INF Modified file (server will go to the modded category): Data/Config/recipes.xml has invalid hash INF Modified file (server will go to the modded category): Data/Config/spawning.xml has invalid hash Link to comment Share on other sites More sharing options...
dreadlocks Posted February 9, 2016 Share Posted February 9, 2016 It seems to do it with any modified xml and only in the allocs console on reboot. It seems fine in the game command window and everything works fine in game. I'm guessing its allocs mod that doesn't refresh something? INF Modified file (server will go to the modded category): Data/Config/blocks.xml has invalid hash INF Modified file (server will go to the modded category): Data/Config/entityclasses.xml has invalid hash INF Modified file (server will go to the modded category): Data/Config/items.xml has invalid hash INF Modified file (server will go to the modded category): Data/Config/loot.xml has invalid hash INF Modified file (server will go to the modded category): Data/Config/materials.xml has invalid hash INF Modified file (server will go to the modded category): Data/Config/progression.xml has invalid hash INF Modified file (server will go to the modded category): Data/Config/recipes.xml has invalid hash INF Modified file (server will go to the modded category): Data/Config/spawning.xml has invalid hash Isnt this just saying that you have a modified file and it will be considered as a modified server because the files dont match vanilla? Link to comment Share on other sites More sharing options...
Clockwork Orange Posted February 9, 2016 Author Share Posted February 9, 2016 Yup I think that is all that is, nothing to worry about. Link to comment Share on other sites More sharing options...
Puschpa Posted February 9, 2016 Share Posted February 9, 2016 Yes, as dreadlocks already assumed, this is the normal message you will get on a server restart, when you have modded xml files. It's only an information Link to comment Share on other sites More sharing options...
Dell Posted February 10, 2016 Share Posted February 10, 2016 Yes, as dreadlocks already assumed, this is the normal message you will get on a server restart, when you have modded xml files. It's only an information Thanks, I thought that may have been the case. Link to comment Share on other sites More sharing options...
Numberz Posted February 11, 2016 Share Posted February 11, 2016 Items.xml <item id="342" name="carBattery"> <property name="Stacknumber" value="5" /> <item id="748" name="padlock"> <property name="Stacknumber" value="50" /> Since these have quality and degradation, should they not stack to 1 ? Link to comment Share on other sites More sharing options...
Clockwork Orange Posted February 11, 2016 Author Share Posted February 11, 2016 Yeah i would think so, fixed now, thanks for posting! - - - Updated - - - Update (2/11/16) Version 1.15 carBattery: Fixed stack number is now 1 from 5 padlock: Fixed stack number is now 1 from 50 Link to comment Share on other sites More sharing options...
JayzenFreeze Posted February 12, 2016 Share Posted February 12, 2016 Yeah i would think so, fixed now, thanks for posting! - - - Updated - - - Update (2/11/16) Version 1.15 carBattery: Fixed stack number is now 1 from 5 padlock: Fixed stack number is now 1 from 50 I understand the no-stach for those kinds of items and dont know if its possible or a lot of work but it would be nice to stack same level loot like say I made 5 level 500 pick axes and 1 level 501 the 5 level 500 pick axes would be nice to stack as well as other stuff. At the same time they would have to be the same level and not damaged to work otherwise something might happen to the health of the other 4 pick axes. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted February 12, 2016 Author Share Posted February 12, 2016 Would be nice but its not possible. Link to comment Share on other sites More sharing options...
JayzenFreeze Posted February 12, 2016 Share Posted February 12, 2016 Would be nice but its not possible. Yeah I figured as much lol. Would be nice though. I forgot to say thanks for the fix, I was not getting zeds in my custom prefab locations went like 4 days building defenses when I realized hey I have not seen one zed. I still have not seen a screamer but did get a medium sized roaming horde swing by to visit me. Is there a way to keep them out of my base? they started spawning inside my walls now, not many but some. Where are those dang screamers lol. Link to comment Share on other sites More sharing options...
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