Kubikus Posted March 26, 2016 Share Posted March 26, 2016 hey, I didn't read the 37 pages, so it might've already been pointed out, during my own modding attempts I noticed this in the spawning.xml for the NightHorde: <day value="62,69"> <property name="ResetToday" value="true" /> <property name="EntityGroupName" value="ZombiesWastelandNight" /> <property name="DelayBetweenSpawns" value="1" /> <property name="TotalAlive" value="0" /> <property name="TotalPerWave" value="0" /> </day> That should be "64,69". Since this looks like someone made this list manually, have a little PHP-script to create this type of list: $c = 1; $from = 1; while ($c < 1000) { // testing for 7th day $tst7 = $c / 7; $tst = str_replace(".","",$tst7); $seven = 1; if ($tst != $tst7) $seven = 0; if ($seven == 1) { $to = $c - 1; // start of whatever code you want; $c is the 7th day, make $totalAlive and $totalPerWave depending on $c: echo " <day value=\"$from,$to\"> <property name=\"ResetToday\" value=\"true\" /> <property name=\"EntityGroupName\" value=\"ZombiesWastelandNight\" /> <property name=\"DelayBetweenSpawns\" value=\"1\" /> <property name=\"TotalAlive\" value=\"0\" /> <property name=\"TotalPerWave\" value=\"0\" /> </day> <day value=\"$c\"> <property name=\"ResetToday\" value=\"true\" /> <property name=\"EntityGroupName\" value=\"ZombiesWastelandNight\" /> <property name=\"DelayBetweenSpawns\" value=\"1\" /> <property name=\"TotalAlive\" value=\"$totalAlive\" /> <property name=\"TotalPerWave\" value=\"$totalPerWave\" /> </day>"; // end of your code $from = $c + 1; } $c++; } Link to comment Share on other sites More sharing options...
Clockwork Orange Posted March 26, 2016 Author Share Posted March 26, 2016 hey, I didn't read the 37 pages, so it might've already been pointed out, during my own modding attempts I noticed this in the spawning.xml for the NightHorde: <day value="62,69"> <property name="ResetToday" value="true" /> <property name="EntityGroupName" value="ZombiesWastelandNight" /> <property name="DelayBetweenSpawns" value="1" /> <property name="TotalAlive" value="0" /> <property name="TotalPerWave" value="0" /> </day> That should be "64,69". Since this looks like someone made this list manually, have a little PHP-script to create this type of list: Yeah that was my mistake when they incorporated my fixes into the base game I have since fixed those numerical mistakes in these updates. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted March 27, 2016 Author Share Posted March 27, 2016 Update (3/27/16) Updated to A14 Version 2.0 Review new changelog in google docs for full details of everything that was fixed, nothing was left out of the documentation. Full Changelog: HERE! If anyone has anything further to fix please leave feedback and I will address it as soon as I can, Thanks! Link to comment Share on other sites More sharing options...
Clockwork Orange Posted March 27, 2016 Author Share Posted March 27, 2016 Update (3/27/16) Version 2.1 Fixed animal hide clothing will now properly scrap back into animal hide and will now properly be repaired with animal hide Link to comment Share on other sites More sharing options...
palmic Posted March 27, 2016 Share Posted March 27, 2016 Hi guys. Dont you know what blocks are these 2? - That burnt wood block and the same broken (my mouse coursor is between them) Link to comment Share on other sites More sharing options...
Clockwork Orange Posted March 28, 2016 Author Share Posted March 28, 2016 Hi guys. Dont you know what blocks are these 2? - That burnt wood block and the same broken (my mouse coursor is between them) whiteSidingWoodPanelBurnt1 through 7 and panelingBurntBlock, and sidingWhiteBurntBlock Link to comment Share on other sites More sharing options...
h0tr0d Posted March 28, 2016 Share Posted March 28, 2016 Update (3/27/16) Version 2.1 Fixed animal hide clothing will now properly scrap back into animal hide and will now properly be repaired with animal hide Have you tested this in-game? Vote h0tr0d 2016 -- you can't run, you can't hide Link to comment Share on other sites More sharing options...
Doctor3D Posted March 28, 2016 Share Posted March 28, 2016 Big thanks to you and Gazz for all the fixes incorporated in Alpha 14. Link to comment Share on other sites More sharing options...
palmic Posted March 28, 2016 Share Posted March 28, 2016 whiteSidingWoodPanelBurnt1 through 7 and panelingBurntBlock, and sidingWhiteBurntBlock Thank you kind sir! Link to comment Share on other sites More sharing options...
Clockwork Orange Posted March 28, 2016 Author Share Posted March 28, 2016 Have you tested this in-game? Vote h0tr0d 2016 -- you can't run, you can't hide Yeah that's why I fixed it, I had originally forgot to change the animal hide clothing material to animal hide material. - - - Updated - - - Big thanks to you and Gazz for all the fixes incorporated in Alpha 14. You are welcome! - - - Updated - - - Thank you kind sir! No Problem, Link to comment Share on other sites More sharing options...
LewZephyr Posted March 28, 2016 Share Posted March 28, 2016 Not sure if your last update is IRT this but I noticed the cowboy hats you find in the wild do not have a scrap option. I believe previously you had them scrap to leather. Thanks for all the hard work. Your time is appreciated. *** Edit : Anyone else notice that faucets no longer scrap into brass? Now they all go (well all I have found) into Iron. Seems like they would get real rusty if they were iron. Link to comment Share on other sites More sharing options...
Puschpa Posted March 28, 2016 Share Posted March 28, 2016 Anyone else notice that faucets no longer scrap into brass? Now they all go (well all I have found) into Iron. Seems like they would get real rusty if they were iron. Faucet material is now Mmetal_thin instead of brass. Easy to change back Link to comment Share on other sites More sharing options...
Gazz Posted March 28, 2016 Share Posted March 28, 2016 There have always been 2 different types of faucets. Link to comment Share on other sites More sharing options...
LewZephyr Posted March 28, 2016 Share Posted March 28, 2016 There have always been 2 different types of faucets. Ahh, really. I guess I only noticed when they were brass. My bad. Still think Iron would be pretty darn rusty after years of use though. Thanks for the info. Link to comment Share on other sites More sharing options...
h0tr0d Posted March 28, 2016 Share Posted March 28, 2016 Yeah that's why I fixed it, I had originally forgot to change the animal hide clothing material to animal hide material. and...why is it stepsound Wood? Vote h0tr0d 2016 -- wood you please? Link to comment Share on other sites More sharing options...
Clockwork Orange Posted March 28, 2016 Author Share Posted March 28, 2016 It doesN't give you a materials.xml error on starting 7DTD? and...why is it stepsound Wood? Vote h0tr0d 2016 -- wood you please? Lol no it works perfectly... and IDK its just the same as leather for sound step its not like blocks are made of it so it will never make a difference for sound. Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted March 28, 2016 Share Posted March 28, 2016 Some perks in progression.xml seems to lack of <trigger name="--"/> , such as "Better Lead Than Dead", "Dead Shot" etc.... Are those perks work? Link to comment Share on other sites More sharing options...
h0tr0d Posted March 28, 2016 Share Posted March 28, 2016 Lol no it works perfectly... and IDK its just the same as leather for sound step its not like blocks are made of it so it will never make a difference for sound. I get that; I was just thinking since the term "fixes" is subjective as it is fixes as well as what could be intuitive changes that making stepsound for leather and animal Hide would be changed (as examples) for the case of thoroughness. Vote h0tr0d 2016 -- we walk softly and carry a BOOMSTICK Link to comment Share on other sites More sharing options...
argeos Posted March 28, 2016 Share Posted March 28, 2016 In "entityclasses.xml", under "zombieUMAfemale" "<property name="WanderSpeed" value="0.08" />" is listed twice Link to comment Share on other sites More sharing options...
Grimothos Posted March 28, 2016 Share Posted March 28, 2016 HUD Left Status Bars Mod Hi guys, I run a dedicated 7D2D server for a Facebook group of about 150 folks that really prefer to see the current character food and water stats displayed on the HUD continuously, rather than only when it gets low. I have tried several iterations of code, starting with a version from alpha 13.8 that RongoTheBold had put out on his site, but after several changes, Alpha 14 just doesn't seem to want to display the information in the HUDLeftStatBars. I have tried increasing the rows count to 4, and changing the StatIconAtlas to always, but I can't seem to get it cooperate. Any suggestions on how to get this to work? Thanks for all the hard work, Grim. <window name="HUDLeftStatBars"> <grid name="hud" pos="9,98" rows="4" cols="1" width="168" cell_width="168" cell_height="46" repeat_content="false" controller="InGameHUD" side="left" > <rect width="168" height="43" controller="HUDStatBar" stat_type="Stamina" visible="{StatVisible}"> <sprite depth="1" name="border" color="0,0,0,100" height="43" type="sliced"/> <sprite depth="2" pos="3,-3" name="background" height="37" width="162" color="64,64,64,100" type="sliced" /> <sprite depth="3" pos="3,-3" name="BarContent" sprite="{StatImage|always}" type="filled" height="37" width="162" fill="{StatFill}" /> <sprite depth="4" name="Icon" atlas="{StatIconAtlas|always}" sprite="{StatIcon|always}" size="32,32" pos="8,-6" foregroundlayer="true"/> <label depth="6" name="TextContent" pos="0,-8" font_size="28" color="[white]" justify="center" pivot="topleft" text="{StatCurrentWithMax}" height="30"/> </rect> <rect width="168" height="43" controller="HUDStatBar" stat_type="Health" visible="{StatVisible}"> <sprite depth="1" name="border" color="0,0,0,100" height="43" type="sliced" /> <sprite depth="2" pos="3,-3" name="background" height="37" width="162" color="64,64,64,100" type="sliced" /> <sprite depth="3" pos="3,-3" name="BarContent" sprite="{StatImage|always}" type="filled" height="37" width="162" fill="{StatFill}" /> <sprite depth="4" name="Icon" atlas="{StatIconAtlas|always}" sprite="{StatIcon|always}" size="32,32" pos="8,-6" foregroundlayer="true"/> <label depth="6" name="TextContent" pos="0,-8" font_size="28" color="[white]" justify="center" pivot="topleft" text="{StatCurrentWithMax}" height="30"/> </rect> <rect width="168" height="43" controller="HUDStatBar" stat_type="Food" visible="{StatVisible}"> <sprite depth="1" name="border" color="0,0,0,100" height="43" type="sliced" /> <sprite depth="2" pos="3,-3" name="background" height="37" width="162" color="64,64,64,100" type="sliced" /> <sprite depth="3" pos="3,-3" name="BarContent" sprite="{StatImage|always}" type="filled" height="37" width="162" fill="{StatFill}" /> <sprite depth="4" name="Icon" atlas="{StatIconAtlas|always}" sprite="{StatIcon|always}" size="32,32" pos="8,-6" foregroundlayer="true"/> <label depth="6" name="TextContent" pos="0,-8" font_size="28" color="[white]" justify="center" pivot="topleft" text="{StatCurrentWithMax}" height="30"/> </rect> <rect width="168" height="43" controller="HUDStatBar" stat_type="Water" visible="{StatVisible}"> <sprite depth="1" name="border" color="0,0,0,100" height="43" type="sliced" /> <sprite depth="2" pos="3,-3" name="background" height="37" width="162" color="64,64,64,100" type="sliced" /> <sprite depth="3" pos="3,-3" name="BarContent" sprite="{StatImage|always}" type="filled" height="37" width="162" fill="{StatFill}" /> <sprite depth="4" name="Icon" atlas="{StatIconAtlas|always}" sprite="{StatIcon|always}" size="32,32" pos="8,-6" foregroundlayer="true"/> <label depth="6" name="TextContent" pos="0,-8" font_size="28" color="[white]" justify="center" pivot="topleft" text="{StatCurrentWithMax}" height="30"/> </rect> </grid> Link to comment Share on other sites More sharing options...
schwanz9000 Posted March 29, 2016 Share Posted March 29, 2016 Looks like the treeMaster and treeMasterGrowing are not extending properly. Putting the following it each tree grow level seems to work as a temp fix. <property name="PlantGrowing.GrowthRate" value="60" /> <property name="PlantGrowing.IsRandom" value="true" /> <property name="PlantGrowing.FertileLevel" value="1" /> Link to comment Share on other sites More sharing options...
Clockwork Orange Posted March 29, 2016 Author Share Posted March 29, 2016 Not sure if your last update is IRT this but I noticed the cowboy hats you find in the wild do not have a scrap option. I believe previously you had them scrap to leather. Thanks for all the hard work. Your time is appreciated. *** Edit : Anyone else notice that faucets no longer scrap into brass? Now they all go (well all I have found) into Iron. Seems like they would get real rusty if they were iron. You probably need to unlock leather tanning before you can scrap the cowboy hats... Link to comment Share on other sites More sharing options...
Clockwork Orange Posted March 29, 2016 Author Share Posted March 29, 2016 Update (3/28/16) Version 1.22 +Entityclasses Fixed removed duplicate <property name="WanderSpeed" value="0.08" /> from zombieUMAfemale +Blocks Fixed trees will now grow properly Added growth code to all trees extending from treeMasterGrowing since tis grow code does not get extended properly. <property name="PlantGrowing.GrowthRate" value="60" /> <property name="PlantGrowing.IsRandom" value="true" /> <property name="PlantGrowing.FertileLevel" value="1" /> Progression: Added missing <trigger name="... code for: The Decapitator perk Dead Shot Perk Splatter Gun Perk Better Lead Than Dead Perk Link to comment Share on other sites More sharing options...
Clockwork Orange Posted March 29, 2016 Author Share Posted March 29, 2016 Hi guys, I run a dedicated 7D2D server for a Facebook group of about 150 folks that really prefer to see the current character food and water stats displayed on the HUD continuously, rather than only when it gets low. I have tried several iterations of code, starting with a version from alpha 13.8 that RongoTheBold had put out on his site, but after several changes, Alpha 14 just doesn't seem to want to display the information in the HUDLeftStatBars. I have tried increasing the rows count to 4, and changing the StatIconAtlas to always, but I can't seem to get it cooperate. Any suggestions on how to get this to work? This should have been posted as a Help thread in the main modding section of the forum, and in the future please refrain from walls of text or please contain it within a [spoiler ] [/spoiler ], not to be rude or anything. But either way here is the code you want to use for adding food and water back to the hud: <window name="HUDLeftStatBars"> <grid name="hud" pos="9,98" rows="2" cols="2" width="168" cell_width="172" cell_height="46" repeat_content="false" controller="InGameHUD" side="left" > <rect width="168" height="43" controller="HUDStatBar" stat_type="Stamina" visible="{StatVisible}"> <sprite depth="1" name="border" color="0,0,0,100" height="43" type="sliced"/> <sprite depth="2" pos="3,-3" name="background" height="37" width="162" color="64,64,64,100" type="sliced" /> <sprite depth="3" pos="3,-3" name="BarContent" type="filled" height="37" width="162" color="0,0,255,100" fill="{StatFill}" /> <sprite depth="4" name="Icon" atlas="{StatIconAtlas|once}" sprite="{StatIcon|once}" size="32,32" pos="8,-6" foregroundlayer="true"/> <label depth="6" name="TextContent" pos="0,-10" font_size="24" color="[white]" justify="center" pivot="topleft" text="{StatCurrentWithMax}" height="30"/> </rect> <rect width="168" height="43" controller="HUDStatBar" stat_type="Water" visible="{StatVisible}"> <sprite depth="1" name="border" color="0,0,0,100" height="43" type="sliced"/> <sprite depth="2" pos="3,-3" name="background" height="37" width="162" color="64,64,64,100" type="sliced" /> <sprite depth="3" pos="3,-3" name="BarContent" type="filled" height="37" width="162" color="0,0,255,100" fill="{StatFill}" /> <sprite depth="4" name="Icon" atlas="{StatIconAtlas|once}" sprite="{StatIcon|once}" size="32,32" pos="8,-6" foregroundlayer="true"/> <label depth="6" name="TextContent" pos="0,-10" font_size="24" color="[white]" justify="center" pivot="topleft" text="{StatCurrentWithMax}" height="30"/> </rect> <rect width="168" height="43" controller="HUDStatBar" stat_type="Health" visible="{StatVisible}"> <sprite depth="1" name="border" color="0,0,0,100" height="43" type="sliced" /> <sprite depth="2" pos="3,-3" name="background" height="37" width="162" color="64,64,64,100" type="sliced" /> <sprite depth="3" pos="3,-3" name="BarContent" sprite="{StatImage|once}" type="filled" height="37" width="162" fill="{StatFill}" /> <sprite depth="4" name="Icon" atlas="{StatIconAtlas|once}" sprite="{StatIcon|once}" size="32,32" pos="8,-6" foregroundlayer="true"/> <label depth="6" name="TextContent" pos="0,-10" font_size="24" color="[white]" justify="center" pivot="topleft" text="{StatCurrentWithMax}" height="30"/> </rect> <rect width="168" height="43" controller="HUDStatBar" stat_type="Food" visible="{StatVisible}"> <sprite depth="1" name="border" color="0,0,0,100" height="43" type="sliced"/> <sprite depth="2" pos="3,-3" name="background" height="37" width="162" color="64,64,64,100" type="sliced" /> <sprite depth="3" pos="3,-3" name="BarContent" type="filled" height="37" width="162" color="0,255,0,100" fill="{StatFill}" /> <sprite depth="4" name="Icon" atlas="{StatIconAtlas|once}" sprite="{StatIcon|once}" size="32,32" pos="8,-6" foregroundlayer="true"/> <label depth="6" name="TextContent" pos="0,-10" font_size="24" color="[white]" justify="center" pivot="topleft" text="{StatCurrentWithMax}" height="30"/> </rect> </grid> <rect name="hud" pos="93,124" side="left" controller="BuffPopoutList" pivot="BottomLeft" > <panel width="168" height="43" name="item" visible="false" pivot="right" disableautobackground="true" pos="70, 0" > <sprite depth="3" pos="0,0" name="Background" sprite="ui_game_popup" height="43" width="162" pivot="center" flip="Horizontally" color="[transparent]" /> <sprite depth="4" name="Icon" size="36,32" pos="-58,0" pivot="center" color="[transparent]"/> <label depth="6" name="TextContent" pos="0,0" font_size="24" color="[white]" justify="center" height="30" pivot="center"/> </panel> </rect> </window> Link to comment Share on other sites More sharing options...
Clockwork Orange Posted March 29, 2016 Author Share Posted March 29, 2016 Update (3/28/16) Updated to A14.1 Most if not all files had some changes to them but nothing new was fixed by me and I am not posting what TFP changed and added. Link to comment Share on other sites More sharing options...
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