maniak1349 Posted November 26, 2018 Share Posted November 26, 2018 All the stuff that currently seem to miss in progression.xml: https://pastebin.com/raw/a1X5YR7M Ready .xml chunk: https://pastebin.com/raw/Rr11jAez From your fixes I was missing only hammer/sledge part - I thought tags were hardcoded. So I nicked them. Thanks a bunch for your hard work anyway. Edit: Beat me to it. Now what seems to remain is: - perkAdvancedEngineering : 2 resourceConcreteMix 3 tripwirepost ammoDartSteel batterybank - perkYeahScience : 1 drinkJarGrainAlcohol ammoGasCan Link to comment Share on other sites More sharing options...
Clockwork Orange Posted November 26, 2018 Author Share Posted November 26, 2018 Update (11/26/18) Version 3.37 +Progression -Fixed added missing batterybank to perkAdvancedEngineering Rank 2 -Fixed added missing tripwirepost to perkAdvancedEngineering Rank 3 -Fixed added missing ammoDartSteel to perkAdvancedEngineering Rank 3 Link to comment Share on other sites More sharing options...
Deceptive Pastry Posted November 26, 2018 Share Posted November 26, 2018 entityclasses.xml > zombieSpiderFeral has duplicate ApproachSpeed. Pretty sure the correct one is the second (1.1) and is probably already working properly as I think the latter one overwrites the former. <!-- Gameplay --> <property name="ApproachSpeed" value="1.5"/> <property name="NightApproachSpeed" value="1.5"/> <property name="ApproachSpeed" value="1.1"/> <property name="JumpMaxDistance" value="12"/> Link to comment Share on other sites More sharing options...
Clockwork Orange Posted November 26, 2018 Author Share Posted November 26, 2018 entityclasses.xml > zombieSpiderFeral has duplicate ApproachSpeed. Pretty sure the correct one is the second (1.1) and is probably already working properly as I think the latter one overwrites the former. <!-- Gameplay --> <property name="ApproachSpeed" value="1.5"/> <property name="NightApproachSpeed" value="1.5"/> <property name="ApproachSpeed" value="1.1"/> <property name="JumpMaxDistance" value="12"/> Correct and thanks for posting! Cheers! Link to comment Share on other sites More sharing options...
Clockwork Orange Posted November 26, 2018 Author Share Posted November 26, 2018 Update (11/26/18) Version 3.38 +Entityclasses -zombieSpiderFeral removed duplicate <property name="ApproachSpeed" value="1.5"/> -zombieSpiderFeral removed redundant <property name="NightApproachSpeed" value="1.5"/> Link to comment Share on other sites More sharing options...
Chump Posted November 27, 2018 Share Posted November 27, 2018 * link removed * Link to comment Share on other sites More sharing options...
Clockwork Orange Posted November 27, 2018 Author Share Posted November 27, 2018 Update (11/27/18) Version 3.39 +Items -Fixed typo <triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" target="self" buff="buffDrugdrugHerbalAntibiotics"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" target="self" buff="buffDrugHerbalAntibiotics"/> Link to comment Share on other sites More sharing options...
Gazz Posted November 27, 2018 Share Posted November 27, 2018 I'm watching you. A lot of that had already been fixed but... always more details to catch and clean up. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted November 27, 2018 Author Share Posted November 27, 2018 I'm watching you. A lot of that had already been fixed but... always more details to catch and clean up. Lol yeah Im just starting to go through all the files for my overhaul so anything I find Ill post. Link to comment Share on other sites More sharing options...
Dracos99 Posted November 27, 2018 Share Posted November 27, 2018 Modlet format (v3.38): http://chump.29thdiv.com/Unofficial%20XML%20Fixes.zip 2 issues with this... 1. the buffs.xml you provided looks to have a typo...case matters (you put HasBUff instead of HasBuff) 2. I am not sure that a mod like this is the perfect example of where to use modlet since it mostly brute replaces whole values. At a minimum, it needs to be noted in bold that its folder name needs to be changed so that it is at the top of the list alphabetically since mods are loaded in that order and this could end up overwriting code from later mods since by name, it will basically load last. Link to comment Share on other sites More sharing options...
MetroDetroitGaming Posted November 27, 2018 Share Posted November 27, 2018 Is this mod feasible? Seems to be a lot of errors in the files or is it good to use? Also if I loaded this on my server does both server and client files need to be replaced? Link to comment Share on other sites More sharing options...
Clockwork Orange Posted November 27, 2018 Author Share Posted November 27, 2018 Is this mod feasible? Seems to be a lot of errors in the files or is it good to use? Also if I loaded this on my server does both server and client files need to be replaced? Yeah this is what you want to use to avoid any errors I have fixed caused by xml mistakes, if running a server yes these files need to installed on the server so they can be pushed to clients. Link to comment Share on other sites More sharing options...
MetroDetroitGaming Posted November 27, 2018 Share Posted November 27, 2018 Thank you for your reply. So JUST server side files need replacing or both server AND client? Link to comment Share on other sites More sharing options...
MetroDetroitGaming Posted November 27, 2018 Share Posted November 27, 2018 I will hold off installing this until all files have been combed over and scrubbed. Please keep us updated, eager to try this Link to comment Share on other sites More sharing options...
Clockwork Orange Posted November 27, 2018 Author Share Posted November 27, 2018 I will hold off installing this until all files have been combed over and scrubbed. Please keep us updated, eager to try this I would install both on server and client to be sure, but the server is supposed to push the files to the clients when they connect. The updates I have made so far have a huge impact already and will only continue further provided I or anyone else finds any more issues. Pls feel free to post if you do find anything. Link to comment Share on other sites More sharing options...
Chump Posted November 27, 2018 Share Posted November 27, 2018 2 issues with this... 1. the buffs.xml you provided looks to have a typo...case matters (you put HasBUff instead of HasBuff) 2. I am not sure that a mod like this is the perfect example of where to use modlet since it mostly brute replaces whole values. At a minimum, it needs to be noted in bold that its folder name needs to be changed so that it is at the top of the list alphabetically since mods are loaded in that order and this could end up overwriting code from later mods since by name, it will basically load last. My bad for the typo. I agree that this ever-changing mod is not the best example of a modlet's capability. I gave it a shot after speaking with Clockwork Orange, but it changes way too frequently. I have removed the link. Link to comment Share on other sites More sharing options...
YseGuy Posted November 27, 2018 Share Posted November 27, 2018 This thread should prolly be stickied again, as it was in the past, because of its usefulness. Thanks to all contributors and esp to CO for his continuous efforts over the years. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted November 28, 2018 Author Share Posted November 28, 2018 Update (11/27/18) Version 3.40 +Blocks -bladeTrap Removed duplicate repair code <property class="RepairItems"> <property name="resourceElectricParts" value="1"/> <property name="resourceScrapIron" value="1"/> </property> Link to comment Share on other sites More sharing options...
Clockwork Orange Posted November 28, 2018 Author Share Posted November 28, 2018 Update (11/27/18) Version 3.41 +Blocks -rebarFrameBlock Fixed upgrade path <property name="ToBlock" value="pouredRConcreteBlock"/> <property name="ToBlock" value="pouredConcreteBlock"/> -rebarFrameRamp Fixed upgrade path <property name="ToBlock" value="pouredRConcreteRamp"/> <property name="ToBlock" value="pouredConcreteRamp"/> </property> -rebarFrameMaster Fixed upgrade path <property name="ToBlock" value="pouredRConcreteMaster"/> <property name="ToBlock" value="pouredConcreteMaster"/> -rebarFrameCNRInside Fixed upgrade path <property name="ToBlock" value="pouredRConcreteCNRInside"/> <property name="ToBlock" value="pouredConcreteCNRInside"/> -rebarFramePillar100 Fixed upgrade path <property name="ToBlock" value="pouredRConcretePillar100"/> <property name="ToBlock" value="pouredConcretePillar100"/> Link to comment Share on other sites More sharing options...
JaxTeller718 Posted November 28, 2018 Share Posted November 28, 2018 Stupid question but is this now built from the b208 versions xmls? Link to comment Share on other sites More sharing options...
pgriffith Posted November 28, 2018 Share Posted November 28, 2018 Give it some time dude, I'm sure the next version he puts out will be built for 208, this ain't his full time job Link to comment Share on other sites More sharing options...
JaxTeller718 Posted November 28, 2018 Share Posted November 28, 2018 Give it some time dude, I'm sure the next version he puts out will be built for 208, this ain't his full time job Wow really? Chill out man, i'm just asking as I saw he literally updated 3 hours before my post after the update dropped. As developer of Ravenhearst don't you think I know it takes time? I wasn't expecting him to answer within minutes of my post. Great work Clockwork and a vital part of the alpha process. Always look forward to your work and time you put into this for us. Sorry to dampen the thread a bit there. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted November 28, 2018 Author Share Posted November 28, 2018 Wow really? Chill out man, i'm just asking as I saw he literally updated 3 hours before my post after the update dropped. As developer of Ravenhearst don't you think I know it takes time? I wasn't expecting him to answer within minutes of my post. Great work Clockwork and a vital part of the alpha process. Always look forward to your work and time you put into this for us. Sorry to dampen the thread a bit there. Ha ha no worries bud I will be looking at the new files today should have something out in a few hours, cheers! Link to comment Share on other sites More sharing options...
Clockwork Orange Posted November 28, 2018 Author Share Posted November 28, 2018 Update (11/28/18) Version 3.42 Updated to A 17 EXP B208 -Updated all files, out of the fixes that were previously corrected these are all that remain. +Blocks -rebarFrameBlock Fixed upgrade path <property name="ToBlock" value="pouredRConcreteBlock"/> <property name="ToBlock" value="pouredConcreteBlock"/> -rebarFrameRamp Fixed upgrade path <property name="ToBlock" value="pouredRConcreteRamp"/> <property name="ToBlock" value="pouredConcreteRamp"/> </property> -rebarFrameMaster Fixed upgrade path <property name="ToBlock" value="pouredRConcreteMaster"/> <property name="ToBlock" value="pouredConcreteMaster"/> -rebarFrameCNRInside Fixed upgrade path <property name="ToBlock" value="pouredRConcreteCNRInside"/> <property name="ToBlock" value="pouredConcreteCNRInside"/> -rebarFramePillar100 Fixed upgrade path <property name="ToBlock" value="pouredRConcretePillar100"/> <property name="ToBlock" value="pouredConcretePillar100"/> -bladeTrap Removed duplicate repair code <property class="RepairItems"> <property name="resourceElectricParts" value="1"/> <property name="resourceScrapIron" value="1"/> </property> +Recipes -Fixed thrownAmmoPipeBomb is now properly unlocked with perkYeahScience Rank 1 added missing tags="learnable" -Fixed thrownDynamite is now properly unlocked with perkYeahScience Rank 2 added missing tags="learnable" +Localization -Added missing item name and description modShotgunSawedOffBarrel,item_modifiers,mod,New,Shotgun Short Barrel,,,,, -Added missing item name and description modShotgunSawedOffBarrelDesc,item_modifiers,mod,New,Increases the shotgun's spread.,,,,, -hpRunningShoesDesc removed ,', -resourceAcidDesc added description "A corrosive substance that can react with and sometimes dissolve other materials." +Rwgmixer -Fixed typo in townGroup <prefab rule="detailFillerGroup" prob="0.1"/> Link to comment Share on other sites More sharing options...
Clockwork Orange Posted November 28, 2018 Author Share Posted November 28, 2018 Update (11/28/18) Version 3.43 +Recipes -scrapIronStairsFilledRailingLeft removed craft_area="tablesaw" Link to comment Share on other sites More sharing options...
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