StompyNZ Posted August 4, 2016 Share Posted August 4, 2016 I've set up an organisation (7days2mod) which gives finer control over permissions so I should be able to use that to give write access to specific branches. I've moved the Medieval mod to that instead of my own user account. Also renamed it to just Medieval instead of 7-days-to-die-medieval. Any current forks should still be intact. new location is: https://github.com/7days2mod/Medieval There is the master branch and currently also a togfoxy branch It should now be set so that the master branch can be pushed to (write access) by admins only (val and I), and the togfoxy branch should have write access for togfoxy Link to comment Share on other sites More sharing options...
togFox Posted August 4, 2016 Share Posted August 4, 2016 Thanks Stompy. To anyone watching, the togfoxy branch that is available in Stompy's github is a modified items mod that removes all the high tech items from the game. It is designed to run with the Medieval prefabs and objects. This means I have, or will, remove guns, ammo, electronics, fashion wear, augers, minibikes etc. Anything that doesn't fit the medieval world will be stripped out in this mod. I guess the mod will get more exposure as it matures. It works right now in vanilla but not much point d/ling it just yet. Link to comment Share on other sites More sharing options...
togFox Posted August 6, 2016 Share Posted August 6, 2016 So, been thinking about when the medieval rwg does its thing, the only things that will drop loot "in the wild" are corpses nests and stumps - assuming that garbage, trash, cars, boxes etc are all removed. That is going to make looting very challenging - especially given that out of nests, corpses and trunks, you cant expect nests to drop anything other than feathers and eggs. Is there a plan to have more loot containers? Will today's garbage be reskinned/reimaged to look like medieval garbage? I think we'll need some sort of replacement for trash because that is far and away the largest loot source in the vanilla game. Link to comment Share on other sites More sharing options...
StompyNZ Posted August 6, 2016 Share Posted August 6, 2016 So, been thinking about when the medieval rwg does its thing, the only things that will drop loot "in the wild" are corpses nests and stumps - assuming that garbage, trash, cars, boxes etc are all removed. That is going to make looting very challenging - especially given that out of nests, corpses and trunks, you cant expect nests to drop anything other than feathers and eggs. Is there a plan to have more loot containers? Will today's garbage be reskinned/reimaged to look like medieval garbage? I think we'll need some sort of replacement for trash because that is far and away the largest loot source in the vanilla game. there will be various corpses, val has added some already like the dead witch, fallen knight etc. Also sacks instead of backpacks, maybe using the smallest sangbag model for something to get loot from. Mostly though you will be seeking the hubs, which will be a lot closer than normal. Probably a max of 1000 or 1200 blocks instead of 1800. I can afford to really cram them in there since there's no large cities to allow for. There will also be lots more wilderness PoI's than normal, lots of little places rather than the bigger houses you are used to seeing. I will be doing some work on the quests and story lines for my branch after I get the prefabs semi sorted. Prefabs will be an ongoing task but once they are at least presentable enough for consumption the fine tweaks can be done gradually, and some decently complex hubs can be constructed (there's no way I'm using rwg random towns, far to spaced out) Link to comment Share on other sites More sharing options...
Guppycur Posted August 6, 2016 Share Posted August 6, 2016 I'm fluent in quests as well, lemme know what kind of grunt work you need. Link to comment Share on other sites More sharing options...
Valmar Posted August 8, 2016 Author Share Posted August 8, 2016 Did a change to the log spike. I think it looks cooler now. Link to comment Share on other sites More sharing options...
StompyNZ Posted August 8, 2016 Share Posted August 8, 2016 I'm fluent in quests as well, lemme know what kind of grunt work you need. get ye over to the git and learn my friend I've converted val, loki and spider to the dark side seriously though, hit me up once you have created an account and I'll add you as a member to 7days2mod organisation, then you can work on the mod files and submit your changes for review Link to comment Share on other sites More sharing options...
StompyNZ Posted August 10, 2016 Share Posted August 10, 2016 This is.... wow Sorry Val, had to post this, was just too cool not to share (I'll let you fill in the details of the builder) Link to comment Share on other sites More sharing options...
Guppycur Posted August 10, 2016 Share Posted August 10, 2016 That's some kings landing type building right there... Link to comment Share on other sites More sharing options...
stallionsden Posted August 10, 2016 Share Posted August 10, 2016 What the. how many decades was this player playing to have done this lol.... idk who the builder is but thats damn impressive the detail do we get to play with it tho is the question haha.... as a prefab Link to comment Share on other sites More sharing options...
StompyNZ Posted August 11, 2016 Share Posted August 11, 2016 https://github.com/7days2mod/Medieval/blob/master/Mods/a14prefabs/doema_cathedral.tts needs a lot of work done on the inside, and its 239x158x137 so will need to be split in half and put in a custom hub for correct spawning. Will do the hub for it after I have converted the a13 prefabs edit: https://github.com/7days2mod/doema_cathedral added it into a hub using stoneworld. I suspect the corners are getting cut off due to the size but that doesnt matter since it is a cross shape so the corners dont exist anyway. Link to comment Share on other sites More sharing options...
Valmar Posted August 11, 2016 Author Share Posted August 11, 2016 The builder btw is a user by the name of Doema. He shared screenshots of this building on the steam page. When I saw it I sent him a message requesting the save folder so that it could be used. Due to the sheer size and complexity of it was beyond what I was capable of working with. So in comes the Stomps to save the day. Anyway, heres some of the prefab progress so far. https://github.com/7days2mod/Medieval/tree/master/Mods/ValmarExports Some screens: http://imgur.com/a/bxHDd Link to comment Share on other sites More sharing options...
n2n1 Posted August 11, 2016 Share Posted August 11, 2016 This is.... wow Sorry Val, had to post this, was just too cool not to share (I'll let you fill in the details of the builder) I was just passing by and saw this...WOW!!! Link to comment Share on other sites More sharing options...
Guppycur Posted August 11, 2016 Share Posted August 11, 2016 Val, one of those looks like you got grass on a block? Link to comment Share on other sites More sharing options...
Valmar Posted August 11, 2016 Author Share Posted August 11, 2016 Val, one of those looks like you got grass on a block? Just an optical illusion. To which image are you referring? I can tell you what block its using. Link to comment Share on other sites More sharing options...
Guppycur Posted August 11, 2016 Share Posted August 11, 2016 One on the left. Looks too blocky to be actual terrain. http://i.imgur.com/EcqV3GE.webp - - - Updated - - - Blowing it up, I see it now. Terrain. Link to comment Share on other sites More sharing options...
Valmar Posted August 12, 2016 Author Share Posted August 12, 2016 I used boarded window blocks to try to mask the seams. Link to comment Share on other sites More sharing options...
Guppycur Posted November 14, 2016 Share Posted November 14, 2016 Dude, check out this dude's castle. Link to comment Share on other sites More sharing options...
Valmar Posted November 14, 2016 Author Share Posted November 14, 2016 Dude, check out this dude's castle. Thats awesome. Could use some more interior decor work, but that seems to be a common theme with these builds. I'm looking forward to the A16 block changes. That will free up a lot of block IDs and hopefully solve many woes that keep hurting the project. Link to comment Share on other sites More sharing options...
Laz Man Posted January 3, 2017 Share Posted January 3, 2017 Dude, check out this dude's castle. Love the detail. If I would take a stab at a castle, I would hope mine would look something like this one hehe. Link to comment Share on other sites More sharing options...
Guppycur Posted January 3, 2017 Share Posted January 3, 2017 Get cracking. Link to comment Share on other sites More sharing options...
Laz Man Posted January 3, 2017 Share Posted January 3, 2017 Get cracking. With the block overall in A16, hard to get motivation to do any prefabbing. That and having no time between work and newborns. Link to comment Share on other sites More sharing options...
Guppycur Posted January 3, 2017 Share Posted January 3, 2017 Aww... First, congrats. Second, yeh, I feel ya. Link to comment Share on other sites More sharing options...
Valmar Posted January 3, 2017 Author Share Posted January 3, 2017 With the block overall in A16, hard to get motivation to do any prefabbing. I hear that! I'm hoping it will all be worth it though, and free up block ID space. I still do want to make this medieval mod. Lol Link to comment Share on other sites More sharing options...
Guppycur Posted January 3, 2017 Share Posted January 3, 2017 Yeh. Magic armor. It's happening. Link to comment Share on other sites More sharing options...
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