Jump to content

Recommended Posts

EDIT : I figured it out. It’s experimental version, I downloaded the stable ones.
 

Hi, is version 2.2.67 not available yet?
I tried downloading from both here and subquake’s site then overwrite everything in my game folder, but the build shows on my game main menu is still 2.2.65.

Edited by Popsicleman (see edit history)
Link to post
Share on other sites

Electic powered spikes, nice ! 🙂

Does the trap get damaged while it works or does it just use power ?

And what do you think about some ignite trap, gas fueled and electric triggered ? 🙂

 

  • Like 1
Link to post
Share on other sites
1 hour ago, Canute said:

Electic powered spikes, nice ! 🙂

Does the trap get damaged while it works or does it just use power ?

And what do you think about some ignite trap, gas fueled and electric triggered ? 🙂

 

It takes damage just like the blade trap when it deals damage, ignition traps are planned :)

Link to post
Share on other sites

Thanks for making such an awesome modpack/overhaul Subquake! Yes to retractable spikes (mechanical or powered), as they've been a staple in action-adventure films and Fortnite for quite a while now. Better hope the zeds don't get a mutation and start shooting poisonous quills at us players. Would be sick to see a modified version of the spider zombie with these...

 

spacer.png

 

 

Edited by Cernwn (see edit history)
Link to post
Share on other sites

I dont know if its just on the experimental update, because I havent noticed this on the stable one but, knife kills through bleed doesn't give exp after respawning. Even after restarting the game and all that, does anyone have an idea how to fix this?

Link to post
Share on other sites

Hi all, again with a question: Where do you all dig/look for zinc ore? Got one somewhere but not sure where. Trying to craft some brass.

And also what to destroy to get some polymer? Loot, blinds, plastic trash can's... anything else more common?

 

Thank you all in advance

 

mikey

Link to post
Share on other sites

So new user to UL , I downloaded and followed the instructions on the UL homepage but when I run the program I keep getting a crash. It will make the map then it will open a unity badge and give a progress bar below that then it says it crashes please close program. I have the logs but I am kind of confused as to the cause.

Only thing I can think of is my steam is set to latest experimental so 19.4 but the mod I downloaded is 2.2.71 it says latest exp 19.3 could this be the issue and if I set my steam betas to stable 19.3 should this solve the issue?

 

So 2 different computers tried both latest experimental and 19.3 stable as well as both versions of Undead Legacy from the website and everytime it crashes.

 

Edited by CovertOrreo
Add to original (see edit history)
Link to post
Share on other sites
46 minutes ago, CovertOrreo said:

So new user to UL , I downloaded and followed the instructions on the UL homepage but when I run the program I keep getting a crash. It will make the map then it will open a unity badge and give a progress bar below that then it says it crashes please close program. I have the logs but I am kind of confused as to the cause.

Only thing I can think of is my steam is set to latest experimental so 19.4 but the mod I downloaded is 2.2.71 it says latest exp 19.3 could this be the issue and if I set my steam betas to stable 19.3 should this solve the issue?

 

So 2 different computers tried both latest experimental and 19.3 stable as well as both versions of Undead Legacy from the website and everytime it crashes.

 

You need to have 19.3 (b6) for the mod to work, it's version specific, you can't run it on A19.4, also disable EAC (Easy AntiCheat)

Edited by Subquake (see edit history)
Link to post
Share on other sites
3 hours ago, ourbed said:

There are serious bugs in the backpack sorting, and the items will be deleted.

Steps: Press L to lock the items, then click twice to sort by name.

Did you install the mod correctly onto a A19.3 (b6) clean and vanilla version of the game? Also make sure when updating, that ALL Undead Legacy files are copied over correctly.

 

I just today updated my server from 2.2.65 to 2.2.72 and I cannot reproduce what you are saying, for me inventory slot locking works flawlessly and no items are deleted when sorted using either of 4 sort buttons.

Edited by Subquake (see edit history)
Link to post
Share on other sites
10 hours ago, Subquake said:

Did you install the mod correctly onto a A19.3 (b6) clean and vanilla version of the game? Also make sure when updating, that ALL Undead Legacy files are copied over correctly.

 

I just today updated my server from 2.2.65 to 2.2.72 and I cannot reproduce what you are saying, for me inventory slot locking works flawlessly and no items are deleted when sorted using either of 4 sort buttons.

Thanks for your reply, I probably found out where the problem is. When I use the Chinese version of the game client, the problem I said will occur. Switch to the English client and everything is OK. It seems that there is a problem with the name sorting algorithm for non-English item names?

Link to post
Share on other sites
3 hours ago, ourbed said:

Thanks for your reply, I probably found out where the problem is. When I use the Chinese version of the game client, the problem I said will occur. Switch to the English client and everything is OK. It seems that there is a problem with the name sorting algorithm for non-English item names?

Confirmed with Japanese as well.  I tried it with everything I got out of the Bug-out Bag.  I locked several of the items, and pressed the sort by name button.  Everything that wasn't locked disappeared except for the T shirt,  which was translated Tシャツ,  it remained because the name started with the letter "T".

Link to post
Share on other sites
54 minutes ago, chikorina said:

Confirmed with Japanese as well.  I tried it with everything I got out of the Bug-out Bag.  I locked several of the items, and pressed the sort by name button.  Everything that wasn't locked disappeared except for the T shirt,  which was translated Tシャツ,  it remained because the name started with the letter "T".

Thank you for this crucial information, after closer examination of the issue, I was able to reproduce the issue and will be working on a fix for this!

  • Thanks 1
Link to post
Share on other sites
6 hours ago, mikey33rs said:

Anyone know where or how to farm brass and scrap polymer?

Scrap dukes for brass, make ore extractors that mine zinc and copper ore, that can be turned into brass. As for polymers, blinds and many other blocks give them, can't remember from top of my head.

8 hours ago, NevStark said:

Hi! How do I know if I have the latest stable version without downloading the file to check?

 

Edit: and without launcher...

2.2.65 is latest stable version, the UI will tell if an update for stable is available in the main menu under the mods logo.

2.2.74 is experimental branch and will go to stable sometime next week, I hope.

  • Like 1
Link to post
Share on other sites
12 hours ago, Subquake said:

Scrap dukes for brass, make ore extractors that mine zinc and copper ore, that can be turned into brass. As for polymers, blinds and many other blocks give them, can't remember from top of my head.

Does is matter where to place ore extractor? Or just anywhere on the soil?

Link to post
Share on other sites
5 hours ago, mikey33rs said:

Does is matter where to place ore extractor? Or just anywhere on the soil?

Currently it doesn't matter, could be on the roof of a building... they will be reworked later, but as of now, it doesn't matter...

Link to post
Share on other sites

So I noticed in the experimental patch notes that you updated a lot of prefabs.

 

Quote

Updated Prefabs: Gas Stations 1, 2, 3, 4, 5, 6, 7, 8,
  Hardware Store 1, Pharmacy Store 1, Electronics Store 1, Book Store 2,
  All Traders, Higashi, Red Mesa, Factory 1, 2; Business Strip 2, Club 1, Bar 1

 

Will this update on the prefabs require a map restart to  see the changes?

Link to post
Share on other sites
4 hours ago, Kahlas said:

So I noticed in the experimental patch notes that you updated a lot of prefabs.

 

 

Will this update on the prefabs require a map restart to  see the changes?

Either a quest would reset it to the new variant, going to an unexplored chunk of the map or yes a reset. Otherwise you'll see whatever you see now, without changes.

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...