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Developer Discussions: Alpha 17

Developer Discussions: Alpha 17  

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  1. 1. Developer Discussions: Alpha 17

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ya but where?

and is it mod or mods and does it need sub folders?

the xpath thread is not clear on this

 

Maybe move the discussion over to that thread, I believe a lot of similar queries have been answered in detail.

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ok Im reading it but I just dont get it

 

can someone show me a way to add an xpath mod that will change this line in items.xml

<!-- jar from cooking food <property name="Create_item" value="drinkJarEmpty"/> -->

 

to this

 

<property name="Create_item" value="drinkJarEmpty"/>

 

- - - Updated - - -

 

 

that may help with xml modding. credits to Roland

 

ya I know how to edit the xml directally but im trying to figure out who to do it with xpath

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It's takes a lot for me to stop playing this game, however, the fists, stone axe, and other tools swing incredibly slow. Or, more precisely, the time between each swing is severely delayed. It's absolutely infuriating. I used to love chipping away at stone and wood, no longer. Until it's fixed I can't play. On a separate note, I also can't play because when I enter a building with say, 20 - 30 Zeds, for example the hospital in Diresville, my FPS drops from 75 (I play on high settings) to 20 - 30. Even for an experimental build, let me tell you, I've been waiting patiently for a long, long time for this version. And frankly, it's time to work on optimisations isn't it. Even for people with 7th gen CPUs and GTX series GPUs, the stability is lacking and has been since 2013. It's such an incredible game, but little things are holding it back from reaching its true and rightful potential.

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3 zombie bears and 4 zombie dogs... Clean up on isle 4 and need a new pair of boxer briefs.

 

Seriously had to pause it for a bit after the fight so I could calm my nerves down... Well done TFP. I think I'll watch an episode of Home Improvement or Cheers before I go to bed so I can find my happy place.

Edited by CplCritter (see edit history)

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It's takes a lot for me to stop playing this game, however, the fists, stone axe, and other tools swing incredibly slow. Or, more precisely, the time between each swing is severely delayed. It's absolutely infuriating. I used to love chipping away at stone and wood, no longer. Until it's fixed I can't play. On a separate note, I also can't play because when I enter a building with say, 20 - 30 Zeds, for example the hospital in Diresville, my FPS drops from 75 (I play on high settings) to 20 - 30. Even for an experimental build, let me tell you, I've been waiting patiently for a long, long time for this version. And frankly, it's time to work on optimisations isn't it. Even for people with 7th gen CPUs and GTX series GPUs, the stability is lacking and has been since 2013. It's such an incredible game, but little things are holding it back from reaching its true and rightful potential.

 

Playing since 2013 and this is your first post ? WOW...

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So who are in all the portraits I see in the houses?

 

it would be cool if we could add our own pictures/images. in Rust we have a mod that lets you use a URL to add an image to any sign in the game. downside is as admin you are always removing the p*nis pics that show up.

 

Kickstarter backers.

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Do you mean that at a lower game stage your placed blocks would require more damage to destroy? Could do something with the landclaim block that does a GS check and applies a buff to your blocks based on where you're at in things.

 

No I meant zombies would do more damage at a higher GS. This is a hypothetical statement.

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Mnemonically, I believe SAFPI is kinda cool. As in:

In 7D2d A17, always remember: SAFPI should always come first!

 

:smile-new:

 

It’s “I-FAPS”

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Playing since 2013 and this is your first post ? WOW...

Correct. I just put up with limitations and enjoyed the game. Never complained ever. But, I'm reaching a point now where it's getting long in the day.

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^^^ this is why I'm loving this alpha. If the framerate was better, which I hope it is soon (ish) the game can play like KF2. Which is amazing. Love it! The way the guns work and the mods. BEAuuuuuTIFUL

Edited by MrSamuelAdam (see edit history)

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MM

You and everyone else keep saying We are working on adding more mods and things and we are working on fixes and planning on other stuff.

 

My question is this.....Are we to from now on to expect regular updates and fixes for the future and no more wait 1+ years?

 

Seriously that would be great no more developing games like you did in the Dark Ages. Meaning before the turn of the century.

 

Let me explain it this way... It is like regular TV vs Netflix. You know how some of the old-time producers or people who were taught by them think that is the way you have to do it.

Meaning most TV show producers have a 2+minute intro every show and roll a 3+minute cast screen at end where you get less time per hour of show now and more commercials.On average you get 38-43 minutes of show per hour add in the cast and intro being long and you actually get 30-35 of real show. Oh Netflix has dino's too that still do that but the new guys make intro's under 15 sec. about 4 music notes and the title done. cast screen a visit w w w . blah blah.com for it. done.

 

In today's market with Early Access being a huge part of the gaming Norm.

Dinosaur ways need to set aside and the new Century needs to be Embraced...

Meaning before you developed in office for years had private testers you paid, developed till beta stage than tested again finally fixing tweaking and optimizing.etc.etc.< this is how you have been doing it. Please stop. Trust me on this it is way easier to fix bugs and optimize as you go.

Okay lets put it this way you developed for 1+year for alpha 17 you changed and added many things (NOBODY"S SAYING YOU DID NOT DO A LOT) Here is the problem now and the same problem every yearly update. It's too much changed and added.

Its a night mare to go through the code every thing changed or added breaks something that was previously fixed.

What broke it? Who knows?

If you had added 1 maybe 2 things released it at that point 2 weeks to 1 month and found a bug Well at this time you say what caused it?

Hmm could only be the 1 thing or the other or a combo of the 2.

Much much easier to find and fix... could provably do it in less than 1 day.

 

This very reason is why We have bugs that have existed for many many Alpha's and the reason that many plans to add things have been set aside or cast out all together. Please do not just get it good enough as always and than leave these things till the Beta stage.

 

As I previously stated this in today's market where EA is the norm for a lot of games now. asking people to take a chance and pay for a game to test through out development and Developing it like "Dino" is a way of the Past look at the developers of other EA games that update regularly.

Take your new competition into account Mist He is developing in the 21st century and is kicking your but from a communities point of view. When his game is done on his end it will be finished working product. No wait NO bug fixing No optimizing it is all done as he goes. He can say at that time Well I am adding this or these final few things game is is done enjoy.

 

Mean while, On TFP side.....wait and wait and removal of things wait and wait and Finally release and It is not going to be the same game as advertised.

 

I am sure I have mentioned this every year.

We are planning shorter alphas. We weren't happy with several major systems and they had to be gutted and rewritten. Now we have a framework that allows us to create content faster. Rust had a whole year where the game was unplayable because the legacy version was hacked together. They wanted a solid framework to make the game on so they started from scratch and it took over a year until it was playable but still some time before it was better than Legacy.

 

So stuff happens we had to rewrite some major systems but it was worth it. Now we can easily add content so updates will come sooner.

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No I meant zombies would do more damage at a higher GS. This is a hypothetical statement.

 

I think scaling zombie block damage with GS (significantly reducing it from current levels for low GS) would make the first one or two blood moons less frustrating for new players, especially those who want to build and defend a base (as opposed to hiding out at the top of a sacrificial POI).

 

I don't think zombie melee damage vs. the survivor needs to get any tougher than it already is. At level 38 I'm still getting my ass kicked on a regular basis, and I've only fought a few ferals and a few cops, but no wights and nothing irradiated.

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So this is good info. the perk for T-Rex does not mention tools or should we assume anything that says "melee" implies tools as well? for example reading Flurry of blows I think Melee weapons and not tools.

 

If you can hurt something with it and you swing it in your hand, its melee.

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The Fireaxe and Pickaxes have a 'medium' tag in the xml, and Flurry of Blows only affects melee weapons with the 'light' tag.

 

The tags for Flurry of blows is “melee,light”. The question is whether they are doing an “and” or “or” comparison in the code.

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ok Im reading it but I just dont get it

 

can someone show me a way to add an xpath mod that will change this line in items.xml

<!-- jar from cooking food <property name="Create_item" value="drinkJarEmpty"/> -->

 

to this

 

<property name="Create_item" value="drinkJarEmpty"/>

 

- - - Updated - - -

 

 

 

ya I know how to edit the xml directally but im trying to figure out who to do it with xpath

 

I doubt you can remove the comment brackets (<!-- -->). But you can simply add another line before it that says "<property name="Create_item" value="drinkJarEmpty"/>". Same effect.

 

Use insertafter and target the previous line with the xpath.

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ok Im reading it but I just dont get it

 

can someone show me a way to add an xpath mod that will change this line in items.xml

<!-- jar from cooking food <property name="Create_item" value="drinkJarEmpty"/> -->

 

to this

 

<property name="Create_item" value="drinkJarEmpty"/>

 

- - - Updated - - -

 

 

 

ya I know how to edit the xml directally but im trying to figure out who to do it with xpath

 

First create Mods folder in root directory (steam/steamapps/common/7 Days To Die). Then create a dir for your mod. Inside you should have "ModInfo.xml" file and "Config" folder. Inside the Config folder make "items.xml" file (the name of the file must match the name of the file you wish to modify.

Here is the directory structure:

steam/steamapps/common/7 Days To Die
├── Mods
│      └── TestMod
│             ├── Config
│             │      └── items.xml
│             └── ModInfo.xml

Here is the contents of ModInfo.xml:

<?xml version="1.0" encoding="UTF-8" ?>
<xml>
   <ModInfo>
       <Name value="Name of the mod" />
       <Description value="Description" />
       <Author value="Your name" />
       <Version value="1.0" />
       <Website value="your website" />
   </ModInfo>
</xml>

Here is the contents of items.xml file:

<configs>
   <append xpath="/items/item[@name='foodCornOnTheCob']/property[@class='Action0']">
       <property name="Create_item" value="drinkJarEmpty"/>
   </append>
</configs>

I've not tested it but it should work

Edited by ivailogeimara (see edit history)

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I find it odd, stairs with railing right, no table saw. stairs with railing left, need table saw, lol. Guessing they'll patch that next update :p

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So going through XMLs and playing game this week I still have not found the answer to the brass shortage problem. You have not added it as a minded resource (copper + zinc). And it's not found in any reasonable quantities in the world. With the default size of the map smaller than A16 this will definitely be an issue.

 

Few more things related to mining resources:

- Was mining in the desert made extremely difficult and dangerous for a reason? SI for sand is very small.

- Why are all ores now look the same? Are those temp textures or intentional?

- Auger still gives way more resources comparing to pickaxe. Any reason to even use pickaxe after finding/crafting auger?

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So going through XMLs and playing game this week I still have not found the answer to the brass shortage problem. You have not added it as a minded resource (copper + zinc). And it's not found in any reasonable quantities in the world. With the default size of the map smaller than A16 this will definitely be an issue.

 

Few more things related to mining resources:

- Was mining in the desert made extremely difficult and dangerous for a reason? SI for sand is very small.

- Why are all ores now look the same? Are those temp textures or intentional?

- Auger still gives way more resources comparing to pickaxe. Any reason to even use pickaxe after finding/crafting auger?

 

You can make steel bullet casings now.

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You can make steel bullet casings now.

 

Ohhh, thank you for that! I'm just at that point where I have my forge and workbench going (Day 11) so very close to making casings. I probably would have stumbled on it eventually, but this is very good to hear! Brass is so A16 anyways.

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Ohhh, thank you for that! I'm just at that point where I have my forge and workbench going (Day 11) so very close to making casings. I probably would have stumbled on it eventually, but this is very good to hear! Brass is so A16 anyways.

 

No problem :)

Note: Steel casings have a higher durability cost on the weapon, it will degrade faster.

Edited by Doombringer101 (see edit history)

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