JanoGames Posted March 6, 2018 Share Posted March 6, 2018 And since folks asked about version numbers... something basic for now. The wife said she's going to make a logo later. [ATTACH=CONFIG]24100[/ATTACH] Im glad you are one the guys that actually listens to your playerbase! Thanks. Small question, your rad medicine means you are planning to add stuff (relevant) on the rad zones? Link to comment Share on other sites More sharing options...
KhaineGB Posted March 6, 2018 Author Share Posted March 6, 2018 Im glad you are one the guys that actually listens to your playerbase! Thanks. Small question, your rad medicine means you are planning to add stuff (relevant) on the rad zones? Yep! You can go out there and explore. Already tested it. For now I'm just going to have the hub city only POI's spawn out there so there's more chances for loot from the skyscrapers. The downside is that players need to keep an eye on their co-ordinates. Anything beyond 22,500 is getting into "you will crash your game and screw your save" territory. Link to comment Share on other sites More sharing options...
DefinedAscent Posted March 7, 2018 Share Posted March 7, 2018 Have you thought about adding something like the lockpick from Valmod? But maybe making it unlock slower so they aren't as good? Link to comment Share on other sites More sharing options...
KhaineGB Posted March 7, 2018 Author Share Posted March 7, 2018 (edited) Have you thought about adding something like the lockpick from Valmod? But maybe making it unlock slower so they aren't as good? Yes, but I believe it uses the "downgrade" method so uses up extra blocks. However it is something I want to look into. EDIT: Looked into it. It doesn't use extra blocks, so I'll look at adding it in. I'm also going to look into the "door bash" mod. Edited March 7, 2018 by KhaineGB (see edit history) Link to comment Share on other sites More sharing options...
DefinedAscent Posted March 7, 2018 Share Posted March 7, 2018 Yes, but I believe it uses the "downgrade" method so uses up extra blocks. However it is something I want to look into. EDIT: Looked into it. It doesn't use extra blocks, so I'll look at adding it in. I'm also going to look into the "door bash" mod. Cool. I always thought they were a cool addition but they just need a small nerf so they aren't so fast. Last thought, have you thought about splitting the axes out of "Mining Tools" and putting into its own skills? Link to comment Share on other sites More sharing options...
KhaineGB Posted March 7, 2018 Author Share Posted March 7, 2018 Hadn't actually considered that. I could do it as "lumberjack" that works like miner 69'er but with an entity damage boost as well. Cos... y'know... huge ♥♥♥♥♥♥♥ axe.... Link to comment Share on other sites More sharing options...
DefinedAscent Posted March 7, 2018 Share Posted March 7, 2018 (edited) Hadn't actually considered that. I could do it as "lumberjack" that works like miner 69'er but with an entity damage boost as well. Cos... y'know... huge ♥♥♥♥♥♥♥ axe.... I believe that's how Valmod does it? Which is good, in my opinion at least, because then you have to use the axe to level a different skill and not just everything being generalized into "Mining Tools". Which if I remember, Valmar also took the auger out of Mining Tools as well, which the auger is just an easy way to rank up which is silly. EDIT: I went ahead and tried to just use the same coding types as Valmod, and sure enough it works. Changed over the category for the axe types to go under "Axes" tested it, and it worked. Edited March 7, 2018 by DefinedAscent (see edit history) Link to comment Share on other sites More sharing options...
KhaineGB Posted March 7, 2018 Author Share Posted March 7, 2018 Yep, that's basically what I was thinking. Got some code quickly written up, but commented out so I can test it later. Looking at making the stone axe an actual axe so it can start working on that skill immediately, remove the upgrade ability from it and put in a stone hammer for that purpose so folks can level construction tools. Link to comment Share on other sites More sharing options...
sbjwarren02 Posted March 8, 2018 Share Posted March 8, 2018 Hey Khaine! I think it's pretty cool idea to separate these, certainly it's different change of pace. Is this something you're going to implement? Or have already updated? Thanks! Keep up the good work!! Link to comment Share on other sites More sharing options...
KhaineGB Posted March 8, 2018 Author Share Posted March 8, 2018 Have not already implemented, but I likely will be. I have the code written but I need to test it. Link to comment Share on other sites More sharing options...
JanoGames Posted March 8, 2018 Share Posted March 8, 2018 Awesome news! Quick ideas here..... hehe Considering adding the specific weapons from other mods? combat axe or katana for example? Also chances to get the legendary specials other have? Just few ideas there Link to comment Share on other sites More sharing options...
KhaineGB Posted March 8, 2018 Author Share Posted March 8, 2018 Katana, no because it requires the use of SDX. I'm putting off learning that until A17 drops so the SDX folks have time to patch and I have time to learn more about XML + convert the mod over. Combat axe.... MAYBE. I keep meaning to look at it, then I forget. With the axes skill, that may not be a bad idea. Legendary specials, sort-of. I don't plan to EXACTLY copy the special zombies other mods have, but I do want to make my own. There's 1 in already. Link to comment Share on other sites More sharing options...
GrumpyGringo Posted March 8, 2018 Share Posted March 8, 2018 Mod sounds awesome and was eager to try it! I installed and loaded up and it maxed my ram (16gb) and nothing worked. Link to comment Share on other sites More sharing options...
KhaineGB Posted March 8, 2018 Author Share Posted March 8, 2018 That's normal while it generates the UMA textures. First boot... let it get to the menu, go make a drink, come back, generate your world and log in. Then reboot the game to clear your RAM. If you have high RAM usage and a BUNCH of red text when you start the game, you're missing the UMATextures folder, and your RAM usage will never go down (tested by me and Games4Kickz on 32GB machines. Making the folder fixes it) Link to comment Share on other sites More sharing options...
Tin Posted March 8, 2018 Share Posted March 8, 2018 (edited) That's normal while it generates the UMA textures. First boot... let it get to the menu, go make a drink, come back, generate your world and log in. Then reboot the game to clear your RAM. If you have high RAM usage and a BUNCH of red text when you start the game, you're missing the UMATextures folder, and your RAM usage will never go down (tested by me and Games4Kickz on 32GB machines. Making the folder fixes it) One thing you can try is changing the uma extras to "Player" this will only allow them to be used as they spawn. Only issue doing it that way is the ppl who play will also get to choose it as a playable character skin. I didn't like that as an option though. Another thing you can do to lower the increased ram usage is take your uma folder and lower the res of all the uma's textures. Time consuming but really lowers the ram required. This works really well and you really don't lose all that much in the fidelity of them in game. Takes a bit to get it just right but my Ghouls in my mod look fine and are very light in the resources needed to have them. Edited March 8, 2018 by Tin (see edit history) Link to comment Share on other sites More sharing options...
KhaineGB Posted March 8, 2018 Author Share Posted March 8, 2018 One thing you can try is changing the uma extras to "Player" this will only allow them to be used as they spawn. Only issue doing it that way is the ppl who play will also get to choose it as a playable character skin. I didn't like that as an option though. Another thing you can do to lower the increased ram usage is take your uma folder and lower the res of all the uma's textures. Time consuming but really lowers the ram required. This works really well and you really don't lose all that much in the fidelity of them in game. Takes a bit to get it just right but my Ghouls in my mod look fine and are very light in the resources needed to have them. I left it set to zombie or none for the UMA's for the same reason, didn't want people picking them as profiles. I -may- change that for the bandits and survivors though. RAM usage normally sits around 8GB once it's done whatever it needs (tested on my 3 machines and I got Kickz to give me info too), so that doesn't seem to be a problem. I may do it anyways though because then I can just start including the UMA folder with the mod to prevent issues. Link to comment Share on other sites More sharing options...
Tin Posted March 8, 2018 Share Posted March 8, 2018 I left it set to zombie or none for the UMA's for the same reason, didn't want people picking them as profiles. I -may- change that for the bandits and survivors though. RAM usage normally sits around 8GB once it's done whatever it needs (tested on my 3 machines and I got Kickz to give me info too), so that doesn't seem to be a problem. I may do it anyways though because then I can just start including the UMA folder with the mod to prevent issues. Yeah, that's what I did. I just include the uma folder with my mod so everyone has it. Server and Clients. I hope at some point TFP adjust things, so its not needed but that's the pain we go through modding an alpha product lol Link to comment Share on other sites More sharing options...
gpcstargate Posted March 8, 2018 Share Posted March 8, 2018 Mod sounds awesome and was eager to try it! I installed and loaded up and it maxed my ram (16gb) and nothing worked. DO YOU post on the mods the same thing ... seen you on several .. saying basically the same thing I would say your system needs to checked out. 1 Link to comment Share on other sites More sharing options...
KhaineGB Posted March 8, 2018 Author Share Posted March 8, 2018 Yeah, that's what I did. I just include the uma folder with my mod so everyone has it. Server and Clients. I hope at some point TFP adjust things, so its not needed but that's the pain we go through modding an alpha product lol Well I just found out GIMP has a batch image resize plugin. So I'm having the laptop decrease all of them by 50%. Should help on file size and in the game. Link to comment Share on other sites More sharing options...
Tin Posted March 8, 2018 Share Posted March 8, 2018 Well I just found out GIMP has a batch image resize plugin. So I'm having the laptop decrease all of them by 50%. Should help on file size and in the game. Nice! I should see if Paint.Net has a pluging like that Link to comment Share on other sites More sharing options...
KhaineGB Posted March 8, 2018 Author Share Posted March 8, 2018 Nice! I should see if Paint.Net has a pluging like that Hopefully it does. Open source software usually has tons of useful plugins. Link to comment Share on other sites More sharing options...
Guppycur Posted March 8, 2018 Share Posted March 8, 2018 Katana, no because it requires the use of SDX. I'm putting off learning that until A17 drops so the SDX folks have time to patch and I have time to learn more about XML + convert the mod over. Combat axe.... MAYBE. I keep meaning to look at it, then I forget. With the axes skill, that may not be a bad idea. Legendary specials, sort-of. I don't plan to EXACTLY copy the special zombies other mods have, but I do want to make my own. There's 1 in already. Even my dumb-ass "learned" sdx, as it's pretty easy these days thanks to Sphereii and Xyth... and I quote "learned" because it really is as simple as checking a box, hitting build and then hitting play. Can it get more complicated? Sure, but not for things like adding other peoples sdx mods to your own. You should check it out, it's not going to change dramatically once a17 hits. Link to comment Share on other sites More sharing options...
KhaineGB Posted March 8, 2018 Author Share Posted March 8, 2018 I started looking at it to put the hornet back and thought my brain was leaking. Plus waiting until A17 lets me port the mod over way easier... Especially with no item id or block is numbers to worry about! Link to comment Share on other sites More sharing options...
ardacho Posted March 9, 2018 Share Posted March 9, 2018 Navezgane Greetings, how about on the Navezgane map? Great job Link to comment Share on other sites More sharing options...
KhaineGB Posted March 9, 2018 Author Share Posted March 9, 2018 New zombies and altered traders with guards and no protection work fine on navezgane You just won't get the rad zone, compo pack or new POIs Link to comment Share on other sites More sharing options...
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