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A16 - Medieval Mod (SDX)


Guppycur

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A bit of gui modification I did to add % and numbers for stats. Thought I would share these for anyone interested in that sort of thing.

 

This is from Data/Config/XUi/windows.xml

 

<!-- QUEST DETAILS -->
<window name="windowOut" anchor="LeftBottom" style="time.window" controller="CompassWindow">
	<rect name="position" pos="0,63">
		<texture style="time.window.compass.texture" name="compassTexture" rect_size="0.25,1" rect_offset=".8,0" />
		<texture name="ItemBG2" depth="1" size="300,200" texture="[lefttop]" material="Materials/Transparent Colored" pos="-75,135" />
		<texture name="Itemday" depth="1" size="20,20" texture="[day]" material="Materials/Transparent Colored" pos="30,75" />
		<texture name="Itemlevel" depth="1" size="20,20" texture="[level]" material="Materials/Transparent Colored" pos="30,0" />
		<label depth="5" pos="18,83" width="100" height="30" text="{day|always}" font_size="30" effect="outline" upper_case="true" justify="center" />
		<label depth="5" pos="18,58" width="150" height="60" text="{time|always}" font_size="60" effect="outline" upper_case="true" />
		<label depth="10" name="levelNumber" pos="18,3" width="100" height="30" text="{playerlevel}" font_size="30" effect="outline" upper_case="true" justify="center" color="[white]" controller="PlayerStatsWindow" />
		<rect depth="10" width="208" height="25" pos="0,100" controller="PlayerStatsWindow">
			<sprite depth="3" pos="60,33" name="BarContent" atlas="ItemIconAtlas" sprite="sdx-stat" color="52,137,167" type="filled" filldirection="vertical" height="46" width="46" fill="{playerwaterfill}" globalopacitymod="2" />
			<sprite depth="4" name="windowIcon" size="20,20" pos="73,12" sprite="ui_game_symbol_water" color="[white]" foregroundlayer="true" />
               <!-- Added water text display to HUD here, also adjusted icons for water/food down to compensate -->
               <label depth="10" pos="33,30" width="100" height="20" text="{playerwater}%" font_size="20" effect="outline" upper_case="true" justify="center" />
		</rect>
		<rect depth="10" width="208" height="25" pos="0,75" controller="PlayerStatsWindow">
			<sprite depth="3" pos="107,38" name="BarContent" atlas="ItemIconAtlas" sprite="sdx-stat" color="52,174,86" type="filled" filldirection="vertical" height="46" width="46" fill="{playerfoodfill}" globalopacitymod="2" />
			<sprite depth="4" name="windowIcon" size="20,20" pos="120,18" sprite="ui_game_symbol_fork" color="[white]" foregroundlayer="true" />
               <!-- Added food text display to HUD here, also adjusted icons for water/food down to compensate -->
               <label depth="10" pos="80,35" width="100" height="20" text="{playerfood}%" font_size="20" effect="outline" upper_case="true" justify="center" />
		</rect>
		<rect depth="10" width="208" height="25" pos="0,50" controller="HUDStatBar" stat_type="Stamina" visible="{statvisible}">
			<sprite depth="3" pos="132,20" name="BarContent" atlas="ItemIconAtlas" sprite="sdx-stat" color="0,0,255" type="filled" filldirection="vertical" height="46" width="46" fill="0" globalopacitymod="2" />
			<sprite depth="4" name="Icon" atlas="{staticonatlas|once}" sprite="{staticon|once}" color="[white]" size="20,20" pos="145,5" foregroundlayer="true" />
               <!-- Added Stamina current/max text to HUD -->
               <label depth="10" pos="160,5" width="100" height="20" text="{statcurrentwithmax}" font_size="20" effect="outline" upper_case="true" justify="center" />
		</rect>
		<rect depth="10" width="208" height="25" pos="0,25" controller="HUDStatBar" stat_type="Health" visible="{statvisible}">
			<sprite depth="3" pos="131,-5" name="BarContent" atlas="ItemIconAtlas" sprite="sdx-stat" color="[red]" type="filled" filldirection="vertical" height="46" width="46" fill="0" globalopacitymod="2" />
			<sprite depth="4" name="Icon" atlas="{staticonatlas|once}" sprite="{staticon|once}" color="[white]" size="20,20" pos="143,-18" foregroundlayer="true" />
               <!-- Added Health current/max text to HUD -->
		    <label depth="10" pos="158,-18" width="100" height="20" text="{statcurrentwithmax}" font_size="20" effect="outline" upper_case="true" justify="center" />
           </rect>
	</rect>
</window>
<!-- OUT -->
<window name="windowIn" anchor="LeftBottom" style="time.window" controller="CompassWindow">
	<rect name="position" pos="0,63">
		<texture style="time.window.compass.texture" name="compassTexture" rect_size="0.25,1" rect_offset=".8,0" />
		<texture name="ItemBG2" depth="1" size="300,200" texture="[lefttop]" material="Materials/Transparent Colored" pos="-75,135" />
		<texture name="Itemday" depth="1" size="20,20" texture="[day]" material="Materials/Transparent Colored" pos="30,75" />
		<texture name="Itemlevel" depth="1" size="20,20" texture="[level]" material="Materials/Transparent Colored" pos="30,0" />
		<label depth="5" pos="18,83" width="100" height="30" text="{day|always}" font_size="30" effect="outline" upper_case="true" justify="center" />
		<label depth="5" pos="18,58" width="150" height="60" text="{time|always}" font_size="60" effect="outline" upper_case="true" />
		<label depth="10" name="levelNumber" pos="18,3" width="100" height="30" text="{playerlevel}" font_size="30" effect="outline" upper_case="true" justify="center" color="[white]" controller="PlayerStatsWindow" />
		<rect depth="10" width="208" height="25" pos="0,100" controller="PlayerStatsWindow">
			<sprite depth="3" pos="60,33" name="BarContent" atlas="ItemIconAtlas" sprite="sdx-stat" color="52,137,167" type="filled" filldirection="vertical" height="46" width="46" fill="{playerwaterfill}" globalopacitymod="2" />
			<sprite depth="4" name="windowIcon" size="20,20" pos="73,12" sprite="ui_game_symbol_water" color="[white]" foregroundlayer="true" />
               <!-- Added water text display to HUD here, also adjusted icons for water/food down to compensate -->
               <label depth="10" pos="33,30" width="100" height="20" text="{playerwater}%" font_size="20" effect="outline" upper_case="true" justify="center" />
		</rect>
		<rect depth="10" width="208" height="25" pos="0,75" controller="PlayerStatsWindow">
			<sprite depth="3" pos="107,38" name="BarContent" atlas="ItemIconAtlas" sprite="sdx-stat" color="52,174,86" type="filled" filldirection="vertical" height="46" width="46" fill="{playerfoodfill}" globalopacitymod="2" />
			<sprite depth="4" name="windowIcon" size="20,20" pos="120,18" sprite="ui_game_symbol_fork" color="[white]" foregroundlayer="true" />
               <!-- Added food text display to HUD here, also adjusted icons for water/food down to compensate -->
               <label depth="10" pos="80,35" width="100" height="20" text="{playerfood}%" font_size="20" effect="outline" upper_case="true" justify="center" />
		</rect>
		<rect depth="10" width="208" height="25" pos="0,50" controller="HUDStatBar" stat_type="Stamina" visible="{statvisible}">
			<sprite depth="3" pos="132,20" name="BarContent" atlas="ItemIconAtlas" sprite="sdx-stat" color="0,0,255" type="filled" filldirection="vertical" height="46" width="46" fill="0" globalopacitymod="2" />
			<sprite depth="4" name="Icon" atlas="{staticonatlas|once}" sprite="{staticon|once}" color="[white]" size="20,20" pos="145,5" foregroundlayer="true" />
               <!-- Added Stamina current/max text to HUD -->
               <label depth="10" pos="160,5" width="100" height="20" text="{statcurrentwithmax}" font_size="20" effect="outline" upper_case="true" justify="center" />
		</rect>
		<rect depth="10" width="208" height="25" pos="0,25" controller="HUDStatBar" stat_type="Health" visible="{statvisible}">
			<sprite depth="3" pos="131,-5" name="BarContent" atlas="ItemIconAtlas" sprite="sdx-stat" color="[red]" type="filled" filldirection="vertical" height="46" width="46" fill="0" globalopacitymod="2" />
			<sprite depth="4" name="Icon" atlas="{staticonatlas|once}" sprite="{staticon|once}" color="[white]" size="20,20" pos="143,-18" foregroundlayer="true" />
               <!-- Added Health current/max text to HUD -->
               <label depth="10" pos="158,-18" width="100" height="20" text="{statcurrentwithmax}" font_size="20" effect="outline" upper_case="true" justify="center" />
		</rect>
	</rect>
</window>
<!-- IN -->

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Nice Idea, this Mod sounds nice. But i played it on my server, it is now not playable. Too many hordes, too many opponents. I build a house and nearly every 20 minutes 10-20 Goblins. I gave me with admin rights the nail gun, i killed the goblins and the area is hazard and the hazard is spreading. I tried to clean it with the admin Tool and no chance, all is hazard now... Sorry, how should that work for my members without admin tools... Maybe this spreading can be turned off? Then i would play again.

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Hi Hagi,

 

Craft some purge crystals at the Alchemy bench and place them around the blighted areas to get rid of it. There are 3 types and the red is the strongest and largest cleaning area.

 

Another alternative is to install the Medieval Mod - EmuBranch from the Mod Launcher and play that version which currently has the blight disabled and a bunch of new fixes and features!

 

Cheers!

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Hi Hagi,

 

Craft some purge crystals at the Alchemy bench and place them around the blighted areas to get rid of it. There are 3 types and the red is the strongest and largest cleaning area.

 

Another alternative is to install the Medieval Mod - EmuBranch from the Mod Launcher and play that version which currently has the blight disabled and a bunch of new fixes and features!

 

Cheers!

 

Thanks for the reply - I have my own root server, how can i install a server without blight?

Edited by Hagi (see edit history)
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The blight problem will always be there unless you deal with it properly as I described to you before ^_^

 

Ok, i found the Server Version of the Medieval Mod - EmuBranch under https://gitlab.com/Medieval/EmuBranch and https://gitlab.com/Medieval/EmuBranchDedicated

 

I will try that version today. Thanks for your help.

Edited by Hagi (see edit history)
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  • 2 weeks later...

Just started playing a couple of days ago and so far, so awesome! Quite a refreshing change from the standard zombie playthrough. Can't wait to see where this goes.

 

Just curious though, I see all these stone hands with swords through the palm. What's up there? Is this something that is yet to be implemented? Perhaps a temple for alchemy?

 

My wife just saw her first pair of juggernauts tonight and nearly cost me my hearing! :distrust: Great mod! Keep up the good work.

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The orc biome is 6 K to the north, the spooky Forest is 8 K to the South, the crystal biomes are on the east and west edges, and the towns people are attacking you because you keep breaking into their houses and stealing their ♥♥♥♥.

 

Blight will come when you least want it to. =)

Edited by Guppycur (see edit history)
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Travel, and get your gamestage up. The southern biome (spooky forest) is guaranteed to spawn goblin shaman, which have the "Slow blight". Go to ANY border (what one used to call the radiation zone) and you'll be in Blighted Lands, where the necromancers will carry the "Fast blight".

 

The likeliest way to get blight to your base is to get your gamestage sufficient enough to get shaman and necro's in your wandering hordes.

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No, we purposely left that to discovery because it's just more fun that way... I will say that crafting options will not even show up unless you're in the specific workbench. So just go with what makes sense.

 

Adreden has by far the most YouTube videos on the mod, as well as tutorial vids, if that helps... Well, English videos; there are several Japanese streamers who are killing it in this mod...

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Hey guys, new to modding 7D2D on Mac so please forgive me but I am running across an issue on my wife's Mac where the game loads the mod but no medmod screen loads up and fails: https://pastebin.com/FwZLGmtz 97990357_ScreenShot.thumb.jpg.b8bd25fa2bf5ee49d2e58feb44e00400.jpg This is happening on a fresh install of both 7D2D (after complete file removal) and redownloading the mod from GitHub. I am looking for suggestions outside of the usual "play on a (insert platform other than macOS here)" commentary though agreeable to say the least lol

 

Outside of the above issue, this mod is amazing and I love seeing the work being put into this. Still learning the ins and outs but the mod is our favorite!

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