Recent content by White-Gandalf

  1. White-Gandalf

    Stability calculation buggy on building upwards

    The coloration shows the "real" bug, which is, in fact, "an issue with the stability itself". Thus, to make it absolutely clear: The structure shows wrong reaction to what the player is doing. First, while building upwards, the stability is not updated to show its weakened state according to the...
  2. White-Gandalf

    rifle shots impart absurd velocity on small animals

    To correct this issue using a modlet, raise the X in the following expression... <set xpath='entity_class[@name="whatever-you-want-to-clear-of-exaggerated-ragdolls"]/property[@name="Mass"]/@value'>X</set> The ragdoll speed is determined by the ratio: "attack of the weapon or ammo" divided-by...
  3. White-Gandalf

    (2.0, 2.1, 2.2, 2.3.,2.4) Not a bug. However, I do not remember zombie dogs being this terrible after 1.9. in Insane difficulty and Insane Nightmare.

    This looks like a settings problem: If you want to be able to defeat any enemy on day 1 with bare fists in the hardest areas, you are obliged to set the difficulty and speed to minimum. If you are looking for a real challenge with high difficulty, lightning fast enemies and then going into the...
  4. White-Gandalf

    Zombie spawn diminishing after long play time

    I experienced this behavior with vanilla as well as with spawn boost mods. I don't see a difference. The spawn boosts i use for random spawns set the "maxcount" numbers in "spawning.xml" to multiples of the vanilla setting. In my current playthrough (watchable on my VODs on twitch), i started...
  5. White-Gandalf

    Zombie spawn diminishing after long play time

    After long play times - usually after more than 100 hours in a game -, zombie random spawns always diminish until they reach zero. This diminishing occurs on two different scales: Locally on chunks often visited, and globally at a smaller scale. It applies to random zombie spawn as well as to...
  6. White-Gandalf

    How to make "read" icon change into "open" state?

    Tested: "Unlocks" does not work, at least not in the case of a book developing a skill (alias perk), when i define that skill as the "Unlocked" attribute. I'm working on fine tuning the "Learn By Doing Returns" Mod (from izPrebuilt). This has a bunch of skill books for action skills. Maybe i...
  7. White-Gandalf

    How to show Cvar value inside of a label in XUI/windows.xml?

    What is "NCalc" and how would it be used in 7DTD xmls? (Not getting a single match on a global search across all xmls of the game and mods)
  8. White-Gandalf

    Zombie Melee Attack Reach

    Maybe... Just maybe... Something more like a thing between the ridiculous laughable ■■■■ at hand and the ridiculous laughable nonsense of this proposal? Something not just as idiotic binary than those two approaches? Something with a value right in between zero and infinity? Just asking for a...
  9. White-Gandalf

    How to show Cvar value inside of a label in XUI/windows.xml?

    Would be interested in making custom skillpoints-to-next-level visible in the Skill List for a Learning-by-Doing mod. From what i see in the examples so far, there is a hard coded game mechanic that binds certain implicitely given lists to certain variable names that are used in "windows.xml"...
  10. White-Gandalf

    Can you point in to how to do a command but on a item.

    For actions on items: Use the buff system! It works in every xml, not just in "buffs.xml", and you can attach "triggered_effect" on every item. Take a look at the vanilla "items.xml"! Take any example with an "effect_group" with a "triggered_effect" in it! You can use whatever the game engine...
  11. White-Gandalf

    How to make "read" icon change into "open" state?

    Hallo modders, i want to make a last fine tuning for a mod from another person that i corrected and perfected so far. One of the last remaining issues is the "read" icon in the edge of custom book icons that keeps showing up in the "unread" state for all custom skill books of that mod after...
  12. White-Gandalf

    1100 Zombies in the first horde night - is this really meant to be?

    It's real fun (for me) to have survived those hordes in v2.3. Despite exceptionally close to collapse in the first, and still far from "with enough reserve" in the second horde. The audience seems to like those outcomes, too. I play in insane / 90min day / 8 h night with Server side zombies...
  13. White-Gandalf

    1100 Zombies in the first horde night - is this really meant to be?

    Hallo survivers! The Release Version 2.3 brought some interesting twists. One of them is the "neverending story" of the horde nights. This resulted in experiences of about 1100 Zombies killed in the first and 1300 in the second horde night. Of course with an appropriate mass of loot bags. For...
  14. White-Gandalf

    Stability calculation buggy on wide spread structures

    Stability calculation is drastically buggy if the structure in construction is extended over wide areas. If, for example, you build with wood blocks, every surface area of a voxel should have the glue to hold 8 other wood blocks. If you then bundle the glue of the 4 sides of a wood voxel into...
  15. White-Gandalf

    Limitation of Enemies to 30 in Horde Nights

    "scaling" is a mechanism which the funpimps implemented in release version 1.3 (if i remember correctly) to mitigate performance issues on consoles. They did so by ... 1. hard coding the maximum enemies alive over all to 30, and 2. by punishing those who resisted to abide by scaling up the...
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