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Darkness Falls: They mostly come out at night...

Okay, ignore the 1.6 rwgmixer file. That's not going to be used anymore.

Hardcore mode I need to update, but the game STARTS you at 0,0 for spawn point and removes the day from under the compass. So the only way to know what day it is would be via vending machine or trader, AND you start in the wasteland.

I need to re-patch that file for clients and servers. :)

Regarding the spikes, that would be in recipes.xml for how much they cost to craft, so easy to change and you only need to do it server-side if you want to do that. :)

EDIT: You can remove the day manually if you like. I can tell you the bit of code that controls that. Again, would only have to be a server-side modification.

 
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Okay, ignore the 1.6 rwgmixer file. That's not going to be used anymore.
Hardcore mode I need to update, but the game STARTS you at 0,0 for spawn point and removes the day from under the compass. So the only way to know what day it is would be via vending machine or trader, AND you start in the wasteland.

I need to re-patch that file for clients and servers. :)

Regarding the spikes, that would be in recipes.xml for how much they cost to craft, so easy to change and you only need to do it server-side if you want to do that. :)

EDIT: You can remove the day manually if you like. I can tell you the bit of code that controls that. Again, would only have to be a server-side modification.
Not showing a day would be awesome, the timer is already gone which I love, and ye, I found it in the recipes.xml, set cost to 150 each :p

How would I go about to hide the day?

 
Not showing a day would be awesome, the timer is already gone which I love, and ye, I found it in the recipes.xml, set cost to 150 each :p How would I go about to hide the day?
Okay, huge info dump incoming for you. :) I'll include all 3 spikes just in-case you missed one.

Recipes.xml

Code:
<recipe name="scrapIronLogSpike4" count="1"> <!-- trap -->
<ingredient name="scrapIron" count="40"/>
</recipe>

<recipe name="trapSpikesNew" count="1"> <!-- trap -->
<ingredient name="wood" count="20"/>
</recipe>

<recipe name="woodLogSpike1" count="1"> <!-- trap -->
<ingredient name="wood" count="15"/>
</recipe>
Loot.xml - This changes the minibike storage back to 32 slot.

Code:
<!-- minibike storage -->
<lootcontainer id="62" count="0" size="4,8" sound_open="UseActions/open_shopping_basket" open_time="0" sound_close="UseActions/close_shopping_basket" loot_quality_template="baseTemplate">
</lootcontainer>
Windows.xml under windowCompass. Delete this to remove the day (you may only need to delete the label part)

Code:
<sprite pos="200,-60" sprite="" color="255,255,255,255" globalopacitymod="1.8">
<label depth="6" width="300" height="30" pos="0,24" text="{daytitle}: {day|always}" font_size="28" pivot="center" effect="outline" upper_case="true" justify="center"/>
</sprite>
That should do it. :)

 
Okay, huge info dump incoming for you. :) I'll include all 3 spikes just in-case you missed one.
Recipes.xml

Code:
<recipe name="scrapIronLogSpike4" count="1"> <!-- trap -->
<ingredient name="scrapIron" count="40"/>
</recipe>

<recipe name="trapSpikesNew" count="1"> <!-- trap -->
<ingredient name="wood" count="20"/>
</recipe>

<recipe name="woodLogSpike1" count="1"> <!-- trap -->
<ingredient name="wood" count="15"/>
</recipe>
Loot.xml - This changes the minibike storage back to 32 slot.

Code:
<!-- minibike storage -->
<lootcontainer id="62" count="0" size="4,8" sound_open="UseActions/open_shopping_basket" open_time="0" sound_close="UseActions/close_shopping_basket" loot_quality_template="baseTemplate">
</lootcontainer>
Windows.xml under windowCompass. Delete this to remove the day (you may only need to delete the label part)

Code:
<sprite pos="200,-60" sprite="" color="255,255,255,255" globalopacitymod="1.8">
<label depth="6" width="300" height="30" pos="0,24" text="{daytitle}: {day|always}" font_size="28" pivot="center" effect="outline" upper_case="true" justify="center"/>
</sprite>
That should do it. :)
Damn, thanks a lot for the help! Apparently steam servers decided to die on me, but I tested it offline and it works flawlessly! I also took the liberty to increase headshot multiplier inside items.xml as well as increase zombie hp in the entityclasses files, thats when I noticed that the behemoth has been cut off, is it possible to just delete the comment marks and make it active?

 
Behemoth has extra entries further on.

The commented out one is the default one TFP put in. The model is completely broken (no hitbox).

So I did 2 of my own. ;)

 
Yeeeeeeah... I kinda added a LOT of zombies so it breaks the menu. :)

Use the spawnentity command in the console. It'll tell you YOUR entity number, and then list all entities.If my memory is correct, you want 236 for the female one, 237 for the radiated female one and 259 for the male.

 
I figured that was a good compromise since the proper behemoth doesn't work :D

EDIT: And aside from UI, this is what I've been working on.

 
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Animation/Pathing will be a little bit choppy because it's using imported animations rather than the ones built into the game. :) Kind annoying, but it's something on my "fix in the future when I have more experience" pile.

Problem I've noticed with the hornets is you sometimes have to spawn about 4 or 5 of them to get the buggers to show up. Don't worry, they WILL find you in-game because I keep having people complain about them. :D

As for the hornet through the door... they aren't supposed to do that... but that was pretty funny!

 
Ye, kinda my own fault, I spawned it but couldn't find it, ran inside the house and.. there he was!

Also I've done some changes to the settings, I increased the zombie block damage by tripling their damage (leaving behemoth alone!), tripling their health and tenfolding headshot damage, the hp and damage against zombies is fine. However their damage against the blocks were way to high, there is simply no way to survive day 7. So I'm thinking that maybe we shouldn't do anything to make the horde nights harder? What exactly have you done with the mod, to make the horde nights harder? Cause we had like 3 rad zombies the first night as well.

 
I made my own horde gamestages.

What you could do is go into the gamestage file and set maxzombies to 256 and maxalive to 64. That'll give you a LOT of zombies. :)

You could also swap out any group that says ZombiesNight with ZombiesFeralNight.

Most people tend to be around Gamestage 50 on Horde night, and these are the first few gamestages for hordes.

Code:
<gamestage stage="1"><spawn group="ZombiesNight" num="1" maxAlive="50"/></gamestage>
<gamestage stage="25"><spawn group="ZombiesNight" num="20" maxAlive="50" duration="2"/><spawn group="ZombiesNight" num="20" maxAlive="50" duration="2"/><spawn group="ZombiesNight" num="20" maxAlive="50" duration="2"/><spawn group="ZombiesNight" num="55" maxAlive="50"/></gamestage>
<gamestage stage="50"><spawn group="ZombiesNight" num="20" maxAlive="50" duration="2"/><spawn group="ZombiesNight" num="20" maxAlive="50" duration="2"/><spawn group="ZombiesNight" num="20" maxAlive="50" duration="2"/><spawn group="ZombiesNight" num="55" maxAlive="50"/></gamestage>
<gamestage stage="75"><spawn group="ZombiesNight" num="24" maxAlive="50" duration="3"/><spawn group="ZombiesNight" num="24" maxAlive="50" duration="3"/><spawn group="ZombiesNight" num="24" maxAlive="50" duration="3"/><spawn group="ZombiesNight" num="104" maxAlive="50"/></gamestage>
<gamestage stage="100"><spawn group="ZombiesNight" num="24" maxAlive="50" duration="3"/><spawn group="ZombiesNight" num="24" maxAlive="50" duration="3"/><spawn group="ZombiesNight" num="24" maxAlive="50" duration="3"/><spawn group="ZombiesNight" num="104" maxAlive="50"/></gamestage>
 
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I made my own horde gamestages.
What you could do is go into the gamestage file and set maxzombies to 256 and maxalive to 64. That'll give you a LOT of zombies. :)

You could also swap out any group that says ZombiesNight with ZombiesFeralNight.

Most people tend to be around Gamestage 50 on Horde night, and these are the first few gamestages for hordes.

Code:
<gamestage stage="1"><spawn group="ZombiesNight" num="1" maxAlive="50"/></gamestage>
<gamestage stage="25"><spawn group="ZombiesNight" num="20" maxAlive="50" duration="2"/><spawn group="ZombiesNight" num="20" maxAlive="50" duration="2"/><spawn group="ZombiesNight" num="20" maxAlive="50" duration="2"/><spawn group="ZombiesNight" num="55" maxAlive="50"/></gamestage>
<gamestage stage="50"><spawn group="ZombiesNight" num="20" maxAlive="50" duration="2"/><spawn group="ZombiesNight" num="20" maxAlive="50" duration="2"/><spawn group="ZombiesNight" num="20" maxAlive="50" duration="2"/><spawn group="ZombiesNight" num="55" maxAlive="50"/></gamestage>
<gamestage stage="75"><spawn group="ZombiesNight" num="24" maxAlive="50" duration="3"/><spawn group="ZombiesNight" num="24" maxAlive="50" duration="3"/><spawn group="ZombiesNight" num="24" maxAlive="50" duration="3"/><spawn group="ZombiesNight" num="104" maxAlive="50"/></gamestage>
<gamestage stage="100"><spawn group="ZombiesNight" num="24" maxAlive="50" duration="3"/><spawn group="ZombiesNight" num="24" maxAlive="50" duration="3"/><spawn group="ZombiesNight" num="24" maxAlive="50" duration="3"/><spawn group="ZombiesNight" num="104" maxAlive="50"/></gamestage>
Ah awesome, won't maxzombies 256 get a bit laggy tho? What happens if I increase horde night zombies in the default server config file to be 64 (max), and max amount of zombies to 80? Will it affect the zombies at all or not?

 
MaxAlive just helps fix the "trickle". Num is what determines how many turn up and the server settings ALWAYS take precedent over the gamestage settings. :)

So if you set it to 32, that's what you'll get no matter what I put in the gamestage file.

 
Alright cool, I put it to 16 this time, we'll see what happens on day 7 :p We just wiped, found a house but regarded it a bit as cheating, it had a vault door down in the basement with concrete and 2 forges, felt like jumping instantly to day 7 progress on the first day.

We've been trying to find a seed with mountain walls, we'd love to build straight into one and have our base there, but we cant seem to find any nice mountains so far.

 
I found a typo in the gamestage.xml for one the of zombies. It's in every entry for that entity.

<entity name="ZUMABuisnesswoman" />

I've been tinkering in the gamestage.xml as well. The last couple of horde nights on my dedicated had some serious server lag (CPU utilization stayed around 60%, and RAM used was 9GB out of 16GB). It "seems" like it happens when the bears show up. For now, I've lowered maxspawned to 40, however, the 7 Days server console was throwing some weird errors (I didn't capture them) regarding writing back to the save game location.

Edit question: What is the duration value? I'm seeing values from 1-3.

Also, I'm able to craft titanium bars (not forged titanium, the bars for like windows and such) in the advanced forge without learning the titanium recipe (I'm not level 150 or whatever). I think I got the bar recipe from one of the masteries.

Anyway, the group is having fun with Darkness Falls. :) Running over entities with the minibike is one of the salient features. ;)

 
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MaxAlive just helps fix the "trickle". Num is what determines how many turn up and the server settings ALWAYS take precedent over the gamestage settings. :)
So if you set it to 32, that's what you'll get no matter what I put in the gamestage file.
Would you know how to edit the rwgmixer to generate more hills? Really looking forward to building straight into a mountain, last time we did that we had a really bad mountain. We're looking for something like

however if it was even steeper we'd be really happy, think the canyon on navezgane :p
 
I found a typo in the gamestage.xml for one the of zombies. It's in every entry for that entity.
<entity name="ZUMABuisnesswoman" />

I've been tinkering in the gamestage.xml as well. The last couple of horde nights on my dedicated had some serious server lag (CPU utilization stayed around 60%, and RAM used was 9GB out of 16GB). It "seems" like it happens when the bears show up. For now, I've lowered maxspawned to 40, however, the 7 Days server console was throwing some weird errors (I didn't capture them) regarding writing back to the save game location.

Edit question: What is the duration value? I'm seeing values from 1-3.

Also, I'm able to craft titanium bars (not forged titanium, the bars for like windows and such) in the advanced forge without learning the titanium recipe (I'm not level 150 or whatever). I think I got the bar recipe from one of the masteries.

Anyway, the group is having fun with Darkness Falls. :) Running over entities with the minibike is one of the salient features. ;)
It's entirely possible I'm just dumb and don't know how to spell. ;)

Don't lower the maxspawned. Lower the amount of zombies that the server decides can be spawned as that is what ultimately controls horde nights. You can test this yourself by setting 8 as the max, then 16, 32, etc. I think TFP said 32 gets really, really laggy.

Not 100% sure on the duration value, but that gamestage file is an edited version of Guppy's Trickle Fox, so if anyone knows... it will definitely be him.

Will check the bars. That should absolutely be perk-locked, though I may have allowed it for construction and miner. I need to check that.

Would you know how to edit the rwgmixer to generate more hills? Really looking forward to building straight into a mountain, last time we did that we had a really bad mountain. We're looking for something like

Try messing around with frequency and power. That will take a LOT of restarts and world generating though.

 
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