Pretty sure he meant as game options and not xml modding. Of course, you knew that.Yes, it already exists. It's called XML files.
Yeah, but I meant in-game tools. Which are probably a bit more user-friendly. Would be nice to be able to generate maps with a specified amount of biomes (I'm looking at you, waterworld!).Yes, it already exists. It's called XML files.
So...bandits on seadoos is your wet dream now?Yeah, but I meant in-game tools. Which are probably a bit more user-friendly. Would be nice to be able to generate maps with a specified amount of biomes (I'm looking at you, waterworld!).
My view on this, can we realistically expect the Devs to take on a bunch of extra work and delay the next update even longer, over something the end user can already do by simply tweaking a few values in the code, which are both easily accessible and quite simple?Pretty sure he meant as game options and not xml modding. Of course, you knew that.
I saw nowhere in his post that he was expecting it in A17. But those kinds of settings are pretty standard in games that generate random worlds and, since they are just xml settings, not particularly hard to code. If I just want a map with more wasteland but otherwise vanilla settings, there is no reason I should have to wait til a modder decides to create a mod with just that in it.My view on this, can we realistically expect the Devs to take on a bunch of extra work and delay the next update even longer, over something the end user can already do by simply tweaking a few values in the code, which are both easily accessible and quite simple?
This is the sort of thing more suited to Modders, who have done similar things for many games in the past. And while it is probably impossible to preview a map out of game due to proprietary code of the RWG, it is also extremely difficult/unlikely to be made as an in-game tool due to xml files being loaded before the main menu, meaning any changes made through an in-game interface would require restarting the game unless the Devs changed the code.
The best we can probably hope for on this is if the Fun Pimps decide to make an out-of-game map previewer/editor, so that we can get a preview with the changes we make before they are applied to the XML files.
I think one of my first posts here was "Where are the spears and shields?" Now I want stop sign and/or trash can models for those shields if/when we get two hands to use rather than just one or both, but I'm still waiting on an official spear.So quick question, why no spears? It's the tool that put us ahead of most predators, it was used to keep teeth and claws away from hunters and could also be used for range. One of the our most primitive and most effective tools yet not included. I figure there must be a reason just wondering why?
Understood, I was looking at recent posts. Its all good man.
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Health bars rock for stupid regenning zeds. If they remove regen I might prefer no health bars.
What I suggested was that a modder might make a GUI to edit the XML values for terrain % of map. And that until that happens it is very simple to find your XML files and change the values manually. As you say, not particularly hard to code so why are you saying you would have to wait for a modder to make the exact map you want? Clearly you misunderstood what I typed.I saw nowhere in his post that he was expecting it in A17. But those kinds of settings are pretty standard in games that generate random worlds and, since they are just xml settings, not particularly hard to code. If I just want a map with more wasteland but otherwise vanilla settings, there is no reason I should have to wait til a modder decides to create a mod with just that in it.
I think I saw in a recent video from one of the devs, in their Alpha 17 test build they have a command to reload xmls during testing. I'm not sure if this will be extended to the game, but the function exists on their end.And also that in 7 Days To Die the XMLs are loaded in before the main menu and they don't respond to making changes in real time. That means that changing the way XMLs are loaded to enable real time changes would require a significant amount of recoding, and is not something that is likely to ever happen in this game.
HallelujahHow's this for hope?
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At the very least it should be a console command. Whether or not we get a hot key for it is another question. There was mention of a "hot key editor" being added/improved so maybe?I think I saw in a recent video from one of the devs, in their Alpha 17 test build they have a command to reload xmls during testing. I'm not sure if this will be extended to the game, but the function exists on their end.
Thanks RolandHow's this for hope?
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The Fun Pimps are 100% committed to the longevity of this game being accomplished through user made content.
In Pimps We Trust
How's this for hope?
![]()
![]()
![]()
The Fun Pimps are 100% committed to the longevity of this game being accomplished through user made content.
In Pimps We Trust
If they go the height map route then the possibilities are pretty Damn nice.So... will be able to load Navezgane with the editor and modify it? More accurately, could we copy Navezgane or some other custom map and make a new world based off of it?
It would be interesting if they could also allow us to make a "link" from one custom map to another. Imagine getting together for a "dungeon crawl" with friends where each person contributes a portion of the overall map.If they go the height map route then the possibilities are pretty Damn nice.