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Subquake's Undead Legacy

looks absolutely awesome. Dude, good job. Can't wait, question, i just downloaded someone's 90 slot backpack mod is there anyway you can include a larger backpack for this ui? im not sure what you would have to change, but would be pretty cool to use yours, to be honest, when this releases id use it over the 90 slot backpack anyway just because of how awesome it looks lol. Just a thought man, keep it up, Wow.
Thanks! About the backpack size: It's why I increased the minibike storage size to OP levels, because I don't want to introduce any dll changes or scripts with this mod outside of xml scope, since my main goal is to have the mod be friendly for multiplayer environment, that allows EAC Anticheat usage (yes it's crappy and doesn't protect much against Chinese hackers, but at least it's something). We will just have to wait when the devs release various size backpacks later on down the road and stick with the minibike storage being expanded (late game hoarding).
Also Madmole talked about having a craftable motorbike at some point in the future, so I will adjust the storage later on as well, so that minibike will have 2x smaller inventory compared to the motorbike whenever it's coming out.

Please make the Storage chests and food/ammo/guns/building/meds etc storage at least 10x9 bigger if possible :D
Containers, that take up 2 block space will have more slots than those, who take up 1 block space, because I think that's just reasonable balancing. So Gun Safes and Fridges will have the most slots. (compared to Fallout 4, where a small lunchbox can contain all the loot you can carry if you wish). However if there will be many of you guys, that will want supply crates and other containers to have the same slot amount as a gun safe, I'll change that.

Out of curiosity could you do it so that you don't need to put your items in storage chests after looting? Like say you looted 15 splints and 10 bandages, you just click on an medical storage container and they automatically go in? It might save people hours of shifting and organizing.
I don't think its possible with current xml modding capabilities. With editing some core files maybe (dll mod with a script), but that would be a different kind of mod and then there would be no guarantee of it to work on a dedicated server, plus you would have to disable EAC Antichieat and I don't want that.
 
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any eta yet? I have a server waiting for wipe ready for your edition lol
Server shouldn't require a wipe for the UI part of the mod.
About ETA, ehh, when it's ready. Still haven't had time to catch up. Being a grownup has its downsides because of RL :p

 
Working on a mod and interesting in mergeing this into it. what is status of your mod? Also anyway see code early? Im building off of Valmod and want to expand it. and forseeable ID and code conflict?

 
Working on a mod and interesting in mergeing this into it. what is status of your mod? Also anyway see code early? Im building off of Valmod and want to expand it. and forseeable ID and code conflict?
I'm using powershell scripts to code the "core" of the mod. UI however is done through powershell scripts too, but I'm injecting blocks of xml code for the UI instead of generating the tags like for the core mod features.

Here are some screenshots:













And here's how one function looks for the script, specifically addItem function, that ads general item to the game:

http://i.imgur.com/VLblR9r.png

About item IDs, the script generates them automatically, but in a controlled manner and I can define the boundaries before generating the item xml code.

I chose this way of making the mod instead of hand writing the code, because I was tired of finding and replacing the code directly and manually by hand whenever a new version of the game comes out. This way however I only need to worry if they remove certain item/block of the game or change their name and I have to adjust the names and that's it.

About anyone else, that's been waiting for the UI, I will resume making this any day now.

 
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I am not an admirer of this style, but I like the Quality with which You do it! :)

 
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Looks really cool! I will test it out for sure once it's public. Also, I don't know if this is feasible, but would you be able to make multiple color schemes? It seems like you use the same few colors for the whole thing, which makes me think it wouldn't be too hard. I think having a few colors presets would make it appeal to a larger audience.

 
Looks really cool! I will test it out for sure once it's public. Also, I don't know if this is feasible, but would you be able to make multiple color schemes? It seems like you use the same few colors for the whole thing, which makes me think it wouldn't be too hard. I think having a few colors presets would make it appeal to a larger audience.
I was thinking about doing that, which is why I am using global color variables, that are easily adjustable. Exception is the border glow colors. I need to color them in a drawing program (using paint.net and gimp). Sadly currently am occupied with passing my classes at university, since the semester is ending soon, so sorry about the inactivity.

 
Your UI looks really unique and cool. Where is the download link?

Not to be a stickler but another modder just got in trouble for posting information in the Mod forums and it not being a Mod people can download and use. If people can not download it then its not a Mod its just pictures of your game and doesn't belong in the Modding Forums. Don't get me wrong your stuff looks awesome but until its able to be downloaded by others it shouldn't be posted in the Mod Forums because it leads to confusion and frustration when players have to read through pages of a thread in the Mod Forums only to find out its not a Mod.

 
I'm sorry to say, but it's not done and won't be for a while, because it's not a small mod nor a compilation of mods, it grew into quite a big project and I really wanted to contribute to the community, however real life got in the way and currently I have to devote some time on my university studies and had to put side projects aside.

That doesn't mean I am abandoning the project, but more like postponed further development. I hope you understand.

 
@Subquake: I saw you posting in the A16 bug reports thread. Any news here on this project? Maybe you can share your files on github, so that other people can work on the mod, too.

 
@Subquake: I saw you posting in the A16 bug reports thread. Any news here on this project? Maybe you can share your files on github, so that other people can work on the mod, too.
Actually yes, but I was intentionally not posting anything on this thread, because I wanted to post only when I'm confident to release it for download.
But since you have asked, then here's some progress update:

Added a new workstation: Tool Bench, that is a workbench, that has tool slots on it. Currently used to craft ammo by using special tools such as Bullet Reloading Press and Hydraulic press to make bullet casings. Default ammo recipes removed from workbench.

Added tool slots for chemistry station, because I plan to have tools. Added Mortar And Pestle tool for making paint and plan to add a molecular analyzer tool for making antibiotics.

Added even more items (40+ on top of what I had), reintroduced molds - specifically for bullet making at the moment, because different bullet diameters can't have same size bullet tips. Too much to list, so here's a pic: http://i.imgur.com/XQWhv0N.png

All the new organic related items such as food can be scrapped into organic waste, that can be used into crafting fertilizer. I will also go through the default ingame food items to make them scrap able as well.

I've completed the first iteration of implementing all the new items within the loot.xml and rebalanced some of the existing loot probabilities, since I was unhappy to see, that most loot containers had a chance to get from 0 to 2 items, and most of them I changed: 1 to 3 items to also compensate the increased influx of new items, that can be gained.

Currently I am working on adding recipes, that will integrate all the new items in the game, once it's done, I will pass the mod to some people to bug/balance testing before public release.

Things, that will probably be done later after the release: Map UI, Skills UI, Journal UI, Quests UI, Players UI, Electricity related UI.

ETA: Ready for A16 Non-experimental.

 
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Wow, that's amazing. And the quality of the pictures of the new items is very nice. I'm really looking forward to play this mod. Keep up the great work! And thanks for the ETA ;)

Chears!

 
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