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Subquake's Undead Legacy

Hello!

In my game, the Bulletproof Metal Window / Metal Window shape menu is empty. Don't show the shapes available. In another same, few updates before, I could use metal windows shapes... 

Is this a bug, or is something from my save game?

Many thx

 
If the mod is installed correctly there should be no errors.
What would cause this in the windows.xml?
 

Code:
<<<<<<< HEAD
                    <optionVideo name="ShowDayAndTime" type="ComboBoxBool" localization_prefix="optCombo"/>
                    <optionVideo name="ShowDebugValues" type="ComboBoxBool" localization_prefix="optCombo"/>
                </grid>
=======
                	<optionVideo name="CompassInactiveMarkerOpacity" type="ComboBoxFloat" value_increment="0.05" value_wrap="false" format_string="0%"/>
                    <optionVideo name="ShowDayAndTime" type="ComboBoxBool" localization_prefix="optCombo"/>
                    <optionVideo name="ShowDebugValues" type="ComboBoxBool" localization_prefix="optCombo"/>
				</grid>
>>>>>>> 8cfb3de6f06464f6d7add5b4aedad2567fe093dc
 
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@Caltucky Like I said, incorrect installation of Undead Legacy, you are the only one with this issue. Redownload Undead Legacy and reinstall it fully, make sure you are not running any other modlets and that your installation of 7 Days To Die is clean A20 (b238), unmodded.

@FreshMeat I see this when checking shapes for that block (works as intended):

q2zfw8G.png



2022.01.15 - 2.5.36 Experimental is out:
- Changed vehicle salvaging buff to be hidden
- Updated lockpicking preventing you to pick impossible locks
- Updated radial menu to hide if no lockpicks or bobby pins present in inventory
- Added new localization: uiLockpickingInsufficient
- Fixed party window not showing when party members are in safe zone
- Fixed twitch integration not showing voting (bug from 2.5.35)
- Fixed incorrect localization for Lockpicking Action Skill
- Fixed incorrect stat values for scrap and iron machete items
- Fixed Magnum Enforcer Vol 4 not working as described
- Fixed not being able to change pages in Multiplayer Server Browser
- Fixed single blue water barrels having 200 capacity instead of 50
- Fixed toolbelt scroll storage tank interaction exploit

 
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@Caltucky Like I said, incorrect installation of Undead Legacy, you are the only one with this issue. Redownload Undead Legacy and reinstall it fully, make sure you are not running any other modlets and that your installation of 7 Days To Die is clean A20 (b238), unmodded.

@FreshMeat I see this when checking shapes for that block (works as intended):




2022.01.15 - 2.5.36 Experimental is out:
- Changed vehicle salvaging buff to be hidden
- Updated lockpicking preventing you to pick impossible locks
- Updated radial menu to hide if no lockpicks or bobby pins present in inventory
- Added new localization: uiLockpickingInsufficient
- Fixed party window not showing when party members are in safe zone
- Fixed twitch integration not showing voting (bug from 2.5.35)
- Fixed incorrect localization for Lockpicking Action Skill
- Fixed incorrect stat values for scrap and iron machete items
- Fixed Magnum Enforcer Vol 4 not working as described
- Fixed not being able to change pages in Multiplayer Server Browser
- Fixed single blue water barrels having 200 capacity instead of 50
- Fixed toolbelt scroll storage tank interaction exploit
Haha, I'd like to know how I got ahold of your github commit hash and merge conflict tag in my update and somehow it's my fault? Yours is the only mod I have installed 

Doesn't matter, I deleted the lines regarding the merge conflict and it works

 
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@Caltucky Yes, if you would have downloaded the mod from my website (zip form), then there would have been no issue.  Also friendly reminder, redistribution of Undead Legacy files is not allowed as per Terms of Use of Undead Legacy and TFP Official Modding Policy:



2022.01.15 - 2.5.37 Small, but necessary hotfix update is out:
- Fixed Trader Joel exploit

 
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Good day Subquake, the mod is gorgeous considering that you do it alone, but is it possible to increase the height of the floors of elevators from 5 cubes to 6? And then a little low room turns out to be 4 cubes :).

 
Good day Subquake, the mod is gorgeous considering that you do it alone, but is it possible to increase the height of the floors of elevators from 5 cubes to 6? And then a little low room turns out to be 4 cubes :).
It's rather complicated to add other variants of it, the animations I made for it are fixed height and through discussions on discord we came to conclusion that 4 blocks would be the optimal choice of ceiling height. I will be adding more elevators, but they will be small player sized ones, 3x3 or something like that, people have been asking for those (more practical ones) for quite some time :)

 
@Caltucky Yes, if you would have downloaded the mod from my website (zip form), then there would have been no issue.  Also friendly reminder, redistribution of Undead Legacy files is not allowed as per Terms of Use of Undead Legacy and TFP Official Modding Policy:



2022.01.15 - 2.5.37 Small, but necessary hotfix update is out:
- Fixed Trader Joel exploit
I use the mod launcher to pull the mod (the one you have mentioned multiple times). Are you saying the mod launcher is faulty? Also, I would be careful threatening people with the terms of service policy. I've done nothing wrong. I used the mod launcher that you, yourself, have pointed many people to. I'm not redistributing anything. All I was trying to do was point out some code that looked out of place. I have no idea how it got there. I was simply trying to help you and/or others if they came across this issue. Might do you some good to lose that chip on your shoulder.

 
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Добавлять другие его варианты довольно сложно, анимация, которую я сделал для него, имеет фиксированную высоту и в ходе дискордов мы пришли к выводу, что оптимальным выбором высоты потолка будет 4 блока. Я буду добавлять больше лифтов, но они будут размером с маленького игрока, 3x3 или что-то в этом роде, люди просили о них (более практичных) уже довольно давно. :)


Clearly, thanks for the answer, I will not criticize the people who determined the height of the room in the discord, but based on my experience of playing the vanilla version of the game, the optimal length and height of the wall is 5 * 5, based on two stations of the workbench 2 * 2 and the chemical station 3 * 3, and if you hang the box immediately above the chemical station, then most of all you manage to open the station and not the box. And if we proceed from the mod, then the height of the gate is 5 cubes and the cubes are not placed closely, since the width at the bottom is 3 cubes, there is also an Ore extractor that has a height of 11 cubes :). We will try to adapt to the existing things. Thanks again for the work.

 
@Caltucky yes, the mod launcher is not perfect and it doesn't always fetch the latest version correctly.
I got stuck on 2.5.35, ModLauncher would not pick up the new version, tried Delete Mod but no dice.
Manual d/l and installation did the trick. We'll see what happens with next version, as ModLauncher "Update" button has worked before

 
Hello everyone, Hello Subquake :)

First of all, really really nice work. For me your mod is the best way to play the game :)  

But i have one question: If I update the the files from 2.5.31 to the latest build, do i have to start a new game or can i continiue with my actual game? 

Thanks for helping :)

 
Hello,

I'm trying to use A20 UL experimental.

I'm trying to generate a random world, which works.

However, after the world is generated, there's no option to save it, or use it?

I'm using the ADVANCED options to generate a world (more towns, etc).

 
I got stuck on 2.5.35, ModLauncher would not pick up the new version, tried Delete Mod but no dice.
Manual d/l and installation did the trick. We'll see what happens with next version, as ModLauncher "Update" button has worked before
Try using the Delete Temp button and then clicking Update

Hello everyone, Hello Subquake :)

First of all, really really nice work. For me your mod is the best way to play the game :)  

But i have one question: If I update the the files from 2.5.31 to the latest build, do i have to start a new game or can i continiue with my actual game? 

Thanks for helping :)
You should be fine :)

Hello,

I'm trying to use A20 UL experimental.

I'm trying to generate a random world, which works.

However, after the world is generated, there's no option to save it, or use it?

I'm using the ADVANCED options to generate a world (more towns, etc).
Once the world is generated, you go back to menu, select New Game and the select the generated world :)

 
I have not seen these mentioned here so I'll report them now.

7 Days to Die Alpha 20(b238), UL 2.5.35

1) Bug:  After doing the initial quest for a vendor all they offer afterwards is buried supplies quests. This happens with all the vendors, every time. New vendors will offer all the types of quests but after I do one the only ones afterwards are buried supply runs.

2) Crashing: After playing for several hours, usually around 6, my client will crash with a memory allocation error. I have 32 GB of ram in my Windows 11 pc.

3) Load times: The load times when choosing to  'Continue game' or 'Load game' are upwards of 3 minutes on a very fast PC. It's an Intel I7-8700 with 32 GB ram and both the game folder and save folder are on a 3rd gen NVME Samsung 870 Pro SSD. Regular 7D2D and other mods load (from the same drive) load in under 30 seconds.

Hope that's useful.

 
@Deven 

1) I haven't altered what quests traders give you, most likely a vanilla issue in combination of strangely generated map perhaps

2) Out of my control, base game itself has issues with memory leaks and the longer you play, the more ram gets used up, that's not for me to fix.

3) That's normal, UL takes at the very minimum additional 2 minutes to load, because it's an overhaul mod, that changes and adds a lot of things to the game.

 
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it needs to not include any part of Subquake’s work without permission.
This is what I'm asking for clarification on. I wouldn't be distributing his files or his custom assets, I would only be distributing files that I had modified in order to get his mod and snufkins zombies to work together, i.e. to get snufkin zombies integrated into gamestages and groups etc. 

It wouldn’t be enough that your patch wouldn’t work without downloading the other two mods, if you’re still distributing modified versions of the other mod author’s files.
Yeah I wouldn't be distributing anything except the necessary original xml files to patch the two mods together, it would require the other two mods be downloaded independently, it would just patch them and only affect original game files that control gamestage/spawning etc.

 
Yeah I wouldn't be distributing anything except the necessary original xml files to patch the two mods together, it would require the other two mods be downloaded independently, it would just patch them and only affect original game files that control gamestage/spawning etc.
Including any of original Undead Legacy xml files or parts of them is not allowed. Taking one or more of Undead Legacy XML files, then modifying them would be considered as breach of Undead Legacy Terms of Use and that is not how you make a compatibility modlet.

 
This is what I'm asking for clarification on. I wouldn't be distributing his files or his custom assets, I would only be distributing files that I had modified in order to get his mod and snufkins zombies to work together, i.e. to get snufkin zombies integrated into gamestages and groups etc. 

Yeah I wouldn't be distributing anything except the necessary original xml files to patch the two mods together, it would require the other two mods be downloaded independently, it would just patch them and only affect original game files that control gamestage/spawning etc.


It would matter whether you're modifying vanilla files or UL files.  Vanilla files, you're fine.  UL files, you'd need permission from Subquake.

You say again that the end user would have to download the two mods independently.  And yes, that would be expected in a scenario where your compatibility mod follows the modding policy.  However, I don't want to present that as the test.  Because you could modify a few UL files, and distribute only those.  And then, since you're not including all the UL files, it would still be true that the end user has to download UL separately.  In that scenario, you're still re-distributing UL files, so you would need Subquake's permission.

So, having to download UL separately is a good sign for your proposed compatibility mod, but that's not what's important and I don't want to open up a loophole by saying that's what matters.  What matters is that you're modifying the vanilla files, or else you have permission to distribute modifications to someone else's files.

 
Including any of original Undead Legacy xml files or parts of them is not allowed. Taking one or more of Undead Legacy XML files, then modifying them would be considered as breach of Undead Legacy Terms of Use and that is not how you make a compatibility modlet.
I wouldn't be using your xml files just the ones that came with the game that I modified to work with your mod and snufkins zombies.

P.S.  Looks like enZombies and the Snufkins Zombies add-on for it already use Xpath to modify the gamestage, group, and zombie files, so you just have to make sure those mods load AFTER undead legacy to get them in your game without issues.  You can do this by renaming the mod folder in your mods folder to make it come after undead legacy mod folders in alphabetical order.

Cool.  If you have further questions about the modding policy, please ask in a separate thread.  Subquake has been patient, and I'd like this to be the last post about it in this thread. - CC

 
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