What would cause this in the windows.xml?If the mod is installed correctly there should be no errors.
<<<<<<< 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
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@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
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 timeGood 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.
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.@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:
- https://ul.subquake.com/terms-of-use
- https://community.7daystodie.com/topic/4085-subquakes-undead-legacy/?do=findComment&comment=54613
- https://community.7daystodie.com/topic/4189-tfp-official-modding-forum-policy/
2022.01.15 - 2.5.37 Small, but necessary hotfix update is out:
- Fixed Trader Joel exploit
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.![]()
I got stuck on 2.5.35, ModLauncher would not pick up the new version, tried Delete Mod but no dice.@Caltucky yes, the mod launcher is not perfect and it doesn't always fetch the latest version correctly.
Try using the Delete Temp button and then clicking UpdateI 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
You should be fineHello 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![]()
Once the world is generated, you go back to menu, select New Game and the select the generated worldHello,
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).
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 needs to not include any part of Subquake’s work without permission.
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 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.
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.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.
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.
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.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.