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Xyth's A19 - A17 Modlet Collection

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Fun with Flags updated to 1.1 - Cleaned up xml and made the pole targetable on its entire length and it can be damaged in melee now.

 
Linux Flag Fun

I posted a small Linux-related bug in your fun with flags over on:

https://7daystodie.com/forums/showthread.php?97691-Unity-tutorials-for-A17-7D2D-Modders&p=893113&viewfull=1#post893113

I have a second bug/mystery. Maybe you can help.

I can place the flag but the texture is pink. I figure it means it can't find the file - might be a file naming problem again (the upper/lower case thing) or it might be something more obscure.

Some error messages from the log look different:

Code:
Desired shader compiler platform 15 is not available in shader blob

(Filename:  Line: 561)

WARNING: Shader Unsupported: 'Legacy Shaders/Bumped Diffuse' - Pass 'FORWARD' has no vertex shader
WARNING: Shader Unsupported: 'Legacy Shaders/Bumped Diffuse' - Pass 'FORWARD' has no vertex shader
WARNING: Shader Unsupported: 'Legacy Shaders/Bumped Diffuse' - Pass 'PREPASS' has no vertex shader
WARNING: Shader Unsupported: 'Legacy Shaders/Bumped Diffuse' - Pass 'PREPASS' has no vertex shader
WARNING: Shader Unsupported: 'Legacy Shaders/Bumped Diffuse' - Pass 'DEFERRED' has no vertex shader
WARNING: Shader Unsupported: 'Legacy Shaders/Bumped Diffuse' - Pass 'Meta' has no vertex shader
WARNING: Shader Unsupported: 'Legacy Shaders/Bumped Diffuse' - All passes removed
Desired shader compiler platform 15 is not available in shader blob

(Filename:  Line: 561)

Desired shader compiler platform 15 is not available in shader blob

(Filename:  Line: 561)

WARNING: Shader Unsupported: 'Legacy Shaders/Transparent/Cutout/VertexLit' - Pass '' has no vertex shader
ERROR: Shader Shader is not supported on this GPU (none of subshaders/fallbacks are suitable)WARNING: Shader Unsupported: 'Legacy Shaders/Transparent/Cutout/VertexLit' - Setting to default shader.
WARNING: Shader Unsupported: 'Legacy Shaders/Transparent/Cutout/Diffuse' - Pass 'FORWARD' has no vertex shader
WARNING: Shader Unsupported: 'Legacy Shaders/Transparent/Cutout/Diffuse' - Pass 'FORWARD' has no vertex shader
WARNING: Shader Unsupported: 'Legacy Shaders/Transparent/Cutout/Diffuse' - Pass 'PREPASS' has no vertex shader
WARNING: Shader Unsupported: 'Legacy Shaders/Transparent/Cutout/Diffuse' - Pass 'PREPASS' has no vertex shader
WARNING: Shader Unsupported: 'Legacy Shaders/Transparent/Cutout/Diffuse' - Pass 'DEFERRED' has no vertex shader
WARNING: Shader Unsupported: 'Legacy Shaders/Transparent/Cutout/Diffuse' - Pass 'Meta' has no vertex shader
WARNING: Shader Unsupported: 'Legacy Shaders/Transparent/Cutout/Diffuse' - All passes removed
Do you have any clue?

/d

 
It seems you can't render the shader I used on the flags. You using GLCore when you start the game? Unfortunately the standard shader looks like crap with this model, but I will see if I can improve on that.

I pushed version 1.11 which should have the missing shaders added to the package. Let me know if this fixes your issue. be sure you have your graphics driver updated to latest version too.

 
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Xyth, I just noticed the pinups are real photos. Does that mean it is possible to add our own pictures to the game? If so do I smell a future tutorial...

(hehehehehe, soon all his secrets will be mine...)

 
Xyth, I just noticed the pinups are real photos. Does that mean it is possible to add our own pictures to the game? If so do I smell a future tutorial...
(Probably true. I don't have many!)

Yes, those are actual pictures taken by a pro photographer of my daughter who models occasionally. I was just thinking of doing the next tutorial on making framed photos for the game.

 
So if you do a tut on it would it include how to make portrait and landscape ones?

I'm just making more work for you now aren't I :)

 
so im using the Salvaged Bats Modlet and noticed that there isn't a recipes for the bats
Correct. I was thinking about adding a lathe workstation that would be needed to turn a new bat, but didn't get that far yet. I wasn't even sure folks would use the mod, it was primarily a teaching modlet. The bats are available in loot though.

 
Correct. I was thinking about adding a lathe workstation that would be needed to turn a new bat, but didn't get that far yet. I wasn't even sure folks would use the mod, it was primarily a teaching modlet. The bats are available in loot though.
Love The Salvaged Bats Modlet

 
Hi, Xynt!

I want ask a question. Do you think about adding some scripts to Flag mod?

I was thinking about it, and how about adding map mark when placing Flag?

 
Whats the drop rate on the bats. I've gone thru a 5 hour session and only found 1 wooden bat.

Thanks for all the hard work!!

 
Whats the drop rate on the bats. I've gone thru a 5 hour session and only found 1 wooden bat.
Thanks for all the hard work!!
i get a fair decent amount of drops of the bats different kinds myself. might depend what yo have your loot set at 100% 200% etc or just plain ole unlucky. but ofc they all can be increased if not dropping as much as you would like. Simply look in loot.xml and change the prob values

 
My loot is set at 100%, must be just RNG. I did look at the loot.xml but not sure what to change, I saw the entries "mod_chance=.50" but take that as the chance for a mod to be spawned with the bat, did not see anything specific to the bat spawns themselves.

If I change something like this

<item name="meleeWoodBat" mods="head,sweetspot,effects,grip,pommel" mod_chance=".50"/>

To this, would it work?

<item name="meleeWoodBat" prob=".50" mods="head,sweetspot,effects,grip,pommel" mod_chance=".50"/>

Thanks,

 
My loot is set at 100%, must be just RNG. I did look at the loot.xml but not sure what to change, I saw the entries "mod_chance=.50" but take that as the chance for a mod to be spawned with the bat, did not see anything specific to the bat spawns themselves.
If I change something like this

<item name="meleeWoodBat" mods="head,sweetspot,effects,grip,pommel" mod_chance=".50"/>

To this, would it work?

<item name="meleeWoodBat" prob=".50" mods="head,sweetspot,effects,grip,pommel" mod_chance=".50"/>

Thanks,
Having 2 probs in the one comment I dont think would work (could be wrong) may be try changing the prob ".50" to "1"

See if that helps.

 
Stallionsden, "1" is 100% chance isn't it? Is that how you do a check to make sure a mod is working?

 
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