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Type: Posts; User: Damocles

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  1. Replies
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    Sticky: Is it possible to turn off the "speed dampener"...

    Is it possible to turn off the "speed dampener" of vehicles in singleplayer? (It seems that the freefall-speed the reduced when going over it)
    Would be more fun to jump over ramps etc, when the...
  2. No major change, just fixing the dimensions of 3...

    No major change, just fixing the dimensions of 3 POIs.

    You could get a program like KDiff to compare the old and new lists
  3. The readme is kind of not updated very cleanly....

    The readme is kind of not updated very cleanly.
    The current version is always visible in the GUI on the top, or the config.txt in resources.
  4. New version online: v 0.355 -city grid: you can...

    New version online: v 0.355
    -city grid: you can set the building in a city to align with city-blocks, and choose the block size (American style cities)
    without the grid, buildings are packed...
  5. I can put that back in. The buildings now can...

    I can put that back in. The buildings now can move together closer due to a changed placement logic.
    I can snap it back to a grid as an option.
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    Sticky: That looks more like "substracting" models, that...

    That looks more like "substracting" models, that cut away on the geometry. (where those explosion spheres are, they create new polygons at the intersection-surface to the static volumes)
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    Sticky: Thats just a puny sidearm. How about a real...

    Thats just a puny sidearm. How about a real battlefield weapon like a halbert?
  8. What do you mean excactly? A default map I have...

    What do you mean excactly? A default map I have generated spawned cities and town all over the map.
    Just redo the generation, so you have a terrain that has more free flat area in the middle of the...
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    Sticky: Quicktime events where a plague several years...

    Quicktime events where a plague several years ago. Most game developers fortunately moved past that.
  10. Thread: Dynamic PoI

    by Damocles
    Replies
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    165

    Maybe, I have not tested that. You could test...

    Maybe, I have not tested that.
    You could test it out by creating two prefabs, where the top one does not have this dirt layer, and then editing the <decoration> tags in a map,
    placing them ontop...
  11. Maybe later, when the UI will not change anymore....

    Maybe later, when the UI will not change anymore. It would require quite some extra UI logic to make the selections persistent.
    (Im not using a framework here, just pure Java)
  12. You can use a mask to block off areas that should...

    You can use a mask to block off areas that should not spawn POIs.
    There is a small example hightmap and mask included in the resources.
    You can generate a map using the gen-mode "import + mask" to...
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    Sticky: That elevator-track is soothing:...

    That elevator-track is soothing: https://www.youtube.com/watch?v=VBlFHuCzPgY
  14. Thread: Dynamic PoI

    by Damocles
    Replies
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    165

    The final output are those decoration xml entries...

    The final output are those decoration xml entries that have to be generated.

    The initial data are the prefabs, that serve as "puzzle blocks", and a descriptor file for it (x,y,z dimensions, y...
  15. Thread: Child Zombies

    by Damocles
    Replies
    53
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    Since Zombies are targets to kill, I doubt they...

    Since Zombies are targets to kill, I doubt they would include children zombies...
  16. I have the unique setting on my list. This will...

    I have the unique setting on my list. This will probably have another tag like "priority", wich makes the generator place at least one POI of this prefab. (the zone type then determines the...
  17. Thread: Dynamic PoI

    by Damocles
    Replies
    11
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    165

    The ingame performance should be the same, it...

    The ingame performance should be the same, it only depend on the total number of blocks in the final POI. Generating that into a world file is also quick.

    Its mostly the effort to create the...
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    Sticky: If a bigger base means that more zombies (or...

    If a bigger base means that more zombies (or bandits) will attack, that would be an interesting tradeoff.
    Either keep a small puny base, but less attacks, or go for a big extensive base, but then...
  19. Thread: Dynamic PoI

    by Damocles
    Replies
    11
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    165

    Dynamic POIs could be realized already in A17,...

    Dynamic POIs could be realized already in A17, but that would require some effort by modders to create "modules" of a POI.
    For a simple example: splitting a House POI into 4 horizontal "chunks",...
  20. In case you want to create a world quickly, you...

    In case you want to create a world quickly, you can use my tool NitroGen.

    https://7daystodie.com/forums/showthread.php?114207-Tool-NITROGEN-a-random-world-generator-for-7DtD

    If you have the...
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    Sticky: My points is, that even if there are those speed...

    My points is, that even if there are those speed shooters, they would not generate the power to actually stop an opponent.
    (be that armored combatants or zombies).

    There is a limit on the speed...
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    Sticky: Arrows actually don't have much stopping power....

    Arrows actually don't have much stopping power. They dont expand like bullets in the flesh. They would make really poor weapons against zombies compared to blunt weapons and bullets.
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    Sticky: Actual riveted chainmail ontop of a proper...

    Actual riveted chainmail ontop of a proper gambeson? Or cheap butted chainmail for costume parties?
    If there is any chance to penetrate chainmail, it needs to be a bodkin head on a heavy arrow, shot...
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    Sticky: Its an impressive speed and accuracy, HOWEVER,...

    Its an impressive speed and accuracy, HOWEVER, the penetrative power in those shots might not be effective against a human opponent, especially when he wears armor.
    For that the bows need a lot...
  25. New version online 0.352 -roads: asphalt roads...

    New version online 0.352

    -roads: asphalt roads are connecting towns, cities, farms and traders, gravel roads are dead end roads to countryside POIs.
    (Now if you see a gravel road it will lead to...
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