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Haptic

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    Haptic reacted to Aniketos in IP Config Help   
    DNS is the protocol and infrastructure that maps domain names to IP addresses. Dynamic DNS is a method of automatically updating the IP address that a domain points to as needed. So a dynamic DNS service will provide you with a domain name and potentially a piece of software to run on your computer, then make sure that that domain name always points to your network, even if your IP address changes. Instead of giving players an IP address to connect to, they will enter the domain name in the IP field.
  2. Like
    Haptic reacted to nasKo in IP Config Help   
    Yes, there are services that provide you with a dynamic DNS. There are free ones (like No-IP) and paid services but I reckon they all get the job done.
    "Dynamic DNS" is something you're looking for.
  3. Like
    Haptic got a reaction from Deadend in Canning Essentials: An In-Depth Food Canning Mod v0.8 [90%]   
    Cool, looking forward to getting some more canning options. This game needs canning! Food preservation is a must for this game, otherwise you're growing food just to expire.
  4. Like
    Haptic reacted to Pravus in Realistic Kentucky Firearms Mod 2.26   
    Thanks for the feedback!  Usually sound errors are caused when the script tries to call a soundfile name that doesn't exist.  I try to check and recheck all my scripting and I do find typos on rare occassion but I try to release a hotfix the moment I learn about it in those cases.  There have been times I've noticed with this mod (only once for me so far) and occassionally when I've played using similar mods like "Yet Another Weapons Mod" that for some reason the scripts occassionally think they're supposed to literally play a soundfile called "nil" or "null" and will give an error when it finds they don't exist.  I've circumvented this in the past by creating a blank .txt file and renaming it to "nil.ogg," null.ogg," or whatever name it claims its looking for (As a precaution for just this issue, you should find the files "nil.ogg," "null.ogg," and "none.ogg" in the mod's sound folder).  If this doesn't solve your issue, let me know specifically what the error says and I'll try to help come up with a fix (I use .22LR primarily when I play so I know its working fine for me on both the latest downloadable build and my development version).
     
    On the issue of spawn rates, I'm currently experimenting with adjustments to the distribution file, however, it seems PZ's ItemPicker.lua has difficulty properly scaling very small spawn weights when picking from a very large array.  I'm currently testing a version with significantly lowered spawn weights (some as low as 0.000001) and I'm still seeing at least 1-3 firearms and 2-4 ammo spawns in most household furniture spawns.  I'd like to get those numbers down to 1-3 firearms maximum found throughout a whole house's possible loot spawn locations but, at the moment, there doesn't seem to be any way to do so without making a sizable amount of the mod's weapons unavailable for spawn in those locations, period.  If you still want to experiment with the numbers yourself you can find them in 'lua/server/Items/RKFDistribution.lua' in the mod's file folder.
     
    Sorry that the Apocalypse Kit's unique items' name scheme annoys you.  The Apocalypse Edition of RKFmod was originally a private mod project for myself, as I wanted to recreate my own disaster/zombie kit from real life into game.  The name before most of the unique items is my own first name.  I named them this way since, well the AE of RKF was never intended to be made public, I simply enjoyed the additions so much I thought I might share them with the community, and I thought having my name tagged to them might reinforce that those items were true uniques.  You can't get them any other way than if you collect an Apocalypse Kit for your character in the Apocalypse Edition of the mod.
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