Jump to content

Narnobie111

Member
  • Posts

    288
  • Joined

  • Last visited

Everything posted by Narnobie111

  1. I heard there will be sewers and basements but I'm not sure about attics. It would be nice to have an attic for hiding and extra storage.
  2. That could very well be the route of your problem. If you choose to try to customize any of the mod's settings you need to be mindful that multiple scripts in within the mod communicate with each other and the script dictating the behavior of specific items may not be contained completely in only one script. For example, the changes you mentioned are from the java portion of the script that adds pistols to the list of recognizable items that can be referenced by the game for spawning, use by characters, etc. However, that file does not fully define each gun and/or how it operates in isolation. There are lua files that reference each new gun and (if necessary) their associated magazines. The scripts in both locations have to be in agreement or serious operational errors are almost guarenteed to occur. An example of this type of issue would be when it was discovered that the Ruger MK II pistols were acting as though they had infinite ammunition in earlier versions of the mod. That major bug was caused entirely because I forgot to capitalise one letter in an item name reference between the java and lua files. I'd suggest trying to run an un-modified version of my mod with your game first to make sure everything works as intended before tweaking any settings yourself. This is likely a case of the same issue I addressed in the previous question. There are multiple locations throughout the mod that dictate properties and behaviors of items added. Modify the script at your own risk unless you're sure of what you're doing. To the best of my knowledge RKF should work alongside TommyGuns or any other additional weapon modification. Be warned, however, ammunition for firearms within modifications is defined by the parent modification so if multiple mods have for example "9mm bullets" for a weapon chambered in 9mm, you may see multiple spawns of "9mm bullets" with different graphics, quantities, etc. and only the ammunition defined within its parent mod will compatibly work with guns from the same parent mod. Thank you for bringing that to my attention. I thought I had that bug corrected when I released v1.7 of the mod package but obviously it needs more attention. I'm currently testing some new spawning values in hope of finding something more stable and realistic but I can't give any ETA at this time on when a fix will be ready. On the question of gun textures, if you mean icons for each item, they all already have custom artwork but the textures won't load properly if you immediately start a game after activating the mod in PZ's mod loader for the first time. I've mentioned this in the installation instructions for all previous releases but I've noticed many players have not been following instructions: YOU MUST RESTART YOUR CLIENT AFTER ACTIVATING RKFMOD FOR THE FIRST TIME OR PZ WILL NOT PROPERLY LOAD THE CUSTOM ARTWORK UNTIL THE CLIENT HAS BEEN SHUT DOWN AND REOPENED WITH THE MOD ACTIVATED. I may make mention of this again in the mods description on the download pages as a precaution for those who don't check the ReadMe's. On the other hand, if you're asking about custom IsoSprites/Models/Skins for the new weapons so they don't all look like generic pistols or shotguns in the player character's hand, I am very interested in including custom artwork of this kind in the future. Unfortunately, the modding community does not yet have access to proper tools to change these graphics without considerable difficulty and overall headache. Once new tools are released simplifying the process of adding custom artwork of this kind I most certainly will see to adding custom models and/or skins for all the newly introduced items. ---------- I hope I was able to satisfactorily answer everyone's questions/concerns! Let me know if there's anything else you'd like to know or have looked at and I'll respond as soon as I am able! Thanks for playing with and enjoying my mod! Thanks for the reply. Sorry I thought I didn't have enough time to read the whole because my mom was on her way to pick me up from my grandpas so I skimmed it. She got stuck in traffic but I didn't bother to go back and read. I like the mod! First gun I've fired was a Remington Model 770. I love the mod. Great work!
  3. Wait does the new zombies migrate to an abandoned area mean that zombies will be wandering like in the old builds?
  4. I live in a town in CT basically on the border of the state of NY so I don't think I could even leave my town with all the panic but if my family and I do escape I'd probably head to Sleeping Giant. Big wilderness good place to hunt and fish. Not sure how fertile the land is but assuming it is a massive forest and mountain I'd say its a good place to grow crops. Of course though it is in a pretty popular city named Hamden. A cityish town is a few minutes to the south called New Haven. The capital of my State Hartford is farther North but the zombies could wander down but I'd be in the mountains. That's all I have for a plan right now. I'd probably have a 15% chance of even getting to the mountain.
  5. Also sorry If I'm sounding like a pest but is there a page where I can read on all the ammo types for each gun?
  6. I like the mod already I've just installed it but there is one thing. When you set the world to high or abundant loot the guns overflow the containers probably a game thing but just letting you know. Also are gun textures going to be added?
  7. Finally got the picture thing to work Sorry mods and thanks for helping.... Anyway I tried to make a ship in career mod to make it to the outer atmosphere. I reached 1000m until I realized I screwed up my thrusters so I had to parachute down. I tried to get Jeb out for an EVA to get some science points but he fell 1000m and somehow survived the fall. This was his face when he survived.
  8. I heard a while back that when most things are finished in the game the Devs will start adding more hills and ditches etc. I don't know it that plan is still active though
  9. Fluffy good point and I believe the show is Life after People.
  10. Hey guys sorry I'm not getting alerts on my own topic apparently. I like the idea of car siphoning the best. Sfy that is a good idea to use a generator but you'd have to use a bit of the fuel you have on the generator.
  11. I play but and have 38 hours in but I've only managed to crash a satellite into the Mun.
  12. I know there will definitely going to be cars and I'm pretty sure bicycles too. Not sure about trucks vans and motorcycles but you never know. If not some people can make a mod of them.
  13. I think Spiffo spawns were decreased at the beginning of Build 27 :/
  14. It stinks that Gas pumps are powered by electricity. Yeah Siphoning from wrecked vehicles would seem like the best idea. Also Gambler I plan to start out in my original town and if cars can hold loot like in the trunk or something I'd drive to the next towns if supplies are scarce in my town and return with supplies. Thanks guys!
  15. I had this Idea since corpse burning and cars are coming up. There are some gas stations around Muldraugh, West point and some other maps I've seen. So I had this idea your player could go to the gas station with a gas can and use the pumps to get some gasoline to burn corpses or fuel your car. I am not sure if pumps need power to run (I've never driven or used a pump). Anyway it's just an idea I had whether or not it is good is up to you guys. *EDIT* Of course eventually the pumps would run out of fuel.
  16. The beard shaving sounds like Don't Starve. Yeah I would like this added. If your character's hair grows too long a zed could easily grab it and take a nice big bite into your neck. I love this idea.
  17. Yeah rope or wire would seem like a good idea to tie it together although it would most likely burn off. Sfy I know Zeds are attracted to warm living flesh and blood but would they be attracted to warm dead flesh?
  18. Heh rubber duckie guards that's a good idea. I haven't touched one rubber duck yet but that is most likely gonna change now.
  19. I think everyone has had this one. Accidentally opening a window and jumping out to your death.
  20. Weren't Whiskey bottles used to craft molotovs in the older builds?
  21. Yeah It doesn't seem you can shoot from upper levels. When I was playing bedford falls last month I downloaded a gun mod which for some reason I might have downloaded it incorrectly but the guns didn't need ammo and could shoot infinitely with reloading or running out of ammo so I said why not clear the town. I tried to have a standoff at a Dayzish fire station and was disapointed that you couldn't shoot down at the zeds. Don't worry though I'm pretty sure they will add multi level shooting at some point
×
×
  • Create New...