English TheSurvivalist:Christmas Update 12-24-19

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29.04.14 11:21:44 pm
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cig
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Hi everyone.

I was using Survivalist, ver 03_17_2013, and downloaded the latest mod, (04_20_2014).
This new version constantly pauses in the Main Screen, and in game. I can sit and watch the water texture, stop and start, and each restart, causes the players footstep to play. It's the same sound you get when the day clicks over at 00hrs.

The previous version, had no issues, though I had to keep the water detail on the lowest setting.

Any advice would be welcome.

Thank you all.

29.04.14 11:35:30 pm
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JasJack67
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cig,
i would try deleting the download and re-downloading the game.

There should be no lag but the game "tick" every 3 game hours... where you will see the sun move position across the sky.
______________________________________________
The only other thing that comes to mind is check in the OPTIONS~Graphics because i think everyone is getting the new download with the resolution set to 1366x768...you may want to move the slider back to 1024x768.

I use 1366x768 resolution and forgot to change it back before i uploaded the update. I normally set it to 1024x768 before i upload for everyone. If your monitor is not 1366x768 resolution then it would probably lag as you describe.


Quote:
Hyper,
Thanks for the reminder, will add nails to machete combo. PM is on the way, though every time you update it would have to be edited again. If your idea in the Diary is good, send me a copy of your work and maybe I would replace the diary ingame, with your version. If you want too
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30.04.14 03:56:02 am
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cig
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@user JasJack67:

Hi.

Thanks for your prompt response, and I need to mention, that I love playing the Mod.

I tried, setting EVERYTHING to the lowest setting, and using the smallest island, with 800x600 screen res, and the problem was still there. I also adjusted graphics and sound acceleration, to no avail. Only option left, is to try a new download, as you mentioned.

Thanks again.

30.04.14 04:06:50 am
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JasJack67
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hope re-downloading works...let me no please either way.

thanks, glad your enjoying the mod
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30.04.14 01:45:37 pm
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Zenonx
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user cig has written:
I was using Survivalist, ver 03_17_2013, and downloaded the latest mod, (04_20_2014).
This new version constantly pauses in the Main Screen, and in game.

I have the same problem on all versions of mod. In the Main Screen also has "the game "tick"".......can be?

I play on lowest settings with 800x600 screen res. In game lags probably invincible. Though the author has already reduced in 3 times (every 3 hours instead of 1 hour)for what it many thanks.
30.04.14 10:46:06 pm
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cig
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user JasJack67 has written:
hope re-downloading works...let me no please either way.

thanks, glad your enjoying the mod


Hi again.

Sorry. No go.

I downloaded and installed again, and even copied the settings.cfg, from the earlier version, to the latest.

Still getting spordic pauses in game. I can recognize the pause that happens when the sky is changing, but the other pauses happen unevenly, with ALWAYS the sound of the players footstep, including the wood sound, when standing on a box etc.

I'm wondering if you have added some new sound files, that my old Soundblaster Audigy, does not like, or new graphics are bothering my AGP Nvidea Geforce 7600gs.

I don't want to spend time REMarking out your calls to scripts, to try to find the issue, so I'll have to go back to the 2013 version for now.

Thanks again, for your time and the Mod.

Thanks to Builder, as well.

edited 1×, last 01.05.14 03:51:15 am
01.05.14 04:01:10 am
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Aedolaws
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JJ,
1.     Please tweak exhaustion, etc. while running. I think is not consuming anything extra atm. Sometimes I forget to toggle shift. Make it consume all much more. Incidentally, reduce 90% holding breath.
2.     Water rocks need to be fixed; now we can get tens of bottles of water. We should revert to the old 3 cap. Moreover, we should NOT be able to produce bottles when water rock s empty.
=======
3.     Increase wild fruits reproduction time. Same with planted seeds.
4.     Fish nets catch less and break more often.
5.     Tweak omelets. Now snail omelet cost more than regular but grants less benefits. HEh, while at it, add 1 or 2 new ones.
=======
6. Heh, the map. Maybe 16 flags is a bit much. 4 should do it, but make it so they have to be built really apart from each other.
7. Clay: Clay needs to be tweaked. Maybe a new building or two, i.e., clay table (to carve/form) & oven (Similar to forge). As of now building 100 bottles seems tedious. Maybe add empty cans and plastic bottles to the shores.
8. Boiling water, etc. Maybe a filter. Disease if using raw (rain/plants) water -- not the one from the distiller.
9. While the next animals should be rats, frogs, ants, bees and hornets, the next plants should be lettuce, peppers, onions, lime, lemons, sour and sweet oranges, mangoes, guava, pineapples, etc.
*** I am not sure how hard is to clone the fruits. I am guessing is easy (If not, please forgive me). I think it would be better to have 30 different fruits that produce once or twice a year AT most, than 6 that fully reproduce every 2 weeks. Make it so that any large map may get half of each kind available (one of each).
10. Forgive me for the rant man.
edited 6×, last 01.05.14 04:42:58 am
01.05.14 01:30:07 pm
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Zenonx
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Oh, yeah! Apple,Pear,Orange,Carrot,Onion,Melon....etc.,this should not be difficult.Ready models and scripts are already in Stranded 2 DevMod(Stranded 2 S2ExtMod). Although I see Mr. JJ himself very well draws . Perhaps he even better it will be.
2. "Water rocks need to be fixed"?......I was able to fill only one(1)! bottle of water with one WaterRock. I have been spat on water rocks. On the second day we put 5-6 empty buckets and wait for the rain- wu a la
3.I was also surprised to use crude clay pottery. Although, to bake the clay you can just near any fire.NOT FORGE! I get hysterical as it implements the forge (when sprinkle with coal or put charcoal (key"E")
4. Sadness and boredom - DESERT island , even on a big map.No enemies. I kill 1-2 Lions, 3-4 Native....and all - respawn 7-10 days. Auuu!....only echo. Can be need to remove or greatly reduce $random for respawn units.(I already wrote about this above and offer again) I did it to myself,I changed the scripts respawn aggressive units. Now they appear every day and it's fun.
If You have taught me how to make more than one object "Lion Stone" on the map,I would be very thankful to You.
To change the value// if (count("object",199)==0)// to <=2......perhaps this is the wrong solution......?
5. Event animals can't find players on a big map,their spawn too far from the player.I don't have time to find them..... In 4 games I to find 4 deer , 3 wolves , 1 bear is all. I play only on big maps, bats disabled.
edited 1×, last 01.05.14 02:02:42 pm
01.05.14 10:12:53 pm
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JasJack67
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Quote:
A,
I will respond to your post my next visit...still thinking about your content.


Quote:
Z,

Currently, at the start of a new game... 0 lions spawn on small maps, 1 lion spawns on med maps, and 2 lions spawn on large maps.

The lion stone is set to spawn 1 lion if it is extinct, or if there is no lion within 100 meters of the lion stone. with the following script, in the objects_stuff.inf file under Lion stone:

on:changeday {
if (random(12)==12) {
if (count_inrange("unit",9,100,"self")<1){
create "unit",9,getx("self"),getz("self"); //9 lion
}
}
}


This script is executing in game on every "change day".( So when you sleep over-night, or at midnight if your awake.) Also note: The spawn of the lion only takes place 1 in 12 chances as the "random".

So if you wanted more lions to spawn more often, you could change the two 12's in the above script, to a lower "chance" number. Like if (random(4)==4) would be 1 in 4 change days, or simply "days".

Though if you wanted to spawn 1 lion every change day, (every day as long as no lion is within a 100 meters of the stone) you could alter the random part of the script to this:

if (random(0,1)<=1)

The only time a lion would not spawn then, is if there is a lion (unit #9) within 100 meters of the stone...shown in the script line:

if (count_inrange("unit",9,100,"self")<1)


of coarse, you could change the 100 meters to something like 5000 meters to cover the entire land part of the map.

Then a lion would always spawn every night at midnight, regardless of how many lions are already spawned on the island. If you did not kill a lion for 10 days there would be 10 lions on the island, at least.


Just for the record, before the game is finished, no animal will spawn from any objects. So the lions will eventually spawn at random around the island, not just at the lion stone, the actual lion stone will probably be removed from the game. Another example is the monkeys spawning from the banana tree, but obviously we would still keep the tree in the game then.

Many of the animals that used to spawn from objects have already been re-scripted to spawn at random across the island, not at a specific object...the rest will follow the same direction.
edited 1×, last 01.05.14 10:29:35 pm
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02.05.14 01:10:47 pm
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Zenonx
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Many thanks. But I asked it possible to increase the number (quantity) of Lion Stones. When I started playing this mod, I saw no mobs very long. So I removed the random value and +1 Lion.
     on:changeday {
           if (count_inrange("unit",9,100,"self")<2){
                    create "unit",9,getx("self"),getz("self"); //9 lion
               }
          }
     }
When changeday In the log (~ Key)writes >SCRIPT ERROR:Script:Object 3405(Lion Stone type 199) Row:11 Col:1
But it works and is guaranteed every day is a lion. I'm not a programmer, so I don't know how.
Quote:
the actual lion stone will probably be removed from the game.

Perhaps this is the right solution.
2. About clay bottles.....In this mods there is no clay bottles. There is a General concept - bottle. This is great progress compared Massive Mod. How to make a burning bottles from a skin(liver)?
02.05.14 04:27:15 pm
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JasJack67
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oops! my bad.

Lion Stones

Object 199

files:
random_endless_02_n.inf (normal mode)
random_endless_03_h.inf (hard mode)
easy mode has no lion stone or lions random_endless_ _01_e.inf

//Animal Spawn Objects
               if (count("object",198)==0){ randomcreate "object",198,10,1000; } // Parrot Nest
               if (count("object",204)==0){ randomcreate "object",204,10,1000; } // Black Bird
               if (count("object",197)==0){ randomcreate "object",197,10,1000; } // Kiwi Nest
               if (count("object",221)==0){ randomcreate "object",221,10,1000; } // Aerie Nest
               if (count("object",199)==0){ randomcreate "object",199,10,1000; } // Lion Stone

At the start of a map this ensures at least 1 of each objects are created...if there is 0, then one is created.

you would need to add one of the "loop" lines in the script right under the lion stone above:

loop ("count",2){randomcreate "object",199,10,1000; } // Lion Stone

loop ("count",2) creates 2 stones...change this number to how ever many stones you want.

"object "199" is the stone it's self.

10,1000 is the range where it is created 10 meters away from out of the water, inland to 1000 meters.
Quote:
How to make a burning bottles from a skin(liver)?

i dont know what you mean? a burning bottle? from a liver?

you mean like a Molotov Cocktail you can throw?
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04.05.14 02:52:28 pm
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Zenonx
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Oh no.....it's my bad English, probably,sorry "Burning bottles"- burning, firing, roasting (biscuit firing;heap roasting; fluidized-bed roasting;flash [suspension] roasting....etc.) I meant the processing of the raw clay....
user Aedolaws has written:
7. Clay: Clay needs to be tweaked. Maybe a new building or two, i.e., clay table (to carve/form) & oven (Similar to forge).

I wrote about this idea of Mr. Aedolaws. I thought that he proposes to make a ceramic furnace. Perhaps this is a bug of my translation?
2.Many thanks for explaining about the Lion stone, it was very clear(precise;understandable)
04.05.14 09:24:59 pm
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Hyperfire
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Hey JJ, I've been playing around with the game some and things look good, there are some things that seem a bit odd though, will point them out below.

Paper:
It requires Bark + Stone and Statch in the inventory, why don't you make the starch part of the combo? Only makes more sense.

Journal Entry:
Make the Journal Entry to not be so Useless, Diary text can contain 43 Characters after all!(Excluding special characters like ( and + and ).

Berry Pie:
Make the Berry Pie so it has an Uncooked and Cooked version like Bread and Cookies so you can throw it on the Wooden Grill.

Pots and Pans:
Make pots and pans "Throwable" onto Camp Fires and add Cooking times to the soups and such, so they cook like Meat, Fish and baked goods? Maybe make it so that you can only "Throw" a max of 4 pots on the Grill

Why don't you put a oven in the game so you can actually "Bake" your breads, cookies and pies? It would maybe have an limited inventory and work like the barrel does for Wine and stuff. You can also make use of the cooking skill to make you able to put more Unbaked goods into the oven.

Foraging Skill could determine how much damage you do with a new tool (Hand Scythe maybe), More Skill = Less damage, it also determines how much resources you get from trees and other things that require you "Hitting" them(Like Bamboo).

Also some stuff needs to be renamed as their IDs don't match their ingame name, i.e Clams are Mollusk(WTF?) and Mushrooms are Fungus(WTF? again)

I can go on and on the whole day since I found out how to read the files lol, but good job man, adding things like you do takes skill.
Being the only smart-ass around, there is no-one else dumb enough to be smarter than me.
09.05.14 03:35:04 pm
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jeanto
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Hello guys,

Would it be possible to combine the Survivalist mod with a multiplayer mod?

Any attemps so far?
09.05.14 05:38:22 pm
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Assassin moder
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@user jeanto: No, a game source is different in Multiplayer mod and in Massive Mod, including The survivalist.
11.05.14 02:41:09 pm
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Zenonx
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Coal is impossible extract (on:hit) if skillvalue "mining"<200
Although in the file skillinfos-mining written "75 - Mining semi-professional
Your skills are greatly increased, along with your chances of finding coal, sulfer, and saltpeter!"
Item coal (ID=245) is not registered in a group "found" in the file "objects_stone.inf" ->> Example :
find=23,90,2
find=85,1,1
find=21,90,7
find=23,300,1,1,88
find=4991,15,1,1,88
find=23,300,1,1,4806
find=4991,15,1,1,4806
find=22,1,1
______
It is as impossible extract gold from Gold Rock if skillvalue "mining"<200......why?
11.05.14 10:58:12 pm
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JasJack67
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Z,
ID 245 (coal nuggets) does not unlock until your skill reaches 200+.

This puts use and value on using iron until you get leveled in mining.

It is not in the list of "find" items because it it not found until your mining reaches 200...this is shown in the on:hit script where $t is randomly the id#245 coal nuggets. If you were to put it in the "find" list, it would be found from the start of a game like other items listed...i intended it to be a players waits till 200 mining skill to find more rare ores.

$t=random(1,6);
                    if ($t==1){
                         find 4;
                    }elseif ($t==2){
                         find 85;
                    }elseif ($t==3){
                         //nothing
                    }elseif ($t==4){
                         find 4989;
                    }elseif ($t==5){
                         find 4991;
                    }elseif ($t==6){
                         find 245;

                    }else{
                         //nothing
                    }


so the description at level 75 is simply saying your advancing closer to 200 where your chances of finding coal will be fulfilled. Also hinting to the player to keep advancing in mining to find coal and other stuff.

In the old Massive Mod there was not a Diary full of information, instructions, and crafting...most descriptions did not help the player one bit. The player had no clue to the depth of massive mod without playing it. This has changed and all been added to this mod over time. Though a lot of stuff will still be discovered by the player over time, and playing the game. This too was done on purpose for this mod. Surprises/discoveries are nice thorough-out, and especially late game, and it also keeps adding to the randomness in the entire adventure each new game. So some stuff is still left out to make the player "think" as part of the adventure.
edited 2×, last 11.05.14 11:17:32 pm
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12.05.14 07:16:18 am
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Zenonx
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"75 - Mining........along with your chances of finding coal, sulfer, and saltpeter" this description is misleading (deceptive) me.
Moreover , I am with skill Mining<50 I can extract Sulfur from any stone (rock)
//find=4991,15,1,1,88
find=4991,15,1,1,4806//
I'm talking about the imbalance (unbalance) skill "Mining" and skill "Forging". Why do I need sulfur , if I have not soon Coal and Saltpeter?
I have the skill "Forging" 200,but I have no coal to sprinkle iron (skill "Mining" 75+).
To stop the hemorrhoids, the player picks up an iron shovel and prospect for Сoal deposit when you reach (achieve) a level skill "Mining" >=125
Excuse me is just thinking out loud......=)
p.s. Diary and Printable_Guide 1.2 in this mod, Oh, Yes! I think it's a great achievement.
With respect.
17.05.14 10:35:42 am
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JasJack67
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Aedolaws,
Quote:
JJ,
1. Please tweak exhaustion, etc. while running. I think is not consuming anything extra atm. Sometimes I forget to toggle shift. Make it consume all much more. Incidentally, reduce 90% holding breath. √ enhanced sprinting, see to-do list page 1
2. Water rocks need to be fixed; now we can get tens of bottles of water. We should revert to the old 3 cap. Moreover, we should NOT be able to produce bottles when water rock s empty. × looking into this, rocks were watering randomly, could tweak it a bit.
=======
3. Increase wild fruits reproduction time. Same with planted seeds. √ will balance before endgame yes.
4. Fish nets catch less and break more often. √ will balance before endgame yes.
5. Tweak omelets. Now snail omelet cost more than regular but grants less benefits. HEh, while at it, add 1 or 2 new ones. √ fixed, now get more out of slime omelet.
=======
6. Heh, the map. Maybe 16 flags is a bit much. 4 should do it, but make it so they have to be built really apart from each other. × still looking into how I will implement the map/surveying.
7. Clay: Clay needs to be tweaked. Maybe a new building or two, i.e., clay table (to carve/form) & oven (Similar to forge). As of now building 100 bottles seems tedious. Maybe add empty cans and plastic bottles to the shores. √ plans to enhance clay crafting/production yes.
8. Boiling water, etc. Maybe a filter. Disease if using raw (rain/plants) water -- not the one from the distiller. √ i relly like this idea, must boil water or get sick.
9. While the next animals should be rats, frogs, ants, bees and hornets, the next plants should be lettuce, peppers, onions, lime, lemons, sour and sweet oranges, mangoes, guava, pineapples, etc. × the engine is at it's limits, bees animations will likely end the animal additions, we can still add more foods yes, without lowering performance.
*** I am not sure how hard is to clone the fruits. I am guessing is easy (If not, please forgive me). I think it would be better to have 30 different fruits that produce once or twice a year AT most, than 6 that fully reproduce every 2 weeks. Make it so that any large map may get half of each kind available (one of each). √ more foods yes. added to the to-do list
10. Forgive me for the rant man. √ np bro, always welcomed!


Hyperfire,
Quote:
Hey JJ, I've been playing around with the game some and things look good, there are some things that seem a bit odd though, will point them out below.

Paper:
It requires Bark + Stone and Statch in the inventory, why don't you make the starch part of the combo? Only makes more sense. √ it does require starch yes. Bark+Stone+Starch=paper

Journal Entry:
Make the Journal Entry to not be so Useless, Diary text can contain 43 Characters after all!(Excluding special characters like ( and + and ). × still have not found the resolution in script to make longer text.

Berry Pie:
Make the Berry Pie so it has an Uncooked and Cooked version like Bread and Cookies so you can throw it on the Wooden Grill. √ hmm, probably could do this yes.

Pots and Pans:
Make pots and pans "Throwable" onto Camp Fires and add Cooking times to the soups and such, so they cook like Meat, Fish and baked goods? Maybe make it so that you can only "Throw" a max of 4 pots on the Grill √ also pssible, good ideas!

Why don't you put a oven in the game so you can actually "Bake" your breads, cookies and pies? It would maybe have an limited inventory and work like the barrel does for Wine and stuff. You can also make use of the cooking skill to make you able to put more Unbaked goods into the oven. √ more good input, possibly.

Foraging Skill could determine how much damage you do with a new tool (Hand Scythe maybe), More Skill = Less damage, it also determines how much resources you get from trees and other things that require you "Hitting" them(Like Bamboo). √ tools and weapons do have their own damage rates, mostly dependent on type of metal steal or iron, and then also on forging skill additionally...you can not make some tools until your leveled and they have increased damage as you move up. (stone hammer vs iron hammer vs steel hammer etc.)

Also some stuff needs to be renamed as their IDs don't match their ingame name, i.e Clams are Mollusk(WTF?) and Mushrooms are Fungus(WTF? again) √ will fix when i do the cleaning of folders, scripting optimize, and final balancing yes.

I can go on and on the whole day since I found out how to read the files lol, but good job man, adding things like you do takes skill. √ ty very much sir!


Zenonx,
Quote:
"75 - Mining........along with your chances of finding coal, sulfer, and saltpeter" this description is misleading (deceptive) me. √ edited the description to be more precise yes.
Moreover , I am with skill Mining<50 I can extract Sulfur from any stone (rock)
//find=4991,15,1,1,88
find=4991,15,1,1,4806//
I'm talking about the imbalance (unbalance) skill "Mining" and skill "Forging". Why do I need sulfur , if I have not soon Coal and Saltpeter? √ Sulfur is also needed for gold stepping stones which are available to build earlier then explosives yes.
I have the skill "Forging" 200,but I have no coal to sprinkle iron (skill "Mining" 75+).
To stop the hemorrhoids, the player picks up an iron shovel and prospect for Сoal deposit when you reach (achieve) a level skill "Mining" >=125
Excuse me is just thinking out loud......=) √ will review the balance before end game yes.
p.s. Diary and Printable_Guide 1.2 in this mod, Oh, Yes! I think it's a great achievement.
With respect. √ ty very much for your feedback!


To All:
Check the To-Do list at the top of page 1 for more upcoming changes/updates.

Just wanted to show the Wooden House screens, showing how I removed the floor so you can build inside it like other structures. You can see a barrel, torch and campfire with a grill fitting inside nicely. The house will of coarse cover fire from rain as other structures.

Wooden House without a floor:
edited 8×, last 22.05.14 07:28:42 am
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22.05.14 09:57:18 am
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Hyperfire
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Hey there JJ, just want to report 2 bugs I came across during my expedition XD. 1:) I killed the wolf dog during the wolf event end when I activated the corpse it came alive and was tame. 2:) I built the sail raft right next to the dock, like in 1 pixel from it and when I activated it it disapeared and I spawned at its dismount position.
Being the only smart-ass around, there is no-one else dumb enough to be smarter than me.
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