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old Re: TheSurvivalist:Christmas Update 12-24-19

Aroidzap
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Well... actually it's not about permission rather than i need to know the changes made to StrandedII.exe, not to mod files Of course I will let you know when it's ready. Have you also made changes to exe file except for renaming?

Edit: He says that that he don't remember the changes. So sorry, I can't make it, until he recalls it There are only two possibilities - wait or try to run The Survivalist on original Stranded II executable. Or if anybody know changes made to original executable, it will help a lot
edited 3×, last 06.08.16 09:27:26 am

old Re: TheSurvivalist:Christmas Update 12-24-19

JasJack67
Super User Off Offline

Quote
Well, I have a problem. Builder gave me the source code for massive mod, but it got destroyed when I had a hard-drive fail shortly after. I have not been able to obtain a copy of it since.

The source code is NOT of the original S2...that is my problem.

I only know 2 members with the MM source...Builder and Ominus...I have yet to receive word if they can send me a new copy of it, or not. Or what other mod, if any, may be using the same source code that I can get here at Unreal.

old Re: TheSurvivalist:Christmas Update 12-24-19

Wintermute
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Awesome news, JasJack!

I will try it out at the end of the month, I guess. I have a lot to do right now, so no time for Survivalist.

I agree with the idea of "changing platforms". Like good coop games, there is a serious lack of good survival games. Ever thought about Kickstarter or Steam Greenlight?
A good (survival) game is not about graphics, but gameplay. The one game which hooked me to the genre was Robinsons Requiem, btw.

old New 08-06 Update / Re-Uploaded or Patch

JasJack67
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I have re-uploaded the 08-01 update with all current fixes. (58.45MB) I have discovered another script technique that allowed me to remove a huge "global" timer. This, along with some editing of scripts, improved performance a huge amount.

Worth the re-download. Download from my signature or top of page 1. Or here is a tiny patch(69.53kb) if you do not want to re-download the whole mod:

REMOVED
08-01_patch
Unzip the folder. Move the 3 tiny files out of the folder into your /sys folder, as usual.

All 08-01 saves are compatible. Simply copy/paste your "save" file from/to the "saves" folder.
-----------------------------------------------------------------------------
changelog:
√Huge leap in performance. A major global timer was eliminated, along with some script edits, increased performance a huge amount.(complete)
√With eliminating the global timer, the skybox changes and dynamic lighting is greatly enhanced and a lot smoother.(complete)
√The ocean waves rate corrected/enhanced.(complete)
√Animated the tribe warrior defend stance.(complete)
√lowered the tribe woman "sigh" sound she often makes.(complete)
√when ordering the STAY command the unit would somtimes glitch in idle animation and "stutter" fast causing lag...fixed.(complete)
√Ocean wave sound final adjustment.(complete)
√All the random "Events" remain active and are not lost when reloading a save.(complete)
√Cravings are no longer lost when reloading a save.(complete)
√Enhanced the Worker Bell, Warrior Horn, and Dog Whistle so they can be scrolled/left-clicked faster to choose a command faster.(complete)
√Added two new commands to the Worker Bell. They are All Come! and All Stay!. When ordered all of your tribe obey, including Wolfdog. No more swapping call tools to make them all come with you on your journey.(complete)

Quote
All old "saves" from the 05-06 update are still not compatible. A "saves" fix is posted midway on page 83.

that would be you too Airoidzap...sorry.


edit: Very sorry. I again edited the patch and upload...only 2 people uploaded the unedited 08-01_patch and 4 people re-downloaded the unedited mod. IF YOU ARE GETTING A BIG LAG SPIKE ON THE HOUR EVERY HOUR you probably got the unedited versions. Simply re-download the above tiny 08-01_patch 69.53kb. Sorry, I had an error in a script and fixed it but a couple people got the error.
edited 11×, last 09.08.16 11:55:20 pm

old Re: TheSurvivalist:Christmas Update 12-24-19

JasJack67
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I had made several re-uploads yesterday trying to enhance my newer scripts and make the optimized timer function more optimally. Make sure you got the latest patch/download above and note:

Saves are semi-compatible cuz your player will not recognize the optimized script timer, only a "new" island will incorporate the new timer. You may get lag spikes from old saves.

Quote
Aroidzap,
No I'm not even counting on it. I have made posts before, and messaged the members I know had it, just have to wait n hope for the best...been couple years now.

When I tried to launch MM from any other .exe it crashes. It is a version that has added, achievements, a "attach to cam" command, forth exhaustion bar and exhaust variables...that is all I know. (Stranded 2.5 has these but crashes too)

Best hope is waiting for word from members builder or ominus.

old New 08-09-16 Update Posted or Patch 08-01

JasJack67
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A new 08-09-16 update is now posted. (58.45MB) Download from the top of page 1 or any of my signatures.

Here is an alternative patch download. You can simply copy the 5 tiny files from this folder into your 08-01 version /sys folder...upgrading it to the new 08-09 version.

REMOVED
08-01_upgrade_to_08-09_patch (86.17kb)

changelog:
√Further optimized new timer scripts, further reducing lag.(complete)
√Casting the fishing pole/fly rod timer was slightly reduced for balance and fishing enjoyment.(complete)
√Added combination: You can now crush 5 cementing powder per, additionally to crushing just 1 per.(complete)
√You can now also use a stone instead of a hammer to crush pebbles into cement powder.(complete)
√When saving and loading during a craving, upon loading the craving would sometimes be the incorrect type. Fixed(complete)
√When saving and loading during an event, upon loading the event would not end despawning the event animals. Fixed, now they will despawn as intended.(complete)
edited 1×, last 20.08.16 09:00:20 pm

old Re: TheSurvivalist:Christmas Update 12-24-19

sny420
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First off, great work on all the new content. Having trouble figuring out how to get a native archer in my tribe though...

I found one, gave them honey, they turned blue and gave me a bell, and I led them back to camp.

I found another awhile later, gave them honey like before, but they did not change color and gave me a dummy bell that doesn't work...

The worker and the pet wolf both work great, though!

user YuriNikolai has written
Heey, since the mod is "almost finished" according to the post, could we expect an Adventure mode or custom maps in the future? To me that seems like the perfect idea to make the mod's features shine, since random maps in Stranded 2 can be quite dull and uninteresting (at least IMO). What do you think, dev?


user JasJack67 has written
Hi YuriNikolai,
I do not think I will be doing an adventure mode, but I think I will be making a folder of custom maps that you will be able to choose any of the maps to play from the Single Player mode. When the mod is done (1-2 more updates) I will see how many maps I can stuff in the folder without blowing up the mods download size too much.

I have actually been dabbling with importing heightmaps a bit lately. I have some cool ideas for some maps yes. Basically it will be the exact same gameplay but with very diverse maps. I think I can get 30-40 maps of each size, at least.

Also, I think I can add script to repopulate the map so when you start the game the trees and bushes and other objects are randomly set at new positions(resources)...so even those will be "re-playable" without feeling like it's the same map. Along with having to boat over to multi-islands to access new resources.(on the normal/big maps)

Some maps like this?

thanks for posting.


I edited the 'random_endless.inf' files into scripts that could be loaded into any custom map for a previous version, and was going to upload the ones I made for the 8-09 update, but there's now a serious issue with the sprint button.

On any custom map, with or without a global script; hunger, thirst and exhaustion all skyrocket when sprinting. It only takes about 6 seconds for all 3 bars to hit max, which makes the sprint button basically useless.

I just now tested it on a fresh install of 8-09-16, with no edits aside from the 2 lines in game.inf to show the menu buttons.

I'll let you know if I figure it out, and post the new scripts if and when someone does...

Edit: It seems that the 'runtick' variable in units.inf is not being read while playing on a custom map.

I changed this: var=runtick,default time for the run detection timer,1000,1

To this: var=runtick,default time for the run detection timer,1,1

Just to see what would happen... and it caused the exact same sprint issue on random maps.

I tried adding the 'on:load' section that references the variable to the global script, but no luck...
edited 2×, last 13.08.16 01:32:06 am

old Re: TheSurvivalist:Christmas Update 12-24-19

JasJack67
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hello guys!

Quote
Aroidzap,
Really cool stuff your doing at that link, I will check out your files too asap! I do not know what features are missing that we could implement in the source code, because I do not have the correct source code. Kinda of a "catch 22". Trying to find the problems to get this mod to load in the original source code, would be a whole other can of worms. Plus, this current source code for The survivalist is the massive-mod source code that has also been edited at my request, by Ominus member. He increased the 3 map sizes for me and compiled it with that feature. To much for me to do right now honestly, I would have to study how to alter the source code properly additionally, about all I could do at this time is change simple variable/numbers or other obvious things. The first error I already know when loading is the achievements...I am not even sure how that was done in the source code.


Quote
sny420,
Hey thanks for the efforts. I would likely have to modify some things to get Single Player to work using the game.inf or random.inf scripts I am working on here. You might want to try this though:

Under unit 1 player, in the units.inf right below the player definitions you will see the on:load
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on:load {
		if (exists("unit",1)==1) {
			freetimers 0,"detectrun";
			timer 0,$runtick,0,"detectrun";
		}

maybe just change the $runtick variable here to an actual number (1000).
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on:load {
		if (exists("unit",1)==1) {
			freetimers 0,"detectrun";
			timer 0,1000,0,"detectrun";
		}

It is the same but maybe it will be read properly when Single Player is loaded. I don't know why single player would not detect the player variable in it's definition , I will be looking into this area soon as I finish the mod and before I upload it to the S2 file archive. I experienced what your talking about having the bars go up fast when sprinting during some testing I did for the last couple updates...I was getting it from loading a "save" after I changed some variables...causing the save not to be compatible anymore...so I will be checking this out soon.

also, when you got the first warrior you should have gotten the ShellHorn to command warrior? No?
The second warrior you should have already got 1 worker bell and 1 shoehorn, so he is not suppose to give you anything, just join you/tribe. Did you by chance "give Items" to your self from debug? maybe you corrupted the script cuz they are dependent on the "on:create" command and if a variable is positive or negative depending on if the bell or horn already exist. I will look into it and test some more...this was just the first implementation of the tribe members, I know it is still incomplete but the system is inplace and working. (least should be working) I will check into it and test again, I am play testing a lot since the last update...lookin for bugs and stuff...thank you


thanks for posting guys, always good to hear from ya's and get feedback and ideas!

edit: btw...if you did not get a shellhorn or the correct bell...the Trade Pirate does sell both these items...like 80 gold for the bell and 160 for the horn?? something like that. I will look into this cuz thats a major bug if it is not giving you the proper stuff.
edited 1×, last 13.08.16 02:29:01 am

old Re: TheSurvivalist:Christmas Update 12-24-19

sny420
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It worked! And now that the sprint issue is resolved, here's the custom map scripts for 8-09-16:

http://www.mediafire.com/download/y0n0ujcxm6002po/Survivalist_8-09-16_custom_map_scripts.rar

Instructions:
1. Enable the singleplayer and editor menus in game.inf, like so:

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menu_adventure=0
menu_random=1
menu_loadsave=1
menu_singleplayer=1
menu_multiplayer=0
menu_editor=1
menu_achievements=1
menu_credits=1

2. start the game, open the editor
3. go to 'map settings' (top left), then click 'scripts' (mid-right)
4. select 'import script' (bottom), and choose one of these scripts
5. create your island and play

From what I can tell, there's no way to do this from game.inf. All that's missing from custom maps are the difficulty settings, and there's no menu options to choose that when starting one. Unless you can find some way to add a new menu, the difficulty settings need to be added to the global script section of every custom map.


Back to the native issue - I never got the first warrior. I've only been able to recruit the worker. When I found a second 'wild-red' native, I was unable to recruit them at all. I ended up loading a save to get my honey back, and haven't seen another since then. It took about a month (game-time) to find the second one on a large map, so it's kind of difficult to test that... and now I'm about to start work on a custom map, so it might be awhile before I can give any more feedback on the natives.
edited 3×, last 13.08.16 10:11:53 pm

old Re: TheSurvivalist:Christmas Update 12-24-19

JasJack67
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hmm, I will look into the natives...it worked before when I tested it myself...might have something wrong if you did not use the debug/cheat to "give" yourself items, or loaded a older save that was not compatible with this update to begin with...idk...investigating.

I will check out your file posted soon as I get to that work. I downloaded it for now and will check it out asap.

old Re: TheSurvivalist:Christmas Update 12-24-19

sny420
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I'll test it again too...

In the meantime, here's the map I made, for anyone that's interested:

http://www.mediafire.com/download/9bk57bxdlzczv7c/Archipelago_x5.rar

There are 5 versions, 1 for each of the 4 standard difficulties and 1 with a custom difficulty. It's on the largest map size, with one large island and several smaller islands around it.

The custom map uses my own random-fill with the 3 new fruit trees added, and includes a native village with spawn controls for villagers, extra shark spawn controls, and a few raptor spawn controls. All 5 also include a functional hemp-guy, with his own special island...


Edit: You were right, it was something I modified. It took a long time to find the first 'wild-red' native, so I increased the total number that spawn - which completely broke the script on the dummy bell...

So, I did this:

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on:create {
	    if ((count("unit",72) + count_inrange("unit",79))==0) {              //is there a worker? no
			local $c;
			$c+=count_inrange("unit",71,50,"unit",1);						//is there a female native in range?
			if ($c==1) {													//yes
				closemenu;
				play "woman_sigh.wav";
				areal_event "createworker", getx("unit",1), gety("unit",1), getz("unit",1), 50;
				event "workerbell","global";		
			}elseif ($c==0) {												//no
				local $c;
				$c+=count_inrange("unit",78,50,"unit",1);					//is there a male native in range?
				if ($c==1) {												//yes
					closemenu;
					play "man_sigh.wav";
					areal_event "createworker", getx("unit",1), gety("unit",1), getz("unit",1), 50;
					event "workerbell","global";
				}elseif ($c==0) {											//no
					local $id;
					$id=create("item",3592);
					store $id,"unit",1;										//at least you get your honey back
					speech "negative";
				}
			}
	    }elseif ((count("unit",72) + count("unit",79))==1) {         		//is there a worker? yes
			    if ((count("unit",89) + count("unit",90))==2) {      		//is there already 2 warriors? yes
				    local $id;
					$id=create("item",3592);
					store $id,"unit",1;										//at least you get your honey back
					speech "negative";
				}elseif ((count("unit",89) + count("unit",90))==1) { 		//is there already 2 warriors? no there is only 1
						local $c;
						$c+=count_inrange("unit",78,50,"unit",1);			//is there a male native in range?
						if ($c==1) {										//yes
							closemenu;
							play "man_sigh.wav";
							areal_event "createwarriorm", getx("unit",1), gety("unit",1), getz("unit",1), 50;
							event "warriorhorn","global";
						}elseif ($c==0) {									//no
							local $c;
							$c+=count_inrange("unit",71,50,"unit",1);		//is there a female native in range?
							if ($c==1) {									//yes
								closemenu;
								play "woman_sigh.wav";
								areal_event "createwarriorf", getx("unit",1), gety("unit",1), getz("unit",1), 50;
								event "warriorhorn","global";
							}elseif ($c==0) {								//no
								local $id;
								$id=create("item",3592);
								store $id,"unit",1;							//at least you get your honey back
								speech "negative";
							}
						}
			}elseif ((count("unit",89) + count("unit",90))==0) {  			//is there a warrior1? no
				local $c;
				$c+=count_inrange("unit",71,50,"unit",1);					//is there a female native in range?
				if ($c==1) {												//yes
					closemenu;
					play "woman_sigh.wav";
					areal_event "createwarriorf", getx("unit",1), gety("unit",1), getz("unit",1), 50;
					event "warriorhorn","global";		
				}elseif ($c==0) {                  							//no
					local $c;
					$c+=count_inrange("unit",78,50,"unit",1);				//is there a male native in range?
					if ($c==1) {											//yes
						closemenu;
						play "man_sigh.wav";
						areal_event "createwarriorm", getx("unit",1), gety("unit",1), getz("unit",1), 50;
						event "warriorhorn","global";
					}elseif ($c==0) {										//no
						local $id;
						$id=create("item",3592);
						store $id,"unit",1;									//at least you get your honey back
						speech "negative";
					}
					}
				}
		}
	}

With that, it doesn't matter how many 'wild-red' natives are on the map, only the one you talk to will be transformed (assuming there's only 1 nearby...), AND your 2 warriors can be the same gender.

Feel free to use my dummy bell script, the custom map scripts, and the map I posted in your final version.

Cheers!
edited 2×, last 14.08.16 09:39:20 pm

old Re: TheSurvivalist:Christmas Update 12-24-19

JasJack67
Super User Off Offline

Quote
sny420,
I will check out your files soon as I can. Seems to me they may not be fully compatible with the standard random maps that this mod is scripted around. There are so many aspects from early game start, to late game play, that depend on variables that may not be incorporated into your scripts... for a Single Player mode.

As the issue above revealed the Single Player mode could not read the player 1 unit definition variables from the units.inf, I can not be confident that mode will work with maps with out certain aspects of the mod being broken.

However...maybe you have somehow accomplished this, but forgive that I am doubtful. I will be checking out the Single Player mode before I post the mod in the archive, as I said before. If anybody reports here that your maps do not work and/or issues arise of broken scripts or things not working...I kindly ask that you pull that post so others do not download something that does not work.

If you played those maps for a full year ingame, without any problems/issues, then I would be confident they are legit and work as intended. But I will check em out soon as I can.

old Re: TheSurvivalist:Christmas Update 12-24-19

sny420
User Off Offline

Quote
To be perfectly fair, I didn't write anything in those scripts - you did (and/or DC, Builder2.0, and Ominus). They're just the random_endless.inf files with a few lines removed. Specifically, 'script=start' and everything before it, 'script=end' and everything after it, and the few lines in 'on:preload' that set the starting location. (since the start location can be, and usually is, set manually on a custom map) I've been using those scripts to play custom maps from the time 'massive mod' was first released, in that I just delete those lines from the new, updated random_endless.inf files each time. So really, I'm just sharing a work-around I found a long time ago...

The only script I actually did any real work to create is the modification to the dummy bell I posted in code tags. Speaking of which, I finally got 2 warriors recruited (in an actual game, not in testing) and I now understand why you limited them to one of each gender... so that you can issue commands to them individually. I've got 2 that are the same gender on my current game, and aside from being unable to issue individual commands, the whole system works great.

I'm currently playing on the map I posted and haven't had any bugs whatsoever, though I'm only on day 61. I've had 2 storms, repaired the buildings they damaged (aside from the tanning rack, which turned out to be the one I placed at the native village with the map editor), fought off several event animals, tamed both a dog and monkey, brewed alcohol, traded with the pirate, and recruited all 3 tribe members. The only thing in those maps I'm not confident about is the spawn controls on the custom difficulty version - I went back and decreased all the "All X Days" to 2, because there just weren't enough things trying to kill me. I went to the native village on the original version and there were only 4 natives there... Went back there on the new version, with a pistol and plenty of ammo, and barely made it out alive. More than a dozen natives running around in front of me, lions roaring behind me... and I almost get killed by a claw monkey... Good times.

Edit: A few screenshots from my current game, on the custom map I uploaded:

The bridge from my island to hemp-guy's island:

IMG:https://i61.photobucket.com/albums/h71/cretumorbis/Archipelago%201_zpsogj4jqcg.png


And the native village, after increasing the spawn rates:

IMG:https://i61.photobucket.com/albums/h71/cretumorbis/Archipelago%202_zpsflywsl5m.png


IMG:https://i61.photobucket.com/albums/h71/cretumorbis/Archipelago%203_zpsgzgnco3z.png


If you're wondering about any of the textures, I'm using some of the ones from the 2.5 mod - You can't find it on this forum anymore, but there's a torrent of it floating around...

2nd edit: My wolfdog just reminded me that I actually did have a bug, but it has nothing to do with the mod. He kept getting stuck on stuff, this time in my hut - and I've been using the developer menu to execute this script to get him out:

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setpos "unit",$id, getx("unit",1), gety("unit",1), getz("unit",1);

You can use that to transfer your dog/tribe members from one island to another on maps with multiple islands too, though they'll cross underwater if you click the whistle/bell/horn enough...

Turn on debug with console, get their in-game unit-id, enter 'dm' in console for the dev menu, load that script, replace $id with the unit-id, then execute. They'll be teleported directly to you.
edited 2×, last 18.08.16 03:54:06 am

old Progress

JasJack67
Super User Off Offline

Quote
For as much new content and features added to the mod the last couple of updates, I have spent hours and hours optimizing many things. Got it running very smooth as of late and will post an update and/or patch soon.

Progress so far for next update:
√Further optimized the global timer "tick" lag. Reducing it even more, it is better then ever before.(complete)
√The random "ghost" injury is finally solved and fixed, the fall damage sensitivity also has been further balanced. (complete)
√Reduced and optimized some textures and sound files reducing over all download size by several MB. (complete)
√Starfish and Clams had a bug with not satisfying the seafood craving. Fixed.(complete)
√New Combination: Branch+Stone=Skewer(complete)
√New Item: Skewer-made by rubbing a branch on a stone to make it pointed. Can be used to cook basic foods on any open fire. Very inefficient compared to using the grill and demands your complete attention throughout the long process.(complete)
√16 New Skewer Food Models -You stick any raw meat, raw fish, raw poultry, lobster, corn shuck, on the end of the skewer and hold it over a fire to cook 16 different food items.(complete)
√Corn Shuck can not be cooked without using a skewer now, no more simply using corn with your hands at a fire, to cook it.(complete)

You can now cook basic foods over any open fire using a very primitive skewer, made from sharpening a branch on a stone. It is not a fun process as the cooking time is high and you have to stay holding it over the fire.

During early game you may find cooking a whole fish with the skewer is better then not being able to cook it at all because you have no grill yet. Also you can cook the lobster early now instead of having to wait until you craft a clay pot to boil it in. Also the skewer may be found useful when exploring and not near a camp/fort.

Quote
sny420,
Wow man, thats some really cool stuff. I feel better and more confident that your maps will work. Thank you for giving me some more insight to what you are doing. great stuff!

Glad you have interest! Thanks!
edited 5×, last 07.02.17 05:01:19 pm

old Re: TheSurvivalist:Christmas Update 12-24-19

bumblebeez
User Off Offline

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Hello, been a fan for quite a while. Decided to play again and downloaded the latest patch, but it is consistently too laggy to play. Is there a list of common causes of this and/or how to fix it? Or perhaps an older more stable version?

old Re: TheSurvivalist:Christmas Update 12-24-19

JasJack67
Super User Off Offline

Quote
The next update coming up here shortly has been majorly optimized. As stated above...a lot of new stuff has been added and I needed to "clean-up" some scripts and stuff...runs much better, and will post it asap.

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Hi bumblebeez...welcome!
the last 08-09 patch can only be used to upgrade the previous version 08-01, and it upgrades it to 08-09. If you patched it on a older version prior to 08-01 it will not work/incompatible.

If you did not have 08-01 when you applied the patch you need to start over and download the full Mod from the top of page #1 or my signature.

If you applied the patch correctly, try clicking the "win batch" to start your game up. It runs in a window and is slightly better performance. (e.g The_Survivalist-win.bat in the main folder)

In options..lowering any setting can help, especially water detail, sky detail, view distance, and texture detail. res:1024x768 if possible...turn off "wiggle" but that will make the storms pretty bland.
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