Same reason NovaCor never saw a release...Source *shakes fist at Gaben*
Same reason NovaCor never saw a release...Source *shakes fist at Gaben*
Youre playing an outdated version that does not work with A11 or A12. Im surprised your game even starts.
If using A10, then you've installed it improperly. There are several servers to this day still using the last 10-.4 version of the Mod.
That forum is gone, I am no longer a part of that community. 90% of us left and formed a new community. I will be reposting the Mod project for A12.4 very soon.
There is a download link in the post.
Yes, it is an all in one download. All you need for servers is the Data folder, do not install the 7DaysToDie_Data folder or your server will not start.
There is a link at the bottom of the news article. Go into our forums and the 7 Days To Die area. The LFOD thread there has download links.
We are still in the 'beta phase but working out all the bugs and balance issues. New content is added weekly as well...things are going good.
The Mod will be supported through A11 and any future updates. Discussion on the official forums and the Dev Blogs seem to indicate that 5 wont drastically affect anything in game as it stands. Some of the tools we use to Mod wont be compatible, but the creators of those tools are aware of the issue.
The plan as of now is to work out the bugs (its live on our server and seems to be getting an excellent reception so far) and add the remaining content. We will continue bug fixing, tweaking and testing until A 11 hits. When A11 hits, I will update the Mod as needed and hopefully have even more freedom to Mod.
TFP says that in the next few updates, possibly even A11, that we will be able to do more on the modding side of things - possibly start importing textures and other assets. That will open a whole new world up to us, and it sounds very promising.
She isnt dead yet Jim.
I want to get back into this. There was a lot of promise despite some of the setbacks.
What will happen if I do indeed start over with NovaCor is that there will be a long quiet period until one day I post a bombshell. That is how I did 7DTD and how I will do Mods in the future. I think a large portion of the pressure comes from publicizing it too early and promising things too early. That wont happen again.
The Mod still wants to be made, and I still want to make it - especially with Greenlight. I have a feeling that if I invest the time and effort, I can find people to help with the things I need help with. The clan Ive been in for years now has people in the industry who have expressed interest in models for 7DTD and others have expressed interest as well. Its definitely not over yet, and who knows...I may be closer than I think.
The Mod is not dead, but its not alive either.
There is so much more; I almost cant list it all.
Bottles of water are no longer used for cooking; instead clay bowls must be used and the bowls are returned to you upon sippin dat soup. The bowls must be filled and purified like regular bottles, but now the bottles are for drinking and the bowls are for eating.
Some 40 odd new items with new icons plus roughly 30 more with tinted existing icons have been added. Everything from food to drinks to machines are now in game.
Most tools are no longer crafted with Ingots. For instance, the pickaxe must now be crafted with a Pickaxe Head and two sticks. The Pickaxe Head must be cast in the forge with a custom Pickaxe Head Mold. There is no more repairing most tools; you must cast a new one when the old one breaks - however, they last 2 to 3 times as long. Simpler tools that have less mass can still be crafted without forged heads, such as the Hoe. However, you will need your Anvil to hammer out the metal plates needed to craft it.
Guns are harder to craft as the more complicated parts have been removed from the Mold list. You can craft a sniper barrel, for instance, but you have to find the receiver by looting. Its simply too complicated of a part to make with clay.
Depiction of the new wasteland city
Depiction of the new City
Burnt structures are still on fire.
Brand new UI
A view of the new wasteland Hub. All of the old buildings are there, plus more.
7 New Machines:
Condenser - Provides Clean Water
Miner - Mines anything from dirt to tungsten ore. What it mines is random.
Rock Crusher - Provides sand and gravel from stone
Coal Oven - produces charcoal from tree trunks
Anvil - metal plates are needed for most new items. Hammer them out on the Anvil!
Smelter - gives 50% more tungsten per ore
Refiner - required for Oil barrels, but produces both Oil and Gas Cans
New Character Screen
Lootable Gas Pumps
The Miner after it mines.
New Main Menu
I am actually fiddling with SDK 2013 right now. It seems there is still no option to do a standalone mod with it though.
Ive had quite a busy winter with work; much busier than normal. however, Ive been retooling the gameplay and such so there has been more progress behind the scenes that got done. :)
I dont even know wtf you are talking about
I have done the same thing a few times myself. It seems like no matter how motivated you are, at some point you just need to back off for a while and relax. This is why I have never set release dates...you never know when the downtime will strike :)
In any event, this looks really good and Ill definitely be pointing my kids to it as well as playing it myself.
I have heard in the past that deals have been worked out that allow a license to be granted with zero up front cash. Not that Im even going to pursue it with NovaCor, but it has happened in the past. Details are few and far between as it involves a non disclosure agreement.
I like the white too; it kind of makes the guns seem like they are made of a space age polymer :P It definitely fits the clean, sci fi theme.
If it were identical, show me an Aliens movie with a plasticy white PR.
That said, my comment from 2 weeks ago addresses that. The rifle IS the rifle from Aliens. Its an awesome looking weapon and we were going to use it, then changed our minds sometime mid 2012.
Lil late to the party bro :P
agent00kevin
Kevin joined
Ive been mapping for various games since Timesplitters up to Far Cry 2. I ran the UNS Clan and 3 24/7 servers for FC2. Our servers were known for their high-quality maps and zero-tolerance policy for cheaters. FC2 began to die out so we shut down - rather than cling to a dying game, we bowed out with dignity. I decided that simply creating MP maps just wasnt enough anymore. I could have gone to Call of Juarez BB, or even made maps for TF2 (which I am actually doing as a side project) but I felt that moving on to Modding was the way to go.