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Genosis

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About Genosis

  • Birthday 09/11/1979

Personal Information

  • Biography
    I am a life-long gamer, and more recently into the YouTube/Twitch scene with my non-gamer wife doing survival games, primarily 7 Days to Die.

    Also, I am a father of 4, programmer/analyst during the day, and one day imagining a day I can play games and entertain folks for a living.
  • Location
    Canada
  • Interests
    Gaming, Graphic Design, Programming, Computers, App Development

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  1. Hi folks! My wife and I have been working on this, and we hope you enjoy it. Merry Xmas to the 7 Days to Die community! The Night Before HORDE
  2. Game Version: A20 B218 Platform: PC OS/Version: Windows CPU Model: Intel Core i7 9700K System Memory: 16 GB GPU Model and VRAM: nVidia GTX 2070 8 GB Screen Resolution: 1920x1080 Video Settings: Mostly Ultra, no motion blur Game mode: SP 6k RWG Did you wipe old saves? Yes Did you start a new game? Yes Did you validate your files? Yes Are you using any mods? No EAC on or off? On Status: NEW Bug Description: When reloading the pipe shotgun, sometimes the animation doesn't open the chamber to load the ammo. I have a clip on a recent video of ours that illustrates: https://youtube.com/clip/UgkxPCGeCCssCZXn27GVCwSMza0MilB0bHAX Detailed steps to reproduce the bug: 1) Reload Shotgun 2) Reload the Shotgun again 3) Maybe reload the shotgun a few more times Actual result: Reload animation sometimes doesn't work correctly on pipe shotgun Expected result: Consistent animation of reloading pipe shotgun
  3. Well, any improvement is good. Such an odd technical limitation to have, I'm sure it's been explained to death to why it can't happen. I hope there is a way around it in the future, such a crippling loss of potential here.
  4. So... quick question; has there been mention of an update to the in-game paint textures for A20? My wife would be a more hyped if there has been a lot more texture options added, she's always complaining about them and I only have so many non-white hairs left to hear about it.
  5. We (Not-A-Gamer Gaming) are pretty stoked to be able to apply this time, tossed our application in earlier today!
  6. I write this here as a thanks for the community, as well as to the Fun Pimps to give us our first "break". In January 2019, the Fun Pimps featured us on their social media while we were around 100 subscribers, "a small channel with a big heart", as they put it. This gave us enough confidence to keep pushing, and improve our content to continue growing. We still have active people in our community that found us during that time, and got to know them quite well! We also started designing custom prefabs/POI's and posting them here on the forums (Insane Asylum, IZEA, NAGG Library and the Lighthouse, to name a few), and creating a tutorial series on how to use the editor. That series did quite well, and helped us grow. TLDR; I just wanted to show our gratitude for everyone, and we look forward to applying to the "Stream Team" when Alpha 20 is ready! Thanks! Genosis & DaphyDuck91 http://youtube.com/notagamergaming
  7. My wife and I will be updating our builds that RH uses once A18 drops, will be sending them and any new builds along to Jax's team if they are interested I have some fixes I already did to the big Asylum for better pathing/gameplay.
  8. Did you just clear the blocks/terrain, or did you delete the prefab designated bounds as well? That is, in the world editor, look at the map, do you still see green squares where those POI's used to be? If so, make sure you are showing bounds in your settings, select it, hit K to open up properties, and select "Delete prefab". That should unregister the prefab from that area, and will no longer render the mesh in that location. That's a guess, I haven't tried but in theory that should work from what I understand of the prefab system.
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