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Sora

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  • Biography
    I am an avid gamer and a solo game developer for a yet-to-be-announced game.
  • Location
    California
  • Interests
    Music, Gaming, Game Dev, Unreal Engine 5, Science, Technology

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  1. Hybrid-input setups that involves at least one analog controller blocks mouse scroll-wheel (A21) input. When an analogue controller is used, during joystick-driven analog movement the mouse scroll-wheel stops working. Mouse scroll-wheel WILL work once any input from an analogue stick stops. Controller types that have an analogue joystick and are or should be affected by this bug: XBox PS4/5 Azeron Cyborg Razer Tartarus(?) Logitech G13 Joysticks/gamepads with analog input (?) etc. This makes it difficult for players to use BOTH a joystick type device and a mouse/keyboard setup to play 7D2D involving an analogue joystick. Relevant information: Tested on Windows 10 Pro, 21H1 (update branch locked to 21H1). Steam version of 7D2D, not participating in any Beta versions. Tested with an Azeron Cyborg Compact running in on-board mode (firmware updated with software version 1.3.0), XBox joystick, same issue. Tested with a PS5 controller running DS4Windows, same issue. Mouse: ASUS SpathaX running in on-board mode (no ASUS bloatware installed). 7D2D's controller support was set using Steam (enabled). Primary left/right/middle mouse buttons do work during analog controller input. Only the mouse scroll wheel appears to be affected from a quick test. Tested on the 10k Pre-Gen map, single player with EAC enabled. Also affects joining other servers (EAC on). Mods do not contribute to this issue (all mods removed). Setting my Azeron Cyborg Compact (on-board mode) to WASD mode for the joystick will not trigger the mouse scroll-wheel-ignoring bug.
  2. Damocles, I came across an unusual road-generation behavior in a 4K test map I made. The paths and roads were going into the POIs from various sides, and going all over the place. I wonder if this may be a bug, or a limitation due to the very small map size? In case you may be interested in seeing the result for yourself, here are the files and details: The test map I made can be found [Here]. For this 4k test map, I added the fixed version (Y-Z axis values swapped) of backdownhipi's Mctaco list into my copy of NitroGen (v0.355). The settings used can be found below in the following screenshot. Thanks again for your awesome map generator!
  3. The updates have made the generated maps even better. Two ideas/suggestions: 1. Is it possible to add a custom user defined "NitroGen Zone", and maybe even set it as a "unique" zone such that only one instance is added per map and will always be added at least once? 2. Is there any way for you to insert a smaller pre-generated map into a larger random gen map? For example, integrate Navezgane into some part of a larger randomly generated world ... ? This would allow us to take advantage of the great work that has gone into Navezgane while allowing us to expand upon it. Thanks and Keep up the awesome work!
  4. Thanks Damocles, I love the new mountain trails! You should make this a permanent addition (optional) for future releases, it's that good! Looking forward to seeing the logic update for unique Prefabs. Keep up the awesome work!
  5. Thanks Damocles! A tiny bug to report, one that doesn't impact game play: The "splatmap" (splat3.png) that gets generated appears to be flipped vertically relative to the other maps (previewMap.png).
  6. Thanks Damocles, your random world generator is incredible! I noticed a possible bug with the maps being generated (NitroGen v0.33). Prefabs with the "NitroGen zone" variable set to "unique" do not appear to be added to generated maps. I generated multiple 4k and 16k maps with no unique POIs being added to the maps. I would like to make some suggestions for possible features: * The ability to adjust/increase the width of "main" roads. * The ability to create custom "NitroGen zones", so we can spawn certain buildings "close" to each other. * The ability to ensure certain prefabs are always added to the generated world, at least once. * An option to add "trail" paths which lead to the mountain huts / POIs, thus making them more obvious/easier to find. * An extra text file generated with each world detailing the variables used to generate the map. * An option to scan a Prefab folder to generate a custom prefablist.txt with all the variables entered and read off the prefabs (rotation, y-offset, x,y,z etc). * An extra "border biome" option of generating a water+sand biome, simulating a coastal look for one or more sides of the map. Keep up the awesome work!
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