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Internet Explorer
Jun 1, 2005





Honestly, the only reason I am not playing more of this game is because of how much progress they are making. Wait a week or two and the game gets even better!

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Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Internet Explorer posted:

Honestly, the only reason I am not playing more of this game is because of how much progress they are making. Wait a week or two and the game gets even better!

It's pretty much the most active early access game on steam. One of the reasons why I dread having to remake the thread is trying to collect all the changes and additions they've made into one big feature list. :gonk:

Turtlicious
Sep 17, 2012

by Jeffrey of YOSPOS
Vehicles are going to be the coup de grace.

Kite Pride Worldwide
Apr 20, 2009



I can't wait for bandits and some boss zombies, to be honest. The regular zombies are great and all but apart from fat guys, cops, and dogs, they're pretty easy to deal with. Digging, leaping, or exploding zombies that would bypass or destroy your defenses would help with the whole "you can become almost untouchable if you know what you're doing" problem.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Alabaster White posted:

I can't wait for bandits and some boss zombies, to be honest. The regular zombies are great and all but apart from fat guys, cops, and dogs, they're pretty easy to deal with. Digging, leaping, or exploding zombies that would bypass or destroy your defenses would help with the whole "you can become almost untouchable if you know what you're doing" problem.

I tried running a special round on my old server that rectified this. It was a round where night was the primary time with five or ten minute day periods. It made the game utterly loving terrifying to play. Imagine scavenging in a city at night, only you have to stealth at all times, and you could get jumped at any time by one, two, or even three shrieking undead nightmares if you hosed up. It really taught you how to use the stealth mechanics to assassinate zombies. And that was before hordes were in.

Unfortunately people said they liked the normal way better since it was less tense so we dropped the idea for future rounds. Doing it on a randomized map with vehicles would be pretty great though, and counter-balance some of the complaints people had about the idea.

Archonex fucked around with this message at 10:33 on Aug 10, 2014

E-Tank
Aug 4, 2011

Archonex posted:

I tried running a special round on my old server that rectified this. It was a round where night was the primary time with five or ten minute day periods. It made the game utterly loving terrifying to play. Imagine scavenging in a city at night, only you have to stealth at all times, and you could get jumped at any time by one, two, or even three shrieking undead nightmares if you hosed up. It really taught you how to use the stealth mechanics to assassinate zombies. And that was before hordes were in.

Unfortunately people said they liked the normal way better since it was less tense so we dropped the idea for future rounds. Doing it on a randomized map with vehicles would be pretty great though, and counter-balance some of the complaints people had about the idea.

I want this. I want this so much.
:awesome:

Clarification: I want this to be an option and allow me to potentially swap there when I'm feeling brave masochistic Stupid, and make me happy for all the things I have in normal play.

Bruteman
Apr 15, 2003

Can I ask ya somethin', Padre? When I was kickin' your ass back there... you get a little wood?

The multiplayer thread is more active and noted this, but it bears mentioning here in case anyone interested doesn't follow it:

http://7daystodie.com/forums/showthread.php?9027-Developer-Diary&p=116903&viewfull=1#post116903

Alpha 9 likely coming this weekend, as early as tomorrow. This means the addition of randomly generated infinite maps, a new GUI, and more.

Check out the developer blog listed a few posts above, it's added some pictures and descriptions of stuff.

Bruteman
Apr 15, 2003

Can I ask ya somethin', Padre? When I was kickin' your ass back there... you get a little wood?

Alpha 9 is out. Some pretty big changes here.

quote:

Official Alpha 9 Release Notes

Added

Added new game map option ‘Random Gen’ which creates a randomly generated world seed based on the name you give the world. The random world generation includes all biomes, a full random sized central city, random in the wild cities, roads, rivers, lakes and random roadside and wilderness locations. Simply select Random Gen as the Game World and the name you give it will be the seed.
Added new sexier data driven ‘M’ map that renders based on where the player has visited with ‘Fog of War’ functionality. The new map shows, current position, cursor position, has waypoint functionality, recenter view to player, track friends on compass, mouse wheel scroll to zoom and left click drag to pan.
Added new biome type wasteland hub with custom spawning definition for random gen cities
Added overhauled most of the GUI including the new belt, backpack, compass, map, freinds list, character screen, loot container and more as well as new gui functionality and Truetype fonts
Added many new locations never before seen that appear only in the randomly generated worlds including, city blocks, movie theaters, several apartment buildings, parking garages, parking lots, new destroyed buildings and giant sewer holes.
Added a Debuff system for sprained, and broken legs that work with a new craftable splint that accelerates the healing time. Legs can also be re-injured more easily while on the mend and the more severe the injury the longer the recovery time.
Added Dysentery Debuff contracted from drinking river or murky water. Dysentery is cured by drinking goldenrod tea or taking antibiotics.
Added new stunned concussion debuff which slows the player down for a few seconds and has a chance to happen with zombie hits.
Added soft shadows to moon and sunlight
Added Simple drowning Debuff system that detects when the player is underwater and displays the icon. Going above water removes the icon. staying underwater for too long causes drowning pain damage and drowning death
Added Underwater visual effects, sound effects & leaving water effects with refract & screen particle effects
Added new tooltip loading screens
Added craftable Cloth jacket, pants, shoes, hat and gloves
Added cotton, cotton growing and cloth recipes from cotton
Added new scrap metal frame, ramp recipes and upgrade path for more fort building options
Added scrap metal inside corner wedges for scrap metal upgrade path
Added outside corners for scrap metal forts
Added recipe for scrap metal inside corner frames
Added Apartment building, Parking Garage, Movie Theater and new destroyed buildings to Navezgane Gravestown
Added eat glass for suicide option
Added empty jars added to inventory when using water, coffee, murky water, yucca juice, and goldenrod tea
Added recipe for adobe tan made from sand or sandstone and cement
Added paper to trash loot
Added cabinet filler pieces and cabinet top plate blocks for counters replacing some of the cabinet loot in the world
Added green plaster wallpaper full blocks
Added, blood bags, blood draw kits and first aid kits to the world. First aid kits heal 50 hit points immediately plus an additional 50 over 10 seconds. It is made from a bandage, grain alcohol, and a blood bag. Blood draw kits can be reused to make blood bags.
Added “gunpowder charge” item & recipe which is made of 9 gunpowder
Added inside corner wedge and wedged corner for oldwood for attics
Added seeds to garbage and backpack loot
Added icons for leg splint, blood bag, blood draw kit, first aid kit, gun powder charge\bottle, cloth hat, cloth pants, cloth jacket, cloth shoes and cloth gloves.
Added slowed movement speed in sand, water and web for player and entities
Added weapon parts to loot lists, reduced chance of finding complete weapons
Added a new water biome sound loop plays on rivers in random gen only
Added Reduced damage from crawling zombies but gave them a chance give the player a sprained leg
Added new blocks creme wall with backsplash block, wood floor with drywall ceiling block
Added city street painted lines
Added random rotation to loot on roads
Added Player placed dirt now grows grass
Added bookcase blocks, textures and recipes to craft them and bookcase loot containers to the world
Added updated english.txt random gen description and new items
Added MovementState to hornet controller to stop error msgs
Added a few pigs to pine forest biome
Added smell debuff code support and buff note: smell blips still show up on the main map
Added upgradable inside and outside wood corners useful for building mitered roof corners
Added scrap Lead to garbage loot
Added recipes for wooden inside and outside corners

Changed

Changed removed old minimap compass and replaced with new sleek minimalist compass that shows player sleeping bag position, set waypoints and tracked friends
Changed Hordes are smaller in general but except every 7th day they are super nasty.
Changed thinned the total amount of loot containers in all world prefabs and moved the best prefabs to harder to reach areas
Changed Drinking river water doesn’t damage your health and you get some stamina now just like drinking pure water, but there is a chance of catching the new Dysentery Debuff from drinking it. Dysentery is cured by drinking goldenrod tea or taking antibiotics. If untreated it becomes advanced dysentery which damages stamina and health which is only curable with antibiotics
Changed credits adding all Kickstarter Backers and made it scroll faster
Changed cupboards to have 0-1 cans of food instead of 0-2
Changed increased amount of food you get from canned Lamb and Chicken
Changed decreased weight of candy tins, hub caps and air filters
Changed slowed crop growth
Changed spiked club recipe to require ingots instead of scrap metal
Changed white flowers are now cotton plants
Changed lowered zombie player damage to work with the new stun system
Changed awnings are made from cloth instead of plant fibers
Changed most all interior house walls are a full block thick improves lighting and enemy pathing
Changed pipe bombs are now made from gunpowder charge instead of gunpowder
Changed TNT now uses loads of gunpowder instead of gunpowder
Changed replaced all plate block and plate block corner thin walls in old houses and ranch houses
Changed new default spectrum (used in plains and Diersville) with magenta sunset and bluer nights
Changed craft time of sandbags from 30 seconds to 5 seconds
Changed all blocks that use the shape of the pine tip are now only 1m height.
Changed backpacks so you have equal chance of finding the items they contain
Changed pistol book so it gates pistol part mold crafting instead of pistol crafting.
Changed removed shotguns from the book so they can be assembled by anyone who has the parts. Molds still require the book to learn how to craft them
Changed Sandbags can be picked up
Changed made both mattresses work as player bedrolls when placed
Changed Fog, Sunlight and Sky in forest
Changed when placing a regular block on the terrain, the terrain now “snaps” to this block
Changed Zombies are no longer slowed by forge or campfire light at night, and never run in dark places during the day
Changed increased chance of clay deposits in earth. Removed chance of getting clay when digging dirt
Changed increased chainsaw wood damage
Changed removed flicker from wall mounted torches
Changed plains terrain grass is a little greener
Changed resources underground so there are only 3 minerals per layer. There is stone and iron ore in every layer. The third mineral changes every twenty layers down starting with coal, then potassium nitrate, then lead, and finally tungsten.
Changed radiated terrain texture, added more loot to cupboards
Changed Added peeling paint and grunge to Diersville houses and white door
Changed reduced cars in Diersville and gravestown for performance
Changed the way chunks are build in background threads to optimize them
Changed scrap metal wall and reinforced scrap metal wall art
Changed dirt grows into grass, grass grows into tallgrass
Changed ramp trussing textures to use new scrap metal textures
Changed redwood cabinets plain on sides and bottom
Changed removed blob shadows on all entities (zombies, animals, players, etc)
Changed Biome intensity fading now also over time
Changed winter biomes have less fog and brighter midday
Changed dirt to sides of burnt forest blocks and burnt forest dirt on the sides of the wasteland blocks
Changed tweaked cupboard loot. Added empty cans and coffee beans are now in the seed group
Changed Reduced decal litter on roads
Changed increased weight of fishing weights from 1 to 4 ounces
Changed cars now only have automotive loot
Changed crafted doors to be unlocked by default
Changed Serverconfig.xml defaults to zombies normal 3
Changed: Moved VAC window to the top

Fixed

Fixed scrap timer not updating when adding more scrap while it’s in progress
Fixed problem that other players HUD text was flashing
Fixed elevator to surface bug
Fixed all backpacks and purses have terrain decoration flag so they don’t clip terrain
Fixed animals should avoid water > 1m deep unless they are forced in via physics somehow.
Fixed player should be push out of ground correctly
Fixed: Gave wasteland scrap metal block terrain decoration flag so it doesn’t float
Fixed drinking from river not being the same as drinking murky water
Fixed the VAC warning dialog
Fixed problem with animated doors on a client and also open/close state of a door can be saved in a prefab
Fixed regression: god mode wasn’t enabled in Cheat mod
Fixed bug where Mouse Sensitivity was not adjustable
Fixed horizon colors flickering a single time when time turns from about 13:50 to 14:10
Fixed Spinning rabbits and deers
Fixed the rotation of the preview of a door before placing is now correct
Fixed loot not spawning the right amount of items
Fixed severe problem that sometimes the collider for a newly placed block wasn’t generated
Fixed: Fat Cop Zombie Vomit Projectile disappears before it hits anything
Fixed old window upgrade path showing wrong model
Fixed old window upgrade path to include scrap metal reinforced version
Fixed window01white to require scrap metal to reach the metal reinforced version
Fixed walking in shallow water plays footsteps from ground below
Fixed playing “fall into water” sound now only if the fall distance is > 1m
Fixed hovering over item in campfire and closing causing item names to stay
Fixed Removed muzzle flash & smoke from crossbow
Fixed problem that client player in a Coop game was not seen by enemies if far away from the server

ServerConfig.xml

Renamed GamePref ShowAllPlayersOnMap to ShowFriendPlayerOnMap
Server config file option “ShowAllPlayersOnMap” has been renamed to “ShowFriendPlayerOnMap”

Known Issues

32 bit Operating Systems can run out of memory sometimes. We’re still optimizing this.
Some users have trouble setting the video to higher resolutions like 1920×1080 or 1920×1200 as the list appears to long. The work around is to use your keyboard up and down arrow to reach these.

PowerBeard
Sep 4, 2011
Myself and a friend jumped into a randomised world each tonight. He got a serine peaceful world with plenty of cabins and lakes, I meanwhile ended up in a hellish cityscape filled with waterless apartments, fat cops and gun lockers with pieces of guns.

Nightmare mode ensued, I broke my legs, contracted diarrhoea and found that the safer buildings had wooden boards put up to stop looters like me from getting in. The zombies barely cared about me, they just wanted to watch me collapse from dehydration and crap myself before wanting to fight. So yeah, this is a good update.

Bruteman
Apr 15, 2003

Can I ask ya somethin', Padre? When I was kickin' your ass back there... you get a little wood?

Yeah, that was my experience so far - I started in a huge wasteland biome that was just rolling hills of rubble. It took way, way longer than I thought it would moving north before I could get out, it was pretty freaky.

Turtlicious
Sep 17, 2012

by Jeffrey of YOSPOS
I wish there was a way to tell it to gen a certain biome at a certain radius, that way I could host a server all boxed in like Navegazne was

frank.club
Jan 15, 2011

by Jeffrey of YOSPOS
The new update is really great.

crabcakes66
May 24, 2012

by exmarx
There are a lot of opportunities for exploration now. I'm sure some of the rough edges of world generation will improve over time.

But I see where some people were coming from in worrying about a minecraft-like game where everyone does their own thing and rarely encounter other players. I personally love the huge biomes but there should be a way to bring non-friendly players into the same area. Like marking resupply drops on the map. And really making those drops worth going after.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

E-Tank posted:

I want this. I want this so much.
:awesome:

Clarification: I want this to be an option and allow me to potentially swap there when I'm feeling brave masochistic Stupid, and make me happy for all the things I have in normal play.

Assuming it's all in a hidden configuration file, I can totally set up a server that does this with the random world gen stuff. Imagine a city like this where you have to creep around and hide out in fortified basements/buildings to survive. :unsmigghh:

Also, oh god, it's out isn't it? That means it's time. No more delays. I have to remake the thread. Someone come up with a good thread title to ease the pain. :gonk:


Edit: Also, it turns out you can generate a world with 90 percent night. So a horrifying world of eternal night is entirely doable.

Archonex fucked around with this message at 07:54 on Aug 16, 2014

E-Tank
Aug 4, 2011

Archonex posted:

Assuming it's all in a hidden configuration file, I can totally set up a server that does this with the random world gen stuff. Imagine a city like this where you have to creep around and hide out in fortified basements/buildings to survive. :unsmigghh:

Also, oh god, it's out isn't it? That means it's time. No more delays. I have to remake the thread. Someone come up with a good thread title to ease the pain. :gonk:

> Games > 7 Days to Die - And on the Seventh Day he created zombies

Edit:

Loaded up a randomly generated game. Spawned in a field with 3 houses nearby. Found a pig on the roof.



The more things change. :unsmith:

E-Tank fucked around with this message at 07:50 on Aug 16, 2014

Turtlicious
Sep 17, 2012

by Jeffrey of YOSPOS
7 Days To Die: Piggler on the roof.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Turtlicious posted:

7 Days To Die: Piggler on the roof.

This is pretty good, but i'm not sure it'd tell people much about the game. :(

Sevalar
Jul 10, 2009

HEY RADICAL LARRY HOW ABOUT A HAIRCUT

****MIC TO THE WILLY***
Is there a way to change brightness? The whole game has weird dark-shadows for me even in the day time.

It's great they have world-gen now, just loaded up a game and found a city, got chased by a hornet into a police station and got blown up by a boomer. Good times.

Turtlicious
Sep 17, 2012

by Jeffrey of YOSPOS
7 Days to Die: Eat glass and kill yourself.

Methylethylaldehyde
Oct 23, 2004

BAKA BAKA

Turtlicious posted:

7 Days to Die: Eat glass and kill yourself.

I like this one best.

Also, holy gently caress are the biomes big and empty.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Methylethylaldehyde posted:

I like this one best.

Also, holy gently caress are the biomes big and empty.

It seems to depend on the map generated. Started a new map up and I was in a massive city crammed with zombies.

Also the goon server I was on seemed empty until I skirted around a steep hill to find a cross made out of wood on a hill, followed by about 50 zombies waiting to snack on my sorry rear end. Up until that point it was mostly just idyllic hills and the occasional looking run down house.

blackguy32
Oct 1, 2005

Say, do you know how to do the walk?
Just remember, whatever you name server is what seed it will generate.

At the moment, vehicles are sorely needed

frank.club
Jan 15, 2011

by Jeffrey of YOSPOS

blackguy32 posted:

Just remember, whatever you name server is what seed it will generate.

At the moment, vehicles are sorely needed

Yeah now that roads actually make sense as roads and biomes can take a long time to walk through something like a bike would be great.

shep
Aug 31, 2003

I am sad because I am stuck with no bacon in the middle of the ocean.
I'm getting so many random game freezes since the patch, on OSX. Anybody else?

Synnr
Dec 30, 2009

PowerBeard posted:

Myself and a friend jumped into a randomised world each tonight. He got a serine peaceful world with plenty of cabins and lakes, I meanwhile ended up in a hellish cityscape filled with waterless apartments, fat cops and gun lockers with pieces of guns.

Nightmare mode ensued, I broke my legs, contracted diarrhoea and found that the safer buildings had wooden boards put up to stop looters like me from getting in. The zombies barely cared about me, they just wanted to watch me collapse from dehydration and crap myself before wanting to fight. So yeah, this is a good update.

What was your nightmare map named? All the names Ive been trying as seeds were just wasteland or prairie. Not much in the way of enjoyable experience there

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Synnr posted:

What was your nightmare map named? All the names Ive been trying as seeds were just wasteland or prairie. Not much in the way of enjoyable experience there

Seconding this. Sounds like we have a good seed for a goon server. :allears:

PowerBeard
Sep 4, 2011
It's called PortTown101, so I presume it spawned a town / city because I had it in the name.

So as a test, I created a Single Player Map called HellCity666, which resulted in a woodland with a desert nearby. When I eventually came across a city, it seemed to be small enough. This leads me to believe that I got lucky with the first map and that the maps are so large that you would need to run around in Godmode to survey it fully to work out what percentage is cityscape.

Also does anyone know if the maps are about the same size as Navesgane?

Turtlicious
Sep 17, 2012

by Jeffrey of YOSPOS
The maps are infinite.

PowerBeard
Sep 4, 2011
So I decided to fire up Godmode and fly around the city in PortTown101, and it might be quite big. :stare:



Each Square is a massive apartment building, ranging from destroyed but climbable to fully secure blocks (6-8 floors) with full bedrooms and kitchens to scavenge. Mobs are waiting on top of buildings and can often fall down to get you. I looked at the coordinates and it seems to be approx. 6N 370E. Also note a tonne of wasteland surrounding it and a desert to the South.

PowerBeard fucked around with this message at 21:01 on Aug 17, 2014

Nckdictator
Sep 8, 2006
Just..someone
Looks like we got another update

http://7daystodie.com/alpha-9-1-get-it-while-its-hot/


quote:

Added
•Added “Search…” default text to recipe search field
•Added pickup items in the game now show item name
•Added about 35 new locations to the random gen spawn list including army camps, all old businesses, ghost town and factory locations
•Added claw hammer and recipe. It upgrades faster than a stone axe or wrench
•Added home maintenance volume II which unlocks the hammer to rare book loot
•Added military munitions crate to the police station prefab and made military munitions loot crates harder to get to at the army camps

Arclyte
Apr 21, 2002
They also fixed the "spawn on top of the building you logged out from" bug, which was kind of annoying.

Bruteman
Apr 15, 2003

Can I ask ya somethin', Padre? When I was kickin' your ass back there... you get a little wood?

Hah, they really upped the zombie spawn rate. Usually once you take out a (non-horde) spawn, nothing new comes for a few in-game hours. I loaded up an older world where I had an established base (and spawning set to "high") and spent 10 minutes trying to clear out the spawns. Even set to "low," it kicks out like two new zombies near you every two minutes or so.

Not sure how I feel about it. I think having constant zombies nearby is kinda silly - previously you had to do a little work to take out a big spawn but then you had some time to explore/loot a POI/build or something, which was a nice balance.

eonwe
Aug 11, 2008



Lipstick Apathy
So I played this with you guys really early on, and I was wanting to see how it had improved. At the time it was pretty much only goons, and a few pubbies who would get spawned right at our base and steal poo poo with no real way to stop them. Has this improved much? Hows the average server pop?

Drakenel
Dec 2, 2008

The glow is a guide, my friend. Though it falls to you to avert catastrophe, you will never fight alone.

Eonwe posted:

So I played this with you guys really early on, and I was wanting to see how it had improved. At the time it was pretty much only goons, and a few pubbies who would get spawned right at our base and steal poo poo with no real way to stop them. Has this improved much? Hows the average server pop?

Yes. If the server has pvp mode enabled it will automatically spawn players a fair distance away from all other players. They can find your base again, if they paid attention to their map, but you'll see em coming and goons should still operate under 'shoot approaching survivors on sight unless they tell you they're coming... or maybe shoot em anyway. gently caress em.'

dsriggs
May 28, 2012

MONEY FALLS...

...FROM THE SKY...

...WHENEVER HE POSTS!

quote:

Fixed grass blocking collision when hunting or fighting zombies also improves looting of zombies in the grass

THANK YOU!

Sevalar
Jul 10, 2009

HEY RADICAL LARRY HOW ABOUT A HAIRCUT

****MIC TO THE WILLY***
Gotta love these devs, glad the roof thing has been fixed. In getting a bit of stutter in the big main city, are there any notepad tweaks that help performance with this game?

The video menu is quite sparse.

Carnalfex
Jul 18, 2007
The new patch is pretty fantastic! I hope at some point they make survivor backpacks more durable / invulnerable as it is a bit annoying to have a zombie kill you, then immediately smash your backpack and delete everything.

Sevalar
Jul 10, 2009

HEY RADICAL LARRY HOW ABOUT A HAIRCUT

****MIC TO THE WILLY***
Can we still make underground farms? Tried to find some videos but they're all for pre-terrain smoothing alphas :( I tried to do the usual minecraft style setup but the ground / mud goes weird now.

Molothecat
Jul 25, 2007

Wrath, hate, pain, and death!

simosimo posted:

Can we still make underground farms? Tried to find some videos but they're all for pre-terrain smoothing alphas :( I tried to do the usual minecraft style setup but the ground / mud goes weird now.

You can, But it's pretty labor-intensive. Skan posted about it recently in the private server thread.

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Sevalar
Jul 10, 2009

HEY RADICAL LARRY HOW ABOUT A HAIRCUT

****MIC TO THE WILLY***

Molothecat posted:

You can, But it's pretty labor-intensive. Skan posted about it recently in the private server thread.

Aye aye, I've been playing singleplayer to get to grips with things and I think i'm ready to re-enter the server, no need to ask so many questions this time around :allears:

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