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Author Topic: Anyone have modding suggestions?  (Read 87029 times)

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Offline Wolfenix

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Anyone have modding suggestions?
« on: June 12, 2018, 04:37:59 pm »
I'm going to be putting some time and effort into modding some things into (or out of) Ground Zero.  I've touched base with MM and he gave me permission to get some discussion going.

What I'm interested in (descending priority):

1. A17 compatibility!  I'm not interested in modding skills, gun parts, qualities, or anything that is being drastically changed in the new alpha.

2. Anti-exploits.  There are currently several minor loop holes in the game that I intend to close op.  I know there are plenty of people that would rather keep these things in existence because they are convenient, but I'm asking you to come forward and confess knowledge of various things that can be exploited.  For example, things like the wood log exploit are silly and easily fixed with a few minor recipe or harvest adjustments.

3. Quality of Life tweaks.  Again, I'm not aiming to make the game easier.  There are a few things that make sense, though.  Being able to craft cans (we can make buckets but not cans?) at a workbench, for example.  Removing the fire particle from flaming arrows so we can actually aim with them.

4. Balance changes.  Think things are too weak or too strong?  Talk about it here.

5. Adding content.  I already have a few interesting ideas.  Adding content is NOT an easy task when working only with XML files.  Please keep this in mind when making suggestions, but if you've though "I feel like there really should be a thing that does the thing" let me know.  I value my time, so simple suggestions are  more likely to catch my interest.


Thank you for your suggestions!

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Re: Anyone have modding suggestions?
« Reply #1 on: June 12, 2018, 05:09:59 pm »
What is your experience in modding?

Offline MADMAN

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Re: Anyone have modding suggestions?
« Reply #2 on: June 12, 2018, 05:16:48 pm »
I want to make clear that this is just a discussion to come up with ideas for things that may or may not be implemented on our server.  I will have have final say and I will be the one adding anything directly to the server files if I decide it's something we should have. When A17 drops, the server will start essentially vanilla, with very few mods if any.  Then, I will slowly add those I deem fit for our server.

Offline MADMAN

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Re: Anyone have modding suggestions?
« Reply #3 on: June 12, 2018, 05:19:56 pm »
What is your experience in modding?

Wolfenix asked if he could dabble and see what he can come up with. He had some ideas that he wanted to take a stab at.  Far be it from me to discourage anyone from exploring their creativity. If anyone's ideas can benefit the server, then we all come out winners.  :)

Offline Kethzen

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Re: Anyone have modding suggestions?
« Reply #4 on: June 12, 2018, 08:03:25 pm »
- Slightly bigger inventory, maybe larger stacks of some items like minerals, rock, dirt and the like.

- I have seen some mods around that make zombies bullet sponges while also making headshots deadlier, could be fun with fast zombies. i see how it could make day or slow zombies a walk in the park. Anything that could make engagements with npc more fun or unique would be welcome.


• Non lore friendly mods with a quality of life impact:

 This server has made several rules to prevent server lag. So:
- A mod that adds the ability to plant leafless trees could be good. Something like a seed recipe you can make from any tree seed and it would grow just a log (same growth-time and yield). It is very unrealistic but if it helps with server lag it is a price I would be willing to pay.
- Better crop yield: This make seem like easy mode but let's face it, after a while we all have more food than we will ever need. This might result in smaller plots and less frequent farming cycles. This principle could also be implemented as better fertilizer yield or a new and higher form of fertilized soil. Again, easy mode but if it helps with sever integrity it may not be a big price to pay.

Offline Rabid

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Re: Anyone have modding suggestions?
« Reply #5 on: June 12, 2018, 08:04:06 pm »
Could you add some sort of bursting flame graphic to the flame thrower?  Maybe copy the one from Scorched Walkers?  One would expect a weapon applying a -170hp dot to have a more visual effect.

Also cops and ferals should have a better loot drop.  Currently they mostly just eat ammo with very little reward.
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Offline KaRnAgE

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Re: Anyone have modding suggestions?
« Reply #6 on: June 13, 2018, 02:22:00 am »
I would love to see a AirPoweredDartGun here is what i used this ver. uses a scope in 16.2 stable it may need some work haven't tried to use it on 16.4 also i have mods for pure colors of most cloths shirts pants shorts hats coats blue green red black yellow white and a black trench coat mod if you are interested its mainly just changing the color numbers but some items were not in the game so i made a script for them
 
<item id="1604" name="AirPoweredDartGun">
   <property name="Meshfile" value="Items/Weapons/Ranged/SawedOffPumpShotgun/PumpShotgunPrefab"/>   
   <property name="Material" value="metal"/>
   <property name="CustomIcon" value="airPoweredDartGun" />   
   <property name="RepairTools" value="Co2Refill"/>
   <property name="HoldType" value="5"/>
   <property name="DegradationBreaksAfter" value="false"/>
   <property name="SoundJammed" value="weapon_jam"/>
   <property name="Attachments" value="flashlight02"/>
   <property name="CrosshairOnAim" value="false"/> <!-- aimTest -->
   <property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
   <property name="Sound_Sight_In" value="rifle_sight_in"/>
   <property name="Sound_Sight_Out" value="rifle_sight_out"/>
   <property class="Parts">
      <property name="Stock" value="partsAirPoweredDartGun_stockShort"/>
      <property name="Receiver" value="partsAirPoweredDartGun_cylinder"/>
      <property name="Pump" value="partsAirPoweredDartGun_parts"/>
      <property name="Barrel" value="partsAirPoweredDartGun_barrelShort"/>
   </property>
   <property class="Action0"> <!-- AttackAction -->
      <property name="Class" value="Launcher"/>
      <property name="Hitmask_override" value="Arrow"/>
      <property name="Delay" value="0.7"/>
      <property name="Crosshair_min_distance" value="23"/> <!-- 23 -->
      <property name="Crosshair_max_distance" value="28"/> <!-- 28 -->
      <property name="Magazine_size" value="6"/>
      <property name="Magazine_items" value="steelDart,pyroTipDart,poisonTipDart"/>
      <property name="Magazine_item_ray_counts" value="8, 1"/>
      <property name="Magazine_item_ray_spreads" value="0.835,0.605"/> <!-- .835 / .605 -->
      <property name="Reload_time" value=".6"/>
      <property name="Bullet_icon" value="uzi"/>
      <property name="Sound_start" value="nailgun_fire"/>
      <property name="Sound_repeat" value=""/>
      <property name="Sound_end" value=""/>
      <property name="Sound_empty" value="weapon_empty"/>
      <property name="Sound_reload" value="shotgun_reload"/>
      <property name="Particles_muzzle_fire" value="nailgunfire"/>
      <property name="Particles_muzzle_smoke" value="nozzlesmoke"/>
      <property name="DamageBonus.head" value="3"/>
      <property name="DamageBonus.glass" value="1"/>
      <property name="DamageBonus.wood" value="2"/>
      <property name="DamageBonus.earth" value=".2"/>
      <property name="Buff" value="shotgunWound"/>
      <property name="Buff_chance" value="1.0"/>
   </property>
      <property class="Action1"> <!-- UseAction -->
      <property name="Class" value="Zoom"/>      
      <property name="Zoom_overlay" value="Items/Weapons/HUD/sniper_zoom_overlay"/>
      <property name="Zoom_max_out" value="40"/>
      <property name="Zoom_max_in" value="15"/>
   </property>
   <property name="LightSource" value="lightSource"/> <!-- Start: Needed for the attachment flashlight -->
   <property name="ActivateObject" value="Attachments/flashlight/lightSource"/>
   <property name="AttachmentFlashlight" value="flashlight02"/> <!-- End: Needed for the attachment flashlight -->
   <property name="Group" value="Ammo/Weapons"/>
   <property name="ActionSkillGroup" value="Archery"/>
   <property name="CraftingSkillGroup" value="craftSkillWeapons"/>
   <property name="RepairExpMultiplier" value="10.8"/>
   <property name="PickupJournalEntry" value="alternateAmmoTip"/>
   <property name="LightValue" value="0.45"/>
</item>
*********
you will have to change the custom parts and icon to prefabs and the ammo type to the game darts unless you like the poison and pyro tips and so on
*********
<item id="1605" name="Co2Refill">
   <property name="Meshfile" value="Items/Misc/sackPrefab" />
   <property name="DropMeshfile" value="Items/Misc/sack_droppedPrefab" />
   <property name="CustomIcon" value="Co2Refill" />   
   <property name="Material" value="metal" />
   <property name="HoldType" value="45" />
   <property name="Stacknumber" value="50" /> <!-- STK repairKit -->
   <property name="EconomicValue" value="186" />
   <property name="RepairTime" value="2" />
   <property name="RepairAmount" value="2000" />
   <property name="Group" value="Resources,Ammo/Weapons" />
   <property name="CraftingSkillGroup" value="craftSkillScience"/>
</item>
********
you will have to change the customIcon
********

<item id="1699" name="poisonTipDart">
   <property name="Extends" value="ironArrow" param1="HandMeshfile"/>
   <property name="CustomIcon" value="poisonDart"/>   
   <property name="Meshfile" value="Entities/Electrical/steel_dartPrefab"/>
   <property name="DropMeshfile" value="Items/Misc/sack_droppedPrefab"/>
   <property name="Stacknumber" value="500"/> <!-- STK ammo -->
   <property name="EconomicValue" value="54"/>
   <property name="EconomicBundleSize" value="100"/>
   <property class="Action1">
      <property name="Explosion.ParticleIndex" value="1"/> <!-- no expl. -->
      <property name="Velocity" value="95"/>
      <property name="Gravity" value="-4"/>
      <property name="LifeTime" value="2"/>
      <property name="Explosion.BlockDamage" value="10"/>
      <property name="Explosion.EntityDamage" value="10"/>
      <property name="Explosion.ParticleIndex" value="7"/>
      <property name="Explosion.RadiusBlocks" value="1"/>
      <property name="Explosion.RadiusEntities" value="1"/>
      <property name="Explosion.DamageBonus.stone" value="0.3"/>
      <property name="Explosion.DamageBonus.metal" value="0.1"/>
      <property name="Explosion.DamageBonus.earth" value="0"/> <!-- should work? -->
      <property name="Explosion.DamageBonus.wood" value="0.5"/>
      <property name="Explosion.DamageBonus.water" value="0"/>
   </property>
   <property class="Attributes">
      <property name="EntityDamage" value="22,45"/>
      <property name="BlockDamage" value="6,18"/>
      <property name="ApplyBuff" value="0.4,0.4" param1="infection3"/>
   </property>
   <property name="CraftingSkillGroup" value="craftSkillWeapons"/>
</item>

<item id="1700" name="pyroTipDart">
   <property name="Extends" value="ironArrow" param1="HandMeshfile"/>
   <property name="CustomIcon" value="pyroDart"/>   
   <property name="Meshfile" value="Entities/Electrical/steel_dartPrefab"/>
   <property name="DropMeshfile" value="Items/Misc/sack_droppedPrefab"/>
   <property name="Stacknumber" value="500"/> <!-- STK ammo -->
   <property name="EconomicValue" value="54"/>
   <property name="EconomicBundleSize" value="100"/>
   <property class="Action1">
      <property name="Explosion.ParticleIndex" value="1"/> <!-- no expl. -->
      <property name="Velocity" value="95"/>
      <property name="Gravity" value="-4"/>
      <property name="LifeTime" value="2"/>
      <property name="Explosion.BlockDamage" value="10"/>
      <property name="Explosion.EntityDamage" value="10"/>
      <property name="Explosion.ParticleIndex" value="0"/>
      <property name="Explosion.RadiusBlocks" value="2"/>
      <property name="Explosion.RadiusEntities" value="1"/>
      <property name="Explosion.DamageBonus.stone" value="0.3"/>
      <property name="Explosion.DamageBonus.metal" value="0.1"/>
      <property name="Explosion.DamageBonus.earth" value="0"/> <!-- should work? -->
      <property name="Explosion.DamageBonus.wood" value="0.5"/>
      <property name="Explosion.DamageBonus.water" value="0"/>
   </property>
   <property class="Attributes">
      <property name="EntityDamage" value="22,45"/>
      <property name="BlockDamage" value="6,18"/>
      <property name="ApplyBuff" value="0.4,0.4" param1="burning"/>
   </property>
   <property name="CraftingSkillGroup" value="craftSkillWeapons"/>
</item>
*********
you will have to change the customIcon

Offline KaRnAgE

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Re: Anyone have modding suggestions?
« Reply #7 on: June 13, 2018, 02:28:31 am »
What is your experience in modding?

Wolfenix asked if he could dabble and see what he can come up with. He had some ideas that he wanted to take a stab at.  Far be it from me to discourage anyone from exploring their creativity. If anyone's ideas can benefit the server, then we all come out winners.  :)

Notepad++ moders best friend makes scripting so much easier

Offline Wolfenix

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Re: Anyone have modding suggestions?
« Reply #8 on: June 13, 2018, 01:28:56 pm »
Could you add some sort of bursting flame graphic to the flame thrower?  Maybe copy the one from Scorched Walkers?  One would expect a weapon applying a -170hp dot to have a more visual effect.

Also cops and ferals should have a better loot drop.  Currently they mostly just eat ammo with very little reward.
I'm not the one to talk to about the flamethrower or scorched walkers since those are H0tR0d's mods.  Still, I might play around with particles for some other things I'm working on right now.  I currently have a working on a late game blowtorch that does less damage to most things vs the auger, but extra damage to metal objects.  I'm currently on the polishing phase with things like particles and sounds, so maybe I'll stumble upon a solution for the flamethrower I can mention to HR.

Offline Wolfenix

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Re: Anyone have modding suggestions?
« Reply #9 on: June 13, 2018, 02:28:24 pm »
I would love to see a AirPoweredDartGun here is what i used this ver. uses a scope in 16.2 stable it may need some work haven't tried to use it on 16.4...
I don't disagree that darts should have more use than a single trap in the game, but I don't feel like adding a dart gun really adds much to the game other than just another thing to shoot on the cheap; a niche already covered by bows, crossbows, and the nailgun.  I have, however, been thinking about making an "advanced" version of the dart trap, but only if it covers a niche that isn't already covered by another trap type.

Quote
...also i have mods for pure colors of most cloths shirts pants shorts hats coats blue green red black yellow white and a black trench coat mod if you are interested its mainly just changing the color numbers but some items were not in the game so i made a script for them.
I'm also not particularly interested in modding anything cosmetic.  7days is still an alpha game and I consider visuals as secondary to functionality.  I've been thinking about maybe modding a rain coat into the game that has a very high exposure resistance since the only option we have for that is a pretty rare rad suit.  Logically, trash bags would be plentiful in the apocalypse and there's no reason we can't tape them together to stay dry.

Quote
On a side note, I have every intention of modding some new arrows and crossbow bolts.  My intention here is to add some longevity to archery as skill for people that like to go old school, as well as to give archery an actual use for pvp vs rifles.  Currently in my sights are stun arrows/bolts, using standard steel arrow model for flaming arrows (so the flame particles don't make aiming almost impossible), maybe other options.  Problem is actually equipping said ammo.  I need to look into how that works.  I might also make some custom darts since those are just placed in the trap.

Offline KaRnAgE

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Re: Anyone have modding suggestions?
« Reply #10 on: June 13, 2018, 03:52:43 pm »
ok i know you said you weren't very interested in weapons but this is a very fun one and it expands the explosive department its kinda between a rocket launcher and dynamite like a rocket launcher in that it explodes on contact and like dynamite it has limited range actually very limited you would have to try it to see the draw i had lots of fun with it this also causes good ground damage


   
<item id="1701" name="noobTubeAmmo">
   <property name="Meshfile" value="Items/Crafting/bullet_casingPrefab" />
   <property name="Material" value="metal" />
   <property name="HoldType" value="21" />
   <property name="Stacknumber" value="250" /> <!-- STK loot -->
   <property name="Weight" value="5" />
   <property name="EconomicValue" value="15" />
   <property name="EconomicBundleSize" value="5" />
   <property name="CustomIcon" value="noobTubeAmmo" />
   <property class="Action1">
      <property name="Class" value="Projectile" />
      <property name="Explosion.ParticleIndex" value="0" /> <!-- no expl. -->
      <property name="Velocity" value="20" />
      <property name="FlyTime" value="0" />
       <property name="Gravity" value="-15" />
      <property name="LifeTime" value="12" />
      <property name="Buff" value="criticalBlunt" />
      <property name="Buff_chance" value="0.4" />
      <property name="DamageBonus.head" value="5" />
      <property name="DamageBonus.glass" value="25" />
      <property name="DamageBonus.wood" value="5.2" />
      <property name="DamageBonus.earth" value="5.2" />
      <property name="DamageBonus.metal" value="5.1" />
      <property name="DamageBonus.cloth" value="5.1" />
      <property name="Explosion.BlockDamage" value="50" />
      <property name="Explosion.EntityDamage" value="90" />
      <property name="Explosion.ParticleIndex" value="1" />
      <property name="Explosion.RadiusBlocks" value="3" />
      <property name="Explosion.RadiusEntities" value="4" />
   </property>
   <property name="Group" value="Ammo/Weapons" />
   <property name="CraftingSkillGroup" value="craftSkillGuns"/>   
   <property class="Attributes">
      <property name="GetQualityFromWeapon" value="true" />
      <property name="EntityDamage" value="15,25" />
      <property name="BlockDamage" value="15,25" />
   </property>
</item>

<item id="1702" name="noobTube">
   <property name="Meshfile" value="Items/Weapons/Ranged/blunderbuss/blunderbussPrefab" />
   <property name="Material" value="metal" />
   <property name="RepairTools" value="scrapIron" />
   <property name="HoldType" value="26" />
    <property name="FuelValue" value="70" />
   <property name="EconomicValue" value="220" />
   <property name="CustomIcon" value="noobTube" />
    <property name="DegradationBreaksAfter" value="false" />
   <property name="SoundJammed" value="ItemNeedsRepair" />
    <property name="SoundDestroy" value="wooddestroy1" />
   <property class="Action0"> <!-- AttackAction -->
      <property name="Class" value="Launcher" />
      <property name="Hitmask_override" value="Arrow" />
      <property name="Delay" value="0.8" />
      <property name="Magazine_size" value="1" />
      <property name="Magazine_items" value="noobTubeAmmo" />
      <property name="Rays_spread" value="0.012" />
      <property name="Reload_time" value="1" />
      <property name="Bullet_icon" value="uzi" />
      <property name="Sound_start" value="Weapons/Ranged/Bows/Crossbow/crossbow_fire" />
      <property name="Sound_repeat" value="" />
      <property name="Sound_end" value="" />
      <property name="Sound_empty" value="Weapons/weapon_empty" />
      <property name="Sound_reload" value="Weapons/Ranged/Bows/Crossbow/crossbow_reload" />
   </property>
   <property class="Action1"> <!-- UseAction -->
      <property name="Class" value="Zoom" />
      <property name="Zoom_max_out" value="45" />
      <property name="Zoom_max_in" value="45" />
   </property>
   <property class="Attributes">
      <property name="DegradationRate" value="1,1" />
      <property name="DegradationMax" value="30,600" />
   </property>
   <property name="Group" value="Ammo/Weapons" />
   <property name="ActionSkillGroup" value="Gun Smithing"/>
   <property name="CraftingSkillGroup" value="craftSkillGuns"/>
   <property name="RepairExpMultiplier" value="10.5"/>
   <property name="PickupJournalEntry" value="alternateAmmoTip" />
</item>

<recipe name="noobTubeAmmo" count="1" craft_area="workbench">
   <ingredient name="scrapIron" count="10"/>
   <ingredient name="clayLump" count="1"/>
   <ingredient name="ductTape" count="1"/>
   <ingredient name="gunPowder" count="12"/>
</recipe>

<recipe name="noobTube" count="1" craft_area="workbench">
   <ingredient name="forgedSteel" count="12"/>
   <ingredient name="shortMetalPipe" count="2"/>
   <ingredient name="glue" count="2"/>
   <ingredient name="ductTape" count="2"/>
   <ingredient name="wood" count="4"/>
</recipe>

Offline junrall

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Re: Anyone have modding suggestions?
« Reply #11 on: June 13, 2018, 04:15:01 pm »
Add a few skills:

  • Landmine skill: Pickup landmines: If possible, the lower your skill in this, the greater chance the mine will blow up in your face.

  • Canned food skill: I believe the next release fixes zombies not sensing food on you.  Canned food could be an option for safe travel. Use cans and/or jars to craft existing in-game canned foods.
       Canning would be performed in a campfire with a pot, clean water and meat, and a candle to wax seal.
       Using wax for canning is old school and not always a perfect seal so, the lower your skill in canning, the greater chance that zombies can sense the canned goods.
       For gameplay balance: Canning takes a long time to do in real life so, make it take a while to craft.
       Decrease stack size of canned/cooked goods... after all, who can carry 50 cans... even in a backpack.
       As for uncanned food: The more food you have on you the more zombies can smell you.
     
  • Bagging skill: : I like the idea of a larger inventory. The higher your skill, the more efficient you are at stowing your goods which means your inventory size increases.
       This skill could be applied to storage as well. Also, inventory size would increase ONLY if you have a backpack in your inventory? The backpack could be a rare find.
    This is assuming that this is possible within the XML files.
 
 



Offline Rick Hunter

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Re: Anyone have modding suggestions?
« Reply #12 on: June 13, 2018, 04:37:39 pm »
+1 larger inventory

Offline Rabid

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Re: Anyone have modding suggestions?
« Reply #13 on: June 13, 2018, 06:47:03 pm »
Junrall's suggestion for the landmines gave me an idea.  Perhaps incorporate a lockpicking skill along with a new tool or tools for that purpose?  Could be used both to disarm landmines and pick open pvp player's doors and locked chests.  Similar to the rogue skill from Warcraft.

Offline yu12no

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Re: Anyone have modding suggestions?
« Reply #14 on: April 26, 2020, 10:02:54 pm »
not sure if this is still alive but i'm gonna give it a try.

i'd like to see more custom paint selection choices.
this idea came up because i wish to paint my storage boxes with more graphics to increase the efficiency to sort my stuffs.

if Madman is fine then i'm free to help out with providing the some graphics for the paint library. Just gimme the size and format of the required pictures/files

 

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im finally back by glumbud
March 25, 2022, 03:11:06 am

Hows everyone been doing what games have you been playing by KaRnAgE
August 28, 2020, 04:21:17 am

Anyone have modding suggestions? by Rabid
July 19, 2020, 06:59:09 am

The south lands explained ? by EatMoreLead
June 18, 2020, 04:55:15 pm

Should we make the server public? by Wipeout
May 22, 2020, 04:59:07 pm

Incentivizing PvP and the South by KaRnAgE
May 07, 2020, 11:15:16 pm

disconnection issues by KaRnAgE
May 06, 2020, 10:22:19 pm

Stuck at "connecting to server" by Dene
April 21, 2020, 04:58:40 pm

Texture Glitch? by MADMAN
April 03, 2020, 12:35:11 am

Steam updated me to 18.4 and now I can't connect by MADMAN
March 04, 2020, 04:10:51 pm