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Showing content with the highest reputation on 01/17/2020 in all areas

  1. 1 point
    CreaturePacks This goal of these new modlets is to provide core "Packs" that contains various vanilla compatible and fully featured characters such as bandits, survivors, animals, wandering traders, etc. without breaking EAC or requiring the DMT utility. Included in this test version are samples of each type of character with very basic xml to get them working in game. No balancing of spawn rates, weapon power, etc was attempted. There are 5 creature packs: 0-CreaturePackAnimals - Things like animals, birds, insects etc. 0-CreaturePackHumans - Various bandits, traders, and survivors and other humanoid rigged entities 0-CreaturePackMechs - Robots, drones and other mechanical things like SphereBot, the avatar of my modding partner SphereII 0-CreaturePackZombies - Zombies, you know, dead things that used to be human. Humanoid rigged. 0-CreaturePackFantasy - Everything else that doesn't fit in the 4 other categories. Swarms, Orcs, Pokemon etc. Other character modders have committed to contributing additional characters to this pack like they do to the POI (Buildings) collection called CompoPack. Want to join them? Start here: The methods used to make this vanilla compatible were researched and developed over the past 2 years and finally it seems to be working well enough to test. However, this is something very new and challenging to develop so expect imperfections as we work out all the issues. Once initial testing is complete I plan to teach the development workflow to others. Features: Most characters support all vanilla character features. These include Humanoid rigging, root motion animation, collision with vehicles, rag-dolling, 100's of animated reactions (including hit locations, limping, etc.), limb decapitation and gore, and even the ability to spawn the characters with vanilla or custom weapons just by editing xml. These can also be retextured in xml to offer even more variety. There are some exceptions, especially on animals, as I just started to explore that controller. They also work very well as sleepers in POIs, but stumbling onto a bandit that has a MP7 at close range isn't something you will live to enjoy. Hopes and Dreams: Beyond hoping that this pack someday contains 100's of new characters, I hope some folks develop custom quests and story lines for some of the characters. Bandits are one thing, but earning a positive faction with the bandit leader by doing some hit jobs for him makes for a better end game. Known issues: New zombies can use all walktypes but humanoids like bandits and survivors, walktype 7 is used as its the least zombie-ish of the walktypes. On this walktype I only replaced the idle/walk/run animations, and added specific new animations for rifles and bows. Many more need to be added or replaced when time allows but its not bad as is. Adding weapons on entity spawn works but, for example Eve and her sideways AK47, requires me figuring out the default rotations of the hand location for guns. Melee worked on the club but I didn't try other melee weapons yet. There are currently no footstep sounds when these guys walk or run. Vanilla footsteps require a C# script to trigger sound events and we can not use scripts without breaking EAC. I expect to create a work around for that at some point but for now, look around more. I handle character physics differently than vanilla does so there may be issues in this area. New idle/walk/run animation blending is basic and will be tuned in later versions. SphereII wrote me a script that logs the values the game passes into the controller recently so now I can see a bit more about the relationship between xml movement values and Unity blend tree values. So everything you see for this test was just guessing at values. Installation: Just drop the modlets into your MODS folder and have fun. They are not dependent on each other so load the ones you want. If your using a dedicated server, you also need to load this into your dedi server Mods folder. So a copy in both the clientside Mods folder and also on the servers Mods folder. Compatibility: The modlets are named with a prefix of 0- to insure they load before other modlets that will edit the basic xml provided in these core modlets. Nothing in these modlet's xml should change vanilla in a way that collides with other modlets but let me know if it does. Testing was done on 18.3 stable. Each submitted Unity.3d file (multiple entities in one file) should have a size less than 100 megs for Github compatibility. This is NOT compatible at this point with my DMT Bandits and Wandering traders, and maybe not the NPCs as well as there will be duplicates across these mods until that's all cleaned up. Terms of Use: The goal of everything SphereII and I do is to share information and examples of how to make this game better. So use this for yourselves or as part of a mod you develop for others to enjoy. Giving credit to the author is always a class act, but at least don't be that guy who spends an hour editing someones work and then claims to be the original author. Download: https://github.com/7D2D/A18Mods Look for the 0-CreaturePacks, but there are other fun things there too, like No Potty Mouth. or try: https://minhaskamal.github.io/DownGi...urePackAnimals https://minhaskamal.github.io/DownGi...urePackFantasy https://minhaskamal.github.io/DownGi...turePackHumans https://minhaskamal.github.io/DownGi...aturePackMechs https://minhaskamal.github.io/DownGi...urePackZombies
  2. 1 point
    You're saying they all need b***s of different sizes so you''ll notice the difference?
  3. 1 point
    Nicely done! Testing it was pretty cool and I found that their silence was mitigated by their shooting at me or their loud mouth, so the footsteps weren't missed. I happened to be testing some other toys when you put this out so I did double testing; all worked out, I'll post the youtube once it's finished processing, because I made a few comments.
  4. 1 point
    They removed climbing spiders in A17; they jump now, with ferals jumping higher and further than regulars, and radiated spiders higher and further still.
  5. 1 point
    Wouldn't say it's that broad. It just means defending something from pathing enemies, using various tools (like towers, turrets or traps traditionally). Whether it's Rampart on DOS, or much later Starcraft/Warcraft custom maps, with a hero and extra gimmicks or without, they still fall into that category. It seems some people can't differentiate between a game having some elements from another genre and the game strictly belonging to that genre.
  6. 1 point
    Good to know. I'll update my spreadsheet.
  7. 1 point
    I assume the standard size zombies have the same animator? (i.e. if you add an animation for one, they all then have it?) Would love to see the spider zombie disappear and add climbing & crawling/jump animations to regular zombies. Then you could randomly give normal zombies either the climbing or jumping abilities, similar to making them irradiated. Also it would be neat if the larger zombies got a charging animation and the possibility to be "charging" zombies. i.e. run fast at you, deal big damage if they hit you while running, but go in a straight line for the charge. Could also make the acid spit a potential characteristic for all larger zombies. These changes would make zombies a bit less predictable. It would also mean that as hordes get nastier, more zombies can gain these abilities without just having to add 50 spider zombies, etc. Plus it would be nice in general to see more use of the system used to make irradiated zombies and these traits seem like a good use of that system. Oh, and all base crawlers are the same zombie, but we already know all zombies already have the crawl animation. Can't we randomise who the crawlers are?
  8. 1 point
    That's "A puppet yam I" -- Popeye Yoda.
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