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Glisp

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Everything posted by Glisp

  1. sorry for the necro but what is that sneaking animation they are using? I've never saw that before. Also a little update on the monster mod guys: I've been away for a while playing other games and dealing with personal stuff. I just came back today and am planning on resuming the work I was doing with the bugs. I haven't decided if I will do the other monsters yet. Depends upon how dedicated and motivated I am.
  2. Yeah. There's a slug in there but he borked on Guppy. The others SHOULD work fine once implemented.
  3. so just a heads up. The link on 7daystodiemods.com has not been updated yet so use guppy's link in the OP for now instead. (which you should probably be doing anyway because you can't expect the website to always be up to date.) also technically I can just show you the mod as it hasn't changed much since alpha 18 right now the only thing it's honestly lacking is sounds. The model has been updated accordingly however to the alpha 20 format. There are also a few other creatures that I don't have any data to go off of right now so it may be a while before those guys are ready. And yes the insect mound comes with it. I was surprised the blocks didn't need updating at all.
  4. there was an issue I noticed where the zombies phased through walls wall trying to lunge at the player on the opposite side of one but this was an issue that seemed to correct itself after the animation finished. as for the poor hit box issue. I never encountered this during my testing with my entity classes and groups. I dunno if it's just the zombies behave strangely with your EnZombies Error Null or what. I don't have them installed because the gameplay changes were a bit too brutal in some regards. It could also be related to the issue Guppy brought up as well. I've never had any issues getting hit by them though as I said above, so I'm not sure. Hopefully though you guys enjoy my Entity Groups and classes. I had Guppy giving me input every step of the way and it was a good opportunity to get my feet wet with .xml and xpath editing. Here is the run down of what I did: - Each Entity either borrows data from an existing entity, or borrows sounds from them. There were a couple that didn't like being extended from existing zombies so I had to use the defaultzombietemplate and change some other values to keep them from being a copy paste of the defaultzombietemplate such as sounds, and walk style. I did keep a few on the default template though and just changed their walk types accordingly to what I felt would fit them best. - all the zombies are in existing entity groups. A handful are in a lot of groups because of how run of the mill they are. Others were put into groups based on their appearance in order to fit a theme. here is a list of all the uniquely placed zombies: Lucy and Alma are treated as scouts now (though at higher game stages they may spawn as normal zombies. not sure why as I am sure I deleted all their entries from the normal spawns. In fact I actually borrowed entitygroup data from the screamers so I'm not sure. Either way. when they spawn like this they won't summon mobs with their screams from what I've saw) The Biomechanical Wight and Clot now use wight info. The Biomech wight is pretty much meant to be a tougher more resiliant type of wight made of metal. Be afraid of this guy at low levels, especially if you lack good armor or weapon damage, as they are quite dangerous, especially when with other bio mech wights and/or other zombies at night. Clot is kinda meant to be a weaker version of the wight. As a result he has less health than a standard wight and gives less XP. That being said, he can still sprint at you during the day so don't underestimate him. Both of these guys have a feral tag which you need in order for a feral wight class zombie to sprint during the day. The three police zombies are placed in with the fatcop zombie. They do not puke however. This was mostly to add variety to the various zombie cop POI spawns. Namely the police station POI's where a lot of them are set to spawn. The old man zombie is placed in with the snow zombie spawns, which otherwise only include the Frozen Lumberjack. As a result you will see him running around the snow biome as well as in various places where the Frozen Lumberjack will spawn, such as that one Grocery Store POI with the loot in the Freezer. many of the naked more decomposed looking zombies (like billy, Bob, etc) are placed in with burn victim zombies. As a result they have a chance of spawning anywhere you find burn victims. - I altered the size scale of various zombies. Okay so a common issue is when a model is too big or small, the bones will do odd things on that specific zombie's death. A number of zombies in this collection were way too small, and looked super tiny compared to the player. This also had a side effect of a couple, such as the german cosplayer, having bones that stretch after death because of his smaller scaling. as a result I had to make him bigger among a few others that were too small. It was very hard getting a good scaling value but I think they're pretty decent now and I'm not seeing as much bone stretching on death if any. That's pretty much as far as the changes to the zombies from the intial release go. Obviously most of the zombies don't have feral versions (an exception being the zombies definited as wights, which are exclusively feral for gameplay reasons) and all of them definitely don't have irradiated versions. Perhaps in the future I will try and do some texturing for these but for now I'm satisfied with the end result and I think Guppy is as well. Anyway enjoy the mod. I got another one of Guppy's old mods that he's updated the models of for a20 that I am currently testing and because Guppy is gonna be gone for a few weeks it may be a while before it gets a full release.
  5. Still kinda working on the entity groups off and on but they should be ready for the first release now. Also updated Entity Classes to give them some unique properties like animations, health, etc. Most of them behave like standard zombies, but a couple got some alterations to their class info to be a bit more unique and flesh out some of the special zombie classes. Namely the Wight and Screamer. The main issue right now is the size scale. I'm still tinkering with those but other than that they should be ready. there's a couple of zombies that are currently bigger or smaller than they need to be and may still need some tweaking but I've pushed my current iteration for the time being. Guppy should be uploading it the next time he gets on a PC if he remembers lol.
  6. should probably bring this up because people don't seem to understand. You have to make a new POI list using the alpha 20 POI folder otherwise the generator will generate things based off of Alpha 19 information. create this and then load it every time you want to make a map. I should probably note there are some issues with this method: The first and biggest issue is the generator still uses Alpha 19 paremeters so you'll get some weirdness still but overall you won't have buildings overlapping. You MAY however see a ghost house from time to time. the second issue is the map generation will ignore some POI's even though they are on the list. Notably, things like caves and the Higashi Pharmaceuticals building will never get generated on these maps. You will have to go in and hand place these with the world editor if you want them in your generated map.
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