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Arez

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Everything posted by Arez

  1. Absolutely! And @doughphunghus's suggestion of the Goonies POI would be awesome. I haven't even considered non-horror movie POIs.
  2. The famous movie POIs - The Bates Motel, Evil Dead cabin, Nightmare on Elm Street house, etc, were significant solidifying factors for me to consider this my favorite game of all time. I've already mentioned George Romero movies and Return of the Living Dead earlier in this thread. So I would absolutely love to see more of those. Exorcist house, Michael Myers house, etc. More open area POIs like Housing Development, which I brought up in another thread here and has been confirmed that there will be more like that, so we can check that off. ALSO...I think we need a POI (or multiple POIs or an overall spawning system) where zombies crawl out of the ground! Somewhere here on the forums I made a post about this and someone replied with a video of a POI they made that has zombies crawling out of graves. It looked great!
  3. I know that through Telltale there was Michonne from the Walking Dead as a playable character on the console version. Are there any plans to include 3rd party IPs as DLCs going forward? I can suggest a couple. The George Romero Pack. Various POIs, zombies and survivors from the George Romero movies. The Return of the Living Dead Pack. The medical supplies building with the mortuary and graveyard as a high tier POI. As well as zombies and survivors. Yes, I know these can be modded in, and some already have been in the past. But there is one group of people that would not be able to partake in such mods....console players. I know there are enough people that would go absolutely bananas if this stuff was added. Think about it. I'm not too sure how things work, but even if TFP takes an extremely small cut of the DLC's profits, I would be SHOCKED if these DLCs wouldn't get a substantial amount of people to buy the game.
  4. I barely know the basics when it comes to modding. Would you know of any tutorial that explains how to do that that you could direct me towards?
  5. I've just started making zombie mods. I wanted to add jiggle physics to one of them. I found an asset called VertExmotion that allows softbody physics to be added solely in Unity without the need for additional bones or weight painting to be added to the model. It was very easy to implement and it looked really good. Unfortunately (according to the asset's creator) 7DTD doesn't have the asset's API added, so, while it works perfectly when previewing in Unity, it does not work in game. I was even capable of having the zombie's shirt mesh remain separate from the body but move perfectly with the jiggling flesh so there was no clipping. I discovered the jiggle physics asset that is used in 7 Days and it requires bones to be added and weight painting in an external program such as Blender. I don't know Blender well, and it has been a struggle getting it to work. It would be fantastic if the VertExmotion API was added to 7 Days. I would imagine it would save anyone a lot of time (even those fluent in programs such as Blender) when adding jiggle physics to models.
  6. Here. Take a look. These links are the same video. The first one is me entering the snow biome and the second is me entering Trader Hugh's shop. I think you can actually start seeing it kick back in right about when he's done talking. And then when I go back outside you can really see the difference.
  7. I can certainly attest to that. I had the AI off and spawned a ridiculous amount of zombies once, and with a 4090 and a 13900k, I was getting 9 FPS.
  8. I'm loving it. It's perfect. It adds this extra dramatic tone to everything, kinda like what film does. I know some people don't like things too dark and miserable looking. I've had comments saying the game is dark enough, why would you need Dark Nights...and the burnt forest and wasteland is too depressing, and they mod it to make the sky clear. Obviously I'm not like that because I want things to have as much of a down tone as possible. But I think even people that don't like a depressing vibe would like this mod. The only technical thing I noticed is that it seemed to go away upon entering the snow biome and stayed like that until I entered and then left Trader Hugh's place. Don't the traders kinda have their own biome to some degree? Either it took time to kick in again or going to the trader reset it.
  9. Oh my GOD! The Dark Knight of the modding community, DoughPhunghus responded to my request?! This is an honor! I will install this and stream it on YouTube later today. www.youtube.com/@YTDoubleG If you want to check it out, don't worry about seeing it live. I have the DVR function enabled so it will be saved in the live tab on my channel. The only other mods I'll have installed are my zombie pack mod, Dark Nights, SCore, XNPCCore, Bestiary, OCB leveling hoe, The Resident Evil 2 RPD POI, Path Smoothing and Wookie's game options.
  10. Waitress huh? Only the ones closest to her know that Party Girl was a cocktail waitress.
  11. The log says "Lyndsey loves Mike" with a heart drawn around it. You figured this out weeks ago on Discord. Remember? Rename the FBX.
  12. @faatal For those who like modding (and I'm personally talking about adding custom zombies, which I have just learned how to do) how much change is going to be needed to make A21 zombie mods work in A22? Also, how can I make the bloody wounds on my zombies look wet and glistening like you guys do?
  13. A couple of things to consider: there's a market for asym games that has nothing to do with 7 Days fans. They always flock to whatever new asym there is. But history has shown that only 1 and a half asym games have succeeded. Dead by Daylight, and the half is Friday the 13th, which never had a chance to reach it's full potential. But considering how it maintained a playable player base for 6 years, I would deem it a success. Blood Moons has the potential to capture the disillusioned Dead By Daylight players that have been Stockholm'd into constantly playing it. They're always looking for an out. I am almost sure that Blood Moons will have a strong 1st two months. After that, it all depends on how addicting the game loop is. And I find it hard to consider that TFP have made poor decisions, seeing that the game has more people playing it on a consistent basis more now than ever. It reminds me of back in the day when an indie band would have a strong dedicated following. But then they would sign a deal with a major label and start making hits, and all of a sudden the original dedicated following would hate the band and shout from the rooftops about how much they suck now...as the band goes on to sell out stadiums. A21 is the best version of this game. I first played 7 Days on A19. I played it for 2 hours and then didn't play it again for 3 years. Now I'm obsessed with it. I downloaded A16 and played that for a few days. At best, it had it's own type of charm. So as the Drill Sgt in Stripes once said: "Lighten up Francis".
  14. Yeah, I heard you guys have more POIs than what has been posted on TwitterX. It has a vibe. I don't know how to explain it. I wanna say that it feels a little bit like a movie maybe. I also think I had a wandering horde show up during the quest because there were a bunch of zombies jumping over the exterior fence to get in (unless that's part of the quest). It was a lot of fun. I'm looking forward to the new ones.
  15. No you don't, unless something is wrong with your set up. I play in 1440p. I don't lower my graphics settings at all and there are times where I exceed 300 fps (though rarely). And I average 140+.
  16. What...they might implement it resulting in horrible performance and it could simply be shut off like it can in every single game that has it? Zombie Dr. House. Big fan!
  17. I saw this on Reddit and I would love it if there was a mod to make the sky look like this in every biome at all times during the day...as in this is the clearest the sky could look.
  18. I'm pretty sure it's set to humanoid. I don't know how to check now that it's a prefab though. And I also tried to make a different zombie. This time I followed the tutorial based on the scripts. It's name shows up in the spawn menu, but it won't spawn. I click on it, hear the spawn sound and nothing shows up. I even tried to spawn it in the air, thinking that maybe it's spawning under the ground, but no.
  19. I would like to see Ray Tracing in this game. I only tried playing one game with Ray Tracing on and that was Resident Evil 2 Remake. I was getting 300+fps with it on. I thought it wasn't working, and it didn't even look all that impressive. I shut it off and everything just looked bad. It wasn't so much that the lighting changed. Things just looked degraded. Who knows what Capcom was doing. I gotta say though, the lighting and reflections in 7 Days is really good as is. I know Ray Tracing is more than just that. But with the way the game's lighting is now, I don't really feel like I'm missing anything...but it would be interesting to see.
  20. At Pax, Fubar Prime set up a Q&A with the illogika devs on his Twitch stream. The devs said that as of now, Blood Moons is not coming to console, but if it sells well enough on PC then there is a better chance that it will.
  21. Hey @xyth! I followed your tutorials and made about 6 zombie models. I put one through Unity after a Mixamo rigging. It animates fine in Unity but it only t-poses in game. It senses me and spins around if I bump into it, and if I run into one of its hands it damages me, but it doesn't move on its own. The only thing I know I didn't add in Unity was LOD 0. Besides that, would you have any idea what I might be missing? Let me know if there's anything I need to provide. EDIT: Here's everything I can think that might show something Entity classes XML <configs> <append xpath="/entity_classes"> <entity_class name="Male_Nurse_GG_Zombie" extends="zombieTemplateMale"> <property name="UserSpawnType" value="Menu"/> <property name="Tags" value="entity,zombie,normal"/> <property name="Mesh" value="#@modfolder:Resources/Male_Nurse_GG_Zombie.unity3d?Male_Nurse_GG_Zombie"/> <property name="AvatarController" value="AvatarZombieController"/> <property name="PhysicsBody" value="mixamoBasicRig"/> <property name="WalkType" value="7"/> <property name="RootMotion" value="true"/> <property name="HandItem" value="meleeHandZombie01"/> <property name="HandItemCrawler" value="meleeHandZombie01"/> <property name="RightHandJointName" value="RightHand"/> <property name="LootDropProb" value="0.05"/> <property name="DeadBodyHitPoints" value="1000"/> <effect_group name="Base Effects"> <passive_effect name="DistractionResistance" operation="base_set" value="0,0"/> <passive_effect name="HealthMax" operation="base_set" value="150"/> <passive_effect name="HealthMax" operation="perc_set" value="1"/> <passive_effect name="StaminaMax" operation="base_set" value="100"/> <passive_effect name="PhysicalDamageResist" operation="base_set" value="0"/> </effect_group> <property name="Mass" value="120"/> <property name="Weight" value="200"/> <property name="SizeScale" value="1.1"/> </entity_class> </append> </configs> Physics bodies XML <configs> <append xpath="/bodies"> <body name="mixamoBasicRig"> <collider> <property name="tag" value="E_BP_Body"/> <property name="path" value="Hips"/> <property name="collisionLayer" value="0"/> <property name="ragdollLayer" value="0"/> <property name="collisionScale" value="1 1 1"/> <property name="ragdollScale" value="0.75 0.39 1"/> <property name="collisionOffset" value="0 0 0"/> <property name="ragdollOffset" value="0 0 -0.08"/> <property name="type" value="Detail"/> <property name="flags" value="collision;ragdoll"/> </collider> <collider> <property name="tag" value="E_BP_LLeg"/> <property name="path" value="Hips/LeftUpLeg"/> <property name="collisionLayer" value="0"/> <property name="ragdollLayer" value="0"/> <property name="collisionScale" value="1 1 1"/> <property name="ragdollScale" value="1 1 1"/> <property name="collisionOffset" value="0 0 0"/> <property name="ragdollOffset" value="0 0 0"/> <property name="type" value="Detail"/> <property name="flags" value="collision;ragdoll"/> </collider> <collider> <property name="tag" value="E_BP_LLowerLeg"/> <property name="path" value="Hips/LeftUpLeg/LeftLeg"/> <property name="collisionLayer" value="0"/> <property name="ragdollLayer" value="0"/> <property name="collisionScale" value="1 1 1"/> <property name="ragdollScale" value="1 1 1"/> <property name="collisionOffset" value="0 0 0"/> <property name="ragdollOffset" value="0 0 0"/> <property name="type" value="Detail"/> <property name="flags" value="collision;ragdoll"/> </collider> <collider> <property name="tag" value="E_BP_RLeg"/> <property name="path" value="Hips/RightUpLeg"/> <property name="collisionLayer" value="0"/> <property name="ragdollLayer" value="0"/> <property name="collisionScale" value="1 1 1"/> <property name="ragdollScale" value="1 1 1"/> <property name="collisionOffset" value="0 0 0"/> <property name="ragdollOffset" value="0 0 0"/> <property name="type" value="Detail"/> <property name="flags" value="collision;ragdoll"/> </collider> <collider> <property name="tag" value="E_BP_RLowerLeg"/> <property name="path" value="Hips/RightUpLeg/RightLeg"/> <property name="collisionLayer" value="0"/> <property name="ragdollLayer" value="0"/> <property name="collisionScale" value="1 1 1"/> <property name="ragdollScale" value="1 1 1"/> <property name="collisionOffset" value="0 0 0"/> <property name="ragdollOffset" value="0 0 0"/> <property name="type" value="Detail"/> <property name="flags" value="collision;ragdoll"/> </collider> <collider> <property name="tag" value="E_BP_Body"/> <property name="path" value="Hips/Spine/Spine1/"/> <property name="collisionLayer" value="0"/> <property name="ragdollLayer" value="0"/> <property name="collisionScale" value="1 1 1"/> <property name="ragdollScale" value="1 0.36 1"/> <property name="collisionOffset" value="0 0 0"/> <property name="ragdollOffset" value="0 0.05 -0.08"/> <property name="type" value="Detail"/> <property name="flags" value="collision;ragdoll"/> </collider> <collider> <property name="tag" value="E_BP_LArm"/> <property name="path" value="Hips/Spine/Spine1/Spine2/LeftShoulder/LeftArm"/> <property name="collisionLayer" value="0"/> <property name="ragdollLayer" value="0"/> <property name="collisionScale" value="1 1 1"/> <property name="ragdollScale" value="1 1 1"/> <property name="collisionOffset" value="0 0 0"/> <property name="ragdollOffset" value="0 0 0"/> <property name="type" value="Detail"/> <property name="flags" value="collision;ragdoll"/> </collider> <collider> <property name="tag" value="E_BP_LLowerArm"/> <property name="path" value="Hips/Spine/Spine1/Spine2/LeftShoulder/LeftArm/LeftForeArm"/> <property name="collisionLayer" value="0"/> <property name="ragdollLayer" value="0"/> <property name="collisionScale" value="1 1 1"/> <property name="ragdollScale" value="1 1 1"/> <property name="collisionOffset" value="0 0 0"/> <property name="ragdollOffset" value="0 0 0"/> <property name="type" value="Detail"/> <property name="flags" value="collision;ragdoll"/> </collider> <collider> <property name="tag" value="E_BP_RArm"/> <property name="path" value="Hips/Spine/Spine1/Spine2/RightShoulder/RightArm"/> <property name="collisionLayer" value="0"/> <property name="ragdollLayer" value="0"/> <property name="collisionScale" value="1 1 1"/> <property name="ragdollScale" value="1 1 1"/> <property name="collisionOffset" value="0 0 0"/> <property name="ragdollOffset" value="0 0 0"/> <property name="type" value="Detail"/> <property name="flags" value="collision;ragdoll"/> </collider> <collider> <property name="tag" value="E_BP_RLowerArm"/> <property name="path" value="Hips/Spine/Spine1/Spine2/RightShoulder/RightArm/RightForeArm"/> <property name="collisionLayer" value="0"/> <property name="ragdollLayer" value="0"/> <property name="collisionScale" value="1 1 1"/> <property name="ragdollScale" value="1 1 1"/> <property name="collisionOffset" value="0 0 0"/> <property name="ragdollOffset" value="0 0 0"/> <property name="type" value="Detail"/> <property name="flags" value="collision;ragdoll"/> </collider> <collider> <property name="tag" value="E_BP_Head"/> <property name="path" value="Hips/Spine/Spine1/Spine2/Neck/Head"/> <property name="collisionLayer" value="0"/> <property name="ragdollLayer" value="0"/> <property name="collisionScale" value="1 1 1"/> <property name="ragdollScale" value="0.8 0.88 1"/> <property name="collisionOffset" value="0 0 0"/> <property name="ragdollOffset" value="0 0.02 0"/> <property name="type" value="Detail"/> <property name="flags" value="collision;ragdoll"/> </collider> </body> </append> </configs> Unity folder hierarchy What it looks like in game And the error message I get from the log "NullReferenceException: Object reference not set to an instance of an object at (wrapper dynamic-method) EModelBase.DMD<EModelBase::LookAtUpdate>(EModelBase) at EModelBase.LateUpdate () [0x0001e] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0 " I can post the complete log if needed, though there doesn't seem to be anything different (besides this error) when comparing it logs without the zombie mod.
  22. The 7 Days TwitterX says: "PC Stable must happen first so before summer". Just to be clear, does that mean the PC version will be released before the summer or that it just needs to be made stable before the summer and will be released along side the console version?
  23. I wasn't necessarily saying it has to be a part of 7 Days. It was more in general...if something like that could be done well and not something short like it is/was in COD.
  24. I'm not that well versed in a lot of games, but the only game that I can think of that does something like this is Call of Duty. Besides that limited time mode in Warzone, they have that infected mode for multiplayer. I think the concept of a survivor turning is kind of untapped in zombie gaming. It would be cool if there was a more longform survival game (or mode) where if you get bit by a zombie you slowly turn into one. And then you have to go about finding animals and people to eat without getting killed.
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