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Arez

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Everything posted by Arez

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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?
  6. 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.
  7. 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.
  8. Laz Man confirmed that Blood Moons uses Unity in another thread. I only asked because the geniuses on Reddit are losing their minds and think it's on Unreal 5, even though Illogika is a certified Unity dev team and I can't find one game they made that isn't made in Unity. Also, it's not unheard of to rebrand an engine with the name of a game or the name of the developer. Call of Duty does that. Their engine is the idTech (Quake) engine from the early 2000s but they call it the IW (Infinity Ward) engine because of how many changes they made to it.
  9. As stupid as this might sound, I haven't really considered that side of it. I loved Friday the 13th mostly because I could play as Jason. Evil Dead the Game was cool (until it wasn't), but I had no interest in playing as the demon. I think I would like playing as the zombie master. I liked the Warzone zombie mode, where when you died as an operator you came back as a zombie. Will you be able to choose your role, survivor or zombie? Or will it be like Friday the 13th where the role is randomly chosen?
  10. What engine are they using for Blood Moons?
  11. Wait, is that its nutsack or its buttsack? Also, what is it going to look like? Is the bottom picture the concept art and the other picture is the in-game model?
  12. I probably play 60/40 Navezgane to Random map games. For the first time the other day I had a quest in the Housing Development POI and it might be my favorite POI concept now. Instead of it being in a confined space, it's basically wide open. I've been to the area before but never as a quest. It would be really cool if there were more POIs like that. Just more or less open areas, with visual things to let you know where the boundaries are of course. That's all.
  13. Will Sweet Baby Inc be consulting on Alpha 22+?
  14. So I hit "F5" for 3rd person, "P" and "[" and the controls are so sensitive. I see other people doing it and it looks like a Hollywood crane shot. How do I reduce the sensitivity? Do I need an analog joystick for this?
  15. Once I saw the pictures of the plow and additional pieces to the bicycle, I knew that it had to be the case for why vehicles take so much damage now. Is that it? Was the increased damage to vehicles implemented because the vehicle armor was going to be added?
  16. That's a post apocalypse version of Stan from American Dad
  17. I'm confused about what you're asking. I think you might've quoted the wrong person.
  18. Arez

    Guppy Mods - A21

    @Guppycur Hey, so the modeler is done with one of the zombies. The other two need some tweaks and should be done by Mar 4th. He sent me .blend files but he could send any other filetype if needed. Is there one specific that you would need? Also, is there a way I can message you directly?
  19. I have my overall volume set to 60% and ambience set to 100%. But my headphones are pretty forgiving. I don't need to turn things up much to hear things clearly. So I've never really noticed those sounds as being an issue. But the sounds I do think need changing is some of the gunfire. Shotgun blasts are loud and harsh, at least the Autoshotty. An SMG w/o a silencer sounds horrible. Way too loud and grating. I think a rework of the gunfire sounds is needed.
  20. I don't know if I necessarily want a progressing story but I do like the idea of lore. And I don't understand why people want an endgame. I've played 3 survival games: this, Conan and Sons of the Forest. It took less than a week to reach the end of Sons of the Forest and I haven't been able to get back into it since. It completely killed the vibe for me. I don't care if any of this stuff is added, as long as I have the option to remove it if I don't like it.
  21. Arez

    Guppy Mods - A21

    Hey @Guppycur, how do I change at what gamestage a zombie in your packs spawn? I figured out how to adjust their HP and added them back in after finishing a day 7 horde night. Unfortunately I logged out at 1am on day 8 and when i logged back in the Bloodmoon continued, and Meaty and the Radiated zombie spawned. It took me over 10 real world minutes to kill them because I'm doing melee only. Also, I brought Meaty's HP down to the same level as the Demo and it still took forever to kill him. Does he regenerate at a fast rate? I brought the Giant down maybe only a few hundred HP less than that and I killed him with 5 or less hits. I had to have hit Meaty over 30 times (and that's a conservative estimate) before he died.
  22. Thanks @Jugginator! That would be awesome. Yeah that would suck. I mean I guess you can speed the time up to 4am before logging out, but I don't like doing things like that.
  23. I didn't see this on the known issues list. If I log out after the Bloodmoon waves finish but before 4am, when I log back in again the Bloodmoon restarts, or at least goes through one more wave.
  24. Playable, yes. But I wouldn't use the word "smoothly". 35fps, especially on a high refresh rate monitor, is an uncomfortable experience.
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