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Everything posted by xyth
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Yes, I guess some might better go in the fantasy pack, but who knows what the zombie virus does to how animals look.
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The zombies target according to thiet AITarget property, targeting left to right. So in vanilla, its: <property name="AITarget-4" value="SetNearestEntityAsTarget" data="class=EntityPlayer,0,0,EntityNPC,0,0"/> The zombiepack adds additional classes to the end of this line, so the player remains the priority target regardless of distance. Only way to change it to seek closest target would be to reduce the zombie sight and hearing range so they only spot the closest target. There may be another codeless way to do it but I am not aware of it.
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Pushed another update, Added some new zombie animals made by your very own Guppy.
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The NPC mod does change any zombie hands so you should be ok. Only changes to the vanilla zombie xml is the packs add new target classes so the zombies will attack the NPCs.
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Pushed an update with 4 new guppy zeds. The guppy04 version lacks vehicle collision but is being fixed and will be updated soon.
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New version of CreaturePackHumans that balances spawning, there were way too many hostile animals spawning.
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I removed the invisibleanimalentrys via Xpath globally, with: <remove xpath="//entity[ starts-with(@name, 'invisible')]" /> Seems like that was a bad idea. Ill tweak it. Thanks for the feedback
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NPC NRE on Dialog is fixed, really fixed this time. Fix is in the latest SphereII Core. On another note, I noticed "Dismiss" isnt working on dedi. Not sure about SP, but we are investigating.
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Microstutter confirmed. Fix pushed to repo. The issue is the aggressive searching for pathing blocks used to create custom wander paths for NPCs, like patroling a base. By default it was enabled in the template meaning every NPC was searching for those blocks. I commented it out in the templates. If you want to use that feature on a specific npc you will need to add that commented out pathing block property on that entity for now. Hopefully now that the issue is identified the code can be optimized. Thanks for the bug report.
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NPC NRE issue should be fixed, please let us know if you have any further problems. Pushed a change to the spawning as folks were complaining too few NPCs were in the world. Frankly its impossible to balance to satisfy everyone's idea of how many humans should be around. Feel free to edit the entitygroups.xml values to suit your tastes.
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Minor update on spawn rates, plus changed version to conform with standards.
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Yes, just edit the entitygroups.xml and remove any creature you dont love. That way it wont spawn into the game. I am not aware that any of the entities in Ravenhurst are using Gen3 creatures, likely that are all gen2 and require custom code to make them work. Those would not be compatible with a vanilla game like these are.
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UVM - [ Ultimate Vehicle Mod ] - Foundation Base Beta Release
xyth replied to DUST2DEATH's topic in Mods
Well done as usual! -
Turns out it a section of code that we use that is available on the clientside but not included in the dedi/MP code. So its not a quick fix, but its being worked on by Sphereii right now. The NRE is fixed but there are other issues to be resolved.
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Good to hear your enjoying them. We don't get much feedback, which at times makes us wonder if we should bother. Creatures are a lot of work to make compared to items and blocks. But if folks enjoy them, we will keep going.