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A20 Bugs
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Posts posted by xyth
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New version of CreaturePackHumans that balances spawning, there were way too many hostile animals spawning.
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New version of creaturepackHumans pushed to balance 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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I'm sorry for trouble, but you know that Core is an essential part of the mod list if you want to use this awesome NPC mod, so it kinda is related lol
By the way, is there any specific connection between your avatar and the fact the developers added this monkey emoticon to the smiles list? Just asking lol
I just admire Bonobos.
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Poor NPC Modlet, gets blamed for 0-SphereiiCore code issues all the time :
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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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Hi Xyth i just updated to 2.0 . in honesty iv been away for a long time so maybe im doing something wrong. But after installing the mod its working fine but i cant talk to NPCs who spawn. IF i spawn them in then i can talk and they are recruitable etc. Sphere NPC dialogue says its up to date in the launcher. What could be the issue? Nevermind it seems some are not supposed to be recruitable.
Also iv noticed that there are ALOT of NPCs spawning..i saw 5 within a very short radius after spawning
EDIT : just read this : 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.
I have just noticed a far bigger issue. I have constant stuttering when even one NPC is hired or near me. A quick succession of micro stuttering.Not a graphics issue as i run 60 FPS. It seems to be CPU related but i ran the last version of this mod perfectly fine.
Any ideas?
Did you start a new game after updating to the latest version? Is this single player or dedi?
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Xyth I hate to bother you about this again but the NRE still happens with the newest update.
NullReferenceException: Object reference not set to an instance of an object
at EntityUtilities.Stop (System.Int32 EntityID) [0x00027] in <7a40ba8725814d7bb9a1cb32695e189b>:0
at EntityAliveSDX.OnUpdateLive () [0x004f8] in <7a40ba8725814d7bb9a1cb32695e189b>:0
at EntityAlive.OnUpdateEntity () [0x0001e] in <3ca2702590144b2c95bd610195728952>:0
at World.TickEntity (Entity e, System.Single _partialTicks) [0x0015d] in <3ca2702590144b2c95bd610195728952>:0
at World.TickEntitiesSlice (System.Int32 count) [0x00037] in <3ca2702590144b2c95bd610195728952>:0
at World.TickEntitiesSlice () [0x00000] in <3ca2702590144b2c95bd610195728952>:0
at GameManager.UpdateTick () [0x00026] in <3ca2702590144b2c95bd610195728952>:0
at GameManager.gmUpdate () [0x00297] in <3ca2702590144b2c95bd610195728952>:0
at GameManager.Update () [0x00000] in <3ca2702590144b2c95bd610195728952>:0
NRE Confirmed. Investigating.
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Its tough balancing between 3 things, vanilla, CPHumans and NPCs. I tripled the NPC spawn and slightly reduced the CPHumans.
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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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I cant even fathom playing the game without this mod, there's your feedback.
A question, is it possible to remove the spawn of certain npcs ? Namely the new crawler has to many problems with clipping, and the large soldiers that walk like they ♥♥♥♥e themselves. Id love to see some of the ravenhearst mobs added too *nudge. ^^
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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Well done as usual!
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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.
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Yes. I will do some additional dedi testing today to see if I can reproduce this.
Reproduced. Tracking down the bug now, thanks for finding this.
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Also make sure everyone updates the zombiepack if your using that as that had an obscure NRE that's been patched.
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Not really, In DMT setup you enter the paths to the client game install and the dedi game installs. It builds both versions.
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Strange. That error doesn't have much useful info. Will do a little research, but we cant repo the error on a dedi. Maybe build a new world, as a change to the NPC mod might have corrupted the game
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Pushed an update to lower the spawnrate of NPCs as we added so many that its flooding the game :-) Also added GuppySoldiers to biome spawning
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Pushed more DarkStarDragon NPC characters. He can tell you more ;-)
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Pushed a CP-Human update with new characters for the NPC mod to use.
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Pushed a new version of the zombiepack with one fix (TFP improperly formed an AITask in vanilla on the cop), and added a lot of new spawning groups submitted by our latest community contributor, Chiko! Custom zombies will now spawn during bloodmoons and in other hordes.
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A19/A18 CreaturePacks - A community entity project
in Mods
Posted
Pushed an update with 4 new guppy zeds. The guppy04 version lacks vehicle collision but is being fixed and will be updated soon.