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xyth

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Everything posted by xyth

  1. Pushed a CP-Human update with new characters for the NPC mod to use.
  2. 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.
  3. Added the localization to the mod, Thanks Vortice!
  4. xyth

    A19 NPCs DMT Mod

    Unless I'm missing something, neither of those logs show an error.
  5. xyth

    A19 NPCs DMT Mod

    Lots of code isnt loading: 2020-04-05T02:46:11 64.486 INF Unable to find class: MinEventActionNotifyTeamAttack, Mods 2020-04-05T02:46:11 64.487 INF Unable to find class: MinEventActionSkillPointSDX, Mods 2020-04-05T02:46:14 67.516 INF Unable to find class: MinEventActionChangeFactionSDX, Mods 2020-04-05T02:46:14 67.516 INF Unable to find class: MinEventActionChangeFactionSDX, Mods 2020-04-05T02:46:14 67.516 INF Unable to find class: MinEventActionChangeFactionSDX, Mods 2020-04-05T02:46:14 67.517 INF Unable to find class: MinEventActionChangeFactionSDX, Mods Maybe you didnt build the dedi DMT version correctly
  6. xyth

    A19 NPCs DMT Mod

    You playing on a dedi or are they connecting to your MP session? NPC pack is used extensively on dedi, but im not sure anyone uses MP with it. Many mods dont play well on multiplayer
  7. xyth

    A19 NPCs DMT Mod

    Those 2 logs seem the same. Without knowing what most of those mods do, im guessing one of the UI mods your loading is messing with the NPC Dialog windows function somehow.
  8. xyth

    A19 NPCs DMT Mod

    OUTPUT LOG LOCATIONS Windows: From Steam or Launcher <gamefolder>\7DaysToDie_Data\output_log__<DATETIME >.txt From .exe %AppData%\LocalLow\The Fun Pimps\7 Days To Die\player.log From dedicated through startdedicated.bat <gamefolder>/7DaysToDie_Data/output_log_<DATETIME>.txt Linux From Executable <homefolder>/.config/unity3d/The Fun Pimps/7 Days To Die <- Dedicated>/Player.log From start scripts or Steam <gamefolder>/7DaysToDie_Data/output_log__<DATETIME>.txt From server with management scripts /home/sdtd/instances/<instancename>/logs/output_log_<DATETIME>.txt MacOS <homefolder>/Library/Logs/Unity/Player.log
  9. Pushed new version, but only minor edits for this mod. Mostly added new NPC characters for the NPC mod that are not available in xml for this mod yet. They are emptyhanded versions in case anyone wants to use them as bandits in this mod.
  10. xyth

    A19 NPCs DMT Mod

    Added 4 more soldiers made by GuppyCur and adapted to be NPCs by DarkStarDragon. Fixed pistol walk animation speed.
  11. Thanks for the heads up. The tutorial projects each have a TagManager.asset file included with the correct tags in the correct spots. If you start a new project, you get a fairly empty tagmanager.asset file included. You would need to then copy the Tagmanager.asset file out of my tutorial project into any new project you start. I'm guessing that somewhere along the line you started a new project and pulled in the flag files into that project, causing the T_Mesh_B tag to get reassigned. I guess the old flagproject might have converted incorrectly for unity2019.1, so I will check that too.
  12. You MUST turn off Occlusion in the Video Quality settings or the camera will cull (make invisible) somethings when indoors
  13. xyth

    A19 NPCs DMT Mod

    You need to load the 0-SpherellCore and make sure in that modlets blocks file that this property is true: <property name="UnlockEnemyHealthBar" value="true" /> <!-- Unlocks the enemy health bar-->
  14. Pushed a revert to remove DarkStar's entity updates until we can sort out what when wrong.
  15. I (obviously) support the creation of new community resource packs. The creaturepacks followed the logic behind the CompoPack for POIs, which is a collection of the best POI efforts from community modders. CreaturePacks use the 0- prefix as it is a base resource file with no dependencies (except for the base vanilla game install) and should load first so it is available to be modified by later loading modlets. I chose the 1- prefix for the NPC modlet because it is basically a base resource file like the 0- files, but has a tightly coupled dependency on a 0- file. This means that there is no plausible use case for a modlet to load between the 0-Creaturepack and the 1-NPCPack. As far as naming conventions beyond prefixes that guide load order, I dont have much input. Some people will follow best practices guidance if its available, others will not. Some will that the time to make their modlets less likely to conflict with other modlets, but many wont. Taking a lead role in a community pack requires an investment of time and effort that wont be for everyone. That said, I do like the sounds CP idea, especially if someone could gather community voice overs, and ambient sounds for reuse. Id be happy to help bundle those into a unity3d file if no one on that team knows how that works.
  16. Healing others is a vanilla feature not one added by us. I tested it just now on a wounded NPC that had autohealing disabld and it fixed him up good as new. Not sure about splints as i cant seem to get them limping now :-)
  17. Pushed new zombie and human Packs. Walktype9 is now hooked up for any entity using the new controllers (zombie and humanoid). You can test on the nurse, farmer, behemoth etc but not Guppy/darkstar zeds yet. NPCs with the new controller use IsBusy which uses a new idle state or states while they wait on you. Again, those currently are enabled fully on my entities, and maybe on some of darks NPCs.
  18. Melee NPCs still have a chance of getting crippled but it doesn't effect their attack animations. Ranged has zero chance of getting crippled as it would change thier weapon anims. I think I can work around even that now, but thats a later thing. If you want melee to never get crippled, its just an xml edit now.: <property name="LegCrippleScale" value="0"/> Have you tried applying a splint to the crippled NPC using the right click on them? I know right clicking on them while holding a bandage heals them.
  19. Pushed refactored xml, humans no longer extend from zombiemaletemplate, isolating them from other mods that change that base vanilla template. Also prevented cripple walking on ranged humans and lowered chance on melee humans.
  20. Added the Behemoth. He has a mesh issue that cant be fixed in Unity unless I make new kneeling and death anims, so on death he gets a little, er, excited. I also didnt add him to spawning groups yet as hes a boss, and would need some thought on when/where he appears.
  21. xyth

    A19 NPCs DMT Mod

    Pushed several new raiders by DarkStarDragon.
  22. xyth

    A19 NPCs DMT Mod

    Updated the controller used by the NPCs. This version adds a new idle animation when you talk to the NPCs. If it works well, i can add multiple new idle anims to that point. Also, if you missed it, the NPCs reload weapons now.
  23. xyth

    A19 NPCs DMT Mod

    Pushed new version with Cowboy NPCs added
  24. xyth

    A19 NPCs DMT Mod

    I failed to push the latest CCPackhuman update. Its pushed now.
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