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xyth

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Everything posted by xyth

  1. xyth

    A19 NPCs DMT Mod

    Notice: I deleted the XythNPC modlet and replaced it with 1-NPCPackHumans. Be sure to manually delete the old NPC modlet to avoid dupes. I renamed it for 2 reasons. First, it's now a CommunityPack, and no longer my modlet. 2nd, the 1- prefix will make for a more predicable base as it loads right after the 0-Creaturepacks and 0-Sphereiithings. Now mods like TS and DF can load those and extend them without worrying about collisions between those dependencies. In this new version DarkStarDragon added his new NPCs. Enjoy.
  2. Pushed new versions of packs, mostly rebalancing of spawn rates and new weapons for NPC modlet to consume.
  3. xyth

    A19 NPCs DMT Mod

    NPCs pull thier weapons and character meshes from CreaturePack Humans. The 2 items in the NPC modlet are legacy items for darkstars old characters. Pushed new version of NPC Modlet, refactored the xml, adjusted spawn rates and added lots of new weapon variants.
  4. xyth

    A19 NPCs DMT Mod

    The NPCs all use the Ranged class already.
  5. xyth

    A19 NPCs DMT Mod

    Items.xml Damage is on the ammo, burst rate etc on the weapons.
  6. xyth

    A19 NPCs DMT Mod

    @ issues. First, we are dealing with the built in code for the most part. The rate of fire is determined by that code, and right now its maxed. They could fire more rounds per shot, the bullets could do more damage, which would carve though hordes. They would also insta kill players who dont have good faction with them. People dont like getting instakilled from 60+ yards away. So until we test more I lowered the bullet damage and capped bursts to 3 rounds. Feel free to increase either to suit your taste.
  7. My testers and I dont see the issue you are seeing with the NPCs. Check that thread.
  8. xyth

    A19 NPCs DMT Mod

    I just tested using the versions you lists, all current, and I don't see the behaviors your seeing, nor do any of the mods testers see what your reporting. Try removing all mods (ALL) from your mods folder before doing a new build, validate your game files and retest. Sometimes DMT will not remove old modlet folders, like if the modlet changed names.
  9. Pushed new version of animals (added some DarkStarDragon Dogs) and slightly lowered spawn rate of Guppy zombies.
  10. If the math is correct, on average the chance of a custom zombie vs a vanilla zombie is 50/50 in biome spawning but i see that the horde spawn is out of balance so i will fix that in todays patch.
  11. Yup, DarkStar added a new one. No spoilers. Have fun.
  12. xyth

    A19 NPCs DMT Mod

    I just pushed a new version that enable longbows on the controller. Based on my testing this version and the prior one they almost never miss, where previous versions they seldom hit. You likely have an older build. Post your CC and NPC versions when you see errors if possible. Thanks!
  13. Added in DarkStars soldiers into spawngroups. New quest added.
  14. xyth

    A19 NPCs DMT Mod

    Uploaded a new version of NPCs. Fixed the aiming, as they were actually hitting themselves more than their targets. The are very accurate now, may need adjusting but let me know. Added in a Farmer with an xbow. Walking backwards is smoother. Known Issue, weapon disappears after melee, but reappears when the NPC finds a new target.
  15. xyth

    A19 NPCs DMT Mod

    It was a joke :-) We probably need to review the teleporting soon.
  16. xyth

    sphereii's DMT Mods

    Yes, its disabled by default. Edit the blocks.xml in the Core: <property class="AdvancedPlayerFeatures" > <property name="Logging" value="false"/> <property name="AntiNerdPole" value="false" /> <!-- Player cannot jump and place a block under neath them--> <property name="OneBlockCrouch" value="false" /> <!-- Allow you to fit through one block spaces --> <property name="SoftHands" value="false" /> <!-- Damages the player if they hit something with their bare hands. --> </property>
  17. xyth

    A19 NPCs DMT Mod

    Probably lost confidence in you as a leader.
  18. xyth

    A19 NPCs DMT Mod

    Pushed new version. Focus is on creating a universal Humanoid controller that supports all weapons and walktypes. This version used the farmer and nurse as test entities, they should be able to use rifles, pistols, melee weapon or unarmed. Bow and Xbow are a WIP and do not work yet. Read the xml for clues if you plan to mod off this.
  19. Pushed a new version of the Human creaturepack. It has some refactoring and adding of new options for spawning bandit weapons in that pack and for the NPC mod. Hopefully save safe but dont update if you cant risk it.
  20. Nice job on these. I added extra cameras in the game on modlets like the CCTV modlet and cutscenes in WinterProject, so I know the issues that can come up with using them. Have you tested how time of day effects the viewer screens brightness? What's the FPS impact of using each scope? On your 8x scope, the narrow rendering angle will minimize any fps issues, but on the lesser magnifications you may notice a small hit. If the brightness changes on the scope, you can mitigate that somewhat by not rendering certain layers on the cameras. I noticed your using the default unity setting for the culling mask, which caused me issues until I adjusted that on the CCTV cams. Anyway, great job, and if you do have issues later just ping me and I can give you some additional info.
  21. Your log shows you are loading animalpack 1.15. The bug your reporting was fixed in animalpack 1.16 It was fixed based on your previous post, but it was the goat not the bats that causes that error.
  22. The Invalid Index warning was on the Goat. Fixed in version 1.16, which I just pushed to repo. Also increased the spawnrate of custom zeds now that they seem stable.
  23. I spawned all animals with and without the core loaded and I don't have any warnings or errors. There are no butterflys in the creature pack, the are bats, and I tested those specifically and no warnings or errors. That error was a known issue with gen2 creatures due to the old controller. Nothing in the creaturepacks use that old controller.
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