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xyth

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Everything posted by xyth

  1. 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>
  2. xyth

    A19 NPCs DMT Mod

    Probably lost confidence in you as a leader.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. Version 1.91: Changed progression for these to be Tier 3 advanced engineering.
  10. I'm not a fan of Chimps, they are too much like humans behaviorally. I am a big fan of Bonobos though.
  11. This is a community project so the default xml and subsequent qualities of all of the creatures will be whatever is popular and reasonable. Its not MY mod, it's y'alls mod.
  12. Added 4 more DarkStarDragon female raiders to the human pack. Great VoiceOvers on these.
  13. Robots attack all. The perfect world is the NPC mod, where targeting is based on faction not class. The spiders are setup like the boar, they wont mess with you if you dont mess with them.
  14. So many interaction types. Sigh. I will check on it. Bandit Eve has good eyes. The AI also prioritizes based on the order in the xml, so will also check on that but players have better loot than zeds, so it makes sense shes after you. Okay, both the mechs and the bandits are Class EntityEnemyAnimal. I prevented Bandits from attacking that class because if you spawn a bandit horde, they will immediately fight each other, which makes for a poor horde. I also removed it from the attackIfHurt task as well so they dont have friendly fire issues. I guess I need to either stop the robots from attacking thier class or set all to just defend themselves if hurt.
  15. Reuploaded file to Nexus. No idea why it cut the file in half last time yet reported a successful upload.
  16. No bandit roaming hordes yet, I need to xpath the spawning.xml file at some point. We have two new volunteers doing xml things and 3 other people making characters so things are picking up.
  17. Just pushed new packs, Added new zeds from TSBX, added many new spawning groups so the new zombies appear as sleepers and in hordes. (Not bloodmoon or scout hordes yet though). Animal spawn areas sorted by SaltyAF, new spawn groups added by Kergan.
  18. Version 1.9, fixes missing camera things.
  19. In the vanilla game folder look for the traders.xml file. Open that and at the top of the file you will find this line: <traders buy_markup="2" sell_markdown="0.2" quality_mod="0.4,8" currency_item="casinoCoin" > Adjust the markup and markdown values until it how you like it.
  20. Those were just added, plus some new Doctor zombies from Mr. Guppy.
  21. xyth

    A19 NPCs DMT Mod

    Right now the team is building out the creaturepacks, which the NPC mod pulls characters from. Soon we will enable those characters in the NPC mod but we are actively making code changes to the NPCs so it might be a few more weeks. DarkStarDragon might add the hunter back to the creature pack but thats up to him.
  22. xyth

    A19 NPCs DMT Mod

    I think in general they have under powered weapons, I think they should kill a zed in 3 hits, but Im guessing it takes them 10+ They are alive so should target better than the AI allows. I can look at adjusting.
  23. xyth

    A19 NPCs DMT Mod

    That was likely me, I don't care much for bullet sponges, but since we are rapidly changing their code which effects there offense and defense ability I have no idea the right values yet. I think 200 is a good number as long as they have decent offense to end battles quickly so they can heal back, and some armor to mitigate damage. If you have balanced xml, do let me know.
  24. Pushed version with 7 new zombie soldiers by GuppyCur. Added those and Dark's Vault folks to spawning.
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