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xyth

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Posts posted by xyth

  1. I cannot seem to get any meat from the Birds or Fish. =/

     

    Nor will you get sounds. That modlet has major issues. Im in the process of removing the bird over to creaturepacks, but the fish will remain in this mod, renamed or not.

  2. The birds includes so far are all passive. They should not follow you except very very rarely, assuming you have the latest release. They only see 1 block at a 1 degree angle, and I spawned hundreds and road around without them attacking. If they do attack they will not harm you, kind of like how small birds harass larger birds the wander into their area. If you get a different behavior with the latest build let me know.

  3. I'm only using NPC mod and creature pack, so I guess wandering traders can only come from creature pack.

     

    I can confirm. Its odd, as both the fox and the spiders share the same class, which is how they are targeted, yet the traders attack the fox and not the spiders. I dont see anything different yet but will continue to investigate.

  4. Hey Sphereii, hey Xyth!

     

    Animal attack issue seems to be fixed (that cute little white fox is no longer a cute little puppy that follows me everywhere and now it attacks).

     

    But I ran into another compatibility issue - SphereII A Better Life.

     

    Game throws errors in the console which look like the game is trying to tell me that the sounds of Falcon are expected to be in Creature Pack Animals. Is that something that I could fix easily, perhaps by moving resources from SphereII A Better Life to Creature Pack Animals mod? By the way, this is the first time I tried SphereII A Better Life and I saw the new stuff instantly when I spawned in the world and it looks very cool, I hope we will eventually be able to use those mods together.

     

    Funny you mention that. Im working on moving the birds out of ABetterLife into CreaturePackAnimals, and notice that animalsounds are broken in ABetterLife. There is no easy fix as there are several issues. Id recommending commenting out all the birds in the spawners and just leave the rest alone for now. I made a few birds today and will be pushing an update to the animals shortly.

  5. A20 - Consolidated Guide to Modding 7D2D with Unity

     

    First off, a disclaimer. I started modding and using Unity a few years ago when A16 was the current build, so I am not a Unity Pro. I have no formal training in using it, so the way I do things may well seem ugly to some folks more versed than I, but I can claim that the things I make in Unity work well. Hopefully after these tutorials yours will too, and eventually you can teach others a better way of doing things.

     

    What you need to get started

     

    1. Install the Version of Unity that matches the version of the game you want to mod. For A20, you need Unity 2020.3.xx or , for A19 you needed 2019.2.  How do you know which version to download? The game creates log files (Player.log and Output_Log that has a line near the top like this: Initialize engine version: 2019.1.0f2 (292b93d75a2c). That was A18.4, and you see it was built with Unity 2019.1   You can find all the versions of unity for the current and all previous alphas at https://unity3d.com/get-unity/download/archive 

     

    2. Download the A20 Tutorial Unity project from my repo at https://drive.google.com/file/d/1DsFR0e1V-f0bNiZDAuVd0kb7_iYtyNqL/view?usp=sharing 

    For A20 the current template is called: A20TutorialProject.zip

     

    Terms of Use

     

    1. You are allowed to use the A20 Tutorial Project, including its custom Unity character Controller without any kind of direct modifications.  However, all modifications and/or use of A20 Unity character Controller contained in the A20 Tutorial Project and controller is restricted to private use only unless those modifications are done for use in other mods that have a dependency on the unaltered NPCCore mod (XNPCCore) being loaded with that other mod..  The controller contains purchased animations, so any derivative use of the models or controller is also contingent on purchasing those assets first.

     

    Start up your copy of Unity 2020.3.x and load that tutorial project into it.  It is preconfigured for success, including the TagManager used by TFP, the MultiPlatformExport script, and templates for vehiles, characters, flags, guns and more.

     

    Visual learner?   Watch some of these videos to help get you started.

     

    https://www.youtube.com/channel/UCUAR3Bc_Z97lyT4zeI3-dcg/playlists

     

    If you have questions, feel free to ask. We do expect that you watch all the relevant videos and understand the basics shown in them before asking questions. The best way to learn is to try to do it yourself first, then if your stuck we are here to help.

     

    If anyone makes other Unity videos relevant to this game, please let me know so I can link it here.

     

    Here are a few sample videos.  You can find more at the link above.

     

    Weapon Positioning in Unity

    Simple video showing how to align weapons so they sit in players hand properly

     

     

     

    Mecanim Animation

    How to make doors and other things move in game

     

     

     

     

  6. Some input after a few days of playing with these packs:

     

    The Good:

    - I love these packs

     

    The (not so bad):

    - The robots (specifically the one with the light saber) is a little OP against zombies. I had a robot trapped in a building (by accident, he...it? walked in. He has a dudes face IMHO) and he just murdered all the Z's for me (yay) but then he wouldn't leave the building. It was very early game (like day 2) and I couldn't take him on so I tried to lure him out, and more Z's came, so I just lured them inside and he wiped the floor with them. I don't know if there's really a fix for this (or if it's even an issue) but if you can get that robot guy to hang around your area you're kinda safe. I had a trader fight a bunch of Z's for me (also by accident) and it was nice but he had a much harder time of it, and he ran away pretty quickly. I like the robots being more powerful, so I don't think they should be nerfed, so maybe if they could just roam farther/not patrol as tightly it would alleviate being able to lead them around as easily?

     

    I am pretty sure I wrote in the OP that no balance was attempted, so there ya go :-)

     

    They have brutal hand damage right now, I will tone that down when I push a new release later today.

     

    As far as adjusting roaming, I'm limited to the vanilla AI tasks to maintain vanilla compatibility. We can make them do much more in the eventual DMT version.

  7. I am looking for the files for me to translate the conversations of the NPC and also of the animals, you know what the files are?

     

    Those are all inside the scripts used to build the mod. Its not xml. So that isn't available to you to change.

  8. Xyth, assuming this is not a bug in vanilla game, one of the following mods is probably causing that Empty Cans are scrapped into item called unit_iron instead of Iron. I had some other mods installed that I thought could be causing that, but I already uninstalled them and just kept your mods for testing. Surprisingly, the bug is still present in the new world with only your mods installed, so yeah.

     

    CE8d3FF.png

     

    None of the shown mods have items in their items.xml except for entity hands. No cans. Maybe you have another mod in your mod folder?

  9. says

    ArgumentNullException: Value cannot be null

    Parameter name: Name cannot be Null

    https://pastebin.com/QffZhSHj

     

    I don't see that error in the pasted log. I searched be perhaps I missed it. Please make sure you have the latest versions of the mods as we are fixing bugs as we go. I have never seen that error though.

  10. I do not think any creatures will NRE except the ones that use the Class=EntityBandit. The trader should not, but the price that is paid for that is they are invulnerable. Invulnerable bandits would be very bad, right? The traders are set not to attack players, so thats the work around for Invulnerability.

  11. Im afraid that the ranged bandits that use the vomit class might be hopeless. The approchandattack task is what makes them aim, but then they just charge into melee without shooting. If I put the rangedattack first, they will shoot at long range, but have no aiming. I dont yet see a way to fix that as much is hardcoded by TFP.

     

    The new bandits that use the ranged class rather than the vomit class are much better as you mentioned, but they will NRE if the touch a trader protected area. Hopefully TFP will patch that in a future release.

     

     

    The only DMT "entity" mod that is compatible is the NPC modlet. Do not load the DMT bandits or traders. Those will error, and I will be removing those modlets soon.

  12. try to get it on my MP server....

    all time

    nullreferenceexception object reference not set to an instance of an object.

     

    some one can help ?

     

    Sure, but we will need more information. Please link to a copy of your game logfile. Also, just load the creature packs in your mods folder and remove all other mods then retest. Thanks.

  13. Been pushing new versions, most recent added 3 new spiders to the animalpack. Improved human walk animations, and added 2 test banditEves that use the ranged class rather than vomit class so are scary accurate. As they are baanditclass entities the are not in the spawngroups as they will NRE if they enter a trader protection zone.

  14. First impression: entity hit boxes may need more work, but it could just be MY low quality weapons+no skill points, yet. Will level up some and test more. Anyone else confirm?

     

    P.S. - Nothing more humiliating than being killed by a bandit baker, unless there are bandit Italian plumbers in blue overalls with sledgehammers?

     

    Hit boxes should be perfect, as each limb has a custom collider. so 11 total colliders plus one for largeentitycollisions. The spherebot and the swarms both have very small hit boxes intentionally. Let me know if you experience anything else.

     

    Pushed updates to humans and Mechs. mechs had major issues but should be fixed.

  15. Planning on adding back the UMA bandits as a separate modlet?

     

    SphereII and i discussed that but it cant be done for vanilla, it would need new code and DMT to work.

     

    My question to you is, why bother? These new bandits are far more feature packed. They ragdoll, react to damage location, have gore, move smoothly, etc. Only advantage the old UMAs had was they could be easily skinned.

     

    The only difference between these bandits (and survivors, traders etc) from the ones planned by TFP for after gold is they will add new AI tasks. However, using DMT we are adding new AI tasks ourselves.

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