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xyth

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Posts posted by xyth

  1. SphereII and I are gradually reintroducing modlets that replace and improve on various Starvation features. While there may not be another Starvation mod, the functional components will eventually all be available as DMT modlets.

  2. Are there any mods currently using the Starvation winter system?

     

    Putting a winter on the whole map ...

     

    If there are separate mods to download, like the gas trap, I really like them ...

     

    WinterProject is the closest mod

  3. Planning on pushing the release version of this mod soon, no later than tomorrow. I will need to delete the old creature pack and replace it with 5 new packs:

     

    0-CreaturePackAnimals - Release 1.0 adds a snowfox and a goat

    0-CreaturePackFantasy - Adds 2 different "swarms", which are flying things like vultures but more annoying

    0-CreaturePackHumans - Various bandits, traders, and survivors

    0-CreaturePackMechs - A robot, drone and 2 SphereBots, the avatar of my modding partner SphereII

    0-CreaturePackZombies - A Santa zombie and the reference template "Nurse"

     

    I may add a few more before release but these are ready to go now.

     

    It is important that you remove the old creaturepack modlet from your mods folder before adding these modlets, otherwise expect duplicate files and bad results.

     

    As always, these have had little testing so let me know what you find. The xml isnt fancy, as thats not my thing, but it serves to show things off in game, and I expect folks will send me better xml soon.

  4. As ironxlings85 said, I was referring to the invincible hulk traders. I aggroed one and it spelt the end of that play through. I appreciated the roadmap you just laid though. Excited for the tutorials.

     

    Oh sorry. The work around is to edit the xml so he will not attack the player when he is hurt. I can push that edit when I get back.

  5. Possible eta? Love this mod so far. World feels way more dynamic.

    ETA for what exactly? I haven't gotten much feedback yet and I'm traveling this week so next week I will pull this version and release the base version of the 5 creaure packs. I started the tutorial videos to teach others this character creation method so it might be several weeks after that before folks contribute addition characters to the packs.

  6. Once the testing shows this is something worth building one I will do some classes or videos on how to build these new entity models. I will likely port over all my existing characters from the bandits, traders and NPC modlets. Likely I will organize this into sub modlets like humanoids, animals, mechs, and fantasy characters. Then moders can just submit the .unity3d files and matching xpath xml for adding into each. These entities work great in pois as sleepers. You can add these to the sleeper gamestage so they appear randomly later in the game or directly add them to specific pois. I may add a sample xpath to add them to gamestages later.

     

    I checked on the mod launcher and the current version is there.

  7. Just started playing with this on my heavily modded 18.3(b3) dedicated server, and it seems to be working pretty good! But, the wandering traders were aggressive and indestructible.

     

    Invulnerable wandering traders is a limit in what vanilla code can do. It's noted in xml documentation. They should not be aggressive to players unless they got hurt then they get a little angry. I will fix that in the next release.

  8. Version 1.02 Pushed. The Sphereii method worked great but made the Bandits invulnerable to damage, and that seems a really bad idea, so went old school and made them use the EnemyAnimal class and adjusted targets accordingly. Reduced spawn rates so there are fewer around. Added Icons. The bandits that you can setup to have the game give them weapons were removed from spawning but you can add them back in for testing. The Bandit class provides that weapon spawn, but these guys will NRE if they touch a tradingposts protected area. If you want to use those in your mod, then I recommend you edit all the tradingposts POUI xml to either remove that protection of make it smaller so its inside the walls.

     

    Also, those guys drop their weapons and ammo. The club can be used, but i made the AK47 unusable but it scraps to useful parts. The ammo dropped is unusable unless you were to add that item into each weapons ammotypes.

  9. Without DMT you can't "make them stay" within a certain area, but you can strongly encourage them to do so with just xml edits :-)

     

    The territorial AI task is designed to return a character to its starting "area" using its spawn point as a location. This wont return him to the exact spot but he will return to the rough area and remain around there until pulled away. You can remove the breakblock task so the character cant get out of a poi easily. This can be improved by lowering its AI intelligence so it cant find paths out well. You can give them very poor senses so they wont be easily pulled away by chasing targets. You can reduce the chase time as well. There are other xml tricks too, so play with it until you get close to what you want.

  10. Pushed version 1.01: Made all bandits, survivors and wandering traders territorial and lowered chase time towards nonplayers to 5 seconds. This will dramatically reduce the ranging of these characters so it then becomes much less likely they will wander into a trading posts protection area. If they do, killing the entity (the console command "killall" works too) will clear the NRE is this rare event should occur.

     

    We are still pursuing other fixes as well.

  11. So it seems there is a vanilla bug (not a modlet bug) where any entity class that extends off of the EntityNPC class (This means bandits, traders and survivors) will cause an NRE when they wander into the protected trader area. This was a known issue for traders, but will also include the bandits and traders. Removing the trader area protection is the known fix but that introduces a small bug where 2 traders might spawn in a trader POI. We will research if there is any other alternate fix but likely we will need to create a code fix and ask TFP to add that to a future vanilla game release.

     

    Zombie and animal characters are unaffected by this bug.

  12. I did start a new game, but the error still persisted. :(

     

    So if we stop sticky arrows in the items.xml, does it affect all arrows, or just the bandit ones?

    A new game should not error if the trader is not spawning. Either you made an error in editing the file or you have found an unrelated error. If you can link to your logfiles perhaps we can find the error. This is the first report of an NRE error since tearing began. I believe you can take the sticky property just off the bandit arrow ammo item.

  13. Well, commenting out the JoelTrader from the entitygroups didn't work, as I'm still getting the NRE's.

     

    Also, is there a way to remove the bandit arrows that get stuck in you when the bandit archer shoots you?

     

    The NRE may linger until you start a new game. I appologise for that error. The arrows can usually be removed in third person view or by another player. They will automatically removed when you restart the game. You can edit the items.xml in the modlet to stop sticky arrows. I will document that in the next version.

  14. I'm glad to hear that. I wouldn't mind if we had to combine both mods to get all the features from both, but you already mentioned possible incompatibility issues. I hope that both mods will be able to work together one day. Those extra characters from the character pack and animals would be cool too.

     

    I dont think you understand yet how this will all work. Think of the character pack as a pool of characters with enough xml for them to get into the game. Then modders will make other modlets that will load xml that will reference the characters in the pack and make them work in game as that modder desires. Those can be xpath vanillla compatible modlets or full overhaul mods. The DMT modders also will reference the characters in the pack, but DMT will allow the characters additional functionality that only new C# code can provide. So you can have a basic survivor in vanilla who uses just the vanilla AI or with DMT that very same character from the pack can also be hired and follow the player. Is that clearer?

  15. In that case, I guess I will have to stick with DMT? But can we somehow get best of the both worlds? Like animals and other characters (like those baker bandits and such) in DMT version too?

     

    See my revised post above.

  16. Do you mean the vanilla version of the mod? I saw Guppy's video and I must say I was surprised, I didn't expect you could push it this far in vanilla, but what about the features like follow, guard, etc? Are they already in, or is that something we will have to wait for little longer? Also, how about the randomized look of spawned characters? Is that planned too?

     

    The goal of the Characterpack mod was full feature vanilla entity function and EAC compatibility. Features beyond that will need to remain in this DMT version as code is required. This DMT version will be re-baselined on these new entity models so they will move smoother and have ragdolls etc. When thats complete we plan on adding many new features to the DMT version of the NPCs. The bandit mod will be eliminated as bandits will be avilable in both the CharacterPack modlet and the NPC DMT modlet.

     

    Today we tested a method that will allow easy reskinning of Characterpack vanilla entities, so modders will be able to remove beards, replace hats, etc. through vanilla material overlays. That combined with spawning these with any weapon in hand should allow a huge amount of character variety just through xml edits.

     

    I recall your previous comment expressing doubt that the CharacterPack mods functionality could be done, and I'm glad I was able to surprise you after all.

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