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xyth

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Posts posted by xyth

  1. I hope someone helps fulfill your request. I have a list of existing entities I need to port over to the new system, and a few additional demonstration entities like some Mechs so likely will not be able to make these for you guys.

  2. Well, I tried this for 18.3, but I get NRE's when near a trader (I think it's Joel's place), but the errors stop when I go far enough away from it. I'll try 18.2...

     

    I forgot that was reported as an issue before. Likely the 2 joel traders are fighting in the code. Best to just comment out Joeltrader out of the entitygroups till I can look at it.

     

    So the only "vanilla" fix is to turn off trading post protection in the trading post POI's prefab's XML. This isnt a very good vanilla solution, so I will comment out the Joeltrader in version 1.01, but for now just remove him from the entitygroups.xml. Thanks for the bug report!

  3. Contributors

     

     

     

     

     

     

    The following community members have donated resources to this project. Please thank them for their contributions!

     

    I will try to keep this list current.

     

     

    DarkStarDragon - Zombies

     

    GuppyCur (Guppy) - Zombies

     

    Robeloto - Spider sounds

     

    TSBX - Zombies

     

    Mumpfy - re-texturing and new asset creation

     

    Kergan - XML

     

    SaltyAF - XML

     

    Chikorina (Chiko) - XML

  4. Standards

    To promote ease of reusing the characters in future mods and modlets, we think some recommended standards are needed. This is the subject of ongoing discussions, and always subject to revision, but the following are recommended standards for adding new characters to these packs.

     

     

    To offer a balance between freedom to choose individual characters and still maintain some organization of kinds of characters, there will be 5 basic character groups: Humans, Zombies, Animals, Mechs, and Fantasy Characters. Each of these will be a modlet containing a resource folder of individual .unity3d asset bundles for each character. The xml for each character will be in xpath format and merged into the master xml files for that modlet.

     

    Characters should be built to conform to TFP character standards and best practices as much as possible, and function in game like existing TFP characters do, with included ragdolls, rootmotion and gore. Additional information on this will be provided in video tutorials.

     

    Characters should have descriptive names to help end users know what they might be loading, so names like SnowFox is good if its a Snowfox, but Mylittlepal would be a bad name for a Snowfox.

     

    Keep the characters low/mid poly and watch texture sizes. Go for 2k texture maps - 1k additional maps. I try to keep most entities under 10 megs. TFP is changing to higher definition zombies, so we will conform to what they do when we get to see that.

     

    The material index used should be listed in the xml, so modders can do material overrides in xml and know what material they are targeting. For example, the TFP nurse zombie would be: <!-- Retexturing Index: Materials : 0 Body,1 Eyes -->

     

    LODs are not required, but if added keep those down to 1 or 2 max.

     

    More will be added here as we go.

  5. CreaturePacks

     

    5XZwbHI.jpg

     

     

    Please Note:  If your getting lots of spam warnings when some characters are set on fire, please load the 2-CharacterEffects pack which has the fix for that.  It also contains random walktypes for all zombies, and enables humans to become infected.  Also will be testing the method of turning some quest zombies back to humans.  

     

    This goal of these new modlets is to provide core "Packs" that contains various vanilla compatible and fully featured characters such as bandits, survivors, animals, wandering traders, etc. without breaking EAC or requiring the DMT utility. Included in this test version are samples of each type of character with very basic xml to get them working in game. No balancing of spawn rates, weapon power, etc was attempted.

     

    There are 5 creature packs:

     

    0-CreaturePackAnimals - Things like animals, birds, insects etc.

    0-CreaturePackHumans - Various bandits, traders, and survivors and other humanoid rigged entities

    0-CreaturePackMechs - Robots, drones and other mechanical things like SphereBot, the avatar of my modding partner SphereII

    0-CreaturePackZombies - Zombies, you know, dead things that used to be human. Humanoid rigged.

    0-CreaturePackFantasy - Everything else that doesn't fit in the 4 other categories. Swarms, Orcs, Pokemon etc.

     

    Other character modders have committed to contributing additional characters to this pack like they do to the POI (Buildings) collection called CompoPack. Want to join them? Start here: (A18 version - working on A19 version, but the how to is the same)

     

    The methods used to make this vanilla compatible were researched and developed over the past 2 years and finally it seems to be working well enough to test. However, this is something very new and challenging to develop so expect imperfections as we work out all the issues. Once initial testing is complete I plan to teach the development workflow to others.

     

    Features:

     

    Most characters support all vanilla character features. These include Humanoid rigging, root motion animation, collision with vehicles, rag-dolling, 100's of animated reactions (including hit locations, limping, etc.), limb decapitation and gore, and even the ability to spawn the characters with vanilla or custom weapons just by editing xml. These can also be retextured in xml to offer even more variety. There are some exceptions, especially on animals, as I just started to explore that controller. They also work very well as sleepers in POIs, but stumbling onto a bandit that has a MP7 at close range isn't something you will live to enjoy.

     

    Hopes and Dreams:

     

    Beyond hoping that this pack someday contains 100's of new characters, I hope some folks develop custom quests and story lines for some of the characters. Bandits are one thing, but earning a positive faction with the bandit leader by doing some hit jobs for him makes for a better end game.

     

    Known issues: 

     

    There are currently no footstep sounds when these guys walk or run. Vanilla footsteps require a C# script to trigger sound events and we can not use scripts without breaking EAC. I expect to create a work around for that at some point but for now, look around more.

     

    Installation:

     

    Just drop the modlets into your MODS folder and have fun. They are not dependent on each other so load the ones you want. If your using a dedicated server, you also need to load this into your dedi server Mods folder.  So a copy in both the clientside Mods folder and also on the servers Mods folder.

     

    Compatibility:

     

    The modlets are named with a prefix of 0- to insure they load before other modlets that will edit the basic xml provided in these core modlets. Nothing in these modlet's xml should change vanilla in a way that collides with other modlets but let me know if it does.

     

    Testing was done on A19 exp and 18.4 stable.

     

    Each submitted Unity.3d file (multiple entities in one file) should have a size less than 100 megs for Github compatibility.

     

    Terms of Use:

     

    The goal of everything SphereII and I do is to share information and examples of how to make this game better. So use this for yourselves or as part of a mod you develop for others to enjoy. Giving credit to the author is always a class act, but at least don't be that guy who spends an hour editing someones work and then claims to be the original author.  You can use the .unity3d models only by referencing them inside the creaturepack but you may not copy those files as they usually contain one or more copyrighted, paid assets. Any derivative modlet must ensure compatibility with the base creaturepacks, and cannot directly break them.  If you don't know how to make compatible mods, just ask for help.  

     

    Download:

     

    https://github.com/7D2D/A19Mods

     

     

    Look for the 0-CreaturePacks, but there are other fun things there too, like No Potty Mouth.  There is also a character effectspack modlet that adds infections (humans turning to zombies) and new walktypes to humans and zombies

     

     

    CreaturePacks.thumb.jpg.0fe9351188cfbfe7e385b1a6fcbee1d4.jpg

    CreaturePacks.jpg.445c8cdeaa71cf17f285f3366a49c812.jpg

  6. Wow, that's quick work, thank you! Is this change already pushed to your repo?

     

    Also - by "the NPCs" I assume you mean their entity classes, correct? The same XML that has the AI targets and such?

     

    Yes, just add that line in above the AI stuff.

  7. Many things that first appeared in Starvation are showing up now in other mods. New 3d models, custom traps, NPCs, custom workstations, expanded farming, new enemies, breedable animals, etc are all currently available. Food spoilage is almost ready for general release. In many cases, cool things that wasn't in Starvation, like drivable custom vehicles, are also now available.

     

    My question then is: what feature of Starvation that you loved has yet to be reproduced as a modlet? Im sure we can find time to work on a few of those in the coming new year.

  8. Urgent

     

    We have been made aware of a serious bug regarding food spoilage on servers only. Food will spoil each and every time you open your container. This is 100 percent NOT intended and we will be releasing a fix very soon for this. Single Player is not impacted. This is a server only bug. We apologize for this unfortunate bug making it into release.

     

    If you run a server you can disable food spoilage until a fix is found by going inside the Mods folder and deleting the SphereiiFoodSpoilage folder entirely.

     

    Single Player is not impacted by this bug and should not need to remove it. I have sent updated files to Bluefang. You may need to ask them to remove this folder for you. Again I apologize for this inconvenience.

     

    This only needs to be done Server Side, clients do not have to do this. It can be done by yourself as well if you know how.

     

    I reported this to SphereII a while ago but we couldn't repo the bug on his server. The good news is now we have a second case, so that might help track down the bug. We are working on it this morning but still cannot isolate the cause. Perhaps it starts after several days of game play as in my case it just appeared over time, so if anyone finds a reproducible clue please let us know.

  9. Stupid question, but after you ask them to "Follow me for your patrol route", did you try to dismiss them at that point, or did you say "Patrol your route" before trying to dismiss them?

     

    If you only asked them to follow, then my guess is the NPC is still waiting to finish learning the patrol route, and it's not possible to dismiss them until they've started patrolling (and therefore left that state).

     

    That's a guess though. If you haven't tried that yet, try it and see if it works.

     

    This is likely the solution.

     

    - - - Updated - - -

     

    Need some help here. For some reason I cannot seem to hire NPCs in one of my worlds because the option is missing. If I start a new world I'm able to hire them just fine. I tried uninstalling the mod and reloading the world, then reinstalling it to see if it would fix it, but it doesn't look like that works.

     

    https://imgur.com/PyLSv9w

     

    Trying to add DMT mods into an existing save will likely cause issues, sorry.

  10. For lantern thank you that removed, with 60 fps 17 became, here is see until now without land.

     

    Sorry for the transliteration use!

     

     

     

    You need to turn off Occlusion culling on the video menu to render the terrain.

     

    My testing shows 1 to 2 FPS lost per camera, and I test by looking at the same spot in game before and after adding cameras.

  11. NPCs should not despawn if they entered the world using the games biome spawner. Also, if you are using F6, make sure you don't use the default dynamic spawner, change to biome spawner. The dynamic spawner wont maintain them outside of the current chunk.

     

    Once we get the A18 version of the Winter Project shipped we can look at NPC sleepers.

  12. Some questions about modifying this modlet...

     

    Is there any way to turn off tracking the NPCs on the map? Or, better yet, only track those NPCs that you hired?

     

    How much of a resource drain are the NPCs? I'd like to make a private mod that dramatically increases the number of NPCs in the world (like, hundreds) and I'm wondering if that's practical with my older gaming PC.

     

    Finally - and this is a pie-in-the-sky question - but way back in A16 you could create NPCs purely in XML, using UMA with the 7D2D native player animations:

    https://7daystodie.com/forums/showthread.php?73594-How-to-make-and-use-your-own-uma-npcs-in-7dtd(wip)

     

    From what I understand, this still halfway functions, but the resulting NPCs don't move - I guess because they can no longer hook into the native 7D2D AI.

     

    Would it even be possible to port this over to A18+ and use the SphereII Core NPC AI hooks instead?

     

    I'm asking merely because I would like vastly more varieties of NPCs in the game, without having to create models, animations, etc. in Unity.

     

     

    1. Tracking turns of in the entitiyClasses.xml, comment out this: <property name="MapIcon" value="ui_game_symbol_bullet_point"/>

     

    It would take a bit of code to make that hired only.

     

    2. Never tried so many at once, try it and let us know.

     

    3. Vanilla NPCs wont work as you said, at this time you cant do what you ask.

  13. Using the Mod Launcher, I just tried updating this mod to the latest version, and I'm getting an "svn checkout error":

     

    "'C:\7D2D\Alpha18\My_Mods\Xyth NPCs' is already a working copy for a different URL"

     

    Deleting and re-downloading the mods in the Mod Launcher fixed the issue (unsurprisingly) so it's not a breaking bug. But, I thought you should know about it.

     

    Also - remember a while ago, when I said the Mod Launcher (and DMT) didn't catch that the mod was dependent upon SphereIICore and SphereII NPC Dialog Windows? I might have found the cause.

     

    In the mod.xml file, there are spaces around the names of the dependencies:

     <dependencies>
       <dependency> 0-SphereIICore </dependency>
       <dependency> SphereII NPC Dialog Windows </dependency>
      </dependencies>
    

     

    It's just a hunch though.

     

    Removed the leading and traiming spaces, and pushed the update. Thanks.

  14. Folks, the feedback is useful and very welcomed, keep it coming. I will tone down Harley sounds next build. I made those so long ago when I learning and never got back to it. All the NPCs are set pretty generically in xml because we didnt know how folks would actually use them. They can easily turn into badguys with a faction change so in that case you would want them breaking blocks. You would want them taking trap damage. Most of these things can be changed in xml.

     

    I will look into giving them a digging animation, that part is easy but triggering it likely will require adding trigger to the SphereII core and we are both working fulltime on getting the A18 Wintermod shipped.

     

    Attacking bicycle or motorized bikes? Both? Not seen that but if the bike damaged you then the NPCs are going to be mad! I think that can be changed in the core but probably will be a low priority fix.

  15. Strange, i tested this a few days ago and the npcs were only targeted if they werent hired. The turret shut off after i hired them.

     

     

     

     

     

    hmmmm is this on version 1.8? A few days ago was 1.7 rite?Thats the version im currently on sorry i should have stated that,but if it was a few days ago you tested it would have been 1.7 also?

     

    I have had a few NPCS hired for a while(not spawned in via F6 or anything) and found a junk turret on a zed today,set up turret and it targeted them.I loaded a different game,spawned a few NPCs and hired them and had the same issue.

     

    Tested with smg turrets and they are fine as long as set to target zombie only.

     

    Try changing the junk turrets faction to whiteriver. if that doesnt work we will need to see what the junkturrets target by default

  16. Awesome thanks Xyth.

     

     

    If its any relation i have spotted this happening once when player hit hired NPC with a torch and the caught fire damage from 800HP and lost all HP in a matter of seconds.Was on version 1.5 though i believe.

     

    - - - Updated - - -

     

     

     

    Indeed..i literally was on the fence about buying the game and this mod swayed me to close the deal.

     

    The bleeding and diseases are now prevented but fire will damage the NPCs just like it damages players. SphereII and I discussed changing Maslow tasks to support NPC healing rather than the passive healing and immunities way we do things now.

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