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mr.devolver

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Posts posted by mr.devolver

  1. wow, more than 30 new guns aint enough for ya

    i love it when a mod comes out and then all the requests start pouring in lol

    how bout, awesome mod man

    maybe a bug report or 2

    but nope, always to the feature requests

    :drunk:

     

    Yeah, I don't get it why so many people request new features and whatnot, by the way do you plan to add the drunk guy back in? Lol, sorry couldn't help it. :wink-new:

  2. So I guess you could basically make any kind of vehicle. Would it be possible to get a working bus with iron spike traps mounted all around it? You know, some kind of armored vehicle like that. This possibility gives me a lot of cool ideas.

  3. Thank you. Yeah, its possible to do great things attaching prefabs to items and entities. I've made a few new vehicles without the need of downloading resources. I might post them here soon.

     

    Would it be possible to create new weapons this way? Now that would be some fun!

  4. @ShoudenKalferas I have made a few modifications to your pack to try and integrate it with my server. I changed the name of a few items and added an ELITE citizens questline that requires killing 1000 zombies and rewards an ELITE crossbow recipe under the modified Bambie's (I changed the name to Morggin's) bow. Please let me know if your interested in seeing the changes and will arrange to get my modified version of the 1.7c zip to you.

     

    Interesting changes, but your modified version was based on v1.7c and the last version released was 1.7d with a fixed bug that was in 1.7c. Did you address this problem in your modified version as well?

  5. Well, first I thought we must wait for Xyth to update his mod because as you mentioned, it is yet to be added by Xyth, but then he came here and said that your new NPCs are added in this new version which made me believe it's already updated, so I downloaded the latest version, only to find out that the NPC mod itself has all the new references, but the Creature Pack Humans has not been updated with the new files yet, so I guess it would break the game if I used the latest NPC mod without the actual resource files that are required for the mod to run correctly.

     

    EDIT: And no, NPC mod itself does not have the resources directory anymore, so no resources there.

  6. Xyth, there are references to NPCSoldierz.unity3d in entityclasses.xml, but there's only Soldierz.unity3d available in Creature Pack Humans, no NPCSoldierz.unity3d.

  7. Hey devolver, i redid ghost and hunter they are being added by xyth today along with the 5 soldiers i did for creaturepack :fat:

     

    Hey Dark! Thanks for great news! How about your other NPCs like that funny drunk guy? It would be hilarious to see him back, drunk as ever, maybe with a revolver, shotgun, rifle, knife, baseball bat or any other weapon really, heck how funny it would be to see him throwing some molotovs, kicking some zombie asses! :wink-new:

  8. @ 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.

     

    Ok, where are these values stored?

  9. Ok, so in this clean copy I only have the following mods installed:

    0-CreaturePackAnimals

    0-CreaturePackHumans

    0-CreaturePackMechs

    0-CreaturePackZombies

    0-SphereIICore

    SphereII NPC Dialog Windows

    Xyth NPCs

     

    All mods are the latest versions downloaded manually one by one through Mod Launcher.

     

    The problem that NPCs and human characters get stuck in that weird slow walk zombie-like animation seems to be gone, but NPCs are still taking a long time to shoot. I could understand that crossbow and hunting rifle would take them a while to reload, but with SMGs and AK-47, they should have no problem to shred through the whole horde, but what's happening instead is that they shoot like 1 - 3 bullets and then they basically wait until the zombies come close to them and they start hitting them instead of shooting. Obviously when this happens with a horde of zombies, they have no chance to survive, but then again they have SMG or AK-47, so the fight should end much differently.

  10. 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.

     

    All the base game files were valid, because it was a recently updated version copied from Steam library, but just in case I verified all the files again manually and created a clean copy to test this. I will let you know the result. Honestly my mod list is pretty long so it might be some other mod causing this problem which I never realized until now, but I really have no idea what kind of mod could cause something like this. Could it be War3zuk Alpha 18 Stable AIO? It's a pretty huge overhaul and I had to remove its UMA zombies because they practically replaced all vanilla zombies and I was never getting new zombies from creature pack and I also had that bleeding buff problem which is now fixed, but this mod doesn't use any DMT functionality so I have no idea what kind of conflicts there could be. Other mods are just smaller game enhancements that shouldn't affect NPCs.

  11. 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!

     

    My current versions are

     

    0-SphereIICore v18.4.1.33

    Xyth NPCs v2.253

    0-CreaturePackHumans v1.173

     

    I spawned a farmer with SMG just to see if this latest version improved anything in this regard and he wasn't too good at hitting the targets, also he takes a while to aim, like if he was also limited with that delay you mentioned in case of bandits.

     

    Also, I noticed that NPCs act weird sometimes. When they get into a fight, they may get stuck in slow walk animation that makes them act just like zombies with their hands up when they chase their prey. I wanted to take a screenshot, but it's not visible too well since it's just one image, it would be better seen on the video, but I guess it's enough for now. If you do need to see it on the video, please let me know and I will try to record it.

    3iP8tmW.png

  12. Not in the vanilla version, as the game code forces a delay of a few seconds on the vomit class we use, so its easy to avoid getting hit. On the NPC 'DMT" version they are deadly accurate.

     

    I don't know, but so far NPCs seem to have this weird delay too when shooting and I do have the latest version of the mods installed. As for the delay itself, what if SphereII added a special code to his core that would allow to avoid this delay if the character is an NPC or bandit? At least people who play with creature pack AND NPCs would have this option to make all the NPCs more of a challenge...

  13. 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.

     

    Maybe it's just me, but in this latest version I was watching an NPC vs zombie for a while and the most damage that NPC was able to inflict to that zombie was when he got close and started hitting him with his rifle. I remember these guys were pretty good at shooting before, I don't know what happened to them, but I hope you will get there again. Also, DMT NPCs and vanilla creature humans are not too good at fighting crawlers, no matter if they go hand to hand or shoot from distance.

  14. Hey guys, I hired an NPC and then I got killed and respawned on my bed. The NPC did not teleport to me, the backpack I dropped was pretty near, so I ran back to get my stuff, but I couldn't see my hired NPC anywhere. He was gone. I'm pretty sure he wasn't killed because he was kinda OP at that time and I didn't see any console report about his death either.

  15. Imagine a ship that is big enough to provide solid ground to hold another entity in form of a storage box to hold your supplies while you're on the water. I think this could be doable in Alpha 18. It wouldn't really replace a base, but it would probably be the next best thing. :)

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