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mr.devolver

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Posts posted by mr.devolver

  1. So I added Animation SDX and tested again. NRE that I had before when I spawned the cow was gone, blurry hands glitch did not occur with just animals installed, but when I click "tell me about yourself" on animals, nothing happens. I checked the files and I have the files that worked on NPCs. Is it a feature that doesn't work on animals? Also, how do I make the animals to follow?

  2. Updated the SDX Repos with the blurry hands fix, along with some other code clean ups.

     

    The SDX_EntityAlive mod was missing a dependency on the AnimationSDX, so the mod launcher didn't prompt that as a requirement. I added that as a dependency as well.

     

    Actually I was just guessing what could the dependencies be, because Mod Launcher didn't show me anything and I forgot Animation SDX for that cow test.

  3. Cow test:

     

    Mods installed and enabled:

    Bloom's Animal Husbandry

    Hal's DLL Fixes

    SDX_Buffs

    SDX_Dialog

    SDX_EAITasks

    SDX_EntityAliveSDX

    SDX_Quests

    SDX_SpawnFromEntityGroup

     

    Video:

    [video=youtube_share;KSJ7oWX1_1w]

     

    LOG:

    Download

  4. I'll do another code review of the modlet downloading. I know it's not perfect, but has worked in all my tests.

     

     

    We've been testing the hand glitch, and have not been able to reproduce it with the cows from Bloom's. Can anyone help confirm that the bug does not happen when a cow is nearby?

     

    I wouldn't mind to test, but so far I've never seen a cow in 7 days to die when I had that mod enabled. Not sure if automatic spawning even works, but to reproduce the hand glitch, it should be easy if it works the same way as with NPCs - just spawn the cow near 4x4, enter the vehicle and get out. What's the cow's name in the list of entities? I might spawn one manually and do some testing for you.

  5. Sphereii, I updated EntityAlive SDX and it didn't work, then I manually deleted EntityAlive SDX mod folder and downloaded a new copy of it and only then the update actually worked. It seems like Mod Launcher doesn't properly update the mods that are already installed.

  6. I wonder if it has to do with that animator layer warning we get when we open up the dialog option.

     

    They should still cost money. I'm not that generous :) Does the message show -1, or does it show 1000 but doesn't take money from your stack?

     

    It shows 1000 like usually, but takes 0 lol, of course I took advantage of it and now I'm travelling with nurse, Harley Quinn, and I've also put the army guy from Dark's pack and before you ask, they took 0 casino coins even before I added that pack, I just thought like if they go with me out of their good heart, I may as well just go with it :p

     

    EDIT:

    Something weird just happened. Harley Quinn I was talking about seems like she lost her bat. She does her usual animations of attack, but with no bat in her hands. I met another Harley and she already has the bat in her hands.

  7. So I tested this new version on a clean copy of the game and now it shows some info when I click "tell me about yourself", I don't know why it didn't show anything before. Maybe I should have started a new world for that update? Anyway, I just wanted to ask, did you disable casino token check? Because now I can hire NPCAmmo for free lol

  8. no worries. I re-tested the vehicle / hand blur, and it seems to only happen if the vehicle moves. Must be something that is out of sync. Were you ever able to recover from it, aside from logging out and back in? I tried a few things, but no dice.

     

    Well, when I was focusing on this bug, I only tested it with 4x4 truck, so originally I though it happens only with some vehicles and I also thought that it happens only when the vehicle moves, but then it happened to me even when the 4x4 truck was not moving - I just entered and left the car (NPCAmmo was near) and I ended up with blurry hands.

     

    Today it happened to me even with bicycle, so it seems like it could be any vehicle and whether you actually drive it or not, it doesn't matter. Once you enter the vehicle, you are likely encounter that bug. It happened to me even when NPC was not around and even when I didn't have any hired NPC. As for the way of recovering from this, unfortunately besides exitting the game and loading it again, nothing worked so far.

  9. Two things should happen when you have Tell Me About Yourself: a tool tip should pop up, taking up most of the screen, and writing out to the console. That's handled through the SDX_EntityAliveSDX mod. The dialog option is handled by the aui_Dialog.

     

    It almost sounds like there's a mismatch. You can have the option in the dialog, but the script will ignore it if its unknown.

     

    I will test this on a clean copy. Maybe it didn't update properly. Usually when things seem to work on a clean copy, I copy the files to the game that already contains my favorite mods. Sometimes I get too excited though and that's when I try the modded game right away. This was the case, so I will check if it works on a clean copy of the game and I will let you know.

  10. By the way, I just hired NPCBaker, one of those poor NPCs that only have 200 points of health out of 800 for some reason and I clicked "tell me about yourself" and nothing happened.

  11. Sphereii, we talked about this a week ago:

    - There is a rare glitch with vehicles - when you drive in a vehicle and then get out, sometimes your hands seem misplaced and blurry when you move (video 7:55). I added this here because so far I was unable to reproduce this glitch before hiring an NPC. The only way to fix this is to close the game and load it again.

    EDIT: Actually it's pretty easy to reproduce: spawn both 4x4 and NPCAmmo near you. Get in vehicle and get out.

     

    Here's the video it referred to:

    [video=youtube_share;OLg2tehC_JA]

     

    And here was your reply which was also a reaction to that other problem with NPCs disappearing in the trader's base:

    Will investigate this. I haven't visited a trader with them, nor spawned in a vehicle.
  12. Can you go ask the NPC, while their health is dropping, "Show Information", and grab all the information from the log file? What kind of food are you feeding him?

     

    It was not a hired NPC. I will try to hire one and see how it goes.

  13. New update pushed to fix some entity spacing issues, health regeneration and some refactoring in an EntityUtilities class to centralize more things

     

    It seems like health loss is still an issue.

  14. SDX were mods that include XML XPath, PatchScripts and Scripts.

     

    In A17, with the baked in support for XPath, SDX was redefined to include PatchScripts and Scripts.

     

    DMT is coming along to replace SDX Launcher. However, it includes support for PatchScripts and Scripts. However, it includes Harmony support, which should replace PatchScripts.

     

    SDX Launcher is closed source, and the original developer is not active anymore. DMT is fresh and clean from Hal9000, and is open-source.

     

    Just like 7 Days To Die goes through several iterations, so does the modding community with its tools.

     

    DMT can support everything that SDX Launcher does now. But I am not going to continue to maintain PatchScripts when it's much easier and time effective to write Harmony scripts. What that means for players and modders, is that new work may not be available to them until they move to DMT, if that new work needs Harmony scripts.

     

     

    This conversation has gotten a lot more feedback than I expected.

     

    I'm sorry for keeping you from doing other things you wanted to do, I just wanted to say that I hope that most mods will be really compatible with DMT out of the box and won't need to be updated, because some authors of the scripts used in currently popular mods are no longer active in the modding scene here, so we could hardly expect them to come back and update their scripts to be compatible with DMT. Of course it would be awesome if they did, but that's very unlikely to happen and it would be shame if we lost those creations with no chance to preserve them for the future versions of the game. :( It happened in the past, just like with that awesome fishing mod for A16 which wouldn't work in A17. Same author who coded that MortSpawner script which is currently used in Guppy's car mod.

  15. Rest easy friend, everything will be all good, and this will be transparent to you. When the NPCs go into feature-lock for SDX, then if modders wanted new versions, they'll jump on the DMT wagon. They'll have to do that for A18 anyway :)

     

    And I just finished testing the NPC mods with all the new changes against SDX, and aside from some code fixes, it's working.

     

    Ok, so SDX mods are only those that contain .cs scripts, right? I checked the set of mods I am using and wanted to use for a while and figured out that they mostly consist of your SDX mods, a lot of modlets which I believe will be compatible, but it also contains Guppycur's Vehicle Madness SDX mod and this mod contains a script called MortSpawner.cs. Now, maybe I'm wrong, but I believe this is an old script coded by someone who worked on Starvation, a very talented coder, but unfortunately no longer active in modding scene here. So even if we were allowed to update the script to be fully compatible with DMT, what are the chances that someone will be actually willing to do that? I mean, there's not many modders who actually know how these things work. I kinda wish I knew how to code these mods, I would help with updating if I was allowed to, because I also want to keep playing with that mod myself. :p

  16. Ok, so in theory most SDX mods should be compatible out of the box, right? But what about the compatibility of NPC mod itself with other SDX mods? And it does rely on Animation SDX and since Animation SDX is incompatible with DMT, can we expect that it will be available soon enough after the transition to DMT? What I'm mostly worried about is the statement you made right here, and I'm still not quite sure how to feel about it, because it does sound like those who want to play with NPC mod installed will have some problems with other mods, which is quite disturbing.

     

    The new version I'm working on will likely have breaking changes for other SDX/DMT mods outside of the ones Xyth and I provide. It re-organizes things to make it easier to support.
  17. It's been a three day weekend for me, which means I have had a lot of time, and no time, to work on it. However, I did fix a few important things, such as the healing issue.

     

    Other fixes and refactoring that I did involved a few Harmony patches. I may just push the health fix, and maybe some AI tweaks, then freeze the SDX version and switch over to DMT / Harmony for the rest of the mods.

     

    Honestly, at first I was looking forward to using DMT / Harmony, but when you said that the changes will make this mod incompatible with most of the mods that currently run on SDX, it made me feel sad, because I have a lot of mods installed and yes some of them use SDX.. Does this all mean that I will have to wait for all the modders to update their SDX mods to DMT mods first if I want this to be compatible with the rest of my favorite mods?

  18. Does it compatible with Darkness Fall Mod?

     

    Probably not at the moment, since SDX must compile it separately and from what I understood, Darkness Fall is a mod which already comes with its own pre-compiled library that does not include this mod, so you can't really have both mods working together. But this could change sometime in the future with DMT modding tool which is a successor of SDX and unlike SDX, DMT works by changing memory on the fly rather than by compiling the library, but maybe Sphereii could provide more accurate information.

  19. I left that up to you, i just spawn em in for testing. Hope that gives you some more variety, and im not averse to feedback about the animations as it is my first attempt at using mixamo and unity. :smile-new:

     

    I still haven't met any of your NPCs. I hope I didn't screw it up somehow. :(

  20. Sphereii, this is what it says when you try to hire an NPC, but can't afford it:

    JsJtE4j.png

     

    It's not a big deal, but not sure if it's intended or not.

     

    doesnt seem to conflict in my game, i have bandits and traders mods loaded up as well, but you can not add it and see if my npcs call the ammo from the npc mod resource

     

    Yeah, I did it that way. It required some editing too lol you didn't include entitygroups :p

  21. Sorry, I must have missed that video earlier.

     

    I re-added a dialog option for tell me about yourself. This will print the cvars and all the other buffs into the console and log file. This might help pinpoint the health loss. I also included a Dismiss option, which will release the NPC back into the wild.

     

    If its losing health, we should see it. I also included a code work-around for the bleeding effect on that the Patch_Entity helps.

     

    I'll look at the health loss now

     

    Health loss seems to be an issue regardless of hired status. I found NPCBaker a while ago, he got involved in combat, but I didn't hire him yet. He's now standing next to a river doing nothing, I checked his health and it keeps going down. I recorded it on the video, just in case, but it seems like there's nothing new you haven't seen on the previous videos. If you want to see it, I will upload it.

  22. The new version I'm working on will likely have breaking changes for other SDX/DMT mods outside of the ones Xyth and I provide. It re-organizes things to make it easier to support.

     

    I am investigating the trader issue, and it seems to have a few issues. I may just get them to stand outside of the trader area and wait for you, as their behavior inside is a bit odd. The reason they spawn and disappear in the traders is because of the no-zombie spawn code, and not easily fixed to allow the NPCs, while keeping the zombies out.

     

    Fair enough, I'm already leaving them outside of the trader area to prevent that issue from happening. There is also that other issue with bandits spawning in the trader area which produces NRE. Something should be done to prevent bandits (and possibly wandering traders) from spawning inside the trader area too.

     

    Also, have you seen this?

     

    In the meantime Xyth released some update to the resource which hopefully fixed the NRE that I caught on the video there, but the health issue due to which NPCs were losing health for no apparent reason is shown in that video as well.

    ^EDIT: Ok, I checked Xyth's response again, I guess he talked about a different issue in the log file, not the NRE shown in the video, so maybe the NRE has something to do with the NPC itself and may still need your attention...

     

    Also, there is another issue with health which causes the health of some NPCs to get down to 200 points and then they never heal like they normally would. I suspect it may be triggered when they don't have water and food, not sure about it though.

  23. Nope, just like minded :smile-new: figured it needed a few females for balance lol

     

    I pmd you a link to some of the npcs ive been workin on so you could try them out, let me know what you think.

     

    Just copy/paste the unity resources into the npc mod resource folder and then copy/paste the entityclass and item xmls into their respective xmls from npc mod. The credits are only there so i know who did what if i do decide to upload the npcs, you dont need to do anything with them. Also, i included the banditammo resource and the traderammo resource, you only need to copy/paste in the banditammo resource, not the traderammo one.

     

    Thanks, but I just realized, since you'e adding banditammo and it's identical to the one that already exists in the base mod, wouldn't it create similar conflict like the one Xyth had to solve previously?

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