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ZehMatt

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Everything posted by ZehMatt

  1. The animal spawning should be unaffected by this mod in general. Screamers should be still triggered by the heat map, I don't recall them being part of wandering hordes, I might be wrong here, so in theory the Mod should not influence it either. And for the dedicated setup only the server requires the mod, clients can play with vanilla client.
  2. I've been thinking on how to add the game stage into the mix, the issue remains primarily on having multiple players in the same area. I want to keep the system more natural with less rules, if you clear an area you should be fine but there is always the chance more of them stumble upon that area and gun sounds have a way of attracting them all in all pretty simple rules. I have however different roaming models planned for the future, one example being actual waves spawning at the border and just crossing through the map from one random map border to another random map border of th
  3. Update 1/24/2021, Version: 0.3.0 - A19.3 support. - Fixed potentially locking up the server. - Fixed initial population not using 'POITravellerChance'. - Added option to make sound distance configurable. - Added sound event vizualization support to the viewer. - Added option 'PauseDuringBloodmoon'. - Added option 'ReservedSpawnSlots'. - Added option 'WalkSpeedScale'. - Improved offline walking behavior. - Improved zombie spawning to avoid lag. - Improved despawn when backtracking, they have a minimum lifetime of 1 in-game minute. - Reduced network bandwidth for viewer.
  4. If its just an error on exit I'm not exactly sure what I should look for, if theres a hidden exception that stops the A.I. tasks that would explain why they stop moving but without any errors/exceptions I'm clueless on whats wrong. I might install those mods eventually but I need to prioritize on fixing bugs in my own code first. I will look into having active quests disable spawning from the simulation that are nearby.
  5. Can u paste me the logs?
  6. Are there currently issues running both together? I thought the the idea of DMT is that multiple mods can be used at once.
  7. I'm still working on this mod and I will eventually look into why hostile animals don't spawn, my current guess is that they are considered normal zombies and that no slots are available for them to spawn. Also I believe that the clearing is pretty hard currently as the zombie speed might be too high. I want to add a few modes to the simulation so instead of every zombie being a loner I want some of them to follow another fellow zed instead which would create some groups. My plan is to refactor most of the code which I already started, the main reason for this is I want to be able
  8. First of all I'm grateful about the feedback, this is the kind of stuff I need to have the default configuration enjoyable. Most of the simulation is parameterized so I can just tweak the values for what it needs adjusting for. Right now the default population density size is 125 per square km, this is a huge density. You can change this to to a lower number lets say 35, which is about what the United States has. To do so you need to copy the "WalkerSim.xml" into "%7DaysToDiePath%\Mods\WalkerSim\WalkerSim.xml", there you can change "<PopulationDensity>120</PopulationDensity>" to "&
  9. Screamers are still unaffected as far as I know, you might have not seen any sleepers wake up if you exhausted the maximum zombies that can be alive. I need to look into a potential issue here. I might need to reduce the maximum zombies that are outside by preserving a certain amount for sleepers or something. Regarding game stage, it might be a bit overwhelming when you are at a game stage like 300 and have about 4k zombies roaming, I need to experiment with this. Thanks, ill look into it.
  10. If you can provide a log for when it happens that would be great, I'm unable to reproduce this here.
  11. Make sure you use the latest DMT, I've been testing this with DMT 2.1.7533.22426
  12. Update 8/27/2020, Version: 0.2.1 - DMT support, you can now play this mod without a dedicated server. Download: https://github.com/ZehMatt/7dtd-WalkerSim/releases/tag/0.2.1
  13. At the moment yes. I was considering supporting this for clients only but I'm not sure how to approach it yet.
  14. Update 8/25/2020, Version: 0.2 - A19 support. - Fixed visibility zone not being calculated correctly. - Fixed exceptions being thrown when new players join. - Removed the need to disable enemy spawning via serverconfiguration.xml. - Removed sleepers from the simulation, uses the builtin system instead now. - Added audio events, offline zombies will be attracted towards gunshot sounds. Download: https://github.com/ZehMatt/7dtd-WalkerSim/releases/tag/0.2 NOTE: Now that the simulation will be aware of your gunfire you need to re-think on how you play
  15. Imagine the old Mario games had enemies suddenly pop into existence, I bet no one would have liked the game as much as it they did. Its a bit different just knowing they are "off-screen" vs "may or may not show up"
  16. No. Also it seems that the time I posted this A19 was updated to B180, I will probably update this today or the next coming days. I've also discovered some code that saves about 300 MiB memory, no idea why its done like that.
  17. I can assure everyone saying that this is hardware specific, it is not. You can open the console and find messages about sleepers spawning, this is unrelated to how powerful your PC is. POI's have different sleeper volumes that once you enter they will simply spawn. Having too small boxes or boxes placed infront of doors is exactly what the problem is, you can not expect every player to pick the same route. Also my PC is considered high-end by current means, so I would highly doubt that my hardware is the problem.
  18. This mod should improve some micro stuttering by using a R/W lock rather than the generic lock. I've modified the classes: ChunkManager, ChunkCluster, Chunk. I've also eliminated some redundant locking by moving the code around a bit, like in 'task_CalcChunkPositions' or in 'thread_Regenerating', it locks multiple times while it only needs to do it once. You may also notice a small improvement in FPS when you have a lot of zombies around as they also access the chunk data a lot, since the game has no builtin Benchmark its near impossible to get accurate numbers. I will maybe do mor
  19. That is not what the code says, and I spent a fair amount in the Decompiled code. Zombies only spawn when you enter a certain volume, period.
  20. The spawning situation is also not specific to POIs, during Horde/Blood-Night or whatever you wanna call it you can actually see them spawn. Or when you do a buried chest quest, zombies will immediately spawn around the area the moment you clear the chest, come on. Also given this is a "sandbox" game, when I decide to use frames to go up high buildings and not hitting the supposed trigger volumes this leads exactly to this problem I have. I don't see why they cant be already spawned but being in-active/dormant like a lot of other games do it, when getting close to enemies it should turn t
  21. The best I ever got was about 20 zombies or so on the i9-10900k before the FPS started to drop significantly which is still nothing. There are games from 2004 which could handle way more enemies on your screen, so this is not a CPU problem. Our modern CPUs can even easily handle fluid simulations without having to rely on GPUs anymore, there is definitely a problem with how the zombies are handled in the game and not how our current hardware is unable to keep up, thats just nonsense. I also applied a few years back, I never heard back, literally nothing, currently I also have a job
  22. I had a small base for the blood nights setup on my first in-game week and on day 7 I had the most ridiculous moment with zombies. Around 10 or so spawned around a corner of a building and started to line up and just ran towards a some direction totally ignoring me, too bad I didn't record it, it looked like a zombie train not knowing where to go. The second blood night was a bit different, they just spawned wherever they could be placed nearby me (The In-Game God at play again) The game is still plenty fun, but as some others mentioned the POI's also have a very linear progression
  23. I'm a bit annoyed about where zombies may or may not be located/spawned. Most annoying ones: 1. Inside a wardrobe - How the @%$*#! did he get there and why is he staying in there? 2. Ceilings - How the @%$*#! did he get there and why is he staying in there? 3. Random - Yes, this is still happening and its annoying as hell. Walking around a corner and turning back, a new zombie has appeared. For me this is the biggest immersion breaker ever, game or not, when something makes absolutely no sense regardless in what abstract universe its
  24. What kind of zombie is spawned is driven by the biome data. I did not implement game stages as I find that rather game breaking, assume player 1 with level 3 is with player 2 that is level 300, even if I average both levels it would be still way too high for player 1, getting this right in multiplayer is too tricky, the plugin focuses right now more on wandering zombies. Also regarding the maximum zombies, it still obeys the server settings to how many active zombies there can be. To make it more balanced for players every player zone can activate the maximum allowed amount divided by the p
  25. If you see them pop in thats most likely because of draw distance, thats what I've gathered from testing the maximum size of the box. I've actually not seen them spawn infront of me yet.
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