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Robeloto

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Everything posted by Robeloto

  1. for example, in my mod. My zombieGunner does not load the sound when he is getting hurt or dies. These sounds worked before, but now he is silent. The sounds are in the exact format as the other zombies I have and the other zombies work perfectly. I have tried various things, like adding the sound in unity again and doublecheck so everything is ok before I save. Used a wav instead of a mp3 file, shortened the sound. Everything in entityclasses.xml and sounds.xml are as they should be. Entityclasses.xml <property name="SoundRandom" value="gunnerroam"/> <property name="SoundAlert" value="gunneralert"/> <property name="SoundSense" value="gunnerattack"/> <property name="SoundHurt" value="gunnerpain"/> <property name="SoundDeath" value="gunnerdeath"/> <property name="SoundAttack" value="gunnerattack"/> Sounds.xml <SoundDataNode name="gunnerpain"> <AudioSource name="Sounds/AudioSource_Sounds/AudioSource_Pain"/> <Noise ID="2" noise="11" time="3" muffled_when_crouched="0.5"/> <AudioClip ClipName="#@modfolder:Resources/robelotozombiesounds.unity3d?gunnerpain1"/> <AudioClip ClipName="#@modfolder:Resources/robelotozombiesounds.unity3d?gunnerpain2"/> <AudioClip ClipName="#@modfolder:Resources/robelotozombiesounds.unity3d?gunnerpain3"/> <Channel name="Mouth"/> <Priority name="1"/> <maxVoicesPerEntity value="1"/> <LowestPitch name="0.95"/> <HighestPitch name="1.05"/> <LocalCrouchVolumeScale value="1.0"/> <CrouchNoiseScale value="0.5"/> <NoiseScale value="1"/> <MaxVoices value="10"/> <MaxRepeatRate value="1.8"/> </SoundDataNode> In the console this message will appear every time the game tries to load the sound: 7 days AudioManager LoadAudio failed to load audio source object for Audiosource/AudioSource name="Sounds/AudioSource_Pain The other sounds for gunners work and they are of the same quality and even the same length, so what gives? It's weird... Edit: I tried switching out the pain and death to attack sounds and then they work. But this is not giving me a clue to why the other sounds is not working. Seems I have to make new sounds for the pain and death sounds or something and pray that they will work. This is giving me a headache, cause now when I made a new zombie and made some new sound for it, the pain and death sounds will not work. But just as with the gunner, the other sounds work fine.
  2. I can say it probably took about 10 to 15 hours to go through it. We started when we were level 15, but after 2 hours we realized we needed better weapons, so we came back to the prefab at level 40+. I love the electricity puzzles very much. And I think this might be a bug within the game, but a button we pushed did not work. So I took a rollback on a world save (just 30 minutes back) and then the button worked as it was supposed to. Then we found one door we could not get open even though the electricty was connected. Might need spoilers now, cause I do not wanna spoil anyone elses fun. 10/10 prefab. So much work and so much detail. Loved being on top of the prefab looking down and being inside the rocket was just mindblowing.
  3. Here is my updated Predator Be ready to die. 😃
  4. Beautiful Prefab! Any update for A20 maybe?
  5. Me and my friends loved this one! ^^ it's a great prefab!
  6. This prefab is so awesome. Had plenty of fun clearing this one. How long did this take to create? Great work man!
  7. Yes, lots of more stuff added. I can try putting the particles in the eyes that way and the missing body part.. Thanks for the idea, and I hope it will work.
  8. I wanna tease you all with an upcoming update. I am not entirely done with everything. But atleast 90% done. This is what I have done so far. MIght be some upcoming changes or alterations to this depending on how it plays out. I need to test everything to make sure it work. Will add some new sounds too.I also need to update everything to the XML version as well. Version 2.92 (Big Update) • Ghastly Phoenix, a spooky zombie that vomits smoke and might manipulate your sight • PlagueFlyer. A flying zombie with no legs and 2 shocking steelspears in his hands. He throws shock particles at you. • Frostyball added. Vomit snowballs. Flying robotic white ball. Common in winterland, but rare elsewhere. Except on bloodmoons and scouthordes at higher gamestages. • ElectricFly added. Can shock you. • FireFly is back. Can turn you on fire. • HellKuma added. A firebear. • ThunderKuma added. An electric bear. • RunningMan can now stop several vehicles at once. • CopterCorpse fixed. Zombie did not sit in the gyrocopter seat. • Translucent Buff fixed. Did not work before because of a typo. • Decreased magazine size on FireElf. • Mini apperance changed. • Reworked entitygroups again. More likely to see some harder special zombies at lower gamestages. (Before 100). • Made buffs more balanced. Lowered some OP buffs and Increased some lighter buffs. • Lowered Atrocity's HP again. Also reduced zombie-healing. • Removed wingflap from my custom Flies, Frosty Ball and CopterCorpse, while the regular vultures still has their wingflap sound. Not entirely done as you can see. I have problem placing the shock particle on the tip of the spear.
  9. Welp! That is alot. <lootgroup name="groupMailbox02"> <item name="resourcePaper" count="1,5" loot_prob_template="high"/> <item group="booksAllScaled" loot_prob_template="low"/> </lootgroup> <lootgroup name="groupMailbox01"> <item group="perkBooksT0Day1" loot_prob_template="ProbT0"/> <item group="groupMailbox02" loot_prob_template="ProbT1"/> <item group="groupMailbox02" loot_prob_template="ProbT2Cap"/> </lootgroup> <lootprobtemplate name="ProbT0"> <loot level="0,1" prob="0.03"/> <loot level="2" prob="0.07"/> <loot level="3" prob="0.10"/> <loot level="4" prob="0.13"/> <loot level="5" prob="0.17"/> This is the loot probability for books and the booksAllScaled from mailbox 2 is set to low. And the early perkbooks that you get on day 1 uses the ProbT0 template. It increases as you level. Also this is the early game books you can get on day 1 from mailboxes. So I guess these was the ones you got, right? <!-- *** Early_Game_Perk_Books --> <lootgroup name="perkBooksT0Day1"> <item name="bookRangersArrowRecovery"/> <item name="bookRangersCripplingShot"/> <item name="bookRangersKnockdown"/> <item name="bookRangersFlamingArrows"/> <item name="bookRangersAPAmmo"/> <item name="bookRangersExplodingBolts"/> <item name="bookRangersForestGuide"/> <item name="bookSpearHunter1Damage"/> <item name="bookSpearHunter2Maintenance"/> <item name="bookSpearHunter3SteelSpears"/> <item name="bookSpearHunter4StrongArm"/> <item name="bookSpearHunter5RapidStrike"/> <item name="bookSpearHunter6PuncturedLung"/> <item name="bookSpearHunter7QuickStrike"/> <item name="bookNeedleAndThreadDesertWear"/> <item name="bookNeedleAndThreadDusters"/> <item name="bookNeedleAndThreadFootwear"/> <item name="bookNeedleAndThreadLegwear"/> <item name="bookNeedleAndThreadPockets"/> <item name="bookNeedleAndThreadPufferCoats"/> <item name="bookNeedleAndThreadWinterWear"/> </lootgroup>
  10. <passive_effect name="VehicleVelocityMaxPer" operation="perc_subtract" value="10"/> <passive_effect name="VehicleVelocityMaxPer" operation="perc_subtract" value="10"/> <passive_effect name="VehicleVelocityMaxPer" operation="perc_subtract" value="10"/> <passive_effect name="VehicleVelocityMaxPer" operation="perc_subtract" value="10"/> I duplicated this and now the zombie stopped us both. So now he can stop more than one engine. So if it's more than 4 vehicles and players he can't stop anyone. So duplicating this to maybe 20 should work? Edit: So if anyone is interested. This worked for atleast 4 players and 4 vehicles. I tested before we jumped on the vehicles and while we were on the vehicles I spawned the zombie. <buff name="buffRunningMan" hidden="true"> <update_rate value="8"/> <effect_group> <triggered_effect trigger="onSelfBuffUpdate" action="PlaySound" sound="horde_spawn"/> <triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" target="positionAOE" range="30" buff="buffStopVehicle"/> </effect_group> </buff> <buff name ="buffStopVehicle" tooltip_key="Running Man have the ability to manipulate the engine" icon="ui_game_symbol_muscle" icon_color="255,255,255" icon_blink="true"> <stack_type value="replace"/> <duration value="6"/> <update_rate value="1"/> <effect_group> <requirement name="EntityTagCompare" tags="player"/> <passive_effect name="VehicleVelocityMaxPer" operation="perc_subtract" value="6"/> <passive_effect name="VehicleVelocityMaxPer" operation="perc_subtract" value="6"/> <passive_effect name="VehicleVelocityMaxPer" operation="perc_subtract" value="6"/> <passive_effect name="VehicleVelocityMaxPer" operation="perc_subtract" value="6"/> <passive_effect name="VehicleVelocityMaxPer" operation="perc_subtract" value="6"/> <passive_effect name="VehicleVelocityMaxPer" operation="perc_subtract" value="6"/> <passive_effect name="VehicleVelocityMaxPer" operation="perc_subtract" value="6"/> <passive_effect name="VehicleVelocityMaxPer" operation="perc_subtract" value="6"/> <requirement name="EntityHasMovementTag" tags="driving"/> </effect_group> </buff>
  11. It works perfectly if you are alone, but if you have 2 minibikes and another player joins the server. This buff will not work at all. But if you pick up one minibike and only have 1 it will work even if there are several players on server. <buff name ="buffStopVehicle" tooltip_key="Running Man have the ability to manipulate the engine" icon="ui_game_symbol_muscle" icon_color="255,255,255" icon_blink="true"> <stack_type value="replace"/> <duration value="2"/> <update_rate value="1"/> <effect_group> <requirement name="EntityTagCompare" tags="player"/> <requirement name="EntityHasMovementTag" tags="driving"/> <passive_effect name="VehicleVelocityMaxPer" operation="perc_subtract" value="10"/> </effect_group> </buff> Is there another solution to make it work for several players and vehicles? My intention was to make all vehicles be useless when this zombie is near,
  12. This mod looks like a lot of fun. Gonna test this when I have some more free time. I love Resident Evil. It gave me so much chills and excitement when I played it back in 96. Good times.
  13. Awesome job Andyjoki! Can't wait to try this out on A20.
  14. The running man zombie cannot stop the vehicles if there are several players on server. It seems to work if only 1 player is on the server. I'm gonna see if this can be fixed somehow. https://streamable.com/1edftt - this is how it should work. I made a new zombie or animal. An electric fly. He looks very electric. Does not vomit, but if he bites you it's a high chance u will get shocked. So he will be visiting the next update. Also gonna try makin a firefly that doesnt create errors in console. And what's more is that I'm thinking of making a version where most of, or all of my zeds can show up at the start. A much harder version.
  15. Shadow is visible, but is harder to see at daytime. Point a flashlight or any other lightsource and you will see him more clearly. As long as you have shadow distance set to atleast low. Check here and you can see how shadow vill be visible when you point flashlight on him.
  16. Thank you. I have fixed that now! New version is out: RobelotoCustomZombies_2.91
  17. So after disabling G-sync. I have much much less lag. But then it happened today at a random POI. It was around 6-7 zombies that spawned. The game started stuttering badly, like freezes every second. So I logged out and back in again. Then the lag was gone. It was only lagging for me and not for anyone else. I have capped framerate to 60 and it is more smooth than ever. But that lag happened again. Even if it is rare now, I really need to know why it is happening. So this is partially solved, but not completely... Edit: So now I have tested some different methods to make G-sync work. Only tested for about 1 hour without any freezes. So cannot say this solved anything...yet. I have tried with both vsync on and off. But I noticed some freezes with vsync on, so I turned it off. In game it is off also. This is my setup for graphics: And by setting my GPU to about 73% max usage , rather than 100 made a difference. Edit2: Tested again, but this time with low latency off. I spawned about 80 zombies and there were almost no freezes and the fps were around 50-100 fps. I was alone on my own dedicated server. Graphic card are working alright. Most of the lags are happening when we are more than 2 players. I am becoming a bit sus on the CPU.
  18. I dunno what is up with this game. My friend with a much worse PC than me, can run the server and play without any lag whatsoever. Any other games run flawlessy for me. So it is something with 7 days to die and 2080Ti cant handle it. So weird... edit: I have no clue on what the problem was. But I formatted my SSD and reinstalled windows 10 and now there is no more lag. I am so very happy. Wish I knew what it was, cause I have the same programs and software installed again. And none of those were the culprit. I really hope the problem is gone for good now. edit2: The stuttering is back again lol. If I spawn 25 zeds, at first there is no lag, but if I go around walls. That is when the stuttering starts and that is also probably when zombie pathing activates. The more walls or things in the way, the more the stutter. It stops stuttering if I go out in the open or killall. Edit3: Haha, it sounded smart what I wrote in my edit2, but in reality it's just me being dumb. I disabled G-sync now and most of the severe lag is gone. But not gonna say it is fixed yet.
  19. Yes, it is my ISP blocking all ports. I am going to change ISP.
  20. I have only opened for 26900 TCP and 26900-26903 UDP. The server uses the 26900 port and that port is closed even when the server is running. So something is indeed blocking that port. Maybe I will try a different one. Edit: I think I know the answer. It may be the ISP or that the router is beginning to die. It is prob over 10 years old or so lol. I have ordered a new one, but gonna be a while until I am going to my apartment again. This truly sucks....but that's the reality. xD
  21. Yes, It was only fine if I ran the dedicated on this computer (i7 7700k + 2080ti) and played on the other PC (i7 2600k + GTX 680). I first played on the i7 7700k and had the server on the I7 2600k here at same place on the same internet. That is when it lagged and stuttered all the time. I thought first it was the processor that could not keep up or that it was network lag, but now I dunno. Before Alpha 20 I could run both server and client on same machine without lag. So it is kinda frustrating when it has become this stutter-fest. =/ I love this game so much, but can't really play with friends anymore. Maybe some of my RAM is defect on this 7700k? I have ran memtest86. 12 hours on each stick, but seems I have to do it again and this time and even longer time.
  22. Thanks for your input. No, it is the local IP that should be portforwarded. I have checked with a port checker now and they say open, but I dont really trust those port checkers lol. xD
  23. So. If I use this PC as server only and play from another slower PC, there is no lag whatsoever. 7 days to die runs perfectly. But as soon as I run the dedicated server on the same PC as I play on, the lag will be horrible and it seem to happen when zombies spawn. I think they changed a lot in A20 making it lag more. Maybe something with the zombie pathing? Cause I had no problems with different versions. I have video on my problem. Can post later.
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