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doughphunghus

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Posts posted by doughphunghus

  1. Doughphungus, really admire your work on v2.0.0 of StompyNZ's Bad Company mod..

     

    Thanks! If someone wants to "keep it up" or there's a process to migrate it into the Creature Packs, I don't mind doing what I can. I don't know who originally "

    owns" this so I just did whatever was needed to get them to load up. If you/anyone are making updates to it, I'll happily "archive" it on my github site and put a link to the maintained version!

     

    um, thought this was the creaturepacks thread?

    Yeah, I'm sorry :) I didn't want to hijack the thread

     

    I don't think you need to create a separate thread, unless it is audio clips for non-critters or you just want to have creative control vs submitting everything to Xyth for approval...

    I believe you may be right. I put a lot of thought into it today and I think its more work than I'm going to be able to handle.

     

    If anyone's interested, the gist of it was: Allow anyone with a forum account to contribute any sounds... allow just .wav and unity3d (less desirable) formats. Document a few required standards (maybe bitrate or something). Then, they hand over the sound files and (if deemed acceptable) they get put into a lightly structured github repository as the "Development Sound files" source repo called "CommunityPack-Sounds-SourceFiles". No one but pack admins will have access to update this repo. This way we will always have the source sounds, and anyone can remix them as they wish (or clean them up) and resubmit. Still a lot of thoughts here on naming/structuring standards and such as it could get messy.

     

    Then make a second repo called "CommunityPack-Sounds" that is just the /Resources folder and all <sound>_unity3d files built from the "CommunityPack-Sounds-SourceFiles" repo. Document all the sounds in the files so people can use them easily as these sound names/paths can never change!. Make "smaller files" by sound type vs 1 super big file. Easier to patch/update/distribute them that way.

     

    Then anyone go to the "CommunityPack-Sounds-SourceFiles"' to listen to them, then go to "CommunityPack-Sounds" and take the unity.3d files they need and put them in their mods as they see fit.

     

    Then, to take it to the extreme, its possible you *could* make a "0-CommunityPack-Sounds-Standard" modlet that is actually playable/loadable for general use. It would contain *only* the unity.3d files sounds that are "generic vanilla stuff" that adds ambiance to the game (like opening the backpack, breaking glass, walking on trash) that can be appended to the existing sound Nodes in sounds.xml.

     

     

    Anyway, That's all my thoughts on this if it helps. Someone else can run with it if they wish!

  2. Let me see if I can set up something for a sound pack on github. I'll make a new thread and post a link here. I already have some sounds I made in a small modlet I was messing with, so I can populate it with some stuff as an example, and maybe come up with some basic instructions to contribute to it. I have limited experience combining sounds to unity.3d, but if the source sounds were made available in some fashion (likely a separate github repo so you don't have to download all the raw sound files to use the modlet in the game) then anyone could rebuild/update//use them. I really want some more sounds for the Z's so you don't know whats "behind that door" when you hear something but I don't have the sound mixing experience to make good ones.

  3. So, after some thinking, this is what I've come up with:

    I can see 3 separate "modlets" that might be easy to be "communitized". There could be more, but for now these are the ones that at least sketch out how to possibly do it:

     

    0-CommunityDevPack-0-Materials

    0-CommunityDevPack-1-Sounds

    1-CommunityDevPack-1-Items-Resources

     

    Rationale:

    - Any modlets that do not rely on *any other* modlets (e.g their xml does not refer to any other xml files) have their names start with "0-"

    - Any modlets that ONLY refer to a "0-" pack, start with "1-"

    - If there are more modlets that use *only* those below them, name them "2-", "3-" respectively. This is unlikely to happen but that's the way to build it out if needed

    - Then all modlets are named "CommunityDevPack". This is because when you load them, nothing in the game changes (they are invisible "things" used only to build other modlets with). They are literally modlets to develop other modlets on, not standalone/playable modlets on their own.

    - Then, just in case (especially with the "items" xml, there are a lot of item types), we add a "-[number]" to hard enforce a load order within the group. Its a bit of overkill, but another "just in case"

    as load order id vital to any of this working

    - Then, you name the modlet after the XML file being modified, with a capital letter: "-Items" or "-Sounds", etc.

    - Then, if there is a particular "type" of thing inside the XML ( items.xml has a lot), you add that type. e.g.: "-Resources"

    - None of these modlets will modify any other modlet. They will not change vanilla XML, only extend it

     

    Having looked though things, I can only see this being the "easiest thing to do" and maybe a few more modlets that could be added:

    Maybe biomes.xml, music.xml? and a few other things. For example:

    0-CommunityDevPack-2-Music

    1-CommunityDevPack-2-Biomes <-maybe this would be a 2, at least temporarily

     

    The hard part is making these not have as little visible effect on the game and be "activated" only by other mods. Additionally, it might get really messy (a lot of xml to maintain) if Items-Food were added and all the buffs/effects/actions had to all be in there to properly support it. So, for now, not a good idea. Pretty much every other item type in the game besides "resources" looks too complicated.

     

    If anything, I would want this to be "as little xml as possible", and something that is lightweight but to test on/get feedback so when the game updates (a19, 20, ...) its not too hard to keep updated. If it starts working out as a useful concept then it can be locked down more as the game goes gold. If these packs go out of maintenance, it will be easy for modders to take over and/or just copy the xml they need out (because the XML will be simple).

     

    Additionally: I haven't thought of naming conventions of the XML nodes yet. Will keep thinking about it: input is welcome!

     

    I might try putting something small together and see if anyone interested/how it works out in real games. I'm still *very* interested if anyone has any input or a "Danger: Bears lurk here" experience to share

     

     

    Anyway: I don't want to take up too much space in this forum thread (sorry :) ) just wanted to hear from the people working on the CreaturePacks to see if this was a harder thing than it looks, or commentary on the naming "standard" idea

  4. Yeah, I'm trying to think of a good way to envision how to do it. Thoughts so far are:

     

    - It may be difficult to "categorize" every item. Like, is "sugar" a food item or just "an item". It seems like food, but if it was added early it might be categorized under a "generic" or something

    Some items like "vinegar" can be used in food, bot have other uses so maybe that's a better example

    - I personally the real challenge (with my own modlets) in adding new items was doing/getting graphics. For a few items its not a big deal, but if a bunch of people are contributing new items to a common pack the graphics are going to feel all "not the same style". I feel it would be a lot of work to make them all "similar", artistically, but then again, if people load a lot of random mods its going to look that way anyway. Personally I feel that maybe graphics may not need to be any sort of standard, at least for awhile.

    - "junk like" Items (like a gear, or pencil) are almost "stand alone" meaning, they only really have a dependence on anything other than a material, and you likely can use existing in game materials (scrap to steel, wood). Or, maybe they cannot be scrapped. I feel scrapping is going o be difficult without some standard as I wouldn't want to scrap a pencil and get 1 wood pack (its too much wood). So maybe the initial pack "framework" would need to define some "minimal scrap amount" and if an item was smaller than that it either cannot be scrapped, or it scraps to some very small thing that must be pooled to craft a bundle (like scrap 1 earring to get an iron fragment, craft 100 iron fragments to get 1 iron). i realize this could lead to severe "craft and scrap" overkill, but I feel that if some base amounts are not standardized then recipes are going to be really weird if you build on this stuff.

     

    In reference to your quote:

    Because if there are things you don't like about a package, deleting them can create conflict with other material, you don't think.

    THe best way to deal with it may to make all items not be "lootable" and have modders add where to loot them. That way you can add teh pack, and nothing happens unless you add another pack to actually populate/add the items to things... which deals with

    - Looting: I feel that an items pack may not include a loot pack (e.g a "0-Community Items Loot Pack" would be a separate pack? I mean, anything else building on this would be separate) Basically, maybe you load the items pack and no items "exist" to be crafted or found because none of them are lootable. Then modders can choose where they are lootable/craftable. This seems the most logical. This way the "items" pack is basically a "junk" pack (because there are no recipes or looting abilities) then you can load the loot pack just to be able to get all the junk (but nothing to craft with) and then if a modder wants to make a cool loot pack then they say "don't load the default loot pack".

     

    There's a lot of options, which is why it seems almost in reach to do (and I wouldn't mind putting a starter one on Github to see what happens) but then again it almost seems like it will be fraught with "growing pains" and very complicated for modders to actually use (want to use exp. if its wonky or a pain to use).

  5. Xyth (and anyone else working on these packs),

     

    Creatures seem like a lot of work to make vs other things, but also seem more "contained" in all the dependencies they need ( in terms of XML modding).

    Can you see a need or benefit or good "packs" (for someone) to create other "community" packs similar to these (but not for entities)? If so, any advice/thoughts on how to go about it ("lessons learned" from the creature packs. Most I've seen are around naming conventions). I don't want to have something pop up and then magically there's 7 community packs being maintained independently for a lot of the same stuff. I can imagine making some on github (so there's a core few people approving additions, making updates) and then having people just do pull requests to add stuff.

     

    I feel as though a "items" pack would be useful as it could contain a lot of the basic stuff modders are adding like sugar, nails, screws, other metals, "junk" items, etc. Basically, if you loaded a "0- Basic Items Community pack" you could get to name it 0- so it loads first, and then modders could just focus on making recipes, stat changes, etc. Long ago I though of making some "very complicated electrical recipes" to make stuff, but I kinda got burned out making all the base items/ I know if we had a lot of base "food" items (pickles, salt, vinegar, baking yeast, etc) then people could easily go crazy with recipes for new food items. I could see an items pack needing a "materials" pack to build off of ... maybe...but then that gets complicated

     

    "Blocks" is another, but I'm having a harder time seeing it be as "self contained" as an items pack

  6.  

    Yep, too bad your follower NPC disappears when you die. It used to stay with you through respawn, but not anymore... :(

     

    its already been fixed but....wouldn't they mourn you, bury you using your backpack as a marker, and then move on ,,,, having been enriched knowing you for that short time ;). It would be kind of neat if there was an option to respawn as a different character each time, you find your old base, etc.

  7. @doughphunghus-

    The mod is only on the test server until its more complete. Until then the code doesn't get released to help make play testing faster and more productive. Everything will be released when the mod is ready for publication. Thanks for your interest, your welcome to log on to the test server anytime.

     

    Thanks for the info!

  8. Added new modlet: Nerf Junk Turret

     

    Description: This modlet makes the vanilla junk turret much less powerful, especially in early game. Hopefully only a high tier modded junk turret will actually be capable of causing real damage to enemies vs a warning signal. The lower unmodded tier junk turrets are more of a "watch your back" item than a "can destroy all Zombies for me" item. It is basically much slower, less scaning range, and weaker.

     

    Details:

    Junk turret damage to entities has been reduced.

    "Recoil" from manually firing it has been increased.

    Range (entity detection, ammo, and player activation) has been reduced.

    When deployed its "movement speed" and "scan area" and other movement related things have been reduced.

    Firing rate has been left alone.

    Junk turret ammo stacking has been reduced. Some modding bonuses have been dropped.

     

    In order to compensate (slightly) for all the above, more items can now make ammo for the junk turret so when carrying one around its more likely you will have something available to can quickly make ammo from. These make the same generic "Junk Turret Ammo":

     

    Scrap Iron <- Vanilla recipe. The cost of scrap iron for ammo has been increased.

    Scrap Brass

    Cobblestones

    Scrap Lead

    Mechanical Parts

    Glass <- Can only be made in the forge with crucible. Basically "crude blobs of glass".

     

    Note: The items were chosen as "weighty/chunky" resource items. I cannot find a good way to make the junk turret ammo do different damage per ammo type. If I can figure this out I'll maybe make separate ammo types, add broken glass, etc.

  9. I originally planned on adding quests to this, and a lot of other stuff, but I wanted to spend more time testing out how to make a decent quest (and a backstory) vs "find the loot, bring it back, get something". Right now it's a lot of XML for a single quest and I wanted to put some thought behind it (and testing).

     

    Yeah, I kinda like finding junk (there are some other "junk" modlets around) as it makes you stop and deal with them and makes it a little more random vs "everything I find is useful". I kinda enjoy the "I'm starving... (opens cabinet) ..dammit, a paper bag and a pencil" :). I also find it a bit "dry" to be raiding people houses and not finding any evidence of "people".

     

    Also: The games were more of a "hmmm" for me too. It's extra junk to find but has a purpose. I don't forsee people dedicating a lot of time to it, but it might be fun if you have a few hours at night and want to just do something funny. I made all the game boards basically out of glass so a single stray bullet/zombie/punch destroys the game ;)

  10. Added new modlet: You've got Mail

     

    Description: The mailman cometh! This modlet adds a bunch of "fun" items into the game that you can find in places where mail would be found (mailboxes, desks, dressers, trash) in order to add a bit of backstory to the residents of the city, the outbreak and fall of civilization, and a bit of much needed whimsy. This modlet is purposefully designed to not add any custom graphics/sounds. so at times you may have to be a bit imaginative. The idea spawned from the fact that some containers like mailboxes/desks/trash *should* be full of all sorts of interesting nonessential stuff that no one has looted and makes these places ideal for a place to find things relating to/about the former residents.

     

    If anyone has any interest in me adding more to this modlet, please let me know! I have more ideas for stuff, I just wanted to get a working modlet posted. If you have any ideas or requests (that I can pull off) I'll try to entertain them. :)

     

     

    Details: There are a few types of items in this modlet.

    • 80+ "Fun? things to just read"
    • 50+ "Fun?, useless items"
    • 30+ "Parcels to open". Some actually contain useful things.
    • 4 Games to play: Soduku, Chess, Checkers, Tic-Tac-Toe
    • Weapons: BB gun

    Things I might add when I have time, or if anybody generally requests "more stuff":

    - More puzzles/games

    - More fun weapon "reimaginations" + ammo

    - More backstories

    - More items (useful and useless), books, etc

    - Quests with some storyline.

  11. I like them :) Especially the AOE for radiated. I read on the forums that radiated Z's might go away in a19 though (or maybe just the glowing effect)

     

    For input:

    - I would assume 5 min is "real life minutes" and not "in game minutes". if "in game minutes" this seems really fast for sunburn/frostbite to kick in, and it also doesn't give people much tome to get out of a biome if they spawn in it.

    - Why not add that face wrap clothing item to "frostbite" issues. Lose your nose if not covered ;)

    - I think it would be neat if you got "permenant debuffs" like losing fingers/toes that you could always see that specific stat somewhere. Like that's your characters "story" as long as they live vs "I have a 35% frostbite debuff and I forgot why"

  12. I am pretty sure I wrote in the OP that no balance was attempted
    ...As far as adjusting roaming,

    Cool :) Understood (I totally didn't read all the OP info...my bad)! It was just something I noticed in how they behaved vs the traders. I'm not entirely sure if they (the robots) actively go to fight the Z's on sight (suddenly ignoring you after they were chasing you) or if the Z's actually attack them first causing their demise.

     

    They have brutal hand damage right now, I will tone that down when I push a new release later today.

    I'm totally fine with the terminator-esque damage :)

  13. Just thinking... and I have 0 legal sense :)

     

    Question: For mod[lets] where the creator doesn't care about what happens to the mod[let] (in terms of other non-TFP people taking their personal work, graphics, etc) and also do not contain any externally licensed content (that they would need to declare), is there a good "default license/ToA" they should/could use if they want to throw one in the mod[let] source code or link to their own ToA post?

     

    There's a link above to https://creativecommons.org/licenses/ and for someone who may not be used to adding a license, but for one who wants to "do the right thing" it may not be obvious what one to choose. I've been picking "The Unlicense" for all my github modlets as its basically wide open usage and a simple drop down choice in github, and was thinking of also linking back to this forum thread just for the sake of it. I believe if someone (**who met the conditions above**) picked "the wrong license/ToA" it wouldn't really matter as TFP policy would override it, but it might help to be guided to choose a correct-er one by default than one that's obviously not enforceable/applicable.

  14. Some input after a few days of playing with these packs:

     

    The Good:

    - I love these packs

     

    The (not so bad):

    - The robots (specifically the one with the light saber) is a little OP against zombies. I had a robot trapped in a building (by accident, he...it? walked in. He has a dudes face IMHO) and he just murdered all the Z's for me (yay) but then he wouldn't leave the building. It was very early game (like day 2) and I couldn't take him on so I tried to lure him out, and more Z's came, so I just lured them inside and he wiped the floor with them. I don't know if there's really a fix for this (or if it's even an issue) but if you can get that robot guy to hang around your area you're kinda safe. I had a trader fight a bunch of Z's for me (also by accident) and it was nice but he had a much harder time of it, and he ran away pretty quickly. I like the robots being more powerful, so I don't think they should be nerfed, so maybe if they could just roam farther/not patrol as tightly it would alleviate being able to lead them around as easily?

  15. Collect the eight Dark Tower series books

    Done. I mean just buying them was easy and it took a while to finally get through all of them and (of course) all the related Dark Tower linked books in the King universe but short of buying an extra 4 feet of bookshelf space this seems a little light as a quest as I just completed it as part of my normal routine and.... ohhhhhhh .... you mean they're now IN the game? Squeeeee!

  16. Its interesting because it changes the gameplay so much. Its so dark you really can't go into POI without a light, so you wither carry a torch and attach it to a wall (or use it as a weapon) so it's a lot harder and challenging, until you get a helmet with a light on it, then your hands are free to carry a weapon. Honestly, I'm thinking of making a mod to make it a *lot* harder to get/craft a helmet light to extend the time you have to spend lurking around holding a light. I have a game going (on day 6) and I had a mod added to let me have a flashlight + duct tape "helmet" and I kinda regret I did it as I realize how much it takes away from the creepiness.

     

    Also: I'm on day 6, barely got a forge and workbench running. Found an underground bunker on Day 2 (just luck). I've looted about 6 small POI's. It *really* makes it more fun in the early game for those that like a challenge. As soon as you let go of a light source it turns pitch black indoors in a few seconds, most of the time. I went down into a mine and only brought 1 torch, died, and realized I respawned in my bunker...with 0 lights crafted or on me. Fumbled around in pitch black dark for like 10 minutes :)

  17. Note: For the modlet "One Hour of Daylight (or 0 up to 24)", I originally made it 1 hour (and some options) up to 23 as I didn't think about 0 or 24 hours as options :). 0 hours is "Perpetual Twilight" for most of the time (it does get darker at times) and 24 hours would be "Perpetual Daylight" and I believe kills the blood moons (haven't tested as of now).

     

    Anyway, Apparently other people have had this same idea for a modlet, so I didn't steal their idea on purpose/directly ;). My modlet only allows changes to the Daytime length settings. I found this modlet from Claymore which made me realize you could have 0 or 24 hours of daylight (which 0 is awesome IMHO and what I play now) so I updated mine after naming it "One Hour of Daylight"

    Claymores "MORE OPTIONS" Modlet

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