Forgot your password?
Posted November 10, 2020
Punishment is and then pain followed by sorrow.....
Posted October 27, 2020
@ Ansalem Don't know if this will work but since your looking anyways, go into Mods folder in 0-SphereIICore, then into Config, then Blocks.xml, Open Blocks.xml, look for property class="AdvancedUI" , under it will be <property name="UnlockEnemyHealthBar" value="false" />
Set the false to true,
no guarantees this will work and Jax probably has it set to off for a reason, besides it being annoying IMO
Posted October 8, 2020
I through the Z's into Ravenheartst and Holy@#$
I love the additions and you showed me that new entities can be created without throwing in new models. I just hope someone with more experience adding new Zombies puts something together
Snukfin's Server Side Z(S)ombies to see how to make Z's using just the game base models and only changing settings. No modeling required if your still looking at keeping up with UMA Zombies modlet
Posted October 6, 2020
Awesome, was looking for this @ mr.devolver
Posted October 5, 2020
Is it possible to exempt certain blocks to not damage the hands
<property name="SoftHands" value="true"/>
Posted October 4, 2020
I'm just going to create some Z's and let those that can put them in game do it. Its' all a bit too much for me. I plan on doing Z's and Bandits. I'm working on the process right now on getting it down. Hopefully you will have and the rest of the community will have a depot full to work with.
Posted October 2, 2020
Now I see your point, Now I get a Steam version as well then. Thanks for clarifying xyth
Posted October 1, 2020
Fuse and Animator are their 2 buggiest apps, like now I've had to install and uninstall Fuse 3 times. Steam has the 2013 version, I was installing 2017, now I'm going to revert to 2016. I'm probably going to have to install the Steam version and then I'm going to let them know about it.....but wait I just tried to get some community help on my issue and the Adobe website keeps refreshing so I can't even ask my question. It makes me wanna go find a crawler Steve to bash with my wooden club
I pay Adobe a monthly contribution had no idea they put it on Steam lol
Cool, installing Fuse in CC now, think I started off using it and it was really buggy and switched to Autodesk.
I'll hit you up later on Discord Mumpfy
Also, I know Mumpfy is re texturing Z's but I know my way around Photoshop and can add different variants of texturing to models. I just need the files. I got some spare time. Just message me.
I exported my file to .fbx and imported to Max. This was my old laptop, I don't have access to my student version of 3DS anymore and only have my exports and Mudbox save files. I did this for college project. The model is my face and tattoos with, sculpted to my head and frame. The clothes are free assets I used and are not mine. And I slapped on s D00M logo for good measure. I have uploaded my files to my Github. I'm not into Github and am not a coder, except for HTML, I do Graphic Design.
Posted September 30, 2020
To someone who adds model assets to Unity , I have modeled myself in 3DS Mudbox and have the exported files rigged and skinned. Its game ready as far as I know. I was going to let the community have it to use as a Z or whatever. Message me if someone wants to add. I will give you my profile link to view the model.
Posted September 29, 2020
The archetype just tell the game to assign specific mesh parts to an entity in entity_class. Or did...
<archetype name="BanditLeader" male="true" hair_color="148,74,40" eye_color="68,68,60" skin_color="175,175,175" type="None" stance="Like" voice_set="trader">
<part slot="head" layer="base" mesh="male_base_face">
<texture name="male_head" color="skin"/>
<texture name="male_head_old" color="skin"/>
<texture name="unisex_tattoo_tribal" color="15,20,25"/>
<texture name="male_head_beard" color="hair"/>
<texture name="male_shaggy_eyebrows" color="hair"/>
The problem is that the zombie archetypes are replaced with prefabricated meshes which look great but we end up with just the same looks. The models themselves will have to be manually edited. The hair and skin look like they may be able to have changes. It doesn't look to me like it can't be done with Z's but I'm not a Unity modder so I was throwing it up to you in hopes you might know.
And yes, the bandits and survivors from the creature packs are what I meant as well as from vanilla. Just for a little diversity.
Posted September 28, 2020
Just wondering if your Randomized Entities could possibly include randomizing archetypes. I know the UMA problem is there and the Z's use a prefab. Or add in the Creature Entities Pack prefabs as Z's like the bandits and survivors. I'm just tossing this up as I modded Kheldon's UMA Zombies in every release till now. And thanks for putting in the work.
Posted March 25, 2020
The bandits are back in. They're not common, but they are back. Look for folks wearing bandana's over their faces.
TY TY TY
Posted March 15, 2020
Just wondering if anyone tried a workaround for Xyth Creature pack with bandits and human NPC's had been looked into without changing all the XML's to be added alongside DF
or Khaine, if you thought about adding your own bandits back into your mod for maybe A19 or A20. Just curious. And thanks for the continued work on your mod.
Posted December 21, 2019
Found something opposite in SP. I attached Yucca Fruit to the toolbelt and ate it in first person and it would not deplete the stack unless it was eaten in the inventory.
Just in case this is in the same .XML file as the spoilage bug
Posted December 20, 2019
Edited December 20, 2019 by Taylorsd
(see edit history)
[EDIT] Been playing for about 30 minutes and can't believe how good this looks.
Thanks to you and your team Jax !
Posted December 16, 2019
I don't post much, wanted to give thanks for the mod. I've been playing it on this latest run.
Posted July 24, 2019
Hi this is a good mod for me !! but gamma limiter is not good for my eyes. so can i disable gamma limiter? And How to disable it? Thanks
Go to the beginning of this thread, there is a link to the Discord for Ravenhearst. The file to remove the gamma limiter is under #latest news, look for July 10th post
Posted July 22, 2019
Take your time please, vanilla has enough bugs.......but you do whats going to happen, soon as your mod is ready A18 be be released the next day
Posted July 20, 2019
Can't believe how far this community has come with the modding of this game.
I'm an immersion type of player and I love this stuff your making.
ANY Devs, not just TFP, won't include this stuff because they make games for casual gamers not us long term gamers. Their is no money in it and they won't invest their time to make it.
So thank you moongaming for letting me take a dump when I want to!
Posted July 18, 2019
He's an ass.
just glad he headbutts and don't have a shank ......yet