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Everything posted by arramus

  1. This has been applied to Snufkin's Bomber which is utilising the same exploding cop principle as the suicide bomber. Applying the original archetype values from the original creator gets the cosmetic look about him. Replacing the buffs.xml barrel entry with this entry from the game default files and a body placement value from Snufkin's settings gets something, but it may not be as pretty as you hoped because that particle looks like it changed over time. <triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" target="self" parti
  2. Such awesomeness being shared. I wonder if you could utilise the default commented out code for the blimp or built it up from scratch. Either way, this is absolutely delightful.
  3. @h0tr0d@ShoudenKalferas Well, here are some playtesting results. For both fun and serious consideration. Value 1 has a thermite fizzle and spits up pinky purple globules of untextured space slime. Value 2 offers the frag rocket effect with shrapnel tracing. It is very effective. Value 3 is identical to value 1; more slime. Value 4 is our 'beloved' vehicles. Value 5 offer the High Explosive rocket effect with all the subtlety of Duke Nukem. It quickly fades though and is very effective. V
  4. Thank you. Changing just for the sake of changing can create divisions, but changing for the purpose of restoring stability is just good sense. If objects are pushing through walls without context or creating anomalous game physics while in play then this can send the server into a stream of warnings which can ultimately cause instability. It's good to hear this feedback from multiple sources as well to ensure it's not an isolated concern.
  5. Great suggestions, and now that the shark has been mentioned publicly, I'll add to it 1. I also took a tentative peek at the Shark and played with a few file edits and tried to add one more. It's definitely going to need some work. Reducing the scaling back to 1.0 allowed it to be more present but there is an asset which may have been totally removed or received a name change that needs restoring. One thing I learned from Snufkin' code was how to add ambient sound: Adding: <AudioSource name="Sounds/AudioSource_Underwater_LP"/> as a trigger for its idle
  6. The creator of the Quick Hween costume is here with good news. Please bundle up absolutely everything you have done and I'll add a link to the post that Snufkin has linked to in the initial post which contains all the download links for what we have done so far. And if you make a separate post in this thread with an introduction and pictures I can link to it as well. 2 weeks is far too much coding to let it go to waste and server hosts are always crying out for variety. At the moment, the post has: 1. The restoration of Snufkin's Custom Zombies to as close to the origin
  7. I really like The Wrestler and added a little comment in the release post for how server/client hosts can add it to their group file. I tried The Wrestler in the desert at night and it felt really good. The orange glow and the lack of silhouette as well as the almost camouflage effect make it a very ominous encounter. It's also coincidental that The Undertaker is a professional wrestler and The Wrestler and The Undertaker make a wonderful tag team for this nighttime biome appearance. I think this may be a good place for him and will see if anyone adds it to this biome and collect feedback to s
  8. I took a look at the original thread for StompyNZ's original and also the efforts you made to restore it. Based on original code and the current default code, it looks like a lot of the syntax in the Buffs.xml has changed from an ID: to naming format and I don't know if the buff effects still exist at all. The UMAController also seems to be an issue if that was implemented based on StompyNZ's additional suggestions. It seems that IDs are specific to certain items and this has caused conflict on recent updates. I saw you were interested in maintaining the speeding lunge towards the
  9. Thanks for running it under such an eclectic mix of other mods. If anyone ever asks about compatibility with other zombie mods, this is a great post to direct them to.
  10. If you want to experience as close to Snufkin’s original mod as possible, the arramus version is the one for you. If you want to experience an enhanced compilation containing Snufkin’s original mod, Robeloto’s characters, and Slawa’s own characters all built into one, then Slawa’s mod is the one for you. Best not to run both at the same time as they share identical assets for Snufkin’s mod and things could get very messy. It’s great that they’re only server side and can be switched without causing the clients any pain. All the best with your choices.
  11. Hi FranticDan. I took a good look at Spencer Mansion in the editor and it has plenty of polish in it and will be a superb Prefab for the CP if you allow it to head that way. However, I wanted to do a good run through. I just have a question about initiating a quest. Did you add any rally quest markers? I joined the map and went straight to the trader to start a fetch and clear. The quest began but the rally point was set on the far SW corner and about 30 meters underground. I wasn't around in A16 if that is when the mansion began its construction and am not familiar if the process
  12. After extended testing by our community server administrators and client hosts as well as much support from community modders here is a link for Snufkin's Custom Server Side Z(S)ombies - A19 Stable. https://github.com/arramus/Snufkin-CustomZombies-A19-Stable-2020Nov03 This additional download is just a one layered zip without the github additional folder for server hosts having trouble with that. I added the above one so as not to leach too much from the forum. Snufkin_CustomZombies_A19-Stable_2020Nov03.zip A full Revisions and Readme text file for all
  13. @Slawa Now that's an interesting assortment. Character 1 and 4 look like they could be in their own spawn group and face you like a tag team, 'The gruesome twosome'. Character 3 , the 'Funk Freak' looks like he was infected while giving a performance on the stage and is using his instruments for a different kind of music. And character 2, is just plain scarey. He looks like a cattle rancher with cattle prods in each hand, 'Sparky McGee'.
  14. Just testing out the A19.1 (b8) build on A19.2 (b3) for compatibility. In addition, this will be running on a new World using the new CP46 Prefab pack with Bdub's Vehicle and a host of server side mods to stress test. It will also be a good chance to add back the appropriate mesh ragdolls that are being taken from another character they were not originally intended to be taken from. Once these mesh ragdolls are returned, this will put Snufkin's Custom Zombies back to 99.9%+ (give or take) of what was originally intended. I'm barely into Day 1 and we had our
  15. Putting CP46 through its paces on Alpha 19.2 (b3) of all things for players on low-mid end gaming rigs who want to experience enhanced gameplay with custom features. World settings: 8K with CP46 supporting vanilla built in Nitro. PC setup (Quite dated) i7 4770 / 24gb ddr3 / SSD for primary apps but running 7D2D on HDD / rx 5600 xt (6gb) At first there was a spike of 10-11gb while loading out. This continued for a while as regions unlocked and things settled down. After checking again 30 minutes later things looked very decent at a low 3gb.
  16. Thanks a lot. I shall match those settings to reflect the settings you successfully use. And an update and bug patching is always a great thing to see.
  17. Thanks for the release, rapid patch, and the overall very noticeable increase in performance. My first fetch trader quest was to Magoli's xcostum_timbershop. I couldn't find a quest marker anywhere as I neared the Prefab and didn't receive a proximity update either. I opened up the Prefab in the Editor, and there are certainly satchels in the Prefab but no sign of a quest rally marker. Just one for the list. Sorry to bring it up so soon after release.
  18. Snufkin's Custom Zombies - A19.1 (b8) can be downloaded here: https://github.com/arramus/Snufkin-CustomZombies-A19.1-B8-2020Oct02 13 out of 13 Custom Zombies are now able to spawn with no red warning server/game breakers so far. There are periodic yellow warnings linked to projectiles and I hope the long term impact is minimal. All original settings apply beyond the changes made to get these characters back in game. The main issues were changes to mesh ragdolls which could be replaced with the new location or given over to the parent, one buff setting, one instance
  19. And welcome back Archon. Finding the issue with Archon was a little trickier as the error was: NullReferenceException: Object reference not set to an instance of an object at EntityAlive.Update () [0x00134] in <b96846cfb0544c2da3579e57837d9053>:0 (Filename: <b96846cfb0544c2da3579e57837d9053> Line: 0) Through a process of elimination, it referenced Archon's glowing green eyes and they are temporarily removed just to bring him back. <!--property name="ReplaceMaterial1" value="entities/zombies/materials/rad_eye"/-->
  20. Once again, Banshee could reappear with a crude comment out for the common culprit since the Ragdoll updates to the game. <!--property name="Mesh" value="Zombies/zombieStandardScreamerRagdoll"/--> Banshee is not as pretty as he originally was, but is recognisable.
  21. Thank you for clarifying that and giving your nod of approval. The Custom Zombies are simply too good to go to waste.I wondered if there was something special about them because some players reported they saw them spawn from time to time. The hunt shall continue to bring them back as well.
  22. Thank you! Can I just confirm that Sparrow's Multi Trader was added up there instead just for reference purposes.
  23. Sorry to be a pain, but just gearing up for CP46. How does this part of the prefablist work? Is Nitro pulling from this area for trader placement? I didn't know if // is commenting out or commenting in a command. At first I used this default list and it certainly spawned in a lot of psuedo traders but I'm not sure if it was just cosmetic or at the expense of other traders. //TRADER'S : xcostum_Lost_Joels(pseudo-trader)(by_DMC),COMMERCIAL;INDUSTRIAL;RESIDENTIALNEW;RESIDENTIALOLD;RESIDENTIAL,2,-1,37,23,37,trader xcostum_Multi_Trader_02(by_War3zuk),Commerci
  24. I wonder if the Bunker by Pille could be released with a clear or fetch/clear attribute? Just asking because it is a real challenge with a group, offers a nice supply of potentially replaceable coal, and simply adds more variety. In a 10K map I'm on now it appears about 8 times that I know of but there are still huge chunks of unexplored land and it appears to be a regular feature when a Nitro World compiles.
  25. This is a very crude attempt to restore most (11 of 13) of the Custom Zombies for A19.1 (b8) because my experience with XML is barely a month old and it's all very elementary and patchwork. So far I haven't seen any red warnings although there are a few yellow warnings from time to time about projectiles hitting things with no textures and the Juggernaut spitting out vehicle scraps in rocket debris. I spawned all 11 functional Bosses on that island in Navezgane for 30 minutes while we partied and the dedicated server didn't crash..........yet. I hope experienced modders can bring t
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