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arramus

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Everything posted by arramus

  1. Pushed a small update: - New corner_02 tile for the Old West area. This removes a 42 x 42 and replaces it will a 25 x 25 POI to avoid over duplication since there are only 2 POIs for 42 x 42 and the Old West Town has grown a little. - New sample RWG which contains 2 x corner and 2 x corner_02. - A small update for 3 POIs (1 needed fetch bags on GFV, although it would still complete by default without - additional deco for the Crater Field - small water source on the School since corner tile water source may not always be available with corner_02 as a periodic replacement)
  2. Name changing is not sufficient because the entity is bundled within a resource asset which remains identical even with the base resource name change. It will require some deeper intervention. I shall see if guppy is willing to split the vulture from the fire mod as a stand alone asset or make a specific version for this Modpack.
  3. Avoiding the conflict will potentially require some renaming of the assets. Sticking Oak at the end of every guppy vulture reference should suffice and fortunately there are not too many of them. This is going to remain an issue for the future and I'll start tinkering as there'll be a Mama guppy vulture in there soon enough.
  4. The very first post has a list of all of the mods and direct links to their storage location on Moddb. Existing content uses the same link even if it is updated because Moddb maintain the links. This particular mod remains in the Moddb list here:
  5. I saw one of the beasts biting into a man's head towards the end. Yes, they are Alpha beasts. Queen Athena has the Screamer scream but she doesn't have the effect. It is also possible to add her into the Screamer group so her scream calls in other entities just like her scream in the movie can attract other Alpha Z's and beasts to battle.
  6. Pushed an update for the Old West Migration: - rwg_tile_oldwest_corner_02 This is a new street tile that expands on the original rwg_tile_oldwest_corner. It removes the 42 x 42 space and replaces it with a smaller 25 x 25. It also adds some more variety for that corner tile area. Here are some images to demonstrate. This is how it looks in the editor. The 'road' area is hardcoded but the surrounding area is very flexible. And in game. At one end is the start of a rail road. It is very much under construction and there is no completion date in sight. ^^ In the original, this area was a dead animal patch. This tile turns it into a public resting area. In the original, this area was a smaller post-harvest area and had a small puddle in the middle. This enlarges the area and adds some pre-harvest farming items to pick. It has been given the same weighting to appear as the downtown tile with the bridge area going over another road. How it will balance in the Old West will require some monitoring but on a 10K RWG there were 2 regular and 2 _02 versions so both variants can appear in the same area or separately. This is a new area to delve into so we'll see how it goes.
  7. Well here she is (with red shorts). It looks like she was posted in a couple of threads and as such she's in a stand alone modlet to be done with as the community sees fit. https://github.com/arramus/QueenAthena She's currently hooked up as a dependent on the Demolisher and will only make her presence at that GS in Horde Night.
  8. I have not watched the movie in full, and only saw a recap on YouTube which explained the plot and main characters. Yes, the Alpha Zombies are rather strong and athletic for sure. Super zombies. When attempting to apply some detail, this is as far as that goes with the UMA system. It is limited to a set and no more can be added than what is available. Knuckles act as her 'crown/tiara' and armored shoulder pads. The ghillie has reduced its alpha setting to lower the amount of camouflage density. Her underwear is locked to her skin color and can't be red or she'll look like a beetroot.
  9. Update with additional POI: - Crater field T2 in a 42 x 42 size. There is only 1 42 x 42 POI in the Old West (T1 Coal Factory) but there are 2 Old West street tiles that allow for a 42 x 42 POI. To reduce too much duplication in the larger towns, Crater field provides an alternative and also brings a farming element to the town. In keeping with regular farm fields an abundance of the corn is dead and provides good cover for the zombies. There are also a few guaranteed plants in there as well along with random luck chances to keep it a little more dynamic. Players may be lucky and find the odd pumpkin or potato as well.
  10. There are often similar (if not identical) models put on the game model websites and this would be a very nice addition for the NPC Mod if a creator is willing to support it. She appears to walk as much as she crouches in the videos of her which is also best coded into a custom entity. The UMA version has to be one or the other and the video is using the spider 'walk' type.
  11. This is about the limit of the UMA system for a server side only entity.
  12. If it's not in the list of server admin permissions by default, then it'll require a third party server management mod. I don't believe the spawnmenu is given its own unique permission level. That's very much a 7D2D Admin Coalition question.
  13. Update to the Old West Migration Mod: - Re-balanced the tiling system to accommodate new custom POIs and correct a typo. - Added an optional setting that allows the 'rural' POIs to surround the Old West as an outskirt district. This is optional and while the code to activate it is in the rwgmixer.xml, it is currently commented out. Instructions to activate this and an image of how it may look are in the first post.
  14. Welcome to the forum, and thank you. The whole pack was started by Snufkin and we have tried to keep with the spirit of it and maintain some uniqueness for each character. We got lucky with the Spider Pipe Bomber. The updated spider model and floor crawling animation from TFP is superb and holding that position while attached to the drone was a plus. But when it straightens up in preparation to unleash those pipe bombs, the player knows what is very likely to come.
  15. Creative Mode possibilities in TFP xml. There is no reference to True or False as with the way the Spawn Menu functions. <property name="CreativeMode" value="None"/> <property name="CreativeMode" value="Player"/> <property name="CreativeMode" value="Test"/> (commented out) <property name="CreativeMode" value="Dev"/> As for the New Yorker World, checking the Prefabs channel appears to be the best place to check for discussion.
  16. Pushed a T3 POI to Old West Migration Mod. This has the schoolhouse on the left and wagon factory on the right with a connection point somewhere. ^^ This is a 50 x 25 type and this size is pretty well catered for now. Another T3 is useful though.
  17. I am unable to replicate the issue with only New York Undead custom World and this mod installed and launched.
  18. If players are exiting the vehicle appropriately, then there is nothing to change. When this vehicle was created it was a single person vehicle. Another member of the modding team 'Dre' set up the original second person seating and customised it for a specific player which did not match default scaling. For fully scaled players it has caused no issues in the past and shouldn't need changing unless that was causing issues.
  19. CreativeMode should be for placeables and SpawnMenu should be for spawnables. The remaining 2 do not exist in this mod. Pew Pew (MickkPewPews Server Side Zeds) should offer a big hint there.
  20. Starting on a T3 50 x 25 with two buildings to make up the POI. The left will have the Zombie cast of Little House on the Prairie at the local school. The right side will have a wagon repair shop in place of a modern garage. This addition will expand the T3 choices which are minimal for Old West and give some extra variety.
  21. The Old West Migration Mod received an addition T2 POI to increase T2 chances up to 7. It is a dedicated gunshop which seemed to be needed for this tiling system.
  22. Pushed another T2 for the Old West and that provides 7 T2 quest opportunities for that tiling system. An updated sample World was also pushed. A gun shop which seemed appropriate.
  23. They cannot be used at present as far as I know because these overhauls overwrite many of the default game settings. These modlets were designed for the default game. There is some discussion about it 2-3 pages ago where a forum member suggested they will contact the DF team and see if it is possible to integrate. It may be best to visit the DF Discord to see if there have been any steps to do that.
  24. Do you have the very latest installation of this modpack? If so, try to join 64.42.177.210:26920 and see what happens. There is no password. If the error still continues, maybe share a screenshot of your mods folder and explain where you installed the World as there are a variety of ways to do that these days.
  25. Communities that regulated the amount removed the guards from the traders and airdrops and rationed them out to each player. For chicken and rabbits it will require admin monitoring and management. For GuardTemplate add <property name="HideInSpawnMenu" value="true"/> to its entityclasses.xml so it doesn't appear in the menu. Oakraven often reads these comments and may hide it in the same way TFP hide zombieTemplateMale from the menu.
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