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arramus

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Everything posted by arramus

  1. We've all seen that UMA type entities based on the archetypal system have some interesting physics and ragdolls. We can also see there is a correlation for damage where actions which cause more damage increase the ragdolls effect. Just to clarify that in a specific demonstrations, here are 3 scenarios with the following setup. 1. All enZombies have seen their HP reduced to only 10% of normal. This is to support a low damage weapon. 2. 3 identical weapons are being tested. The T3 Sniper, however: - One is low powered and 10% damage of default - One is default. - One is high powered and 1000% damage of default 3. In addition to base weapon damage, the ammo type will have the greatest impact. In this test, 7.62mm ammo has been used as follows: - One is low powered and 10% damage of default - One is default. - One is high powered and 1000% damage of default Here are images to demonstrate how this effected the weapon specifications and the result. The enZombies level 6 low powered sniper at 9.4 Ranged Damage. The default level 6 low powered sniper at 95 Ranged Damage. The enZombies level 6 high powered sniper at 956.5 Ranged Damage. And the associated ammo which is where the real power comes from. The enZombies low powered 7.62 at 4.7 Ranged Damage. The default 7.62 at 47 Ranged Damage. The enZombies high powered 7.62 at 470 Ranged Damage. And the enZombie candidates. Abobo (enZombies enBiker1) with health reduced to only 10% to allow the low powered sniper to be effective. Their health values were 30, 28, and 31 from left to right due to a random feature. The lower powered enZombies sniper rifle completed the task with gentle ragdoll effect and the entity dropped cleanly. The default sniper rifle completed the task with what we are accustomed to and the ragdoll effect was more noticeable than a default entity. The high powered enZombies sniper rifle completed the task with an exacerbated ragdoll effect and the entity dropped somewhere about 100 blocks or so in the distance. I am pointing in the direction he landed. Just to demonstrate that again from another angle. As weapons receive mods, increase in level, and receive stronger ammo, the ragdoll will receive its force. If your server has up-modded ammo/weapons then expect similar effects to the high powered sniper/ammo. My earlier visit to a server which delights in such mods. This is the pipe rifle and showed about 200 Ranged Damage. One potential way to reduce the ragdoll is to decrease ammo damage and entity HP proportionally so it could potentially be as balanced as usual but with a reduction in ragdoll. This would require quite a lot of resetting of values though. It may be possible to buff the damage so that the value is the same but the effect is reduced but that would require a modder with deeper knowledge of the xml capabilities.
  2. I tested spawning all of the entities in the image exactly as it says there just before each warning appeared and they could spawn without issue. I wonder if you can share which building you entered and what other mods are being used and if there were any other warnings before these for other issues such as cntvehiclesedan type warnings.
  3. I'm glad you mentioned the animal guards because that offered a big hint that something seems to be putting them into a passive state where they need to be attacked first. The animal guards are usually verrrrrrry aggressive and will disappear before you can even acknowledge a zombie is coming towards your base. In this image, the dog is chasing a Coyote and it is so far out of range that it will not show up well in this image. They are just to the right of a boulder (left of the small Oak tree in the middle) In this image, a few dogs are set down. Some soldier are released about 40 blocks out. I took a shot at them to attract their attention and at about 20 blocks out the dogs started to go wild. They have a sight range of 30 but on a dedicated server begin to activate from about 20-25 as the processes activate. I have only tested Oaks Pets and Guards with enZombies and Snufkins. The Snukins server is purely server side mod. The enZombies server is using some C# mods and custom content. It is using 42 Mods and was more until the server admin combined a few to reduce the load. None appear to impact on NPC behaviour or conflict with the Oaks Pets from what I can see so far.
  4. I agree with this and have seen it's not only limited to melee weapons but also projectiles and explosives. I am playing on a server where the weapon damage is clearly modded higher and a headshot using the pipe rifle is launching zombies high into the air and far away, whereas fist fights are comparatively gentle and their ragdoll is only 2-4 blocks. The server admin really likes this though and mentioned in an earlier post they do not want it removed. ErrorNull will certainly be aware of this as when Version 1.0 was first launched a few images were shared of this effect using pipe grenades, rockets, and a combination of other armaments. They were launched so high that they would appear to hit ceiling height and disappear without falling back to the ground. But yes, if there is a way to implement a buff where the UMA type entities take the damage but see a large reduction in the associated ragdoll, it can be a workaround, and an optional choice for those who prefer it toned down a bit. Yes, players can either exploit this situation as they often get stuck, or adapt for the nuances of A20 and fill the gaps. It's still learning stage for sure.
  5. I am trying to test a number of scenarios the Turret Guards will be faced with including being approached and attacked to see if I can experience the same where they remain absolutely passive. I started with a simple tower type structure and released a batch of zombies. The Turret Guards, with only Oakraven for this occasion as that was the one mentioned, do not really like shooting down 'hallways' or enclosed areas but open areas and closer proximity do not seem to be too much of a problem for them. Even though they do not like those enclose areas, the guard at the back is firing as the muzzle flash shows. Here is the Oakraven facing off against a few lab entities. He is responsive and will be overwhelmed but is taking a few along with him before then. And a duo is able to hold off a similar amount. I have not been able to replicate a scenario where Oakraven would remain passive and not attack at the moment. Sure, when there are walls and other obstacles that effect like of sight it can have a big impact. It may well be the same with terrain as on the tower structure the left side, when looking up the structure was not as responsive when Oakraven was on a small platform while the right side was much more responsive. The only difference was the uneven and possibly higher terrain level in the left side. I also tried a mix of Turret Guards to look for different behaviour patterns but couldn't see anything that stood out. This was a mix of Turret Guards and the Oakraven at the front with the muzzle blast seems to be responsive from this range and field of vision. Overall, close proximity attack was working, distance attack with a very clear field of view was sometimes tooooo effective, and towers with straight walls reduced their effectiveness. This was tested on a dedicated server before and during Blood Moon to increase the server stress. I'm willing to join your hosting to experience the situation you saw if you would like to set up and share your IP.
  6. Here is an update to Oak's Pet Animals and Guards. https://github.com/arramus/Oaks-Pet-Animals-and-Guards-A20-2022Jan01 Updates include: 1. The Chicken Coop and Rabbit Trap have been returned to the loot box system where items ready to 'harvest' can be collected in the same way as other storage containers. However, the Rabbit Trap has been upgraded to collect a variety of seeds. Rabbits carry seeds in their fur and paws and there is a small probability that something will be found when a rabbit is trapped. On this occasion, 2 rabbits were trapped. After collecting from 40 Rabbit Traps, here is a break down of finds. 39 rabbits and a collection of seeds. This stays close to the original 1 rabbit per trap with the extra bonus on top. 2. 4 new guards, testing out a slightly different spawning system. Both systems will work together very well and we'll monitor if either is superior in A20. The new guards are Darkstardragon, JoJo, Lezabel, and Oakraven. In addition, all guards have also been given a number to help with player trading. 3. This update introduces a new farming feature: Mushroom Planter. The Mushroom Planter is placed in the same way as the Coop and Trap. It requires a Mushroom Starter made of Mushroom Mycelium to get things started. Once the mushrooms are ready to be harvested there will be a small net gain which may include a new mushroom 'seed' to make your next starter. Even if it doesn't have a seed, you will have enough mushrooms to make a new 'seed' and have something left over for cooking. Place the Mushroom Planter Add your Mushroom Mycelium Harvest when ready. Other changes include: - Reduced Rabbit and Chicken Feed requirements to reflect A20 challenge increase. - Reduced Chicken Coop collection from 60 minutes to 40 minutes to reflect abundance of Chickens and Eggs in the wild. As always, your feedback will be appreciated. If you are going to upgrade from a previous version to an existing World, the addition of the new Mushroom Planter and new guards can cause existing inventory to be replaced. It is recommended to start a new World or clear you player inventory of any Oak's Pets and Guards assets.
  7. I have visited a variety of servers that mention 'mods' in their description and quite a few seem to be using the A20 version as standalone or combined with the enZombies. If A19 was anything to go by, some server admin will combine Robeloto's, enZombies, and the Snufkins all at the same time. I rarely see servers mention Snufkin Zombies specifically by name these days unless we visit their Discord where all mods are listed in full.
  8. It's always going to be a tricky one since there are only limited options available for tweaking the ragdoll effects. In A18 it was less pronounced but with A19 came an expanded ragdoll feature which exacerbated what we see now. It also feels like playing on a dedicated server further increases it from what I've experienced. We've tinkered with mass, weight, the physics you have edited, and anything else that seems to connect but without any real success. The only definitive solution is to set <property name="HasRagdoll" value="true"/> to "false" in the entityclasses.xml. They'll go through the motions of all other animations, but their ragdolls will be gone and their death animation will be like a suspended animation on an invisible crucifix.
  9. The (A20) Snufkin Weapons Xpansion has been pushed to stable since feedback was positive. A few small updates to loot locations and probability to match A20 formatting, as well as an audio update for an issue found by @TiLath for the PP-19 Bizon and a great suggestion from @AndrewT to update the Railgun to its most natural model type using the Dragunov, which was always its natural partner, were changes presented during the experimental push. The download link remains the same as it allows dynamic updates. https://github.com/arramus/Snufkin-Weapons-Xpansion-A20-2021December17 @magejosh has kindly offered to look at the Loot Add On Box in more detail and as soon as it's release ready, it will be bundled into the weapons mod as an optional addition to servers. Thank you for the valuable suggestions and observations to keep the mod thriving.
  10. I haven't heard back from Snufkin, but this is a necessary update more than just a cosmetic update and it has been integrated into the main link version. I'll switch it over to stable now as beyond a few more cosmetic updates in the future, it has been functional without any warnings. The Railgun was added before the Dragunov appeared and it may well have originally been the weapon of choice.
  11. Thank you magejosh. I got to the stage of using a less complex visible="${visible|false}" to visible="false" just for testings but it seems the $ (selector value?) may be necessary.
  12. Here is what the Railgun has now. And here is how it could look with the T3 model added in its place and with the barrels move to accommodate it.
  13. Hello and welcome to the mod. This is intentional. Let me recall the original creator's reasoning behind it. The CrossBowMag is one of the deadliest weapons available. What is lacks in stealth capability it more than makes up for in full on combat. The creator opted to remove the ability to shoot through bars based on feedback. Some players were spamming high explosive rounds within the confines of public bases in restricted areas and some Server Admin found it to be a little over powered and upset the balance. Such players were able to find a place by themselves on their own, and while they could still annoy players by taking the bulk of kills, it was a compromise. I just tested the CrossBowMag with the ability to shoot through bars restored. I could wipe out an army on Zombie Bears using steel bolts, almost quicker than the time it takes to reload the new pipe shotgun. This has always been a subjective point of contention and it will remain as it is for the above reason. However, there is nothing stopping you from being able to make your own choice on this based on your own set up. Here are instructions on how to add the ability to shoot through those bars. 1. Open your items.xml file with the mod. 2. Search for CrossBowMag. 3. Insert <property name="Hitmask_override" value="Arrow"/> below <property name="Class" value="Launcher" /> in that section for the CrossBowMag. 4. Load your game and test the result. It should appear to play as the above image; a handheld weapon of absolute destruction. If it works out, great. And if not, you can always remove that line of code to restore it to match the creator's compromise. For the next update, I shall add that line of code but have it commented out <!--property name="Hitmask_override" value="Arrow"/--> which will stop it being read but allow it to be reactivated again based on personal preferences.
  14. Summary: (a short description of the bug) Texture mismatch Game Version: (A20 Stable) Platform: (PC) OS/Version: (Windows) CPU Model: (Intel i7 10600) System Memory: (32 GB) GPU Model and VRAM: (AMD 5600XT 6 GB) Screen Resolution: (1920 x 1080) Video Settings: (New A20 best set for card settings) Game mode: (Client on dedi/Editor) Did you wipe old saves? (Yes) Did you start a new game? (Yes) Did you validate your files? (Yes) Are you using any mods? (No) EAC on Status: NEW - Not in KI Bug Description: house_old_ranch_07 firepit texture mismatch. Detailed steps to reproduce the bug: Visit house_old_ranch_07 firepit. Actual result: (description of what is occurring) house_old_ranch_07 firepit texture mismatch. Expected result: (what you expect to occur) house_old_ranch_07 firepit texture compliance
  15. It would indeed look very cool with that model and give it some real class and context. I have been careful not to touch Snufkin's original weapons as much as possible, at least to maintain the original attachment selection. I tinkered with the Savery and Bizon because some of the old models were removed but even then it was the last option. I'll send Snufkin a message, and if there is no response begin tinkering because there are a few other weapons which have dropped a model or two over time.
  16. Sure thing. Tinker with it all you like. After the XUi is resolved I expect it’ll just need some updated loot settings.
  17. A small update was added to the current experimental build based on feedback about an A20 change to the frequency of nest looting opportunities. In A19, the Clucker round had a selling cost of 50. It was found at about the same frequency as eggs and with time and effort could be a good way to raise funds in place of looting and selling. For A20, this has been exacerbated with the increased frequency of nests and was an unbalanced way to make quick coin. As such, the Clucker round selling cost has dropped to 10, and this brings it more into line with regular ammo. The download link remains the same as per the first post link. Beyond this feedback, and the kind feedback about the PP-19 Bizon, there do not seem to be any game breakers and in the new year can be switched to stable based on nothing major being reported. Thank you for the feedback so far to help keep the mod balanced and proportional to default features.
  18. meleeHandZombie01 I'll make a couple of suggestions as I was still tinkering with the previous post and could check JaxTeller718-ZombieReach Mod as I also use it for players who have latency issues caused by distance. The enZombies are linked back up the line to the same settings that Zombie Reach use through extensions. But, based on Mod load order and possible limits on those extensions, it may well have no impact as you are seeing. First try load order. Rename enZombies mod to ZenZombies mod so it loads after the JaxTeller718-ZombieReach Mod and those reach settings can be cached first. If that doesn't work, consider adding this to your Zombie Reach items.xml just below the bottom entries for meleeHandMaster. They will be identical but have meleeHandZombie01 instead as these are linked back to enZombies. <set xpath="/items/item[@name='meleeHandZombie01']/property[@class='Action0']/property[@name='Range']/@value">1.00</set> <set xpath="/items/item[@name='meleeHandZombie01']/effect_group[@name='meleeHandZombie01']/passive_effect[@name='DamageFalloffRange']/@value">1.05</set> These suggestions may or may not work, and the next option would possibly be adding those reach settings manually (based on the default properties xml found in the default files for meleeHandMaster but updated to Zombie Reach values) to each and every individual enZombie as they have some very special unique features and effects which all adds to the enZombies fun.
  19. Maybe ErrorNull is a bit wrapped up with bits at the moment to provide an update. I am also using the enZombies and am glad you spotted these because they are something we all need to consider. For now: 1. khz type of zombies Replace at line 5901 and 6196 <property name="Mesh" value="#Entities/Zombies?Zombies/zombie01Ragdoll.prefab" /> with <!--property name="Mesh" value="#Entities/Zombies?Zombies/zombie01Ragdoll.prefab" /--> (We're just adding !-- at the beginning area and -- at the end) in your entityclasses.xml file under 2 areas for 'khzTemplateMale1' and also 'aa_00'. aa_00 looks like a test entity but it shouldn't hurt game play. You never know who uses F6 to spawn things in though. This will 'comment out' that entry for now and let this character fall back on the regular zombie template used for all zombies and should resolve the khzCharlotte and all other khz entity issues. 2. Business Boss Replace at line 5784: <property name="Mesh" value="#Entities/Zombies?Zombies/zombieStandardSuitHDRagdoll.prefab"/> with <property name="Mesh" value="#Entities/Zombies?Prefabs/ZSuitRadiated.prefab"/> It's the Radiated Businessman Zombie mesh for the model but will stop the critical issue for now.
  20. All I can suggest is, if you don't get a definitive answer, tinkering in the registry via the 'Show Game Launcher' > 'Tools' > 'Open Settings' and possibly something in there related to OptionsGfxViewDistance or something similar. I tend to stay out of there for obvious reasons, but there have been times.
  21. If it becomes too much of a problem for Horde Night, there's always the possibility to comment out / remove that part of the entitygroups.xml so the archetype 'UMA' zombies do not visit for Horde Night while all the rest still do. You'll still get a large variety of the 'boss' zombies as they use a regular zombie model. You'll be good with this based on the custom modding you've already added to your own server set up.
  22. Much appreciated. Sous Chef of the Apocalypse has been missed in the server; a little more so in A20.
  23. 1. Join a server with non EAC. 2. Put item(s) in toolbar slot 11. 3. Rejoin the same server with EAC enabled. 4. Go to inventory and place slot item(s) in an empty backpack slot or drop. Either way provides duplicates. This may well be a TFP matter related to being able to join a non EAC while in EAC and permissions, but as it's related to a Mod, they don't take kindly to things being presented as bugs. All yours from here.
  24. This exploit does not touch the crafting queue and is specific to this mod. It can be reproduced on a dedicated server with only this one mod installed. Again, the exploit does not abide by instructions but joiners may not be aware of them, which is how the exploit was found. I have not gone into detail so as not to aggravate Server Admin should someone read it and use it since this thread is very popular in the community.
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