Jump to content

arramus

Members
  • Posts

    2,174
  • Joined

  • Last visited

  • Days Won

    14

Everything posted by arramus

  1. 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.
  2. 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.
  3. Thank you! Can I just confirm that Sparrow's Multi Trader was added up there instead just for reference purposes.
  4. 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),Commercial;Downtown;Industrial;ResidentialNew;ResidentialOld;Residential,2,-4,30,12,29,trader trader_bob,none,2,-1,41,27,46,trader trader_hugh,none,2,-8,45,28,49,trader trader_jen,none,2,-1,43,24,41,trader trader_joel,none,2,-1,35,32,35,trader trader_rekt,none,2,-1,37,24,37,trader I changed it to this to see if Sparrow's Multi Trader joined the traders placed and removed the psuedo trader. It did place Sparrow's Multi Trader and I can't find any pseudo ones. Did I just get lucky or is it like a cvar setting? //TRADER'S : xcostum_Multi_Trader(by_Sparrow),none,2,-1,44,33,40,trader xcostum_Multi_Trader_02(by_War3zuk),Commercial;Downtown;Industrial;ResidentialNew;ResidentialOld;Residential,2,-4,30,12,29,trader trader_bob,none,2,-1,41,27,46,trader trader_hugh,none,2,-8,45,28,49,trader trader_jen,none,2,-1,43,24,41,trader trader_joel,none,2,-1,35,32,35,trader trader_rekt,none,2,-1,37,24,37,trader If there is a cvar element, is it possible to have Sparrow's in there by default just like War3zuk's? The pseudo trader is cool but I hope it doesn't replace the real traders and take a precious slot? I hope you can share some insight on how it works, thx.
  5. 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.
  6. 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 this superb mod back to life in a more sophisticated non patchwork way for the future. I have seen some other builds being kindly shared in this thread but I went this way as a learning experience as well. You can download it here to test: https://github.com/arramus/Snufkin-CustomZombies-A19.1b8-2020Sept30 For reference, changes made, based on console errors and warnings for each character, as well as limitations are as follows: ------------------------------------------------ == Changes in order of finding them in the console as warnings or game breakers == ---------------------------------- 1. Juggernaut Zombie Issue entityclasses.xml entity_class name="Zombie_Template" Crude edit but changed the following property to a comment for the time being as this is causing the Juggernaut Zombie to sink below the ground surface by one block and cause a looping 'NullReferenceException' <!--property name="AvatarController" value="AvatarZombieUMAController" /--> Based on forum posts, this appears to be an area of contention. He runs with it removed. ---------------------------------- 2. Scorcher Zombie Issue entityclasses.xml entity_class name="zombieScorcher" Crude edit but changed the following property to a comment for the time being as this is causing the Scorcher Zombie to not appear at all and cause a looping 'NullReferenceException' <!--property name="Mesh" value="Zombies/zombieStandardDemolitionRagdoll"/--> This allows it to spawn and fall back on it's parent class with: <property name="Mesh" value="#Entities/Zombies?Zombies/zombieStandardSoldierRagdoll.prefab"/> ---------------------------------- 3. Buff Health Issue - ParasiteAttack buffs.xml buff name="ParasiteAttack" Crude edit but changed the following property to a comment for the time being as this appears to be causing a buffs.xml failure. <!--passive_effect name="HealthMaxModifierOT" operation="base_subtract" value="1"/--> ---------------------------------- 4. Ragdoll Issue entityclasses.xml entity_class name="Zombie_Template" The console suggests the property for <property name="Mesh" value="Zombies/zombie01Ragdoll" /> cannot be found. This has been commented out so it will fall back on its "zombieTemplateMale" value of <property name="Mesh" value="#Entities/Zombies?Zombies/zombieStandardBoeRagdoll.prefab"/> which isn't causing any console warnings. ---------------------------------- 5. Typo Amendment from Geits to Geist changed in: entityclasses.xml entity_class name="zombieGeist" and associated items.xml partners. Purely cosmetic as they all associated under the same typo anyway. ---------------------------------- 6. Removed Archon from the BM spawn horde The Archon character does appear in the .xml files but has no archetype of its own. Something for the future. ---------------------------------- 7. Removed Banshee from entitygroups.xml and BM spawn horde. The Banshee character does appear in the .xml files but has no archetype of its own. Something for the future. =============================================================================== Summary on testing so far - Able to use without crashing or locking up YES / NO =============================================================================== 1. Archon - NO / No archetype. Attempted to rebuild Archon using Geist as a template. Failed and need to study more. 2. Banshee - NO / No archetype. Need to study more. 3. Scorcher - YES / Does bring up a yellow warning though. 'Particle System is trying to spawn on a mesh with zero surface area'. Hard to say if it's a server busting warning for the long term. 4. Bomber - YES / No warnings at all so far. Blastastic. 5. Cowhead - YES / No warnings at all so far. Mooooover and a shaker. 6. Geist - YES / No warnings at all so far. 'Shocking'. 7. Juggernaut - YES / Occasional warnings about the vehicle scraps and animator got state but so far. I have a 'soft spot' for Juggernaut as he's the first one I started on. 8. Mantis - YES / No warnings at all so far. Far out. 9. Parasite - YES / No warnings at all so far. 'Suckulent.' 10. Scarecrow - YES / Has an odd death spin animation which I am not touching. Pimpking. 11. Undertaker - YES / No warnings at all so far. Bone shakingly good. 12. Wendigo - YES / No warnings at all so far. Flies like the wind. 13. Wrestler - YES / No warnings at all so far. Just wants to be hugged. Rest well...until next time.
  7. That is a truly superb decrease in processing demand. 3 months ago on a 12K map I was crashing on load out with 12gb+ RAM demand and I had to increase paging followed by get a couple more sticks of RAM. The extra RAM peaked at 14.5gb on load out until it settled down. This will open things up to a lot more low-medium end players. A fine accomplishment.
  8. Supermutants!! RoaR! Having a lot of fun with all the vehicles and have been for a few months now. It would be hard to re-adapt without them. In fact, a gaming bud had been building a track in the background dedicated to the buggy but a few other vehicles also fare well. I'm asking him to Prefab it as it runs well and acts as a great template for customising although it is perfectly great as is. The buggies can really get some air but also come down just as quick when you ease off. I mean! Flaming barrels jump. We all really appreciate the vehicles and the care you give them.
  9. I got the whole lot by clicking on the green 'Code' tab, and then clicking on the 'Download zip' option. It takes a while as it downloads the whole repository. It meant I could get in some light sabre action though. If these aren't visible, as it does get a bit buggy at times, this is the direct download link. https://github.com/7D2D/A19Mods/archive/master.zip
  10. Just testing out the Behemoth and also a nice light sabre that was in the A19 collection.
  11. Much appreciated. I have added credits in all the xmls which I've simply 'vampired' and will ensure the same for the forum posting.
  12. @xyth Would it be permissible to distribute the Behemoth into a standalone modlet? I read the introductory post on Terms of Use and as the requisite unity.3d file is tagged to you, I wanted to check on its term of use. My aim was simply to restrict the Behemoth to the Wastelands so it wouldn't impact on other biomes and would just add to the suspense and horror for that area.
  13. Sounds very promising and I'll keep watching for the B8 build and the performance boost it gives.
  14. Can you confirm you are attempting this with the in game RWG and not through the dedicated server? The dedicated server RWG build has caused server hosts issues which has similarities to the issue you present.
  15. @hkintheukThe RWG sticks very closely to the 'random' in its name in that the only parameters we can select is the map size from the default 4k and 8k. It appears that a developer testing build offered some extra versatility with a slider to give weighting to a particular biome. Without a GUI to select more custom variables, things will remain randow. The Data/Config/rwgmixer.xml file tells us some of the things we can expect and there's always the chance you can perform some trial and error edits to see what kind of map it will create. Things it appears to tell us are: - <###_rules> This variable appears under many guises and looks like a generic rule set for each and every RWG build. - There will always be a maximum of 5 traders in 4k and 10 in 8k. - The same traders will always be a minimum of 800 apart in 4k and 1000 away in 8k. - The RWG will select from 346 unique prefab buildings, etc. - The RWG will not add a unique instance of each prefab. Some will be repeated multiple time and others will not appear at all. - Each biome has been added in a set pattern with extra weighting on the Pine placed in the middle. I believe this supports low level player spawns. There are a lot of other rules applied. In summary we have a limited Random World Generator with some fixed rules sets. The day we have an in game client 'Custom World Generator' will be a fine day and I hope it will be from the developers or modding community. For now, scanning the rwgmixer.xml may tell you a little more about what to expect.
  16. Did you generate it through the dedicated server or through the client game? If it's the dedicated server, some community members suggest it can be different or corrupt and it's best to do it through the game client.
  17. @xVirusI can confirm that World Seed: ZombieSalami: "South Nefoju County" (1523374883) - 8192x8192 is generating exactly the same on B180. There will be a few updates to some of the buildings for fixes and additions.
  18. Thank you. Fully functional and fantastic.
  19. @KhaineGB Forgive me for being picky. The 96 slots mods contain the ‘Name value’ for the 60 slots mods. Hardly important but had me going for a moment when watching the server output as they were loading. Love ya stuff and thx for keeping them up to date.
  20. I've tried quite a few seeds and was expecting 500 or so unique buildings (as was suggested in a recent preview announcement) to all appear in each single World. Each generated World seems to get from 1100-1400 prefabs at 8192 from what I've seen so far and I would naturally expect higher frequency for gas stations, cafes, small shops, etc with lower frequency for the larger landmarks. Unfortunately, the larger landmarks can be very restricted if they appear at all. An algorithm that allowed proportional offerings with at least one of each landmark structure would be a nice consideration for a future build. dcsobral in the earlier post made a spreadsheet that breaks down the structures in many of the World seeds tested. It suggests each build has about 300 unique prefabs and getting a skyscraper is not particularly the norm. I appreciate some of these structures may put strain on rendering in a full server but a little more customisation would be very welcome.
  21. One way to look at the raw data is in the prefabs.xml file created inside the new generated World map folder. This will list all of the prefabricated structures along with their locations. On an 8192 size World, it seems to list between about 1100-1400 items. Some of the names are instantly recognizable but others can be a little cryptic. It's possible to open the World Editor to look at the prefabs first hand. I rarely use God mode to zoom around a map to check in that way.
  22. Of all the seeds I’ve tried and seen for A19 so far, the World is pretty uniform with the center made up of forest and the other biomes surrounding it quite strictly to the compass points. SylenThunder showed a picture of a development build of the RWG where you can select to increase the surface area of particular biomes using a slider but it looks like we’re waiting on that. For the current build, forest is given a weighting of 2 and all other biomes have a 1. Wasteland will certainly go from one compass point to another in a long continuous piece of land mass which we can be sure of if this format is general throughout.
  23. I just attempted to generate SystematicArbutus locally through the client game generator and it reached completion. It took 22 minutes in total.
  24. 19 B-173 World Seed: ZombieSalami: "South Nefoju County" (1523374883) - 8192x8192 A few of the highlights for 'ZombieSalami': 10 Traders Trader Rekt (x 2) Trader Joel (x 2) Trader Jen (x 2) Trader Bob (x 2) Trader Hugh (x 2) Books Book Store Type 1 (x 2) Book Store Type 2 (x 2) (4 distinct book stores containing 20+ filled bookcases on a single level. There will also be the non specific book locations with their own reference libraries and the like.) Vehicles/Parts 28 references to garage from Garage Type 1 - 7 and Parking Garage. 13 references to gas station from Gas Station 1 - 9. 8 references to parking lot with 2 additional combined with garage types. (Sufficient vehicles, gas, and associated loot without considering collection on the road) Potential Weapon Safes 14 references to army, police, and fire station with the potential for 1 or more safes and reinforced boxes. (A lot of those new modern houses have some decent reinforced weapon boxes and large safes for the taking as well as the more well known traditional sources from previous builds. Won't be short of a blunderbuss or two from the two dedicated gun stores as well.) All in all, untold unique buildings built into numerous clumps that are close to biome borders and often spill over.
  25. I just ran the seed (World Seed: SystematicArbutus: "EAST SOASA COUNTY" (1782249964) - 8192x8192) and was able to reach completion. It suggests 1300+ prefabs which is superb and well worth trying again.
×
×
  • Create New...