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ErrorNull

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Everything posted by ErrorNull

  1. it looks like the XML file house_old_victorian_03.xml refers to three sleeper categories that are defined in gamestages.xml: S_-Group_Generic_Zombie S_-_Group_Zom_Badass S_Zom_Burnt each of these categories eventually drill down and refer to the following zombie groups within entitygroups.xml: S_-Group_Generic_Zombie --> sleeperHordeStageGS S_-_Group_Zom_Badass --> badassHordeStageGS S_Zom_Burnt --> zombieBurntGroupGS all three groups contain references to enZombies, but only the first two groups sleeperHordeStageGS and badassHordeStageGS contain zombieMutated. the group badassHordeStageGS is the one that spawns up in the attic that matches your play description and screenshot, so i'm paying very close attention to that zombie group. the enZombies mod defines the following entities (including their feral and radiated variants) for badassHordeStageGS during player gamestage of 100 and higher. also i need to correct myself in that my current version of the Snufkin Addon does not spawn zombies in the sleeper groups. so it's not possible for the Mantis zombie to spawn. i currently suspect an enZombie in the above group, in combination with perhaps a bug or quirk with how that POI was designed (since this doesn't occur with all POIs) is causing the NRE. which in turn creates a cascade effect that spawns a subsequent vanilla zombie (like zombieMutated) without it's entity texture... thus a player would be unable to aim/defeat it and fail the zombie clear quest goal. i wonder if UMA zombies that have buff attachments could be triggering this? hmmm..... i loaded up a new 10k pregen map with cheats and went into DM mode, and upped my gamestage to 135. i did not visit any trader and just teleported directed to that POI house_old_victorian_03. i explored the entire POI, including the attic, and didn't get an NRE error. but, i also checked the console logs and none of the sleeper groups had spawned in the zombieMutated entity. i did get a zombieFatCop couple times. i visited two other house_old_victorian_03 POIs on that map, fought my way up to the attic, again saw that badassHordeStageGS is activated, but among a few vanilla zombies, didn't get a zombieMutated to spawn. two things i would still like to do when i get the chance: 1) keep revisiting this POI in hopes to see a zombieMutated spawn up in the attic, and perhaps then an NRE will occur (still unsure that zombieMutated is the real trigger) and i'll get an invisible zombieMutated or invisible other zombie 2) try to visit this POI during a trader quest to see if this NRE-invis-entity behavior more commonly happens during trader quests this issue is very intermittent so it's hard quickly troubleshoot, but i know it's happening. who knows, this NRE-invis-entity issue could just be random and not tied to a specific POI. only way to rule out complete randomness is to see if we can consistently get the NRE-invis-entity on this specific POI during a trader quest or when a mutated zombie show up(?) definitely let me know of you encounter this issue with other POIs and/or during other trader quests. it will be very helpful to know.
  2. Update on Ragdoll Issue: i'm able to make a tool/weapon mod that reduces the EntityDamage when only attacking UMA zombies. so now the ragdoll effect for all UMA zombies is greatly reduced. the next challenge is that reducing the EntityDamage obviously makes the UMA zombies drastically harder to kill LOL. knee jerk reaction is to lower the HP of all UMA zombies, but looking to see if there's a different way..
  3. hmm.. that's interesting. as we had discovered in the early days of my mod, these POI NREs tend to be caused by a specific combination of sleeper UMA zombie + certain vehicle prefab when exploring a random POI. maybe this time (while doing actual trader quests) some other prefab or object is triggering it as well. i wonder if this error is also consistently repeatable? though it would be a pain to try to repeat the same trader quests for testing.... failing a quest doesn't cause the trader to give you the same quest again... enZombies don't include any acid spitting zombies, but on the Snufkin side, there is the Mantis. Did the invisible entity exhibit normal zombie sound effects? if it has the 'hulk' sound effects, then it might actually be a vanilla zombie cop or the new mutated zombie. do you happen to have the name of that POI? given that, i can pull the corresponding prefab xml and see what sleeper volumes/groups are tied to that and start to zone in on which UMA zombie could be the culprit.
  4. at the end of every horde night i find at least 1 or 2 zombies stuck underneath a concrete ramp or floor or other weird spot on my base.
  5. great ideas. i would love 7days in vr. i hope 7days development continues on for a long time.. and shifting to vr can ensure that future.
  6. hi @dujinyuan the NullReferenceException (NRE) errors were issues I noticed from alpha19, and it seems that any UMA type zombie, when spawned as a sleeper.... there are a few POIs that will trigger these NRE errors, nomatter which specific UMA zombie it is. i believe this is the issue you're seeing. when you see that error, you just press ESC and you can move and continue play as normal. the businessmanboss zombie only spawns out in the wilderness when doing the challenge quest.
  7. @mr.devolver @arramus excellent ideas and analysis. addressing the UMA ragdoll behavior by modding the weapons/ammo seem hopeful. you've shown there's a big connection between weapon/ammo strength and the resulting ragdoll effect. now the crux of it is whether or not there exists xml code that allow weapon/ammo to dynamically adjust attack strength based on what entity it strikes. i won't mind doing the actual tedious work of modifying all weapons/ammo if a fix like this is possible. maybe someone who's more familiar with weapon modding knows the limitations or feasibility of this idea.
  8. awesome. removing the trader puts the game back to true survival status - where you really are the last human being left, and must survive on your own. it gives the game a more darker tone and how i like to play.
  9. hi @tombstone2 and @mr.devolver ... as arramus mentioned, unfortunately the floaty ragdoll behavior for any UMA zombies can't be toned down much... other than just disabling the "HasRagdoll" attribute... which results in that jesus death pose lol. the best i got was going into the physicsbodies.xml file and tweaking the "ragdollscale" and "ragdolloffset" values.. which decreased the floatiness just a little bit. this was what i did for enZombies v2.4. any other combination of values i tried just borked the whole thing. in regards to walking through 1x1 meter blocks, yea.. the cause certainly appears like what you said mr.devolver. the UMA zombies are still following the same 'new' rules as the vanilla zombies.. in that they can crawl through 1m block spaces.. but the UMA zombies are just missing the programming code to initiate their existing crawling animations... so their upper bodies just appear inside the upper blocks. more reason to block off those holes!
  10. hi @NovaZone , thanks for reporting. did you also first notice the micro freezes while exploring POIs, or during the bloodmoon horde? also, what mods are you using with enZombies? are the freeze ups very noticeable or not so much?
  11. @mrgreaper i checked out your latest download link. those are an interesting collection.. and a number of them are pretty cool. not sure if it's just me, but it seems that there's a bit more micro freezes when i spawn the horde nights inside a busy city intersection compared to an open wilderness - with the mod collection. i wonder if a few of the mods that add or make changes to blocks and POIs could be contributing. with or without your mod pack, i still do notice the microfreeze during horde night that seems to correspond whenever the 8th or so enZombie is spawns in. it would be great if this would be addressed by the devs at some point. meanwhile if you notice anything else with the enZombies mod, let me know.
  12. i got the chance to start a fresh new map today with your 2.60 mods package. i had to correct an error with "Daves" mod regarding the SET tag on line 44, but didn't seem too big of a deal. i then played in single player mode, played through a few quests.. and using DM mode quickly put myself to level 300 and jumped to day 14 horde night. what i can say is that the stuttering and freezing was very noticeable during the trader quests and during the horde night playthrough. ... to the point i was not happy with the performance. the stuttering would occur almost every 5 or so seconds as i explored inside a POI or while fighting zombies during the horde night. if i were to remove all the mods within the 2.60 collection and just left in the enzombies, enZombiesAddonSnufkin, and enZombiesHarvest, the freezeups are infrequent and not that noticeable and performance is much better. i didn't get a chance to test the 2.60 mod package on a server with friends, but i'd suspect similar behavior. i'm thinking there is one or more mods in this collection that isn't working well with enZombies. when i get the chance, i'll sort through each mod to see which one(s) introduces the big decrease in performance.. and see if it can be fine-tuned to work better with enZombies. keep me posted any further issues you find. 👍
  13. thanks for suggesting this @arramus , but unfortunately the above likely won't work. the way the hand/attack range settings work for all the enZombies is that they use the default "range" value inherited from the handitem called "meleeHandZombie01".... which actually inherits that value from "meleeHandMaster". this default range value is 1.65. however, many (but not all) of the enZombies have custom reach values that simply ignore this inherited default value. for example, the forest goblins are short and have a custom range = 1.2 and the male forest hikers wield torches and have a custom range = 2.2. so if you change the range value from within meleeHandZombie01 or meleeHandMaster, any enZombies with custom range values will disregard those values anyway and use the custom ones that are defined within items.xml of the enZombies mod. one solution, as you've alluded to, is to redefine the range value from within each custom handitem within the enZombies mod. 👍 this is not too tedious as you can go into the items.xml file, use a text editor to find all matches for the keyword name="Range" and replace it's associated value to whatever is desired. another solution is to use an xpath statement at the very bottom of the items.xml file, like after the closing </append> tag, that will alter any/all Range attributes (not just for meleeHandZombie01) to the desired value... for example: <set xpath="/items/item/property[@class='Action0']/property[@name='Range']/@value">1.00</set> i haven't tested this, but i believe it should have the intended result of the JaxTeller718-ZombieReach mod. i would love to know if that works.
  14. Hi @Scharie - it looks like the devs removed the zombie challenge quests from alpha 20 for the time being, and also changed some coding for that mechanic. this resulted in errors for my custom challenge quests that were part of the enZombies mod when i created them in alpha 19: - Goblin Raid - Forest Goblin Raid - Desert Goblin Raid - Snow Goblin Raid - Red Goblin Raid - Wasteland Goblin Raid - Business Meeting Gone Wrong i haven't prioritized updating these alpha 19 challenge quests yet, but plan to for the next update. this is also why i haven't yet updated any code for the businessman boss, because he only spawns in the challenge quest called "Business Meeting Gone Wrong"... which i disabled along with all the other challenge quests. it's strange that this zombie spawsn for you in-game? until my next update, using the fix that @arramus suggested is the best. thanks @arramus for detailing this. i have now done the same change and it will be reflected in the next update. the mesh "zombie01Ragdoll.prefab" does not appear necessary for any of the uma archetypes at this point and i had already commented in out for all my main enZombies, but forgot to comment out this mesh for Khz's UMA zombies.
  15. i tested with 19.5 and there is practically no pauses on spawning any number of UMA zombies. there were a few times where maybe there was a very tiny pause (like a fraction of what we're seeing now on alpha 20), but it was either so negligible or it was just my mind trying to find a pause which wasn't really there. it seems we may need to live with this pausing issue for alpha 20. who knows, maybe it will be ironed out at some point prior to the UMA system getting dumped for alpha 21 (?). for now, the worst case is we see some noticeable stuttering when larger UMA zombies spawn, and best case it's very slight and maybe not that noticeable to most players.
  16. Still doing a bit more playtesting, and found that the UMA type zombies can catch file from torch attacks and all other flaming attacks now! 😎 I went ahead and removed that 'bug' from my Known Issues section on the front page.
  17. hi @dwarfmaster1974 i'm glad to hear you and your players are enjoying all the zombies. 😎 and thanks for reporting that you're having the same slight pausing issues too. this lets me know it's a more widespread issue. hey thanks @arramus much for your detailed troubleshooting! i was able to replicate your steps and got similar results: i went into DM mode and using the F6 spawn page, i could consistently experience the split-second pause while spawning zombies. for me, that happens on spawning around the 8th zombie. and happens in a loop. if i spawn in a total of like 30 zombies one right after the other... i see the stutter at zombie #8, then again around #16, then on zombie #24, etc. it happens on any of my UMA zombies like DesertMale3 "Hobo Henry", a KHz UMA zombie like khzHank, or a Snufkin UMA zombie like Bomber. as you mentioned, this does not happen with any vanilla zombie or any custom zombie that uses the vanilla zombie as a base (like Snufkin "scorcher", "motorhead", etc). what's interesting is that it doesn't matter how quickly or slowly i spawn in the zombie. even if i spawn in only 4 zombies, then kill them all with /killall command, then slowly one by one spawn in another set of zombies.... the 4th one (8th one in total) will come in with a slight pause. i also put my graphical settings on the lowest possible level, and also tried spawning test UMA zombies with no added textures or physical dimension changes (more or less a 'blank' UMA zombie) ... and still get the short pauses. this issue does not seem like the video memory or hardware of the client or server is being over-taxed. it appears more like a quirk of the UMA archetype system itself. this could also explain the pauses occurring whenever new sleeper zombies are spawning when players are exploring new POIs. if the game needs to spawn in more than a certain 'magical' threshold of UMA zombies at once (in my case 8, in arramus' case around 5 - 7), there will be a quick pause. 🤔 very intriguing. for now i'll just file this away as another UMA bug, and continue on pumping out more zombies. those of you much smarter than me who come across any more ideas, please let me know!
  18. @jman116 thanks for sharing the bugs, much appreciated. shortly after releasing the mod update, i did notice those warning message and quietly snuck in an updated version of the enZombieHarvest and Snufkin Zombies add-on. looks like a few of you eager folks were so fast on the draw. 😁 so as @arramus mentioned, be sure to dload the latest versions. I linked them below for convenience, but they are also on the main page: enZombie Harvest Add-on v1.31 (google drive zip file) Snufkin Zombies Add-on v1.41 (google drive zip file) @AndrewT those zombies by @Robeloto are really cool. these appear to all be vanilla zombies with some clever texture/material swaps. i'll reach out to see if it'd be okay if i added these zombies to my collection as an add-on, much like the snufkin zombie add-on...........
  19. @mrgreaper from what you are describing and from the videos, it seems to me the small pauses happen when the POIs and zombie sleepers and loading into the world. maybe it's not happening with all POI's but only those that are farther distance where the sleepers have despawned. there are over 200 zombies in my enZombies mod and maybe this high population, when combined with many other mods introduce some stutter when POIs must do the on-the-fly calculations when choosing which sleeper zombies from all possible zombies available. i currently don't have any freezeup issue, but i also don't use any other mods (besides enZombies, enZombieHarvest, and enZombiesAddonSnufkin) on my private server that i play with my family. are you able to do a test on your server with a new map to see if anyone gets freezeups with only those three mods? when i have some time, i can install your mods on my test server to see if i get the same issue and help determine what could be introducing the freezeups. it's certainly possible the enZombies mod is playing a role in it. do you have a link to that mod? i'd like to check it out and maybe do an add-on so it's compatible for enZombies
  20. glad to hear you like the zombies. this micro freezing is new. a few questions: do the server logs show any warnings or errors during the micro freezes? or does the client side show any errors for the player? are there any players that do not get the freeze ups? what all mods are installed on your server? it's possible there could be a conflict with another mod... though a bit odd if it's only impacting certain players and not all.
  21. Version 2.4 Released! (Updated download link on original post) Thanks for your patience everyone! This update focused more on updating the mod to be Alpha 20 compatible, and less on additional zombies. There were quite a few behind-the-scene changes that had to be accommodated to. Below are the update details: Main enZombies Mod: - custom challenge quests have been temporarily disabled due to changes in Alpha 20 - reworked / removed code that referenced entities that were removed (or renamed) for Alpha 20: zombieFootballPlayer, zombieOldTimer, zombieCheerleader, zombieSnow, zombieFarmer, zombieStripper, legendaryZombieBusinessMan, legendaryZombieUtilityWorker, legendaryZombieLab, invisibleAnimal, invisibleAnimalEnemy - added wildling girl zombie (spawns in forest, burnt forest, and caves) - added santa and santa's helper (spawns only in the city of snow biome at night) - added feral versions of a few kHz UMA zombies, for purpose of spawning in the city and downtown locations: khzMiguel, khzEmma, khzMaria, and khzCharlotte - added feral versions of all male and female punk zombies, for purpose of spawning in the city and downtown locations - added the spider version of vanilla "tom clark" zombie (spawns in the same places as the new HD spider zombie) - modified spawning groups for new vanilla lumbergack and existing enZombie football zombies to spawn in a a few more locations. - update all code to include any other changes to entitygroups, spawning, gamestages, quests, and loot from Alpha 20 (there were quite a few) - tweaked physicsbody code for all enZombies so they fall a bit faster and closer to the ground, so they behave a bit less floaty - gave some of the larger and more powerful zombies a 50% chance to knock down player: all giants, businessman boss, radiated miners, lab creature male 4, radiated lumberjacks, radiated bikers, radiated cowboys, radiated male flamer, etc - all zombies have randomized HP which can vary from +0% to +20% - all animals have randomized HP which can vary from -10% to +10% Happy holidays and Merry Christmas folks! We have Santa and his sexy helper making their first appearance this year. They only spawn in the snow biome city area at night.. and are rarely seen. If you happen to stumble upon Santa and take him out (and ruin Christmas for everyone else) you can loot his stash! There's a 50% chance you will get a pile of coal, or some very nice loot! Carve up his corpse if you want his candy cane and hat too. LOL. Santa's helper is a bit more feisty and carries slightly less loot - but still a good time. Thanks to holiday magic, they will return to roam the streets again and again. @Matt115 And... there's the wild girl you requested. What do you think? Her name is simply "Wildling Girl" and she can be seen in the pine and burnt forests, and also in caves. She may be small and not as strong as the other zombies, but she is fast! I also brought back the previous spider zombie using the HD "tom clark" zombie... so that he can join the new Alpha 20 creature-looking spider zombie. More spider zombies are better. All the Add-Ons are also updated to be compatible with all Alpha 20 updates and enZombies mod updates. Below are the details. Download links are in the "Add-Ons" section of the original post on the mod page. Snufkin Zombies Add-on v1.4 - incorporated all the same updates that were done by @arramus on Dec 7th, 2021 to the main Snufkin mod - updated Bomber to have barrel explosion and not car explosion - tweaked placement of the bones on Parasite's right forearm and right shoulder to be more consistent - tweaked Wrester's taunt buff so that it does not give you faster movement (for greater challenge) - when either drone (HellFlyer / HellShocker) is defeated, there is the death explosion that contains barrel debris. Swapped this with the explosion without barrel debris. Also, moved the post-death flame to show atop of drone's body - tweaked down the saturation of Red Oni - tweaked vertical positioning of a few Snufkin zombies so their feet more solidly touches the ground enZombie Harvest Add-on v1.3 - reworked / removed code that referenced zombies removed (or renamed) for Alpha 20: zombieFootballPlayer, zombieOldTimer, zombieCheerleader, zombieSnow, zombieFarmer, zombieStripper - reworked / removed code that referenced recipes that where changed or removed from Alpha 20 redesigned crafting and item categories - added body harvest to new enZombies: wildling girl, santa, and santa's helper - added body harvest to new vanilla zombies: feral and radiated burnt zombies, radiated businessman, all lumberjack varieties, feral and radiated hazmat, all mutated, radiated nurse zombie, all tom clark varieties - created slightly nerfed versions of candy cane knife and santa hat for zombie harvest/loot - reduced the amount of animal fat gained from harvesting all animals and gore to balance the increased availability of animal fat from body harvesting zombies No Nudes Add-on v1.3 - reworked / removed code that referenced bikini texture - added cover for santa's helper (from gstring to default shorts) It appears that the existing vanilla challenge quests have been removed from Alpha 20 and some of the code/mechanics have changed... so i'm getting some errors which need to be fixed. This will come in the next update, as well as more new zombies, of course! Meanwhile, if anyone encounters errors with this latest enZombies update or with any of the Add-on mods, let me know. Please copy/paste or screenshot the error here and mention what other mods you have installed. Enjoy!
  22. ah ok. i've actually been lurking in guppy's discord for a while... looks like i should start poking around now. 👍
  23. awesome to see the a20 update! quick question, i noticed the ArchonDeco buff attachment for the archon zombie had to be changed from prefab="Entities/Animals/vulture/vulture" to Entities/Animals/Vulture/animalVultureStandard . i always wondered where these objects are being referenced from? how did you know about this new object called "animalVultureStandard" and which game file did you find it from? i'm unable to find reference to it from any of the XMLs in the data/config files nor within any of the unity asset bundle files in data/bundles folder.
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