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ErrorNull

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Everything posted by ErrorNull

  1. SNEAK PEAK: design phase is done for the additional desert biome enZombies. now moving on to create the feral and radiated versions, customize attack and reach ability, and add body harvest resources. From left to right: 1 more desert male, 2 more desert females, 3 desert miners (wielding shovel, iron pickaxe, steel pickaxe), 1 more cowgirl, 1 stronger cowboy "robber" (wielding shotgun as a club), old timer wielding torch.
  2. @AndrewT @dujinyuan thanks guys for letting me know. yea.. if you use enZombies mod with any other mod that i did not create, it will likely cause errors and unpredictable results. enZombies mod is designed only to be used by itself or with the add-ons i created. however if you tell me the names of the other mods you're using, and if many players demand it, i can look into helping modify that mod to work with enZombies. glad you're enjoying it.
  3. Question 1 Currently in Alpha 19, the zombies that spawn outside in the wilderness do not increase in difficulty with gamestage, unlike many other parts of the game like screamer hordes, bloodmoon horde, sleepers. Will Alpha 20 (or later versions) allow this progression? Or can the XML be made available for modders to expand on this? Question 2 Similar to above, the wandering horde spawns zombies based only within gamestage range of 1 to 50, then wraps around. Will this mechanic be updated to have unlimited max gamestage like with all the other events (eg. bloodmoon horde, sleepers, screamer hordes). thank for any clarification.
  4. that's a cool idea. i'll add that to my list. 👍 yea, the blood textures are not all there yet. for right now i'm just doing the initial designs. after that i go back and apply the blood textures, create the feral and radiated versions, add them to the correct spawning groups, then add body harvest details, etc.
  5. currently creating more desert zombies. 2 females, 1 cowgirl, and a stronger cowboy zombie (uses shotgun as a club) already designed. will also add miners (wields pickaxe and lanterns), more old timer zombies (wielding some item/weapon), and the bony crawler zombie that attacks upright and vomits...........
  6. @AndrewT thanks for letting me know. as i mentioned before, if you'd like me to fix something, i need to see the actual error.. screenshot or word for word.
  7. Hi @Matt115 thanks for the feedback. yea the soldiers and swat zombies use the leather boots, which do look a bit bulky. do you think smaller boots or shoes would look better for them? i can experiment with those and compare. 👍
  8. glad to hear it's playing better for you now. So no more test zombies? I'm wondering, do you use any mods that add new POIs into the game?
  9. Version 2.0 Released! (Updated download link on original post) - added 3 SWAT zombies that spawn mainly in the wasteland and army POIs - added 1 stealth zombie that spawns only in the wasteland at night - added 3 more male zombies for snow biome (wearing hoody, puffer jacket, and coat) - added 3 more female zombies for snow biome (wearing hoody, sweater, and coat) - removed colored test zombies from spawning code - updated names of KHZ Muzik UMA zombies within LOCALIZATION.TXT * added new enZombieHarvest add-on that allows harvesting all enZombies for basic resources (refer to Add-Ons section) * updated Snufkin Zombies Addon to allow body harvesting of all Snufkin zombies (refer to Add-Ons section) * updated No Nudes Addon to v1.2 (refer to Add-Ons section) More stronger zombies for the Wasteland: The SWAT zombies are similar to soldiers but a bit stronger and they attack you with stun batons. The stealth zombie is fast, quiet, and wields two knives! Watch out when traveling at night. More zombies for more fun in the snow: three guys and 3 gals... all sporting their stylish winter coats, puffer jackets and hoodies. To increase immersion, use the enZombie Harvest Add-on to allow harvesting zombie bodies for basic resources like cloth, rotten flesh, bones, etc. nothing extravagant. Zombies that carry weapons and/or armor will provide the resources equivalent to as if they were scrapped. The Snufkin Zombies Add-on has also been updated to allow zombie harvesting as well. The No Nudes Add-on has also been updated. Lastly, I have removed those colored test zombies from the spawning code for now. For those of you who keep seeing these test zombies spawn, let me know if they still appear when using this latest update. Since Alpha 20 will be combining the Burnt Forest and Wasteland biomes, I feel we have a good amount of zombies representing those biomes for now. At this point, I plan to add more zombies to the forest and desert biomes. During these past few weeks of play testing, I found that there is not much incentive to travel to the more "difficult" biomes. Alpha 20 intends to make the desert, snow, and burnt-wasteland bioms progressively more difficult. But it seems the only incentive is better loot? However, anyone can just find a comfortable spot in the forest biome, build a base next to the trader, and just do quests there. As your level increases, so does your gamestage, and you will inevitably obtain higher tier loot without ever questing outside of the forest. I'm exploring some ideas to force players to work their way up through the desert, snow and burnt-wasteland biome. Maybe something like special 'tier 7' gear, ammo or consumables, that can only be crafted with new resources obtained only from desert/snow/wasteland zombies. Of course, any new items I plan to add will be server-side. Anyway, let me know if this latest mod update breaks anything. Enjoy!
  10. @khzmusik awesome i try that flame fix on my enzombies when i get the chance. but yea, the electric shock one is strange. they pass right through the electric wires... BUT occasionally the will get shocked if they are knocked down while touching the wires. i don't expect the issue can easily be fixed. it's not a super bid deal for me though. cheers.
  11. below are two things i discovered while creating UMA zombies for my enZombies mod. it's listed in my "known issues" section of my enZombies mod page, and I believe this would apply to your UMA archetype zombies: - UMA zombies don't catch fire from torch attacks. However, they do burn and suffer damage from molotov cocktails, flaming arrows/bolts. The flame effects just don't visually show on their bodies. - UMA zombies don't get shocked when walking into electric fence traps. However, they occasionally get shocked while knocked down on the fence. Stun batons shock the zombies just fine though.
  12. Here's a sneak peak of what I've been working on: in following with the goals of apha 20, in which the wasteland biome should be tougher, i'm adding a couple more stronger zombies to that biome. i also felt like this biome should have more military presence, so i created 3 variations of swat zombies. they all hold stun batons and are stronger than normal soldiers. i've also created a stealth-like zombie that's masked and hooded like a ninja. 😁 they are quiet, fast, and dual-wield knives. they will only spawn during the nights in the wasteland. i've also created a new 'body harvest' addon that allows harvesting of all zombies - vanillas, enzombies, KHz zombies, and snufkin zombies. the resources obtained are customized based on what clothing, armor, and/or weapons they have on them. i'm debating on weather or not i should release what i've completed now, or keep adding more zombies and features and release this mod update after alpha 20 is out. what do you guys think?
  13. Hi @AndrewT - those would make nice additions to the enZombies. but since I'm using the UMA method, i'm limited to shirts, pants, hats, gloves, shoes, jackets, glasses, etc that are already in the game. so the politicians would simply use the existing suit jacket, shirt and tie, and pants already in the game - they'll just look like the existing enZombie businessmen. grocery store zombies will use existing shirts and pants. maybe they will have the farmer overalls? i think you get the idea. if you're thinking more like creating completely new zombie models and new clothing textures, then that's outside the ability of this mod and my skills unfortunately. there are a number of other modders who are 3D artists who've created great mods with custom zombie models. 😉
  14. Hello all. I've been distracted lately just playing 7 days while anticipating the alpha 20 release. Partly playing vanilla single player on insane difficulty for kicks, and partly playing with enZombies for quality control. I'll have an update for the enZombies mod by the next week or two. 😎
  15. thanks for the additional details. unfortunately i'm unable to check out the errors or look for anything since i don't get the errors myself, so i have nothing to refer to. if you can copy/paste the errors here, or post a screenshot of it, i can start with that.
  16. hi @AndrewT, i don't remember you mentioning this problem before.. or that i had responded to your past mention of it? any problems with the snufkin zombies addon can get fixed soon, so long as i'm aware of the issue. please provide more details on top of the 'null errors every 2 seconds' and i can certainly look into it further. screenshots? error logs? occurs right at boot up? occurs only in certain situations? etc...
  17. Hi InsKill - what version of 7 Days are you running? and which enZombies mod version are you using? and also, are you playing on a server? have you also tried starting a new map and a new game, and only and the newest enZombies version installed? let me know thanks.
  18. Hello everyone, I just want to make small flat map that has no decorations. Just flat dirt. I experimented with the in-game world editor staring with pine forest map, but not having much luck with removing all the decorations all at once. also tried messing with modding the biomes.xml file. i zero out all the decoration probabilities, but for some reason some grass and trees still remain. any ideas? biomes.xml <set xpath="/worldgeneration/biomes/biome/subbiome/decorations/decoration[contains(@blockname,'tree')]/@prob">0</set> <set xpath="/worldgeneration/biomes/biome/subbiome/decorations/decoration[contains(@blockname,'plant')]/@prob">0</set> <set xpath="/worldgeneration/biomes/biome/subbiome/decorations/decoration[contains(@blockname,'cnt')]/@prob">0</set>
  19. @dujinyuan i'll add both of these to my TODO list. These are fantastic zombie models too, I've used them in the past on my server with family and friends.
  20. @MatisJaximus Ouch haha. sounds like you had to re-evaluate some life choices on that last run. what was that creature that followed you up the stairs to your doom?? were you also using the snufkin zombies addon? those zobmbies are tough ones. regarding the spawn numbers, i tend to prefer whole number values when doing the spawn probabilities - though of course your values are just as valid. If you're curious about the entry for the invisibleAnimalEnemy spawn, apparently the game spawns too many animals by default and you have to add that line in order to dilute the spawn chance of real animals from spawning. if you find that too many animals within a certain entitygroup are spawning, then increase the prob value for invisibleAnimalEnemy. if just a specific animal within a group is spawning too much, you can of course just lower that animal's prob number. During my own personal tests, i have not had an overabundance of baddy animals like wolves and bears, but weird things can happen. Feel free to tweak those prob values and i'd be curious to see which works best for you.
  21. Hi @MatisJaximus that's exactly how i would have calculated it and have understood it.
  22. all other zombie mods will likely have problems working with enZombies unless you make some adjustments to the XML files. it's because i made a lot of changes to the same files that the other zombie mods like Creaturepack use. if you reeaally reaaally want.. i can make a new addon for enZombies mod that will add Creaturepack zombies to spawn too. but just to be sure, @xyth let me know if this is OK with you. i won't be making any changes to the creaturepack zombies themselves, it will just be the spawning behavior so that it will cooperate with enZombie existing spawning code. you will be credited on the addon mod as well as everywhere else. What do you think? 😎 lastly, there are many Creaturepacks. which one's did you want to use with enZombies? or all of them? it will prob take a few days for me to review one on and incorporate into and addon. if you have a certain priority, let me know. 0-CreaturePackAnimals - Things like animals, birds, insects etc. 0-CreaturePackHumans - Various bandits, traders, and survivors and other humanoid rigged entities 0-CreaturePackMechs - Robots, drones and other mechanical things like SphereBot, the avatar of my modding partner SphereII 0-CreaturePackZombies - Zombies, you know, dead things that used to be human. Humanoid rigged. 0-CreaturePackFantasy - Everything else that doesn't fit in the 4 other categories. Swarms, Orcs, Pokemon etc.
  23. i'll definitely explore that idea. i'm sure there are a number of existing items that can make sense to attach to animals - like a few of the weapon meshes (spears, clubs, etc) and other meshes like jars, torches, item bags, etc. I've also seen in other mods where the texture of the vanilla zombies and animals are replaced with other in-game textures, like wood or metallic textures. for example the vanilla wolf has a water/liquid texture or flame texture. it looked pretty awesome. i'd like to use some of those ideas too for more zombie and animal variations @TomGun42 was that a mod you created yourself for your server? those new textured zombies were nice.
  24. hi @AndrewT like what kind of symbols? like they wear some kind of object? or, tattoo or different color fur? keep in mind i can only use what objects and textures that already exist in the vanilla game. if you are thinking of creating a brand new object or symbo to put in the game, that is outside my purpose of this mod - because it will require players on a server to download files.
  25. hi @Nagano - yes this is a behavior i noticed too. these UMA type zombies don't get shocked initially, but i've found that oftentimes if they are knocked down while touching the wires, then they will get shocked. the stun batons electrify them just fine though. much strangeness. i'm still experimenting with this to see if it's just some XML parameter i need to modify in the Buffs, Blocks, or Entityclass files to mimic the vanilla zombie characteristics. but it in the end, it might be a limitation of UMA zombies. hopefully there is a solution. 😓
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