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ErrorNull

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Posts posted by ErrorNull

  1. Thanks @arramus for helping to dig deeper on that. At least I know I'm not crazy and that my sleeper horde customization is actually working as it should. 😎

     

    I'll go ahead and report this strangeness with the cntCar03SedanDamage2v05 object. I don't see a bug report section here on the forum. It's the one in the Steam community page right? Update: i found it nevermind.

  2. @arramus thanks for taking the time to test as well. this helped give me much better direction on where to look.

     

    seeing that you were able to use tipsy squatch without issue, i stripped down my 7days installation down to only this server side zombies plus mod installed, and no other mods, and also re-validated the game install files with steam. all checked out good. then the only XML modification i did was in entitygroups.xml

     

    <append xpath="/entitygroups/entitygroup[@name='sleeperHordeStageGS1']">
            <entity name="zombieTipsySquatch" prob="99"/>
    </append>

     

    nothing more. i ran the game, used the POI teleporter to go to HOUSE_MODERN_01 poi and...... same error. was totally confused. then i walked over to the POI next door and no error! LOL. I visited a few other POIs... all spawned in tipsy guy no problem.

     

    there's something wrong with the HOUSE_MODERN_01 POI it appears.

     

    i visited a few other similar POIs like HOUSE_MODERN_07 AND HOUSE_MODERN_08 ... no issues. Weird. I'm willing to believe that if you visited HOUSE_MODERN_01 that you will also get the error when the game attempt to spawn the tipsy sleepers - which occurs as you climb up the ladder from the garage up into the attic.

     

    spacer.png

     

    obviously, there's no error when just running the game with the vanilla zombies, but who wants that? lol.  if i happen to run into other 'problem' POIs.. i'll let you know.

  3. Hi Arramus,

     

    Thanks for your insight and for passing along my observation.

     

    Actually, I have already added the server side zombies without issues to all other entity groups without issue... like scoutHordeStageGS, feralHordeStageGS, wanderingHordeStageGS, ZombieFootballStadiumGroupGS, ZombieGhostTownGroupGS, etc. 😊

    It is only the sleeperHordeStageGS  entity group that results in error when I try to do the same.

     

    Another thing which I think you'll find interesting - I do not get this problem when adding Mumpfy's custom textured zombies into this sleeperHordeStageGS  entity group.

    https://community.7daystodie.com/topic/10892-new-zombie-textures-mumpfy/

     

    I wonder if the game engine does some additional spawning mechanic that is unique when calling the SleeperGSList spawner (which references sleeperHordeStageGS) that does not happen within all the other spawners, so that when creating zombies from 'scratch' with their own dedicated models and textures (like Mompfy's zombies) allows it to work within the SleeperGSList spawner / sleeperHordeStageGS. But, when when defining zombies only via archetypes.xml like the server side zombies, it doesn't play well with SleeperGSList / sleeperHordeStageGS - maybe because something is missing that the game engine needs from the server side zombie definitions and therefor errors out. My hypothesis for now.
     

    Quote

    I haven't testing adding zombies to stock sleeper volumes/spawners but did try them in a custom sleeper group/volume for a custom Prefab and they were accepted using a simple append command prompt.

    That is very interesting and I'll want to test this out myself with a custom prefab too. I wonder if server side zombies only work in sleeper groups within custom prefabs and not the vanilla ones. hmm...

    Thanks again.

  4. Hi Arramus, I'm experimenting with adding your awesome zombies to the sleeper spawners so that they spawn inside POIs as well. My ultimate goal is to create some custom zombies myself using your zombies a guide and add them as sleeper zombies in the POIs.

     

    After lots of testing, it seems that the server side zombies don't like being sleepers, as the game throws the notorious "NullReferenceException" error when injecting them into the sleeperHordeStageGS entitygroup. Have you encountered this before? And, is this just a limitation of the server side zombies?

     

    Below is the code I used to spawn the server side zombies as sleepers. In this case i used the ZombieBomber and visit the POI called house_modern_01. Note that when I remove this zombie from the sleeperHordeStageGS1 code and run the game again, the error goes away. 😪

     

    GAMESTAGES.XML

     

    <remove xpath="/gamestages/spawner[@name='SleeperGSList']" />
    <append xpath="/gamestages">
        <spawner name="SleeperGSList">
            <gamestage stage="1"><spawn group="sleeperHordeStageGS1" num="1" maxAlive="1" duration="1"/></gamestage>
        </spawner>
    </append>

     

    ENTITYGROUPS.XML

     

    <remove xpath="/entitygroups/entitygroup[starts-with(@name, 'sleeperHordeStageGS')]" />
    <append xpath="/entitygroups">
        <entitygroup name="sleeperHordeStageGS1">
            <entity name="zombieStripper"/>
            <entity name="ZombieBomber"/>
        </entitygroup>
    </append>

     

     

  5. hi gazz, thanks for your input. sorry but i'm not following.

     

    "does it matter what order i list the zombie entities within each group?" 

    you said yes.

     

    "do both groups have exactly the same probability of spawning zombieJoe?"

    you said yes. ... this contradicts the above.

     

    "when using the "prob" attribute, does the scaling of it matter?"

    you said yes.

     

    "does myGroup1, myGroup2 and myGroup3 all have the exact same probability to spawn zombieJoe?"

    you said yes. ... this contradicts the above.

     

    clarification appreciated. thanks.

  6. I'm creating some custom entitygroups within the entitygroups.xml file.

     

    does it matter what order i list the zombie entities within each group? for example, given the two entitygroups below, myGroup1 and myGroup2, and that the game needs to spawn 3 zombies.... do both groups have exactly the same probability of spawning zombieJoe?

     

    <entitygroup name="myGroup1">
        <entity name="zombieJoe"/>
        <entity name="zombieSkateboarder"/>

        <entity name="zombieSoldier"/>
    </entitygroup>

     

    <entitygroup name="myGroup2">

        <entity name="zombieSoldier"/>

        <entity name="zombieSkateboarder"/>

        <entity name="zombieJoe"/>
    </entitygroup>

     

    also when using the "prob" attribute, does the scaling of it matter? for example below, does myGroup1, myGroup2 and myGroup3 all have the exact same probability to spawn zombieJoe?

     

    <entitygroup name="myGroup1">
        <entity name="zombieJoe" prob="1.0"/>
        <entity name="zombieSkateboarder" prob="0.5"/>

        <entity name="zombieSoldier" prob="0.25"/>
    </entitygroup>

     

    <entitygroup name="myGroup2">
        <entity name="zombieJoe" prob="4.0"/>
        <entity name="zombieSkateboarder" prob="2.0"/>

        <entity name="zombieSoldier" prob="1.0"/>
    </entitygroup>

     

    <entitygroup name="myGroup3">
        <entity name="zombieJoe" prob="0.1"/>
        <entity name="zombieSkateboarder" prob="0.05"/>

        <entity name="zombieSoldier" prob="0.025"/>
    </entitygroup>

     

    thanks for any insight. 🙂

  7. On 5/25/2021 at 4:50 AM, xyth said:

    You have answered your own question, its just a math problem.  Per that same documentation:

     

    This is how the gamestage of a PARTY is calculated:
    The gamestage of all (up to) 6 players is calculated.
    The players are sorted by gamestage.

    The highest GS number is multiplied by "startingWeight".
    This then loops down the list and "startingWeight" is multiplied by "diminishingReturns" every time.

    Example:
    Players with GS 120, 30, 60, 91, 5, 80.
    startingWeight= 1.7, diminishingReturns=0.5

    So we get
    120 * 1.70 = 204
     91 *  .85 =  77
     80 *  .42 =  34
     60 *  .21 =  13
     30 *  .82 =  24
      5 *  .11 =   1
    ... or a total party GS of 353

     

     

    So substitute 300 for each of the upto 6 players and that is your max number AFAIK.  If you chnaged the starting weight and/or the diminishing returns, you would get a different max value.

     

     

    yes you're right. but my main concern is, are we substituting 300 for each though? or 600 for each?


    documentation also shows, that the player gamestage value increases based on how many days a player survives without dying. Since this survival 'bonus' is capped by the player's exp level, this means the max added bonus to player's gamestage is another 300. So the highest total gamestage value a level 300 player can achieve is 600. copy/pasting the figures for the documentation would then result in the following:

     

    600 * 1.70 = 1020
    600 *  .85 =  510
    600 *  .42 =  252
    600 *  .21 =  126
    600 *  .82(?) =  492
    600 *  .11 =   66
    ... or a total party GS of 2,466.

     

    ?? I suspect there is an error in the documentation where it shows 0.82. If maintaining a constant 0.5 diminishing return, this number should be half of 0.21 the prior weighted value, which then equals 0.11, then the last line should be 0.05 and not 0.11.

     

     

    @meganoth ok. i didn't pay close enough attention to the actual config values defined in gamestages.xml. you're right, it actually sets the startingWeight at 1.0 (instead of 1.7) while maintaining the 50% diminishing returns. also taking into account the 1.2 difficulty bonus... i see how you arrived at total party gamestage of 1418.

     

    1.2 * 600 * 1.0 = 720
    1.2 * 600 *  .5 = 360
    1.2 * 600 *  .25 = 180
    1.2 * 600 *  .13 = 90
    1.2 * 600 *  .06 = 45
    1.2 * 600 *  .03 = 23
    >> Total party GS of 1,418

     

    So in that case, defining gaemstage thresholds anything higher than say 1,500 within the zombie spawners is unnecessary. And even if i were super generous and went by the rougher ballpark that @xyth and i touched upon earlier, anything above even 2,500 or 3,000 is will certainly not be executed.

     

    Obviously I can just change the startingWeight value to whatever i want, which will alter all our calculations completely, but at least now i have a better idea of what to shoot for. thank folks. much appreciate it. 😎

     

     

  8. 4 hours ago, xyth said:

    Per the games documentation: `There is no cap on gamestage. If you feel like defining a stage="5000" - go nuts.`

     


    thanks Xyth. i saw that too.

     

    btw your your custom zombies, animals and mech mods or awesome. my current modding project is drawing inspiration from them. 👍

     

    i know that the game engine will not prevent the modder from defining something for gamestage = 999,999 ... for example.  😁

     

    what i'm wondering is.. what is the maximum gamestage possible that the player can achieve in game?

    if i define gamestage thresholds that are too high (like 999,999) the player will never hit that condition and it's unused code. the player will miss out from ever encountering the higher level zombie configurations reserved for those later gamestages.

     

    if i define gamestage thresholds that are too low (like 99) then as the player surpasses this number, there are no more zombie spawn variations in the code to progressively challenge the player as their gamestage continues to progress even higher.

    just an optimization problem. 😎

  9. I'd like to tweak/customize some of the spawners that are defined in the gamestages.xml file. Since the gamestage stats of the player (or group of players) directly determines what types of zombies are spawned from each spawner, I'm hoping to confirm the maximum gamestage value that a player (or player group) can achieve. This way, i'm not needlessly defining zombie spawns for gamestage of 5,000, 10,000, 50,000, etc.

     

    From what I understand so far..

     

    The max experience level a player can achieve is level 300. This can give a player a gamestage of 300.

     

    But, the gamestage value also increases based on how many days a player survives without dying. Since this survival 'bonus' is capped by the player's exp level, this means the max added bonus to gamestage is another 300. So the highest total gamestage value a level 300 player can achieve is 600. Right?

     

    On top of that, the game puts all nearby players together and totals their individual gamestage values. I also read that the game only does this for up to six players. Any additional players in the group past 6 will not increase the group's total gamestage value. ?

     

    So if there were six 300 level players (who all survived at least 300 days without dying) in the group, their total gamestage would be 6 players x 600 gamestage each = 3,600 total gamestage.

     

    Let me know if anything i mentioned so far is way off. i do know there are some nuances where each player's gamestage within the group is weighted differently based on their gamestage 'rank' within the group, but all I need really is a rough ballpark number.

     

    If i'm on the right track, then this means there's really no point in defining a spawner with thresholds higher than gamestage of 3,600. Is that right?

     

    Case in point, many of the zombie spawners defined in gaestages.xml only go up to gamestage 800  .. like HospitalHorde,  LabWorkerHorde, ZombieSoldierHorde, etc.

     

    But then i also see spawners like SleeperGSList and ScoutGSList that goes past gamestage 5,700. Seems unnecessary.. or am I missing something?

     

    Thanks for any clarification.

     

     

     

     

     

     

     

  10. 2 hours ago, arramus said:

    There is an entity mass and this applies to pretty much all entities, including the Snufkin ones and is typically proportional. However, the majority of the Snufkin Zombies have their own Archetypes just like building a player's features and they may be missing a few things that regular entities have in terms of models. The Archon is one of the exceptions as it's based on a customised entity and typically holds fast when eliminated. This never used to be such a thing until a few updates ago when a physics element became a much bigger feature, as you say; flying at quite a distance. If you ever get the chance to go into Creative Mode and grab the Developer's Hammer, it takes it to the extreme. I don't think it's ever really been discussed as a feature to amend as it typically leaves smiles on people's faces and a mood of being mesmerised.

     

    ah ok. this explains why i noticed the snufkin zombies and the zombies i'm creating (using this same method) seem a bit floaty when they are knocked down.. compared to the vanilla zombies. so at this time, not much can do to fine tune this behavior eh?

  11. 5 hours ago, arramus said:

    I wonder what entityclass your own zombies are extending from such as <entity_class name="zombiePsycho" extends="Zombie_Template">.

     

    hi nomad, thx for your fast reply. i checked one of my zombies and it's similar as the xml you show:

    <entity_class name="ZombieHazmatMale3" extends="Zombie_Template">

     

    and i haven't modified anything in the definition for Zombie_Template. i don't think it's something specific to my xml, because this visual anomaly also occurs on the snuffkin zombies.. and my guess is that it's just a limitation of building zombies from the archetypes.xml which were originally intended for just player types.

    i kinda exaggerated a bit before.. you can't really see into the polygons of their bodies after blowing off their limbs, but you just don't get that juicy red meaty stub.. which would be cool. below is just an example. one if from an archetype.xml zombie and the other is just the vanilla zombieBoe:

    https://drive.google.com/file/d/1HFU_imsbFS7QC_serTXDh8DBZo0ME05l/view?usp=sharing

    https://drive.google.com/file/d/1SiFl_c8HITiwb5nlyNPfJqKcGI4s7nM9/view?usp=sharing
     

  12. hello everyone, these server side zombies are my favorite mod. thanks for keeping it active.

     

    i'm trying create my own zombies using this same method of editing the archetypes.xml file. things are going well.

     

    but, i noticed when destroy an arm or leg or head off one of my custom creations, i don't see the nice meaty stub at the end of where the appendage blew off. instead it's just a blank/empty area and you can see into polygons of the main body. is there a way to bring over this meaty stub effect from the 'real' zombies onto these custom archetype zombies?

     

    for now as a workaround, i simply set the DismemberMultiplers for each zombie (defined in entityclasses.xml) to zero.

  13. xynth, unfortunately it doesn't seem that changing Mass to 120 nor PhysicsBody to zombieStandardFemale makes the looseygoose ragdoll go away. it'd be awesome to see this tweaked, but in the end it doesn't impact the actual gameplay and the new zeds are still functioning fine in all other regards. i'm appreciative of your work regardless. 👍  PS. i did also noticed no footstep sounds. is this a similar things like with the creature pack zombies mod?

     

    mumpfy, just so you know i have your new zombie textures (set 1 and set 2) on a dedicated server i play on with my bros and a few friends. we all love those textures.. which give the vanilla zeds the much needed variety. i got xyth's creature pack mod in there too. i even have your A18 Darker Color Set mod installed ... and having a blast commenting out more and more of the conflicting XML that correspond to the new A19 zombies as TFP releases them lol. completely understand if it's going to be a while until your next update.

  14. very nice yes ripclaw thanks. looks like the spawnwanderinghorde  command works. it doesn't always spawn the wandering horde immediately as it seems it's still constrained by the game engine to wait for a specific time frame that is always 12 hrs apart between day and night. i didn't test too much yet, but seem like the hordes want to wait for like around 9am and 9pm.

     

    boidster - there are still plenty moments i'll be attracting vultures on my bike and screaming like a girl until the next wandering horde shows up lol.

  15. another great release. thanks mumpfy. can't wait to see how you colorize the new zombie stripper. 😁

     

    btw, the ragdoll effects on this 2nd pack of zeds seem more floppy on the joints than your previous pack and vanilla zeds. is there an xml attribute i can tweak to tighten that up or no? some of the final ragdoll positions are hilarious to watch and some are painful too lol.

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