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BubbaJoe

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Everything posted by BubbaJoe

  1. Looks like a very interesting night indeed! I really need to port in the PLUS zombies but have been too lazy to do so beyond Motorhead and Mittens. 😁
  2. Unless I am mistaken Sirenhead is included as part of this download, or at the very least it is for me and has been for the past several versions.
  3. Yes this will work on an offline Navezgane map just fine, in fact that's where I do a lot of my testing before porting things over to the multiplayer server. The first thing I would check is to make sure the mod is installed correctly (i.e. that you can manually spawn the new zombies via the Debug Menu). If everything seems to be in order there and the console isn't slinging any errors at you, the next step would be to adjust the spawn rates to suit your fancy. Some people have found the "vanilla" spawn rates to be too low at lower gamestages, so you might just not be seeing them due to that, fortunately you can just bump those spawn rates up via editing the probabilities in the xml and you can drown yourself in zombies if you so wish. 😄
  4. Sure thing. Below is what we've been using, it's a bit rudimentary but it still makes the Parasite quite a threat. I changed the health and stamina variables to XX for the purposes of balance testing as some players would probably find ours to be too unfair, so please make note of that prior to testing. This creates a flat subtraction from the player's max health and stamina, so it doesn't incrementally grow in the manner I think the Parasite originally functioned, but the players have been happy with this. We found 10 seconds to be a bit lenient, but I've restored the 10 second buff duration/stack below so it's closer to the original code. <buff name="ParasiteAttack" icon="ui_game_symbol_skull" icon_color="255,0,0" icon_blink="true"> <stack_type value="replace"/> <display_value value="$parasite"/> <effect_group> <passive_effect name="HealthMax" operation="base_subtract" value="XX"/> <passive_effect name="StaminaMax" operation="base_subtract" value="XX"/> <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$parasite" operation="set" value="10"/> <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$parasite" operation="add" value="-1"/> <triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="$parasite" operation="add" value="10"/> <triggered_effect trigger="onSelfBuffRemove" action="ModifyCVar" cvar="$parasite" operation="set" value="0"/> <triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="ParasiteAttack"> <requirement name="CVarCompare" cvar="$parasite" operation="LTE" value="0"/> </triggered_effect> </effect_group> </buff>
  5. With the Parasite I hadn't changed over that portion of the buffs xml so I hadn't seen the changes. We've modified the Parasite to be the "most annoying thing on the server" to quote a player. She now lowers not only your max health but max stamina as well. One of our players decided to start a new character and was left with a whopping 5 max stamina after an encounter with a Parasite. Seems crazy to me as you can see how this means a lot of the time you can't get away from her effectively, but that's what they wanted. 😅 While our settings are a bit extreme, I think it's in the best spirit of the Parasite to have some sort of temporary life/stamina stat drain, but that's just me.
  6. Just to add to the testing group, I made this change and tested the quest 10 times as a level 300 player, maxed out quest reward skill, and gamestage set to 1500 (just to cover all the bases). I'm now getting no errors. We hadn't seen this error before on our end, but as I've noted before we have a currently unkilled Juggernaut due to crazy buffs so that's no surprise. However doing some private admin testing this fix seems to have corrected the issue on our end.
  7. I agree. With the work everyone has put in plus help from Snufkin as well this mod has really gotten to a great place for A19. I've had no actual issues for a while now, it's mostly just tweaking things to get them were you want them to be. Thankfully as long as you make backups of your xml files + saves beforehand it can be a lot of fun to tinker with them and not have to worry about messing up your game or save file. 👍 In our case we've opted for really low spawn rates on all the Snufkin zombos, but have buffed them to be a real absolute menance. No wrong way to play with this one and I'm glad to see folks have gotten it fixed up for everyone to play with again!
  8. I concur with arramus, I love the Scarecrow's death animation. We've even had a few instances where it went spiraling up into the sky until it despawned. It's a lot of fun.
  9. lasse11121, I definitely agree with arramus about tweaking the settings and doing a bit of experimenting to get the results you want. It can be a lot of fun to change things and see how it impacts the in-game experience, plus with the helpful tips arramus listed above you should be able to modify the zombies into the boss-like experience you're specifically looking for. On our server we've changed the Juggernaut into a real force of destruction who is basically a server-wide raid boss. He can blast through 3+ layers of steel blocks in less than 30 seconds if you're unlucky. He's also capable of one hit melee killing fully decked out steel armor players that have full points in heavy armor. Not to mention his 15,000hp, enormous aggro radius, etc. He gives out 2,500,000xp to whoever takes him down, though as of yet absolutely no one has achieved this feat. 😆 That's what's so awesome about what Snufkin, Slawa, arramus, et al. have built here, since it's based on in-game assets it's super customizable and you can really go all out on some boss scenarios if you want!
  10. Slawa's most recent update can be found here. The second part about TomGun's Terrors was just hypothetical based on TomGun42 mentioning that they had made some extra zombies for/from the mod. To my knowledge TomGun42 has not yet released their version.
  11. Is this under the original <extends="zombieWightFeral"> or the changed <extends="Zombie_Template"> you were testing? Just want to make sure I'm not tinkering with the wrong things. 😄
  12. Just as a question for arramus and everyone else. Is anyone else having issues with the Archon not using its melee attack very effectively? What's happening is the Archon is aggroing a player and descending toward them like normal, but it just sort of twitches around their player model and really ineffectively tries to melee them. Most of the time it never even manages to hit them with melee, it just kills them via its projectile attack (used at close range) instead. I tried increasing the range of the melee attack for the Archon as I had tested this with good results on the Siren and the Geist, but it doesn't seem to be changing the Archon's behavior. I understand it's part of the core zombie AI to zero in on a player's exact position, even if the zombie has a projectile, but the Archon seems to be doing this to the exclusion of using its melee. Trying to figure out if this is something wonky I've done or if other people are experiencing this.
  13. After reading your initial post about the Juggernaut projectiles I did some playing around with those as well. I definitely agree with your findings on the vehicle debris, not only were those throwing the most warnings in the console, players were reporting the biggest hits to performance on their end too. After some solo testing I opted for Value 6 on the projectiles and that's probably what we'll stick with. It's nice that such a small tweak adds so much customization! We're also running Slawa's "Baby Juggernaut" which we've assigned different values for, mostly because on our server we've turned the big Juggernaut into a mostly indestructible death machine that can level entire POIs in short order, so testing these tweaks via the Baby Juggernaut has been easier for the players to handle. 😅
  14. @arramus So awesome you've taken the initiative with fixing all this stuff. Glad to see everyone working together to build on an already great mod! I just wanted to comment real quick on the noise looping issues, in case it came across that way I wasn't trying to imply it wasn't happening for people as obviously your ears are much more knowledgeable than I am. 😄 I was just sharing that I couldn't get it to happen on my end. I'm away from the computer with 7D2D at the moment, but here shortly I'll check the xmls I have to compare them with what you've shared above to see if I notice anything different. The version I'm running is kind of a Frankenstein's monster at this point between some older code from Snufkin, some older and newer code from Slawa, and then some brand spankin' new code from you, plus a fair number of amateur edits by yours truly, so it's hard for me to make 1:1 comparisons without having the xml in front of me. Figuring this stuff out is a great learning experience for me though and I'm glad to see everyone engaging with it in this thread! Edit: So I had a chance to compare our items.xml files for the Geist and Scorcher and it immediately became apparent why we were experiencing different things. For the Geist we had entirely different effects from the outset, where it looks like yours was originally: <item name="ammoProjectileGeist"> <property name="Meshfile" value="particleeffects/p_electric_shock"/> Mine is: <item name="ammoProjectileGeist"> <property name="Meshfile" value="particleeffects/p_torch_wall"/> So our Geist projectiles look very different. This probably explains why I wasn't able to reproduce anything with the Geist. Now, as for the Scorcher, what I found there is that the version I'm running is the same as your changed Scorcher effect, that is: <item name="ammoProjectileScorcher"> <property name="Meshfile" value="particleeffects/p_fire_small"/> So we now share the same Scorcher particle effects, though our Geists are still much different. Either way this would explain why we were having much different sound experiences. I believe, but I am not positive, that the Geist effects in my version are the results of Slawa's reworking of the Geist projectiles, so credit goes to Slawa for that if so. I've tweaked the Geist a lot since originally getting the mod, but never touched the particle effects for them as I thought them slinging electric fireball bombs all over the place looked cool. I've tested your updated Archon quite a bit as the people I play with have wanted him/her? spawned in a lot for them to get murdered by, and so far no sound issues there.
  15. Are you all consistently getting the Scorcher and Geist sound loop issue? I just tinkered around with them for a bit and was unable to reproduce it.
  16. It only needs to be installed on the dedicated server, no individual clients need to have it. If you're running a non-dedicated local multiplayer session it's the same thing, only the local host needs the mod. As for spawning, try running around the world a bit more as they are not nearly as common by default as the vanilla zombies. You could also adjust the spawn rates in the xml files to increase their presence. If you have mod/admin privileges an easy way to make sure they are at least present in the server's files is to test them via the Spawn menu.
  17. This is some great stuff @arramus and @Slawa! I downloaded Slawa's v2.2 a few weeks ago now and have been endlessly tinkering with it to get it in line with what our server wants (mostly to make everything stupidly difficult, but we are an odd bunch). I still don't know much, but 90% of what I've learned about editing and creating XML syntax comes from looking at and working with your additions to @Snufkin's amazing base mod. I'd gotten the Archon working by cobbling together some code from older versions but it wasn't very reliable, so I'm super stoked to arramus got it back into the game. Hopefully I'll have a chance to test him out some tonight! There's a lot in here I hadn't even realized wasn't working appropriately, so I'm looking forward to comparing the files and trying to learn some more about how everything is connected and works together.
  18. I haven't used that command since 16.4, but I believe it used to function where it would spawn the horde at some point distant from your location and then they would slowly make their way toward the location you executed the command. This might explain the time gap depending on how long your days are, or it could have changed entirely in how the command functions.
  19. Just stumbled across this recently as a way of mixing things up on our server. First of all a big thank you to both Snufkin for the base mod and Slawa for the updated A19-stable version we're using (V2.2 - A19 B169). I've been tweaking things around a bit using my limited knowledge to good results however I do have a question about the Bomber zombie. With the Bomber everything seems to work properly except the damage done by its explosion. The explosion animation itself is fantastic, but the actual damage done is extremely small. I'm talking in the realm of 5-15hp damage to a dirt block directly under the Bomber. It also does 0 damage to a player even if you are standing immediately next to the Bomber. With all the other zombies I've had good results tweaking things but I'm having no luck fixing the Bomber's explosion damage. Is anyone else having that issue? I've found what I think is the explosion's damage values and set all of them at 1500 for testing purposes and it's still hitting blocks for almost no damage and players for 0 damage. The Bomber's melee damage works fine and can be adjusted fine, just as a reference. Update: Figured it out, just came down to tinkering with the "Explosion.DamageBonus" variables.
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