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AndrewT

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Posts posted by AndrewT

  1. 5 hours ago, ErrorNull said:

    @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

     got it right here

  2. 20 hours ago, Robeloto said:


    I love attack on titan ^^

    I thank you for your ideas and suggestions. I would love to make an insanely large titan that works good. Maybe could make a tiny bit larger than the normal giant. It sucks that I can't make an large archetype titan, cause they have a limit to the size. I am gonna try making one and that would be end game material. Like only show up on higher gamestages.

    I made an bomber zombie. Haven't tried it out much. But the zombie throws/pukes in slowmotion and when they land it will trigger a large explosion. I have some problem with xpath. I am ashamed I cannot figure it out like I usually do.

     

    Here is the code that won't apply:

     

    <insertAfter xpath="/entitygroups/entitygroup/entity[@name='zombieExploder']">
    <entity name="zombieBomber" prob="0.06" />
    </insertAfter> 


    In entitygroups.xml, I tried without the ' ', but it still won't apply. I have no clue why, but I'm gonna look more into it when I have time.

    and btw... MERRY XMAS EVERYONE! ❄️🎄🎁
     

    glad you like the idea and yeah attack on titan is awesome japan really knows their @%$# on fantasy and science fiction. as i said previously since this mod is not focusing on realism that gives us no restrictions on what new zombie ideas we can come up with. but most of the zombies in this mod are actually possible due to the games slowly developing story involving nuclear radiation which will be fully noticed when radiation poisoning is re-added to the waisteland burnt forrest in A21. another request for when you make the titan zombies is a radiated version as well which should only spawn in the wasteland or during hordes cause that makes the most sense while regular titans can be found anywhere. also more good news is my friend whos actually an old friend of mine from high school has given me approval to reveal another special infected zombie which we also have planned for our zombie TV show. now he said he will allow me to disclose the name of this zombie type which is elemental zombies but their abilities will remain classified but in this mode I would like to see earth, fire, water and air zombies fight players with an explosive twist. and merry Christmas to all yall too.

  3. 19 hours ago, Robeloto said:


    Thank you so much for your feedback. I am glad you like it! Yes, I am thinking of bringing up some deadlier zombies at higher gamestages. Maybe bump up some of the existing ones and move them to endgame content. That's a nice idea with having the weather affecting the zombies. I have to think on how I can manage that, maybe with a buff or something...

     


    Thanks! Yes I agree! Radiation can make living things mutate and alter its dna. And some of the things/zombies that survived the mutation got some crazy superpowers and the zeds might not even be aware of what they can do. Some got intelligence which is a bit weird, but hey it's just a game and I am not trying to make a realistic mod after all. :)

     

    I have very few ideas right now. I have been struggling with eye inflammation for some days. I could not sit in front of the screen more than a minute and it started hurting as hell lol. But now my eyes work as they should again!

    If you wanna share some ideas, I would be more than happy!

    Glad to hear your recovery. as of right now one zombie idea I have is a zombie I like to call the titan zombie pretty much a much tougher giant like a high ranking officer sort of speak and is a zombie me and a friend have planned for our own zombie TV show he will make in his movie career and the only zombie my friend will allow me to share with the public. the titan zombie is a reference to Attack On Titan but the zombies are not insanely large only ranging from 9 to 15 feet in height but they make up for their size with brute strength and toughness. in my friend planned zombie show my character is the one who informs the rest of the main group about these titan zombies as my character witnessed one literally tear his comrades arms clean off killing him in the process. however titan zombies have weakness in their low speed which is less than half the speed of normal zombies due to the added weight, and shotgun slugs or any bigger bullets can easily take them down with headshots but make sure u have some shotgun slugs or even large revolver bullets as .556 bullets from an M16 or 7.62 from an AK47 will not do anything. so... what do ya think? and on a plus note the new feral weight zombie would be the perfect model for the titan zombie.

  4. On 12/14/2021 at 2:28 PM, Robeloto said:

    Small update on custom zombies mod: Version 2.7.8

     

    Nerfed speed on exploder zombie and some other zombies

    Nerfed Ironman on physical resist
    Removed getting water from HybridPanther
    Anesthesia buff is only 6 seconds long instead of 7

    Adjusted experience from zombies, more exp now!
    Exploder have increased exploder area/entity damage

     

      Reveal hidden contents

        <property name="Explosion.RadiusEntities" value="8"/>
        <property name="Explosion.BlockDamage" value="2000"/>
        <property name="Explosion.EntityDamage" value="1500"/>

     

    glad to keep you motivated to keep up work on this mod it really adds more challenge to the game and unironically most of these zombies might actually make sense in the apocalypse especially when nuclear radiation is involved. anyway i'd like to know what your current list of custom zombie plans for future updates cause the list along with other things can give me influence for my own zombie ideas that you may want to add to your list. let me know if you would like any new ideas. 

  5. 3 hours ago, ErrorNull said:

    Update: i'm about 70% complete with updating everything for alpha 20. it's taking a bit longer than i expected, since i'm finding quite a few code changes from alpha 19.6 to alpha 20 exp, especially in regards to 1) the new and removed vanilla zombies, 2) removal of zombie challenge quests, 3) changes to zombie groups in the spawning code, 4) and new spawning code to work with for customizing district/city spawning. i'm thinking should be all set by this weekend. i know i said that last week. 😁

     

    meanwhile, the new spider zombie model for alpha 20 is pretty awesome looking. BUT, i've restored the old spider zombie (see below) to keep it in the game for the next enZombie update. it has the updated HD textures. i don't like seeing zombies deleted and will do my best to keep them around.

     

    unfortunately, the other deleted vanilla zombies zombieFootballPlayer, zombieSnow, zombieCheerleader, zombieOldTimer, and zombieFarmer i'm unable to find a way to preserve. it requires the ability to update / recompile the unity asset bundles .. and as far as i know the UABE tool was able to do that... but currently broken for alpha 20.

     

    A20-0-2021-12-13-16-49-58.jpg

    keep up the awesome work cant wait for completion.

  6. 6 hours ago, Robeloto said:

    Alright. Tell me here if anything is wrong. It should work now with Alpha 20!

    Khain already updated his behemoth mod so I can say the behemoth is the giants leader or something like that. since TFP are taking forever to make an official finalized story we can make our own stories until TFP makes an official story.

  7. 8 hours ago, Robeloto said:


    Thank you very much :)

     I have been trying to update it yesterday. Thought it was an easy fix, but seems there was many errors. Might be because A20 was a big update. There is many mesh errors as the stripper body seem to be removed and many others. Almost all of the new body meshes can't be applied to materials anymore. If this keeps up all my custom zombies will just look the same as the original ones. =/
    I hope to update this weekend atleast.

     

     

    Probably because all zombies now have HD models and UMA is in the process of being phased out with TFP expecting to fully phase out UMA in A21 so hopefully their new zombie system they make it easy for modders to upgrade to.

  8. to be real straightforward bullets with steel casings might make more sense especially for the pipe guns considering steel is much tougher and would protect the breach from the explosion better. also I saw some tests done in real life with steel cased bullets from multiple testers with various guns and all of them proved steel cased bullets dont corrode the barrel faster than brass.

  9. glad to see this mod still being updated keep up the good work and hopefully you've managed to fully recover from the fire (forgot to say that earlier) although I hope this mod along with many others will be upgraded for Alpha 20 since we now have a confirmed release date. also any images of the new giant?

  10. hmmmm well the games dynamic music system is still brand new with some updates to it coming in Alpha 20 but you could make some music for the game based around the various environments brought on by biomes and buildings if you wanted to. Just an idea as some people who made mods for the game that add custom buildings have actually joined the fun pimps team as POI or building designers.

  11. well arramus if you remember when mine c r a p dominated youtube's gaming community from 2012 to 2016 before the games biggest youtubers either moved on to other games or retired completely with the game becoming largely obsolete not long after, there are some mobs in the game that are unused (they even have their own wiki page) including a 50 block tall zombie simply called "Giant" that can be spawned in using commands however since its unused that largely means its not fully functional for example it has a bug where it can only take damage from leg attacks so arrows to the face wouldn't work secondly its supposed to be aggressive once it spots the player but it doesn't do that either. so a little bit of history there but the unused mobs while they can be spawned in they dont have any bad effects on gameplay, so if the fun pimps can move the UMA system to unused (meaning not officially used by them) but leave it functional for other players to use it for custom zombies i could see that working even with their plans for A21. unless they do something else but what do u think about this idea?

  12. A few nights ago I had this dream where it was the first week of December around 3rd or 4th (not entirely sure which day but it was 2021) and i turned on 7days and noticed A20 EXP was finally available. I'm not guaranteeing this was a dream predicting the future but if A20 is released on the first week of December then my dream was one hell of a coincidence.

  13. While bandits have been reserved for A21 regular survivors unknown. When both types of AI human NPCs are eventually added another use for traders is gathering information mostly about the locations of bandit camps to attack or conventional survival camps to either join or simply form an alliance with (as well as raid if so desired) now more trader quests are a must but traders can also be a good use to gather information of either type of camp, and since some of the traders seem to have connections with the duke's gang in the form of payments then players could even gather information of duke settlements to report to whatever survival camp (be it a white river settlement or a smaller independent camp) that you have an alliance with so these survivor camps can set up a raid force to attack the duke camp with you the player as the group leader. (the size of the raid group will be the players choice but there will be restrictions on the group size mostly in the form of population limits depending on the size of the overall camp) and of course players decisions on choosing group sizes and other things will matter when determined to raid a duke camp and win. hopefully The Fun Pimps see this but let me know what yall think of this.

  14. 10 hours ago, ErrorNull said:

    good to know. not sure if you still have issues, but if so please copy paste the XML code for this zombie that has Height = 13. and let me know which XML file it came from.

    No bugs so far but any bugs i find down the road you'll be the first to know about them.

  15. On 11/11/2021 at 3:29 PM, ErrorNull said:

    SNEAK PEAK: design phase is done for the additional forest biome enZombies. now moving on to updating attack range/damage, body harvest, and other overall mod updates. they should be ready by later next week.

     

    From left to right: 1 more forest male, 2 more forest females, 2 forest male hikers, 2 forest female hikers. the hikers hold unlit torches, misc items, and backpack with some loot.

     

    A19-5-2021-11-11-14-20-31.jpg

    just out of curiosity have all SizeScales for the zombies been fixed so we can up them for the giants without making them appear to float in the air?

  16. 1 hour ago, PastelHarmonics said:

    thank you. this thread is extremely silly. Titanium has its uses, holding edges and making repetitive high-intertia impacts are not some of those uses.

    Titanium is chiefly useful as a structural material, and you will have a much better idea of its properties if you think of it as "situational side-grade to aluminum" rather than "lighter steel". Titanium is constantly in vogue because you can make truthful claims about its properties that laymen will not understand are not necessarily important. That said, here are some other situationally useful metals that you can buzzword sci-fi vogue your brain on:

    Beryllium Metal, Magnesium Metal, Niobium, Vanadium, Scandium (specifically aluminum-scandium alloys), Manganese, Samarium-Cobalt, Yttrium Optical Garnet, Palladium, Iridium, Osmium, Molybdenum

    Im not guaranteeing anything but some of the metals u mentioned may have special capabillities as many sci-fi stories love to depict (again i could be wrong) but titanium is without a doubt the strongest metal in existence but the metal hasn't replaced steel in everything because ever since titanium started to be used mostly for SR71s in the 60s we still dont have any methods in existence that would allow us to mass produce titanium (nobody does) and as of right now titanium can only be mined deep underground or at sand dunes which that along with the super complex refining process takes many months just to make titanium bars or whatever is needed thus making titanium so damn expensive.

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