Mumpfy Posted September 25, 2020 Author Share Posted September 25, 2020 22 hours ago, nickuk01 said: Hey Mumpfy getting following red error using new stable alpha19.1 when starting game:- "guppyParticleRadiationExposure.unity3d" failed to load. In HD_Mumpfyskins1/Resources file Don't know if due to latest stable update or not. i dont know what that is about, when i tested they were working. idk if someone else had that issue. try again maybe? Link to comment Share on other sites More sharing options...
ErrorNull Posted September 26, 2020 Share Posted September 26, 2020 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. 1 Link to comment Share on other sites More sharing options...
Styx7x Posted September 26, 2020 Share Posted September 26, 2020 (edited) Myself and my buddies are loving every bit of these modified zeds. Agree with a user above, this mod adds the much needed variety to the game. I also did get a red error when loading both sets. I believe my fix was removing one of the buff xmls. Pretty sure both mod sets were trying to add the same thing and the game was throwing a duplication error. Working 100% now. Love love love this mod Edited September 26, 2020 by Styx7x (see edit history) Link to comment Share on other sites More sharing options...
xyth Posted September 26, 2020 Share Posted September 26, 2020 8 hours ago, errornull said: 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? Footsteps require a script on the character which we can't use (yet) so no custom entity, rebuilt or new, would have footsteps in game without added code. The Sphereii core does add footstep sounds on these characters. Link to comment Share on other sites More sharing options...
-Holo- Posted September 29, 2020 Share Posted September 29, 2020 (edited) I absolutely love this mod, more skins for the wins. I fired up A15 the other day and realised I kinda miss the old zombieskin looks thats been totally replaced . had any thoughts on basing 'new' zombieskins based on those ? like marlene and darlene, zombiesteve, Moe (that for some reason I always thought looked like a bus driver) and the other lot. Especially the burnvictim that I think looked waaay creepier before they redid the skin. Also maybe the "old" businessman, zombie biker, stripper and hungry female skins just to get even more variety? Edited September 29, 2020 by -Holo- (see edit history) Link to comment Share on other sites More sharing options...
Mumpfy Posted September 29, 2020 Author Share Posted September 29, 2020 i didnt even played a15 so i dont know those old models and to be honest im not really interested in making extra skins atm, im moding other stuff. i WILL most probably finish up all the new HD zeds once they release more, so far there is only 2 models i didnt make, new stripper and bussiness man, but ill wait for more to be released to make a pack probably if xyth is also up to it. Link to comment Share on other sites More sharing options...
-Holo- Posted September 30, 2020 Share Posted September 30, 2020 Ah, I see! Fairenough Gonna have to dabble in how to export and import assets from earlier alphas, I really want to get some of the old sounds back And that main music theme from A...8? I think. Mmmmm! Oh. I made a Localizationfile if you'd want for the zombiepack 1 Key,Source,Context,English zombieArleneV1,entityclasses,Entity,Putrid Girl zombieArleneV2,entityclasses,Entity,Putrid Girl zombieArleneV3,entityclasses,Entity,Putrid Girl zombieArleneV4,entityclasses,Entity,Putrid Girl zombieArleneRadiatedV1,entityclasses,Entity,Radiated Putrid Girl zombieArleneFeralV1,entityclasses,Entity,Feral Putrid Girl zombieBoeV1,entityclasses,Entity,Infected Survivor zombieBoeV2,entityclasses,Entity,Infected Survivor zombieBoeV3,entityclasses,Entity,Infected Survivor zombieBoeV4,entityclasses,Entity,Infected Survivor zombieBoeRadiatedV1,entityclasses,Entity,Radiated Infected Survivor zombieBoeFeralV1,entityclasses,Entity,Feral Infected Survivor zombieSteveCrawlerV1,entityclasses,Entity,Crawler zombieSteveCrawlerV2,entityclasses,Entity,Crawler zombieSteveCrawlerV3,entityclasses,Entity,Crawler zombieSteveCrawlerV4,entityclasses,Entity,Crawler zombieMoeV1,entityclasses,Entity,Bloated Walker zombieMoeV2,entityclasses,Entity,Bloated Walker zombieMoeV3,entityclasses,Entity,Bloated Walker zombieMoeV4,entityclasses,Entity,Bloated Walker zombieMoeRadiatedV1,entityclasses,Entity,Radiated Bloated Walker zombieMoeFeralV1,entityclasses,Entity,Feral Bloated Walker zombieYoV1,entityclasses,Entity,Rotting Carcass zombieYoV2,entityclasses,Entity,Rotting Carcass zombieYoV3,entityclasses,Entity,Rotting Carcass zombieYoV4,entityclasses,Entity,Rotting Carcass zombieYoRadiatedV1,entityclasses,Entity,Radiated Rotting Carcass zombieYoFeraV1l,entityclasses,Entity,Feral Carcass zombieFemaleFatV1,entityclasses,Entity,Hungry Zombie Link to comment Share on other sites More sharing options...
Mumpfy Posted October 5, 2020 Author Share Posted October 5, 2020 ok so... mr.devolver found a bug i wasnt aware of. i used the same buff on my skins set 1 and 2. so the skins load fine, but if you are using both sets at the same time the buff conflicts so its not loading, its only a visual thing. the radiated versions of my skins use a buff applied particle that guppy made, its just some green vapor comming from their mouth. so i just changed the files in the original download link. if you want this sorted you can redownload the skins set 2 or if you want you actually only need to replace the xml files buffs and entityclasses. or keep using it as it is, is not a huge loss, but yeah, looks better if fixed. Link to comment Share on other sites More sharing options...
nickuk01 Posted October 6, 2020 Share Posted October 6, 2020 20 hours ago, Mumpfy said: ok so... mr.devolver found a bug i wasnt aware of. i used the same buff on my skins set 1 and 2. so the skins load fine, but if you are using both sets at the same time the buff conflicts so its not loading, its only a visual thing. the radiated versions of my skins use a buff applied particle that guppy made, its just some green vapor comming from their mouth. so i just changed the files in the original download link. if you want this sorted you can redownload the skins set 2 or if you want you actually only need to replace the xml files buffs and entityclasses. or keep using it as it is, is not a huge loss, but yeah, looks better if fixed. Thanks Mumpfy that should resolve issue I reported Link to comment Share on other sites More sharing options...
Mumpfy Posted October 6, 2020 Author Share Posted October 6, 2020 (edited) cool, i think i never understood the error you told me and i saw the skins working so i wasnt aware of anything going wrong, honestly i aint playing at all so i never noticed the particle missing. glad it got sorted. mr.devolver pointed it out to me in discord, so maybe I paid more attention to the issue, i dont come to the forum much. Edited October 6, 2020 by Mumpfy (see edit history) Link to comment Share on other sites More sharing options...
Mumpfy Posted October 22, 2020 Author Share Posted October 22, 2020 WELL THE PARTICLE THING KEPT HAVING ISSUES. so in order to fix that i merged both sets togheter into one, link at the first page changed. remove old mods and use this new one and should be fixed. Link to comment Share on other sites More sharing options...
magejosh Posted October 23, 2020 Share Posted October 23, 2020 Really Love this new skins for the zombies! Was this guy's skin supposed to be blue? Pretty cool either way. Link to comment Share on other sites More sharing options...
Mumpfy Posted October 23, 2020 Author Share Posted October 23, 2020 could be, maybe, idk. can really remember idk which guy that is Link to comment Share on other sites More sharing options...
SiNiCaL Posted December 12, 2020 Share Posted December 12, 2020 Thank you for making this mod. one of my favorites. Link to comment Share on other sites More sharing options...
zoikoikum Posted March 17, 2021 Share Posted March 17, 2021 I love this mod so much!! Thank you for taking your time working on it!! I think I can never again play the game without your mod! It's fantastic and adds so much diversity to the vanilla game!! Love it Just a side note for people wondering: this mod works perfectly with Darkness Falls! Link to comment Share on other sites More sharing options...
Da Pain train Posted April 15, 2021 Share Posted April 15, 2021 Amazing mod , though i noticed that some of the Zs levitate in a t-pose-like stand sometimes while approaching you, only happens sometimes tho , not sure what it is Link to comment Share on other sites More sharing options...
Dark_Shadow_231 Posted June 12, 2021 Share Posted June 12, 2021 Definitely a good one, worth anyone getting. No change to gameplay just more variety. Makes things richer. One thing I did want to ask, is it possible to add more in, just by adding a colour tint to some of them? I know you can tint existing icons with items, don't know if it works will the zombies, but might be a simple way to add a few more? Link to comment Share on other sites More sharing options...
Dark_Shadow_231 Posted June 15, 2021 Share Posted June 15, 2021 Hi @Mumpfy Loving the mod, though I think I have just identified a bug. I've kept finding feral and radiated zombies even on day 1 with the mod running. I've checked the xml files and I think I know why. To give a line from the vanilla file.<entitygroup name="ZombieGhostTownGroupGS1"> <entity name="zombieOldTimer" prob="3"/><entity name="zombieOldTimerFeral" prob="0"/><entity name="zombieOldTimerRadiated" prob="0"/> <entity name="zombieMarlene" prob="1"/><entity name="zombieMarleneFeral" prob="0"/><entity name="zombieMarleneRadiated" prob="0"/> <entity name="zombieArlene" prob="1"/><entity name="zombieArleneFeral" prob="0"/><entity name="zombieArleneRadiated" prob="0"/> <entity name="zombieJoe" prob="1"/><entity name="zombieJoeFeral" prob="0"/><entity name="zombieJoeRadiated" prob="0"/> <entity name="zombieBoe" prob="1"/><entity name="zombieBoeFeral" prob="0"/><entity name="zombieBoeRadiated" prob="0"/> <entity name="zombieMoe" prob="1"/><entity name="zombieMoeFeral" prob="0"/><entity name="zombieMoeRadiated" prob="0"/> <entity name="zombieFemaleFat" prob="1"/><entity name="zombieFemaleFatFeral" prob="0"/><entity name="zombieFemaleFatRadiated" prob="0"/> <entity name="zombieSkateboarder" prob="1"/><entity name="zombieSkateboarderFeral" prob="0"/><entity name="zombieSkateboarderRadiated" prob="0"/> <entity name="zombieSteveCrawler" prob="1"/><entity name="zombieSteveCrawlerFeral" prob="0"/> <entity name="zombieFatHawaiian" prob="0.5"/><entity name="zombieFatHawaiianFeral" prob="0"/> </entitygroup> Several have a probability of 0, designed to stop them appearing at gamestage 1 (guessing they just wanted to keep the layout consistent). The entitygroups.xml file in this modlet has <insertAfter xpath="/entitygroups/entitygroup/entity[@name='zombieArleneRadiated']" > <entity name="zombieArleneRadiatedV1"/> </insertAfter> The problem is this is not copying the probability . So it's getting <entity name="zombieArleneRadiated" prob="0"/> <entity name="zombieArleneRadiatedV1"/> If I'm wrong someone please correct me. Link to comment Share on other sites More sharing options...
Mumpfy Posted June 15, 2021 Author Share Posted June 15, 2021 that is really not my area... i have no clue. but feel free to modify whatever makes it better and let us know. ty Link to comment Share on other sites More sharing options...
xyth Posted June 15, 2021 Share Posted June 15, 2021 (edited) Look at the creaturepackzombie xml for how to setup the xpath. You need to target the zombie AND the probabilities. For example: <insertAfter xpath="/entitygroups/entitygroup[ starts-with(@name, 'zombieHospitalGroupGS')]/entity[@name='zombieBoeFeral' and @prob='0.1']"> <entity name="zombieGuppyDoctor01Feral" prob=".01" /> <entity name="zombieGuppyDoctor02Feral" prob=".01"/> <entity name="zombieGuppyDoctor03Feral" prob=".01"/> <entity name="zombieGuppyDoctor04BlackFeral" prob=".01"/> <entity name="zombieGuppyDoctorFemale01Feral" prob=".01" /> <entity name="zombieGuppyDoctorFemale02Feral" prob=".01" /> </insertAfter> <insertAfter xpath="/entitygroups/entitygroup[ starts-with(@name, 'zombieHospitalGroupGS')]/entity[@name='zombieBoeFeral' and @prob='0.2']"> <entity name="zombieGuppyDoctor01Feral" prob=".02" /> <entity name="zombieGuppyDoctor02Feral" prob=".02"/> <entity name="zombieGuppyDoctor03Feral" prob=".02"/> <entity name="zombieGuppyDoctor04BlackFeral" prob=".02"/> <entity name="zombieGuppyDoctorFemale01Feral" prob=".02" /> <entity name="zombieGuppyDoctorFemale02Feral" prob=".02" /> </insertAfter> Just 2 sample entries of many, but you can see that in the hospitalgroup, it looks for a zombie named zombieBoeFeral, and a specific probability, and if found it appends one or more new zombies with a specific spawn probability. Edited June 15, 2021 by xyth (see edit history) Link to comment Share on other sites More sharing options...
Dark_Shadow_231 Posted July 14, 2021 Share Posted July 14, 2021 Hi All, To any interested I have modified the entitygroups xml file to incorporate the different probabilities of certain spawns. I attach a link to be able to see the modified file, if anyone wishes to use. Just replace the entity groups xml file with this one. https://drive.google.com/drive/folders/1MuzKdA_1cgca2_R15Tvc2ufzoHalds1F?usp=sharing (The new markup works by bucketing the probabilities into 5% groups, so while not exact, it's pretty close. i.e. a radiated with a 67% probability becomes a 65% ) Link to comment Share on other sites More sharing options...
cammel Posted July 14, 2021 Share Posted July 14, 2021 5 hours ago, Dark_Shadow_231 said: Hi All, To any interested I have modified the entitygroups xml file to incorporate the different probabilities of certain spawns. I attach a link to be able to see the modified file, if anyone wishes to use. Just replace the entity groups xml file with this one. https://drive.google.com/drive/folders/1MuzKdA_1cgca2_R15Tvc2ufzoHalds1F?usp=sharing (The new markup works by bucketing the probabilities into 5% groups, so while not exact, it's pretty close. i.e. a radiated with a 67% probability becomes a 65% ) The only problem I can see is it adds a probability of 1 to zombies that don't have any probability. Which means you are always going to get the modded zeds and not vanilla zeds. <entitygroup name="wanderingHordeStageGS1"><entity name="zombieSkateboarder" /><entity name="zombieFemaleFat" /> <entity name="zombieFatMamaHDV1" prob="1"><!--Element inserted by: "HD_MumpfySkins1"--></entity> <entity name="zombieFatMamaHDV2" prob="1"><!--Element inserted by: "HD_MumpfySkins1"--></entity> <entity name="zombieFatMamaHDV3" prob="1"><!--Element inserted by: "HD_MumpfySkins1"--></entity> <entity name="zombieFatMamaHDV4" prob="1"><!--Element inserted by: "HD_MumpfySkins1"--></entity> Link to comment Share on other sites More sharing options...
Dark_Shadow_231 Posted July 14, 2021 Share Posted July 14, 2021 2 hours ago, cammel said: The only problem I can see is it adds a probability of 1 to zombies that don't have any probability. Which means you are always going to get the modded zeds and not vanilla zeds. <entitygroup name="wanderingHordeStageGS1"><entity name="zombieSkateboarder" /><entity name="zombieFemaleFat" /> <entity name="zombieFatMamaHDV1" prob="1"><!--Element inserted by: "HD_MumpfySkins1"--></entity> <entity name="zombieFatMamaHDV2" prob="1"><!--Element inserted by: "HD_MumpfySkins1"--></entity> <entity name="zombieFatMamaHDV3" prob="1"><!--Element inserted by: "HD_MumpfySkins1"--></entity> <entity name="zombieFatMamaHDV4" prob="1"><!--Element inserted by: "HD_MumpfySkins1"--></entity> Hi Cammel, About 50 hours into a world playing with this, you definitely see the vanilla as well. My understanding was that no probability given was the same as prob=1 Do I have that wrong? Link to comment Share on other sites More sharing options...
cammel Posted July 14, 2021 Share Posted July 14, 2021 (edited) As far as I know no probability is a 50/50 chance whether it spawns or not. Edited July 14, 2021 by cammel (see edit history) Link to comment Share on other sites More sharing options...
xyth Posted July 16, 2021 Share Posted July 16, 2021 My understanding was no probability means probability = 1 Link to comment Share on other sites More sharing options...
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