Wollmuetze 0 Posted December 30, 2020 Share Posted December 30, 2020 Yeah have the same error and no Zombie Spawn except Sleepers Link to post Share on other sites
Barra 1 Posted January 15 Share Posted January 15 (edited) I love this mod and its idea, in A19.3 its working flawless, but as mentioned before its a bit too much off a endless hassle, there should be a break every now and then... My suggestion would be something like this pseudo code. It would bring in some values, such as gamestage, difficulty, population, day lenghts and (bad)luck. Differencing between Day and Night would also be an option, but for now the example is w/o Day/Night difference. Its all about the idea, to make an player "invisible" for the 2D-ModeOfflineZombies as long as the player stays in the current chunk. If this is possible at all, bonus points for saving this chunk status (or the timer set for "invisibility"), when player leaves the current chunk. Invisible means the player does not cause the 2D-Zombies to spawn in as soon as he hits the kills needed, more below. Invisible does not mean, that any Zombies already spawned cant see/hear him. Please let me know, what you think of it and if its possible at all. Pseudo code: TimeInChunkMins = get TimeInChunkMins 24hrLengthMins = day length in Mins 24hrLengthFlo = (24hrLengthMins / 100) GameStage = get PlayerGameStage TimeInChunkModMins = (GameStage x 24hrLengthFlo) Difficulty = get PlayerDifficulty ---- 7 <-> 2 , 7 beeing easiest Population = get (Population / 100) RnG = random N# between 20 and 10 DayOrNight = ? --------------------------------------------------------------------------------------------------------------------------------------------------- while in currentChunk if (TimeInChunkMins > ((TimeInChunkModMins x Population) / (RnG - Difficulty)) then --- the time when counter starts should be a "secret" to the player, hence the RnG count _kills if _kills > (((RnG / Population) x TimeInChunkModMins) / (Difficulty x RnG)) then --- in terms of kills, a high RnG roll means (bad)luck current chunk makePlayerInvisibleIn2D for (((TimeInChunkModMins x Population ) / RnG) + Difficulty) --- make Player invisible but do not remove the zombies currently left end end end --------------------------------------------------------------------------------------------------------------------------------------------------- ALL results should be upped to their next integer ! Example 1: EasyMode Early-Game: 60Mins Day, 120 Population, Random No. 17 , Difficulty 5, Gamestage 20 --- Low Difficulty, low Gamestage + good --- luck, in this gamestage you will only --- be able to kill slowly Gamestage 20 x DayFloat 0,6 = TimeInChunkModMins 12 (TimeInChunkModMins x Population) / (RnG - Difficulty) = 1,2 Mins --- time you already have to be been in the chunk, before the kill count starts ((RnG / Population) x TimeInChunkModMins) / (Difficulty x RnG) = 2 kills --- seems a bit low but keep in mind that all previously --- spawned zombies will stay, which is already a lot at --- pop 120 ((TimeInChunkModMins x Population ) / RnG) + Difficulty = 5,8 Mins Invisible/no Respawn Example 2: RegularMode Mid-Game: 60Mins Day, 120 Population, Random No. 16 , Difficulty 4, Gamestage 80 --- good mid-game, in-between good --- and bad Gamestage 80 x DayFloat 0,6 = TimeInChunkModMins 48 (TimeInChunkModMins x Population) / (RnG - Difficulty) = 4,8 Mins ((RnG / Population) x TimeInChunkModMins) / (Difficulty x RnG) = 14,4 kills ((TimeInChunkModMins x Population ) / RnG) + Difficulty = 7,6 Mins Invisible/no Respawn Example 3: HarderMode End-Game: 60Mins Day, 120 Population, Random No. 13 , Difficulty 3, Gamestage 120 --- Harder Difficulty, higher Gamestage --- + less luck, but in this gamestage ---you should be able to kill really fast Gamestage 120 x DayFloat 0,6 = TimeInChunkModMins 72 (TimeInChunkModMins x Population) / (RnG - Difficulty) = 8,6 Mins ((RnG / Population) x TimeInChunkModMins) / (Difficulty x RnG) = 28,8 kills ((TimeInChunkModMins x Population ) / RnG) + Difficulty = 9,6 Mins Invisible/no Respawn Edited January 15 by Barra (see edit history) Link to post Share on other sites
ZehMatt 36 Posted January 24 Author Share Posted January 24 (edited) Update 1/24/2021, Version: 0.3.0 - A19.3 support. - Fixed potentially locking up the server. - Fixed initial population not using 'POITravellerChance'. - Added option to make sound distance configurable. - Added sound event vizualization support to the viewer. - Added option 'PauseDuringBloodmoon'. - Added option 'ReservedSpawnSlots'. - Added option 'WalkSpeedScale'. - Improved offline walking behavior. - Improved zombie spawning to avoid lag. - Improved despawn when backtracking, they have a minimum lifetime of 1 in-game minute. - Reduced network bandwidth for viewer. - Reduced default server update rate from 60 to 40 Hz. - Reduced 'PopulationDensity' from 120 to 60. - Increased 'POITravellerChance' from 0.25 to 0.65. Download: https://github.com/ZehMatt/7dtd-WalkerSim/releases/tag/0.3.0 This is what the new sound visualization looks like: For demonstration purposes all zombies not inflicted by the sound are standing still in this gif. Edited January 24 by ZehMatt (see edit history) 2 Link to post Share on other sites
ZehMatt 36 Posted January 27 Author Share Posted January 27 On 1/15/2021 at 7:15 PM, Barra said: I love this mod and its idea, in A19.3 its working flawless, but as mentioned before its a bit too much off a endless hassle, there should be a break every now and then... My suggestion would be something like this pseudo code. It would bring in some values, such as gamestage, difficulty, population, day lenghts and (bad)luck. Differencing between Day and Night would also be an option, but for now the example is w/o Day/Night difference. Its all about the idea, to make an player "invisible" for the 2D-ModeOfflineZombies as long as the player stays in the current chunk. If this is possible at all, bonus points for saving this chunk status (or the timer set for "invisibility"), when player leaves the current chunk. Invisible means the player does not cause the 2D-Zombies to spawn in as soon as he hits the kills needed, more below. Invisible does not mean, that any Zombies already spawned cant see/hear him. Please let me know, what you think of it and if its possible at all. Pseudo code: TimeInChunkMins = get TimeInChunkMins 24hrLengthMins = day length in Mins 24hrLengthFlo = (24hrLengthMins / 100) GameStage = get PlayerGameStage TimeInChunkModMins = (GameStage x 24hrLengthFlo) Difficulty = get PlayerDifficulty ---- 7 <-> 2 , 7 beeing easiest Population = get (Population / 100) RnG = random N# between 20 and 10 DayOrNight = ? --------------------------------------------------------------------------------------------------------------------------------------------------- while in currentChunk if (TimeInChunkMins > ((TimeInChunkModMins x Population) / (RnG - Difficulty)) then --- the time when counter starts should be a "secret" to the player, hence the RnG count _kills if _kills > (((RnG / Population) x TimeInChunkModMins) / (Difficulty x RnG)) then --- in terms of kills, a high RnG roll means (bad)luck current chunk makePlayerInvisibleIn2D for (((TimeInChunkModMins x Population ) / RnG) + Difficulty) --- make Player invisible but do not remove the zombies currently left end end end --------------------------------------------------------------------------------------------------------------------------------------------------- ALL results should be upped to their next integer ! Example 1: EasyMode Early-Game: 60Mins Day, 120 Population, Random No. 17 , Difficulty 5, Gamestage 20 --- Low Difficulty, low Gamestage + good --- luck, in this gamestage you will only --- be able to kill slowly Gamestage 20 x DayFloat 0,6 = TimeInChunkModMins 12 (TimeInChunkModMins x Population) / (RnG - Difficulty) = 1,2 Mins --- time you already have to be been in the chunk, before the kill count starts ((RnG / Population) x TimeInChunkModMins) / (Difficulty x RnG) = 2 kills --- seems a bit low but keep in mind that all previously --- spawned zombies will stay, which is already a lot at --- pop 120 ((TimeInChunkModMins x Population ) / RnG) + Difficulty = 5,8 Mins Invisible/no Respawn Example 2: RegularMode Mid-Game: 60Mins Day, 120 Population, Random No. 16 , Difficulty 4, Gamestage 80 --- good mid-game, in-between good --- and bad Gamestage 80 x DayFloat 0,6 = TimeInChunkModMins 48 (TimeInChunkModMins x Population) / (RnG - Difficulty) = 4,8 Mins ((RnG / Population) x TimeInChunkModMins) / (Difficulty x RnG) = 14,4 kills ((TimeInChunkModMins x Population ) / RnG) + Difficulty = 7,6 Mins Invisible/no Respawn Example 3: HarderMode End-Game: 60Mins Day, 120 Population, Random No. 13 , Difficulty 3, Gamestage 120 --- Harder Difficulty, higher Gamestage --- + less luck, but in this gamestage ---you should be able to kill really fast Gamestage 120 x DayFloat 0,6 = TimeInChunkModMins 72 (TimeInChunkModMins x Population) / (RnG - Difficulty) = 8,6 Mins ((RnG / Population) x TimeInChunkModMins) / (Difficulty x RnG) = 28,8 kills ((TimeInChunkModMins x Population ) / RnG) + Difficulty = 9,6 Mins Invisible/no Respawn I've been thinking on how to add the game stage into the mix, the issue remains primarily on having multiple players in the same area. I want to keep the system more natural with less rules, if you clear an area you should be fine but there is always the chance more of them stumble upon that area and gun sounds have a way of attracting them all in all pretty simple rules. I have however different roaming models planned for the future, one example being actual waves spawning at the border and just crossing through the map from one random map border to another random map border of the opposite direction, this just being one example. Another thing I definitely want to look into is terrain elevations, there are so many things I wanna try out eventually but I have only so much time sadly. There is also always the option to simply fork the source code, the code is under MIT license so you can pretty much do whatever you want. 3 Link to post Share on other sites
Hoopty 2 Posted February 10 Share Posted February 10 this is such a cool development!....I hope you're still active with it cuz it feels like there's so much potential. a couple questions.... (I'm experimenting with it but haven't done enough yet) How do Wilderness Spawn increase modlets affect this? (like JaxTeller's x5 multiplier) same for increased wandering hordes and increased screamers? do they change the way WalkerSim works and/or are they compatible? and to run on a dedicated server, can I just use the server version on the server or do the clients need the DMT version as well? thanks for the cool mod....if I was a better programmer (not just a hack-n-slasher/copy-n-paster) I could really dive into this more(!) 1 Link to post Share on other sites
ZehMatt 36 Posted February 13 Author Share Posted February 13 On 2/11/2021 at 1:34 AM, Hoopty said: this is such a cool development!....I hope you're still active with it cuz it feels like there's so much potential. a couple questions.... (I'm experimenting with it but haven't done enough yet) How do Wilderness Spawn increase modlets affect this? (like JaxTeller's x5 multiplier) same for increased wandering hordes and increased screamers? do they change the way WalkerSim works and/or are they compatible? and to run on a dedicated server, can I just use the server version on the server or do the clients need the DMT version as well? thanks for the cool mod....if I was a better programmer (not just a hack-n-slasher/copy-n-paster) I could really dive into this more(!) The animal spawning should be unaffected by this mod in general. Screamers should be still triggered by the heat map, I don't recall them being part of wandering hordes, I might be wrong here, so in theory the Mod should not influence it either. And for the dedicated setup only the server requires the mod, clients can play with vanilla client. 1 Link to post Share on other sites
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