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Guppy's A20 Zombies


Guppycur

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A few people have been asking me to update my a19 zombies to a20, so I did.  I'm not planning on doing any major support for these, I don't like them.

 

https://gitlab.com/guppycur/guppymods/-/tree/master/gupA20-Zombies

 

image.thumb.png.91241219880e4114178e6d022663b30e.png

...you'll have to add them into your own entitygroups and whatnot.

 

Edited by Guppycur (see edit history)
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10 hours ago, dujinyuan said:

Why you don't like them?..I'm kind like them...More kind of zombies..I have to play it

Well I had initially forgotten to set up unity from gamma lighting to linear, so they were super ugly.  I've since fixed that and now they're tolerable.

 

Nurse, Alma and Lucy are my favorites.

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Same boat as fnfear. i just started to try and get these zombies into UL. I might atleast just slap one of the zombies into every group with Arlene or something and just see if they start to spawn in my save for 2.5 UL/ a20.5. I can update to see if it works. After looking at the XML for spawning them, yea a list would be appreciated LOL

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Still kinda working on the entity groups off and on but they should be ready for the first release now. Also updated Entity Classes to give them some unique properties like animations, health, etc. Most of them behave like standard zombies, but a couple got some alterations to their class info to be a bit more unique and flesh out some of the special zombie classes. Namely the Wight and Screamer. The main issue right now is the size scale. I'm still tinkering with those but other than that they should be ready. there's a couple of zombies that are currently bigger or smaller than they need to be and may still need some tweaking but I've pushed my current iteration for the time being.  Guppy should be uploading it the next time he gets on a PC if he remembers lol.

Edited by Glisp (see edit history)
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4 hours ago, Ganeshakw said:

@Guppycur, Bro, tried to find details on Guppy's reapers in mods but not been able to find it anywhere. Can you please tell us something including photograph/Screenshots. Thanks.

 

Oh, ha, I guess I didn't really put anything out there.  Um, here's an old test video I did on them, but the final version has better sounds and whatnot.  This is the Boss one, the normal one doesn't have the fire crown.  I don't think this video has all of the particles I used either.

 

image.png.9331bbdae86672055d3b726b2ede657d.png

 

 

...but basically it's something I whipped up, I think Not Medieval Mod is using them.

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i've completed the patch mod that allows these nice Guppy zombies to spawn along with my enZombies. here's my post for anyone interested.

 

@Guppycur i did notice something when playtesting them. it seems their attacks don't often connect... and that the only strike that does hit is then one with them swiping up with their left hand. and with that, there's a delay of about 1-2 sec before player receives damage. is this something that happens for you too? and can be fixed from within the physicsbody file?

Edited by ErrorNull (see edit history)
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It's using tfp animations, so may be a controller issue but it isn't something I've personally experienced, however I didn't play with these much; I had several requests to update them so I did.  

 

Unfortunately I'm fixing to be busy for a few months and can't dive deeper. 

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Not sure about the only one attack connecting, but the sync issue can be fixed by trying different HoldTypes for the hand item they are using. I just looked and his zombies are using a vanilla hand item. Probably needs to use a custom one. Can look at NPCmod for some examples.

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On 9/28/2022 at 10:27 PM, ErrorNull said:

i've completed the patch mod that allows these nice Guppy zombies to spawn along with my enZombies. here's my post for anyone interested.

 

@Guppycur i did notice something when playtesting them. it seems their attacks don't often connect... and that the only strike that does hit is then one with them swiping up with their left hand. and with that, there's a delay of about 1-2 sec before player receives damage. is this something that happens for you too? and can be fixed from within the physicsbody file?

 

 

On 9/29/2022 at 4:09 AM, Guppycur said:

It's using tfp animations, so may be a controller issue but it isn't something I've personally experienced, however I didn't play with these much; I had several requests to update them so I did.  

 

Unfortunately I'm fixing to be busy for a few months and can't dive deeper. 

there was an issue I noticed where the zombies phased through walls wall trying to lunge at the player on the opposite side of one but this was an issue that seemed to correct itself after the animation finished.  as for the poor hit box issue. I never encountered this during my testing with my entity classes and groups. I dunno if it's just the zombies behave strangely with your EnZombies Error Null or what. I don't have them installed because the gameplay changes were a bit too brutal in some regards. It could also be related to the issue Guppy brought up as well. I've never had any issues getting hit by them though as I said above, so I'm not sure.

 

Hopefully though you guys enjoy my Entity Groups and classes. I had Guppy giving me input every step of the way and it was a good opportunity to get my feet wet with .xml and xpath editing.

 

Here is the run down of what I did:

- Each Entity either borrows data from an existing entity, or borrows sounds from them. There were a couple that didn't like being extended from existing zombies so I had to use the defaultzombietemplate and change some other values to keep them from being a copy paste of the defaultzombietemplate such as sounds, and walk style. I did keep a few on the default template though and just changed their walk types accordingly to what I felt would fit them best.

- all the zombies are in existing entity groups. A handful are in a lot of groups because of how run of the mill they are. Others were put into groups based on their appearance in order to fit a theme.  here is a list of all the uniquely placed zombies:

  • Lucy and Alma are treated as scouts now (though at higher game stages they may spawn as normal zombies. not sure why as I am sure I deleted all their entries from the normal spawns. In fact I actually borrowed entitygroup data from the screamers so I'm not sure. Either way. when they spawn like this they won't summon mobs with their screams from what I've saw)
  • The Biomechanical Wight and Clot now use wight info. The Biomech wight is pretty much meant to be a tougher more resiliant type of wight made of metal. Be afraid of this guy at low levels, especially if you lack good armor or weapon damage, as they are quite dangerous, especially when with other bio mech wights and/or other zombies at night. Clot is kinda meant to be a weaker version of the wight. As a result he has less health than a standard wight and gives less XP. That being said, he can still sprint at you during the day so don't underestimate him. Both of these guys have a feral tag which you need in order for a feral wight class zombie to sprint during the day.
  • The three police zombies are placed in with the fatcop zombie. They do not puke however.  This was mostly to add variety to the various zombie cop POI spawns. Namely the police station POI's where a lot of them are set to spawn.
  • The old man zombie is placed in with the snow zombie spawns, which otherwise only include the Frozen Lumberjack. As a result you will see him running around the snow biome as well as in various places where the Frozen Lumberjack will spawn, such as that one Grocery Store POI with the loot in the Freezer.
  • many of the naked more decomposed looking zombies (like billy, Bob, etc) are placed in with burn victim zombies. As a result they have a chance of spawning anywhere you find burn victims.

- I altered the size scale of various zombies. Okay so a common issue is when a model is too big or small, the bones will do odd things on that specific zombie's death. A number of zombies in this collection were way too small, and looked super tiny compared to the player. This also had a side effect of a couple, such as the german cosplayer, having bones that stretch after death because of his smaller scaling. as a result I had to make him bigger among a few others that were too small. It was very hard getting a good scaling value but I think they're pretty decent now and I'm not seeing as much bone stretching on death if any.

 

That's pretty much as far as the changes to the zombies from the intial release go. Obviously most of the zombies don't have feral versions (an exception being the zombies definited as wights, which are exclusively feral for gameplay reasons) and all of them definitely don't have irradiated versions. Perhaps in the future I will try and do some texturing for these but for now I'm satisfied with the end result and I think Guppy is as well.

 

Anyway enjoy the mod. I got another one of Guppy's old mods that he's updated the models of for a20 that I am currently testing and because Guppy is gonna be gone for a few weeks it may be a while before it gets a full release. 

Edited by Glisp (see edit history)
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