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Thread: Ragsy2145 Modlets

  1. #61
    Ranger Ragsy 2145's Avatar
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    Update Random Safe States Modlet.


    I have found that certain POI's do not seem have the changed wall safe states , most notable is the ole A16 bank as there seems to be no affect on the placeholders in that POI or at least I have found no changed safes in several test worlds.

    Probably not a bad thing as Banks are more likely to be more security concious ...

    I tested this modlet out on the compopack 38 and that seems compatible with this modlet as I was finding the changed safes in some of the POI's.

    Tweaked probabilities and it is now more likely that you can find more looted and insecure GunSafes in the world too ...


    Version 2 is available on github and new download link here

    Random_Safe_States_V2

    Again if you install this modlet to replace previous one you will require a new game start !

    Enjoy

    Ragsy !!
    Last edited by Ragsy 2145; 07-03-2019 at 05:05 PM. Reason: Link changed

  2. #62
    Ranger Ragsy 2145's Avatar
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    This post is actually done here in discussions https://7daystodie.com/forums/showth...l=1#post992501

    A little fubar on my behalf , but this is why i have been a bit quieter on forums lately ..

    Enjoy !!
    Ragsy
    Last edited by Ragsy 2145; 07-11-2019 at 09:29 AM. Reason: Use post now as not deleted

  3. #63
    Ranger Ragsy 2145's Avatar
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    Classic Style Zombies Update Version 3.


    Changes to AI behaviour on pathing added to complete another part of this modlet.

    This is something I looked at earlier for this modlet concept about 4 months ago as I wanted dumb/dumber zombies in keeping with Classic feel .... this was at the time was slightly above my level and I got sort of side tracked with Vehicle physics code and floaty boats and stuff.

    This all came about in a modding discussion session on Discord where Khaine wanted make zombies walk into spike defences , it sort of developed much further into Zombies being dumber and changing pathing and colliders.

    So Tete1805, Khaine, HAL9000 , HaidrGna and Xyth banded about idea's and came up with the credible solution so full credit to them for this.

    I did have a very very very minor part in all this right at the end whilst I was cheering them on to solve this.


    Updated original post here to reflect changes Classic Zombies Modlet

    Same Download link as before on git and should also be up to date on the Modlauncher at Version 3.0.0


    **** This Version makes changes to the blocks
    so you will need to start a new game save ****


    Enjoy

    Ragsy !!
    Last edited by Ragsy 2145; 3 Weeks Ago at 04:29 PM. Reason: Added info on new game required

  4. #64
    Leader Tin's Avatar
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    Nice! would give you a rep but I need to spread more around

  5. #65
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    Does Classic Style Zombies mod affect zombie speed?
    Changing values in xml zombie move does very little change.

  6. #66
    Ranger Ragsy 2145's Avatar
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    Hi dani20,

    Sorry for the delay in replying been on Vacation/Holiday's with the kids for a week .

    What the classic zombies modlet does is sets all types of zombie to have exactly the same speed setting with changes to MovespeedAgrro and Movespeed .

    When used in combination with the options 'walk' set on server the zombies will just shamble around until they detect you and then converge on your location depending on how much sound you make.

    So you get slow moving hordes forming and making a move to your location.


    Ragsy !!

  7. #67
    Ranger Ragsy 2145's Avatar
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    Coming Soon !!

    Model rigged and supplied by Guppycur







    Tower escape video using backdownhipi's Epic City Custom World Epic-City-17-3


    The nice scenery in second video suppied by Tin's rwg Modlet Tin-s-Modlet-Tweaks

    and DUST2DEATH's excellent HDHQ-Textures-Lighting-Environment

    The UI I am hooked on and using in the test videos is the Gnamod UI by Haidrgna, it is a modlet and the link is here Gnamod-UI

    Ragsy!!
    Last edited by Ragsy 2145; 4 Weeks Ago at 08:13 PM. Reason: Added UI modlet link also ...

  8. #68
    Guppycurian Forum Whore Guppycur's Avatar
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    Noice!

  9. #69
    Inventor Bubo's Avatar
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    Haha, cool! (with a side of schnazzy side-toolbelt!)

  10. #70
    Guppycurian Forum Whore Guppycur's Avatar
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    Two things alot of people ask for... Boats and a way to jump off of buildings...

    ...now, how do we post this in the dev diary w/o tipping Roland... ;-)

  11. #71
    Inventor Bubo's Avatar
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    He may have felt an unsuspecting cold chill when that was posted

  12. #72
    Ranger Ragsy 2145's Avatar
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    Quote Originally Posted by Bubo View Post
    Haha, cool! (with a side of schnazzy side-toolbelt!)

    Yeah i love that Gnamod UI modlet now ... can't play or test without it

    HaidrGna has done a great job with it .. Gnamod-UI



    Ragsy !!

  13. #73
    Refugee Skullfracture's Avatar
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    I just installed the Classic Zombies Modlet (switching from a handful of others I disabled) but am getting a red text error on loading a (new) game. I did delete the entityclasses.xml (I use some other replacers and don't mind most of the oddballs) but did not touch the progression.xml.

    2019-09-20T20:39:52 541.084 ERR Failed loading and parsing XML (progression.xml):
    2019-09-20T20:39:52 541.084 EXC 'effect_group' is expected Line 16, position 7.
    XmlException: 'effect_group' is expected Line 16, position 7.
    at Mono.Xml2.XmlTextReader.Expect (System.String expected) [0x00000] in <filename unknown>:0
    at Mono.Xml2.XmlTextReader.ReadEndTag () [0x00000] in <filename unknown>:0
    at Mono.Xml2.XmlTextReader.ReadContent () [0x00000] in <filename unknown>:0
    at Mono.Xml2.XmlTextReader.Read () [0x00000] in <filename unknown>:0
    at System.Xml.XmlTextReader.Read () [0x00000] in <filename unknown>:0
    at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
    at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
    at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
    at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
    at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
    at System.Xml.XmlDocument.ReadNode (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
    at System.Xml.XmlDocument.Load (System.Xml.XmlReader xmlReader) [0x00000] in <filename unknown>:0
    at System.Xml.XmlDocument.LoadXml (System.String xml) [0x00000] in <filename unknown>:0
    at XmlFile.toXml (System.String _data, System.String _filename) [0x00000] in <filename unknown>:0
    UnityEngine.DebugLogHandler:Internal_LogException( Exception, Object)
    UnityEngine.DebugLogHandler:LogException(Exception , Object)
    UnityEngine.Logger:LogException(Exception, Object)
    UnityEngine.Debug:LogException(Exception)
    Logger:masterLogException(Exception)
    Logger:Exception(Exception)
    Log:Exception(Exception)
    XmlFile:toXml(String, String)
    XmlFile:.ctor(String, String, String)
    XmlPatcher:LoadAndPatchConfig(String)
    <loadSingleXml>c__Iterator1:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumera tor, IntPtr)

    (Filename: Line: -1)

    2019-09-20T20:39:52 541.085 ERR XML loader: Patching 'progression.xml' from mod 'Ragsy Classic Style Zombies' failed
    2019-09-20T20:39:52 541.085 EXC Object reference not set to an instance of an object
    NullReferenceException: Object reference not set to an instance of an object
    at XmlPatcher.PatchXml (.XmlFile _xmlFile, .XmlFile _patchXml, System.String _patchName) [0x00000] in <filename unknown>:0
    at XmlPatcher.LoadAndPatchConfig (System.String _configName) [0x00000] in <filename unknown>:0
    UnityEngine.DebugLogHandler:Internal_LogException( Exception, Object)
    UnityEngine.DebugLogHandler:LogException(Exception , Object)
    UnityEngine.Logger:LogException(Exception, Object)
    UnityEngine.Debug:LogException(Exception)
    Logger:masterLogException(Exception)
    Logger:Exception(Exception)
    Log:Exception(Exception)
    XmlPatcher:LoadAndPatchConfig(String)
    <loadSingleXml>c__Iterator1:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumera tor, IntPtr)

  14. #74
    Ranger Ragsy 2145's Avatar
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    I have uploaded a fix to the classic zombies modlet progression file and thank you for bringing this to my attention.





    Ragsy !!

  15. #75
    Ranger Ragsy 2145's Avatar
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    Ok so A18 is in experimental and I have been asked if my modlets will work in A18 .

    I will be checking them all out as soon as I can and it may be that some will need a new version suitable for A18 , I will update the OP as they get tested.

    If a modlet works in both A17 and A18 then I will just comment that in the first page , if they need a new version i will post up a link as soon as they are converted. Some may not be viable/needed in A18 so we will see how it goes.


    I can tell you for definate that the 'Boats modlet' is broken in A18, I am working on that first and making progress with the new physics system.

    Edited : 10th October 2019 ... The Boats have been fixed for A18 and Information is here

    Version 3 for A18 experimental

    Ragsy !!
    Last edited by Ragsy 2145; 1 Week Ago at 07:38 PM. Reason: Update info

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