RegularX Posted August 18, 2013 Posted August 18, 2013 So I'm wrapping up SICmod, which I tried very specifically to keep to stuff which I thought blended in to the vanilla game itself. SICmod might make things a little easier in some ways, but nothing was over the top. Xmod - Xmod should be over the top. Balance schmalance. If the weapon doesn't instakill - something is wrong (OK, near instakill. Instakill is .... difficult post 9.15). Did you read somewhere that a nail gun is a poor zombie weapon? Don't care. Course, SICmod was a little easier because it played by the rules. Most of the things in SICmod are based on something that already exists in the game somehow. So I'm not really sure what can and can't be done here - but here's a proposed list: Update: Changing some of the design based on general limitations and also approaching it from a more Profession-centric way. XProfessions:These will be professions selectable at the character create screen. Former SMart Employee-Sawed off Shotgun-Plenty of Shells-Copy of Necronomicon Bonsai Chef- Carbon Steel Knife- Good with Knives Trait- Full cooking XP- Starts with plenty of canned food Wandering Samurai- Katana- Good with Everything Trait- Tiger Blood- Various Physical traits Evil Genius- 10x MURDR Grenades- 5x Romero’s Tonic- 5x No Damage Tonic- SUPR Pistol Escaped Psychic- Exploding Brain Wave Attack- Various negative psych traits- All good awareness traits Shaolin Master- Kung Fu- Tiger Blood Trait- Various positive physical traits Hitman 42- Silverballer- Good with Everything Trait- Way of the Gun Kata Trait- Full Aiming XP The Handyman- Starts with every tools and lot of nails- Full Carpentry XP The Farmer- Starts at a farm, with loads of gardening stuff- Full Farming XP XWeapons:Very Rare (configurable) items NecronomiconReading from the Necronomicon may destroy/injure nearby zoms. Reading too much of it may be dangerous to your health... Nail GunUses nails in your inventory for ammo. Moderately deadly, faily silent. Katana / Carbon Steel KnifeDecent range, extremely durable. MURDR NadeDesigned specifically to harm zombies SUPR GunSolar powered Undeath Ray pistol. Dodgy when rainy. Romero's TonicCures everything. Even dries you off. No Damage PotionFor a short period, everything is healed instantly. XTraits:Free with an XProfession, otherwise quite expensive Tiger BloodZombies don't scare you. They might be scared of you. Kung FuWith your hands, who needs a chainsaw? Good with KnivesYou can attack continuously with a blade while aiming Gun KataYou can attack continuously with a pistol while aiming Good With EverythingAny melee weapon in your hand is deadlier PsychicYour mind is a weapon Really HandyFull Carpentry XP Gourmet ChefFull Cooking XP Master Green ThumbFull Farming XP Most of this I've got working in some capacity, but needs a lot of testing. Won't release a build until after 9.17 comes out with the new modding framework. Due to some questions about how Xmod might be doing x or y (especially when it comes to efficiently killing zombies) - I'll go ahead and post a 9.16 friendly version. Please note:This code is untestedIt's also kind of ugly and a bit shy. It may well bite.It may very well crash your game or corrupt your save. You've been warned.I'm only about half way through trying to "balance" the Professions. By "balance" I mean somewhere leaning towards "wildly overpowered" while being knee deep in "still fun". But don't complain if you pick a profession that starts of with a zombie cure, or by reading the Necronomicon too many times you find yourself suddenly infected (cough cough).That said, please wait until after I can test this against at least 9.17 before commenting on things like "the Psychic is way overpowered". Some of the tricks in this version which might be of note to other modders:The KillAllZombies function in XWeapons will instakill all zombies in a radius. The Necronomicon, MURDR Nade and Pyschic attack all use it.If you look at the "KungFu" and "Psychic" related stuff, you'll see how you can override the default hand attackThe Silverballer weapon is my best effort so far to play nice with the ReloadManager.XProfessions shows how to add your professions and control them without having to rewrite any existing Lua files.Necromonicon and Romero's Tonic has some bits on curing/causing infection. Necronomicon is untested, I think I added it around midnight last night.The "attack while aiming" code might be curious to weapon mods, but again - very untested. This is one bit that will probably need a lot of tweaking. There is a strong chance that much of this might change post 9.17. Fellow modders please feel free to grab, copy, paste, modify, outright steal or otherwise take advantage of the code. Since none of this rewrites existing Lua, as long as you're putting it back into your own object/namespace there shouldn't be any conflicts. All due credit, yada yada - more important if you're trying to do something fun with the game. All I really ask is if you see that I'm doing something horribly wrong, or otherwise have a suggestion to improve X or Y let me know. Feel free to shoot questions here or via PM. Download link here: http://xmod.herokuapp.com/Xmod.zip aidankiel, kinyoshi and Kaptain Kallum 3
RegularX Posted August 18, 2013 Author Posted August 18, 2013 Can't wait for the sound effects in this . OMG can we add those? That would be excellent. Similar to textures maybe?
kinyoshi Posted August 18, 2013 Posted August 18, 2013 Can't wait for the sound effects in this . OMG can we add those? That would be excellent. Similar to textures maybe? RoboMat uses sounds in his Lockpicking Mod, for items, but it should work the same for weapons or similar..
Realmkeeper Posted August 18, 2013 Posted August 18, 2013 Can't wait for the sound effects in this . OMG can we add those? That would be excellent. Similar to textures maybe? RoboMat uses sounds in his Lockpicking Mod, for items, but it should work the same for weapons or similar.. That's because RoboMat is a genius Also, RegularX - have you ever been around a nailgun when someone is using it? It's usually best to wear earmuffs, especially if it's going to get a lot of use.
kinyoshi Posted August 18, 2013 Posted August 18, 2013 Can't wait for the sound effects in this . OMG can we add those? That would be excellent. Similar to textures maybe? RoboMat uses sounds in his Lockpicking Mod, for items, but it should work the same for weapons or similar.. That's because RoboMat is a genius Also, RegularX - have you ever been around a nailgun when someone is using it? It's usually best to wear earmuffs, especially if it's going to get a lot of use. RegularX 1
RegularX Posted August 18, 2013 Author Posted August 18, 2013 Also, RegularX - have you ever been around a nailgun when someone is using it? It's usually best to wear earmuffs, especially if it's going to get a lot of use. You might need to re-read the first couple of paragraphs
johndough Posted August 18, 2013 Posted August 18, 2013 Sound effects are easy. You just need to put them in the sound directory and make calls to getSoundManager():PlayWorldSound() and getSoundManager():StopSound() for the basic stuff. RegularX 1
RoboMat Posted August 18, 2013 Posted August 18, 2013 Sound effects are easy. You just need to put them in the sound directory and make calls to getSoundManager():PlayWorldSound() and getSoundManager():StopSound() for the basic stuff. Actually you only need StopSound() when you want to stop it early, or stop a looped sound. The problem with it is, that StopSound() seems to stop working when there are multiple sound calls. Have you experienced the same john?
johndough Posted August 18, 2013 Posted August 18, 2013 Sound effects are easy. You just need to put them in the sound directory and make calls to getSoundManager():PlayWorldSound() and getSoundManager():StopSound() for the basic stuff.Actually you only need StopSound() when you want to stop it early, or stop a looped sound. The problem with it is, that StopSound() seems to stop working when there are multiple sound calls. Have you experienced the same john? I have experienced some problems with my scrubbing sounds not stopping, sometimes. I haven't figured out what is causing this yet. I only have one sound playing at any given time.
RegularX Posted August 18, 2013 Author Posted August 18, 2013 Will def look into custom sounds. Anyone know if the texture trick works for weapon sprites?
RoboMat Posted August 18, 2013 Posted August 18, 2013 Will def look into custom sounds. Anyone know if the texture trick works for weapon sprites? You mean the ones when holding a weapon? I hardly doubt that :/
RegularX Posted August 19, 2013 Author Posted August 19, 2013 Yeah, I'll experiment next week - but I'm not hopeful either. I think the stock shotgun sprite is still busted in anim, so getting a custom one might be tricky. I have a feasible Chainsaw, but it kinda looks like the world's best kitten knife at the moment....
RegularX Posted August 19, 2013 Author Posted August 19, 2013 Yeah, just tried the sprite trick - does not seem to work for WeaponSprite. Unless there's something specific like dimensions or naming I'm not doing, since I tested just using the Beer Can image from SICmod.
RegularX Posted August 30, 2013 Author Posted August 30, 2013 OK, I have a test build up for download - but please read the OP (you can scroll down to the bottom) for all the caveats included within. This is more for people wanting to poke at the code and less for actual testing. RoboMat 1
RoboMat Posted August 30, 2013 Posted August 30, 2013 Well fuck yeah ... I'm gonna test this beauty when I get back home tomorrow RegularX 1
RegularX Posted August 30, 2013 Author Posted August 30, 2013 Well fuck yeah ... I'm gonna test this beauty when I get back home tomorrow Achievement Unlocked: Made a Moderator Swear And I don't know about beauty - but stuff will blow up... Cl0nec0mmand0 1
RoboMat Posted August 30, 2013 Posted August 30, 2013 I stopped reading after Necronomicon and went straight to "swear-mode" instead. RegularX 1
RegularX Posted August 30, 2013 Author Posted August 30, 2013 Well for your weekend, I just uploaded a couple of Necronomicon fixes Also I don't know if it is how the zombie density code is still working, or something hacky with how I'm killing zombies ... but from that test run: Quite possibly some combination of both... Cl0nec0mmand0 1
PK'EZ-54 Posted August 30, 2013 Posted August 30, 2013 Well for your weekend, I just uploaded a couple of Necronomicon fixes Also I don't know if it is how the zombie density code is still working, or something hacky with how I'm killing zombies ... but from that test run: lotsadeadzoms.png Quite possibly some combination of both...Looks like those zombies *Puts on sunglasses* are Re-Dead.
RegularX Posted August 30, 2013 Author Posted August 30, 2013 I was just testing new (unrealeased) code for the Samurai's "GoodWithEverything" trait, which basically turns any weapon into an instakill nightmare. I think I might have overdone it: I didn't know one zombie had that much blood left. update: when checking the logs to see if this is because I am show how repeatedly hitting the zombie ... it would seem ... yes: 8/30/13 5:30:06.486 PM [0x0-0xcc0cc].com.projectzomboid: Xmod:: SO MUCH BLOOD!!!!8/30/13 5:30:06.486 PM [0x0-0xcc0cc].com.projectzomboid: Xmod:: SO MUCH BLOOD!!!!8/30/13 5:30:06.486 PM [0x0-0xcc0cc].com.projectzomboid: Xmod:: SO MUCH BLOOD!!!!8/30/13 5:30:06.486 PM [0x0-0xcc0cc].com.projectzomboid: Xmod:: SO MUCH BLOOD!!!!8/30/13 5:30:06.486 PM [0x0-0xcc0cc].com.projectzomboid: Xmod:: SO MUCH BLOOD!!!!8/30/13 5:30:06.487 PM [0x0-0xcc0cc].com.projectzomboid: Xmod:: SO MUCH BLOOD!!!!8/30/13 5:30:06.487 PM [0x0-0xcc0cc].com.projectzomboid: Xmod:: SO MUCH BLOOD!!!!8/30/13 5:30:06.487 PM [0x0-0xcc0cc].com.projectzomboid: Xmod:: SO MUCH BLOOD!!!!8/30/13 5:30:06.487 PM [0x0-0xcc0cc].com.projectzomboid: Xmod:: SO MUCH BLOOD!!!! (to ad naseum) Cl0nec0mmand0 1
Guest Posted August 31, 2013 Posted August 31, 2013 Screen Shot 2013-08-30 at 5.21.51 PM.png I didn't know one zombie had that much blood left. Back when blood was added again, it looked quite a bit like that. I took a screencap of it during testing . . . somewhere.Ah, I think this is it, on the blog: http://projectzomboid.com/blog/2013/04/the-blood-the-sweat-the-testing/
RegularX Posted August 31, 2013 Author Posted August 31, 2013 Nice. Yeah the issue seemed to be an aggressively recursive hit loop - and any item that hits can draw blood, and it seemed to be drawing blood on every tick. I honestly would have kept it just for the effect it didn't stack overflow and cause the entire game to crawl, so while a cool slo-mo-insta-bloodbath, not really game friendly. Fixed now though. These loops are the inverse of the radius kill - after a hit, it forces onFloor to true and then Kills. Seems to do the job every time.
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