Jump to content

nolanri

Member
  • Posts

    516
  • Joined

Posts posted by nolanri

  1. 19 hours ago, Blasted_Taco said:

     

    How is that going to work? Are you going to make scripts or something like that? And if you do, are people going to be able to add little stories too into it? It could be great having collaborations on stories from the community. 

    hmm i dont see much how it could be an easy to make thing for anyone by community.   but anway i have in mind this simple scenario something like:
    you choose the "Story Mode" spawn point. and you spawn in a house upstairs near town.  Wife comes up stairs with coffee surpized you just woke up only now and scolds you for your laziness.  she and you both work at a clinic in town, your a doctor shes a nurse.  so you eventually drive to work, or maybe wife drives you...   and you have a patient who is critical,  he eventually dies in a treatment room right when you and wife are out of the room, and he turns into zombie starts eating other nurse who screems and such. and you and wife go back in and see the horror. etc. and then zombie spawn back on and pretty much normal zomboid takes over from there...

    but anyway im gonna work on group mechanics for now first.

  2. 9 hours ago, DramaSetter said:

    Better no, or with tiny chance, because it was annoying.

    • Wife spawn (should I add it again?)

     

    I put it back on the update I'm working on now(not yet released).

     

    but it defaults to Off. So just people who want it can turn it on.

    Role play trying to keep your wife alive is kind of fun sometimes, but yeah wives can definitely be annoying other times.

  3. 6 hours ago, Minnigin said:

    when I press T to get a survivor to talk to me it shows Im calling my other survivor I left back at my base. I was wondering if it was possible to make a UI box to manage survivors, maybe not to some complicated degree but just something to represent your memory like it wouldn't show their skills until you ask them what they know. Also now that they won't sit and starve will they eventually deplete my map of canned and dried foods and water containers? Maybe set it so sometimes they move to another house and sometimes not that way it could simulate how some people would be way too afraid to leave their little safehouse once it's sealed up. But never past a certain amount of houses eliminating said problem.

     

    edit : I also wish I could control what they ate before they decide sometimes, Elizabeth drank all my fresh milk so I took her to the nearest horde

    A UI showing our party members with some options ya I'll probably do.

     

    the t key is meant to only call party members, to call a random, wild, non party member survivor over press y

  4. 1 hour ago, Fenris_Wolf said:

    -- thanks and some credit to ortman from ORGM mod for creating this file!  I just tweaked it to use my own key bindings! and added support for settings too ~Nolan
     

    Not complaining or demanding credit...I posted this in a tutorial on the forums here the other day for anyone to use, so just clarifying for you:  ORMntMan no longer codes ORGM, thats my stuff in there ;)

    so I should change "ortman" to "Fenris_Wolf"?

    edit: and where is the tutorial? did it contain info on options as well as key bindings? cause i sure could have used that like an hour  ago

  5. 11 hours ago, Blasted_Taco said:

     

    Also one thing that i want to ask, it would be possible to have a "Chat" option with a survivor that could bring happiness?

     

    Yes that would be a simple change.  Id set it to a very low amount though, because you can just spawn talk over and over

  6. 7 minutes ago, Minnigin said:

    could you make it so we can tell them not to bandage up as soon as one is taken off?

    I can see how that could be a problem, i'll do something about it soon

  7. I think i need to have some more pre-set doctors to spawn around the map. though there doesnt seem to be any buildings called "doctors offices" except in march ridge.  where should I spawn some doctors that can be recruited?

  8. 4 minutes ago, Blasted_Taco said:

     

    I would love to see that, it would be just weird to start finding dead survivors all over the barricaded houses and the house next door begin filled to the brim with food, hopefully you can update it to add it.

    I've made this change already, just have not tested it yet so its not in the ws yet

  9. 8 minutes ago, Fenris_Wolf said:

    @nolanri theres a bug that seems to have persisted from the old survivors mod into the new one.

    client/SuperSurvivorPresetSpawns.lua..in numerous places it calls getWeapon("Base.HuntingRiflel"), should be Base.HuntingRifle

    lines 98, 119, 171, 181, 187, 208, 209, 210, 260, 261, and 262

    thanks, fixed and updated now

  10. 11 minutes ago, Blasted_Taco said:

     

    I have no problems with that, i like the half solution because i dont imagine survivors going to chop wood on their own, i was worried that only survivors that had the odd combo of hammer, nails and somehow a plank were going to barricade the house, with them barricading houses and looting the house, the world is truly going to feel alive.

     

    So they cannot go outside the house after that right? So they will starve to death? I dont imagine how is it going to be after like 2 weeks when most of the day 1 survivors are going to be dead if you dont find them first.

     

    Right now if they start starving in their barricaded house, they dont do anything about it. but a simple change I could just restart the whole process and have them go back to house to house looting until they find food again.

  11. 12 minutes ago, Blasted_Taco said:
    • o attach

     

    This is what i am the most excited about, but i must ask, so on Day 1 they will go around looking for their weapon, then find some food and after that they will hold up in some house forever? Or the moment the house runs out of food and they run too out of food, they will go an seek for a new house with food? And how are they going to barricade the windows? They know how to find a hammer, planks and nails?

     

    Also the doctor demo is great, it would be cool to have survivors that have the carpenter profession that can make buildings that you cannot make, making a sense of community with real weight.

    So right now for certain tasks the survivors are creating items out of thin air, like planks for barricading. I don't plan on leaving it exactly like that forever.  The ability to chop wood and gather said wood is already made but just needs to be "wired in" in a sense. But that said I'm not against having the AI "cheat" a little bit in order to get better results / more survivabilty. Which is a fairly common practice with game AI though player may not notice.  And in the case of a random survivor in town trying to go out and chop wood for barricades in town with zombies all around is gonna have a very low success rate, so in the end I will probably have some kind of half and half solution.

     

    i don't think I'll ever add an AI or order for base building as that would be a lot of work. I might do as much as having them build you a square shaped wall with door or gate though.

     

    and perhaps a cook AI who cooks and brings people food I've thought

     

  12. temp.thumb.png.45c46094bf58e1ebfcde2b9c780431f2.png


    EDIT: **Released** --> http://steamcommunity.com/sharedfiles/filedetails/?id=1331826879

     

    Direct Download: http://undeniable.info/pz/SuperSurvivors.zip

     

    As some of you know, over the past few weeks I've been working a new version that intends to work on vehicles build and handle many of the reported problems and issues reported over the past while. As well as add some new features and Improved AI!  So whats different? Let's take a look.

    Let's get the Bad News out of the way first

    Problems that still have not been fully resolved, and really cannot be without java side edits which we don't want:

    • Pathfinding Freezes/Delay.  If there is a lot of stuff going on in the cell like zombies hording towards a big sound, Survivors can have a lot of delay before they calculate a path to where they are wanting to go and therefore, may appear frozen in place even though they are trying to move or run away but are waiting for the response of the Path-finding algorithm.
    • New issue since vehicle build path-find change is that certain building windows in certain places on the map, seem to have an incorrect property set which causes a survivor to think they are able to walk through it, when obviously they cant.  Calling said survivor to you if they are stuck can get them un stuck
    • MP is still a No
       

    Problems that have been fixed!:

    • Random Survivor Despawn.  No more random disappearances of your loved survivors! Survivors are now saved in a map table which is saved many times per minute, which gets loaded at the start of the game.  There is no way your survivor is going to disappear until he dies and his save file is deleted by the OnDeath event.
    • PVP System improved, No more friendly fire on group members when PVP is on.
    • Survivors can now Sprint!
    • Very noticeable performance / efficiency boost.  The whole mod was totally re-written.  Much more organized and clean, potential for growth is great now. Compared to Normal Survivors mod, FPS is great, no lag or stuttering (caused by this mod)
    • Bleach Suicides. Survivors no longer consider Bleach and other poisonous "foods" as food.
    • Bad Food Choices. Survivors no longer just grab random food but will make a more intelligent choice, choosing cooked and spoil able foods first.
    • Endless Door Open Attempts. Survivors will no longer stand there in an infinite loop trying to open a locked door that's not gonna open. They will try entry through a window or give up trying to get in.
    • Barricade Building Order Fixed.  Didn't work at all before, now it does.
    • Woodbury, Military Blockade, Prison, Hilltop Spawn points fixed.  The option to spawn in these places on a new game was gone, now it is back!
    • Enter Vehicles.  Survivors will now enter the real Vehicles from the vehicles build assuming there is a free seat, they will get in if following you when you are in said vehicle. Note Survivors will not get into vehicles from car mod anymore.
    • Feed me I'm a Baby. Before survivors in an order state like guard or patrol would not feed themselves. Now they will eat or go find the food or water they need no mater what state they were in, as long as they are not ignoring danger to get a snack obviously.
    • The name in the medical check menu now matches the survivors name

     

    New Features:

    • Survivors Name appears over their head like it does on Multiplayer
    • Barricade Order added/fixed
    • Doctor Order added.  A Doctor will go to and treat anyone near by that is in need of any kind of treatment, bandage changes, splints, stitches, anything!  You can only Order a group member to take the doctor role if they have at least level 3 Doctor
    • Farming Order added. Yes you can have Survivors tend your farm for you.  But not just any survivor can do this. You must find someone with at least level 3 farming.
    • Partial Food Eating. Survivor will only eat w/e % of the food is necessary to return to 0 Hunger rather than just eating the whole thing.
    • A More interactive style of of well... interacting with survivors.  You cannot just shout orders or order all orders and have your orders heeded immediately like before.  These are people not your puppets after all.  To ask a survivor in your group to do something, or any survivor to do anything basically, you need to first engage them in a conversation.  By right clicking on them and "Call"ing them over to you.  Then they will come and have your attention for a short time. During that time you have many options to interact with them like before such as giving orders, giving them items, swapping weapons etc.   Now right clicking can be tedious i know so, there is a hot key "t" which will Call a near by member to you automatically. and hotkey "/" to call a Non party member from near by if any.
    • Improved Random Survivor AI.  Before the randomly spawned survivors would just endlessly fight near by zombies, flee from zombies or try to hide.
      Now they will follow the following logic.  If they don't have weapon they will search for building to loot, going to new building by buildings looting for said weapon. Once weapon is found, they continue going from building to building but this time looking for food.  Once they find food. they will then barricade the windows and lock the doors. And remain in that building as their kind of base.  Eating and drinking what they have inside until they get killed or you come to recruit them. If they run out of food in said base and begin to starve they will set out again for a new base containing food.
    • Recruiting Logic improved. Before a survivor just have a x chance to be willing to join you or not.  Now all survivors have a kind of relationship stat, and asking them to join you will be based on that stat, a quite low chance for successful invite by the starting level, and each time you ask them the relationship stat goes down!.  So asking and asking does not help but lowers chances.  Giving a random survivor a weapon or foods will increase relationship stat and chance of them excepting party invite!
    • Proper Greetings. If a random Survivor sees you for the first time and it is not too dangerous to do so, they will approach you and greet you.  And will continue on their way after you do not interact with them for a short time.  Though you can of course call them back.
    • First Aide! before survivors did not address their injuries at all.  Now they will flee and give them self first aide if required.  They don't do anything more complicated then bandaging.  Unless they are in Doctor mode. If you want to give them first aide treatment without them messing with bandages first order them to "Hold still"
    • Finding their own Water.  Survivors, like when hungry, when thirsty will go find water near by themselves, either from an item containing water like water bottle, or from a water source like sink, tub, well or toilet.
    • Declaring your Base Area and other Base related areas. You can now select areas with your mouse and designate them as areas in your base, like storage areas for certain items, areas to do certain kind of base work in.
    • Options / Settings in Main menu.  Before you had to fish through the mod files and find the settings file open it with notepad editor and change the values yourself. But now you can simple return to the main menu and Super Survivors has a page on the options menu and you can set all settings with drop down boxes.
    • Group / Base Role based AI  Survivors in or around the base, will try to keep themselves busy even if you don't tell them what to do. W/e they choose to do, they will stop and return to base after doing that thing for a reasonable amount of time.
    • Survivors in Base do Work  Survivors in base, who are not currently doing something you the leader ordered them to do, will take up work tasks themselves based on their group role.
    • Gun fire Cover when behind Objects if you are behind a window shooting from out a window. You will have great cover against incoming fire. Approx 75%.  Many other objects just having them between you and the shooter when you are behind them will also give you cover. The average object gives you 50% cover. Good shooting skills can slightly negate the effectiveness of cover.
    • Translation Support  Translation Support has been added. The file to translate is located in the mod files \media\lua\shared\Translate\EN\
      Japanese Translation by TEATIME05
      Brazilian Portuguese Translation by williamfoxrpg
       

     

    Stuff that is Gone now or not yet added:

    • Controlling Survivors.  No longer an option and will no longer be. As the idea of this mod is for them to be self sufficient enough for you to not need to control them
    • Order All option. (will not re-add for already mentioned above reason. But something similar will be added )
    • Rules of Engagement. (Something similar will be added)

     

     

    Stuff I plan on adding soon:

     

    • Survivors going on Loot missions themselves (Out of cell) with amount of items they bring back dependant on various things such as time since start of world, kind of weapon / skills.
    • You Joining groups.  You can join groups and not be the leader.  Survivor Group Leader AI will give the orders.
    • a simple story mode with quests involving unique survivors
       

    Here is a link to the Workshop! : http://steamcommunity.com/sharedfiles/filedetails/?id=1331826879

     


    Here is a demo video showing the Doctor AI:

     

    Random Survivor AI Demo Video: 

     

    New order Gather Wood works great together with Chop Wood Order:

     

  13. 2 minutes ago, Invader Jim said:

    Decided to give it a try. Spawned in West Point in the trailer in the fenced in construction area. Heard gunfire immediately. Gathered some things and exited and people started shooting me. I guess that place must automatically start with hostile survivors in it. I died.

     

    Spawned again in a house. Immediately heard lots of gunfire outside. After a moment zombies were banging on my windows. I was trying to figure out NPC commands when several broke in and killed me.

     

    I am going to try again when I have more time. Do you always spawn and hear gunfire? I thought survivors would be more rare. I only tried twice maybe the third time I spawn there will be quiet.

     

     

    if you leave the settings at default your gonna almost always hear gunshots at the start, hordes swarming back and forth after the people who are shooting. You can just wait out that initial chaos in an upstairs room.  if you don't like that chaotic start you could go to the settings.lua file (see workshop desc to see how to do it) and set the chance for npc to spawn with guns way lower or set spawn rate of npcs much lower.

  14. 1 hour ago, trombonaught said:

    Sorry no no not at all! I only mean that it would be nice if they could find a way to get your mod firing in MP. My understanding is it's not possible due to a server side/client side issue, and I wonder if there is anything they could do to help you overcome that? 

    I fully understand that this survivor system that you have magically conconcted is not and will not be related to the dev NPCs. Definitely just dreaming of getting your mod running in MP, and as a mod, not base game.

    I see, well kinda for the same reasons, this would also be very difficult. you would need to make hoards of changes to the game engine just to accommodate the mod that is using things (methods) in ways they were not meant to be used.  It would be far more productive to just continue the work on NPCs properly. ..... and or throw me on the NPC dev team....

  15. if you suggesting like merging & fixing up the mod into base game. I'll be the first to say that's a really bad idea.  Survivors mod is not at all properly coded.  I just threw it together to add some madness to the game.  It's very messy and not done in the way it should be.  The mod just spawns extra "IsoPlayer" Objects which is meant to only be one instance of, which is "you" the character you the player controls.   And then a lot of other stuff added and bypassed to make sure the fewest amount of problems arise from having multiple player characters on the map. 

    in short it is not something that can be built on. the solid base to build on is not there, it would all crumble and fall if you tried. 

     

    Now given that you can say the code workmanship is shoddy and crappy I suppose.  But short of TIS giving me the entire PZ project files this was the only way it could be done in a mod. NPCs should be a java class managed by like a parent Director class which lots of other classes in the java engine need to account for.  If I or the devs were gonna make NPCs properly, it would have to be done that way, much cleaner, organized and proper. A sturdy foundation that can be build on.

    but me as a modder not accountable to anyone just fooling around for fun, i dont have to follow those rules.

  16. On 10/7/2017 at 6:12 PM, STRONG said:

    look here... i have 1080 ti, i7 7700K 4.5, RAM 16gb (3000mhz) SSD...

     

    and i cant play this game on 38.22... 

     

    I have this same problem most of the time.  Happens in vehicle build as well. Even with dozens of mod this unique "stuttering" never happened on stable builds ... until 38 was pushed to stable build. Now there is no escaping it.

  17. every 5 seconds or so, the game will freeze completely for about 1 second. Like in this video with cars build :


    Slightly less sever than in this video, like i said about every 5 seconds and freeze for about 1 second or less.  but still of course that makes it pretty much unplayable.

    I thought it had something to do with cars but Since it now happens to be on this new 38 (stable) build it must not have anything to do with cars. maybe the map streaming "improvements" / garbage collector.

     

    this never happened on prev stable build. even if I had 20 mods enabled with insane zombie counts downtown and firing guns.  would take fps drops of course. but not like this specific stuttering thing which just continues on forever once it starts.

  18. On 9/3/2017 at 2:55 AM, Ragno said:

    Just here to say it is an amazing work (and that it works on build 38.5, with some kind of problems, but havent tested it without any of the other mods disabled); and to ask, if you could give me a pointer to where/how to change the models of the survivors, i was thinking of changing the way they look to that of a skeleton and use the cheat key to spawn them and roleplay as a necromancer.

    Something i have been ahving trouble with some actions (on IWBUMPS build 38.5) are on barricading windows and looting orders, with the barricade order the suvirvor just "says" that window=nil (although im inside a house) and with looting the dont do anything but the console drops an exception, although again, i havent tried it without any of the other mods disabled (maybe is that)

    Im really having a blast with your mod, i dont feel so alone playing on SP and its a great help with foragin/chopping wood.
    Thank for your hard work

    The barricade window order I did not get around to finish. I noticed the PZ Function in the documentation that says it returns window objects for a given building. However that function did not work, it always returns nil so it must be phased out and old or something. The barricade window order would have been an easy thing to add if that function worked which is why I tried it, but without it, it's a lot more work to make so I kind of ... put it aside for now ...

     

    The loot room command seems to work for me, and I even see it work for other on like youtube videos using the mod.  A few things to know about it is that you can't use it if your outside first of all.  And that some "rooms" in the game are not actually separated by walls. which means a you could be standing in the kitchen, but if you walk one square too far away from it you may have actually entered the living room or some other room without even knowing it because these rooms were not separated with walls. .... Which in turn means, that you might be standing just a few squares away from a fridge which is in the "kitchen" and give order loot room -> food. but since you are technically standing in the "living room" the survivor will then check the "living room" for food and say there is no food here.

×
×
  • Create New...