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ddraigcymraeg

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    scoredoom.com

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  1. Been a while since I looked at PZ, but I have a mod. You're joking right? There is no backwards compatibilty for code like this below? I see there is a SuburbsDistributions.lua still in PZ41, so hopefully not. This would break TONS of mods if not. require 'Items/SuburbsDistributions' table.insert(SuburbsDistributions["fossoil"]["shelvesmag"].items, "Base.BedfordMap"); table.insert(SuburbsDistributions["fossoil"]["shelvesmag"].items, 0.2); table.insert(SuburbsDistributions["all"]["shelvesmag"].items, "Base.BedfordMap"); table.insert(SuburbsDistributions["all"]["shelvesmag"].items, 0.1);
  2. I thought that when PZ was in development at early stages, when it had NPCs initially, there was some type of GTA open world with missions concept. Even random with set piece NPCs with random/set piece missions. That would be cool, whenever NPCs are added. Just having NPCs in general with some decent AI would be good enough for me though. I cannot play w.o. the survivors mod, no going back after that.
  3. I'm no longer 'officially' maintaining the AIZ Enhanced 2 map pack, and so will put place it here. It also has instructions included, on how to create your own custom map collections (along with vanilla) with custom connecting roads and parking stalls for vehicles. https://www.mediafire.com/file/oxg4tbcf45fvmvn/AIZ_Enhanced2.zip/file also, fwiw. If you play splitscreen and want survivor NPCs, this version of Nolan's original Survivors mod has a workaround for invisible zeds for 2nd player. Some caveats. Only works properly for PZ 39. In PZ40, the players and NPCs talk incessantly, havent fixed that. I *think* only player 1 can really give commands to NPCs if you add them to your party, the party dynamics can be a bit flaky in general with splitscreen. I dont party with NPCs, just have them there for environmental and creating chaos, as well as for the marauder/gangs that show for more action. I never had the time to make Super Survivors split screen friendly, poked around with it, but looked like it would be a lot of work. https://www.mediafire.com/file/6iiwe3fyfnuy86d/Survivors_splitscreenfix.zip/file
  4. Created a mission system and related game modes earlier this year in my spare time for the GTA5 Online mod FiveM. FiveM allows you to run your own server and mods and use all the GTAO DLC content free. https://forum.fivem.net/t/release-fivem-crackdown-game-mode-and-mission-generator-creation-beta/275613 Its sort of inspired by the Crackdown games as well as Arma/Epoch DayZ missions. Can configure it to be 'realistic' like typical GTA or more like Crackdown, with super speed and super jumps & super health.
  5. Hi, My old site scoredoom.com is no longer. So I am archiving some of my old mods and other work, and figured it was worth a mention here. One mod that I think many here might find interesting is UAC DayZ. It is focused on PvE mainly, as well as PvP, and is built with DayZ Control Center, so you can play by yourself easily on a local server against AI Bandits & Zeds, as well as other players. UAC DayZ is based on the old halycon days of DayZ Mod, and is built with DayZ Mod 1.7.6.1. So you can pick up some of the old AS 50 and other weapons that got removed. It also features bug fixes to that version, as well as missions and other features like an End Game mission to complete. Like my AIZ Enhanced 2 mod for PZ, this mod has a lot of community content included as well, like new areas, missions, dogs, HUD etc..., but most of it can be turned off in the config files, if you prefer a more vanilla experience. Basically, it has a some of the features that EPOCH has (like missions), but focuses more on the core survival experience and an End Game, instead of base building and trading with PVP. download is here: https://www.moddb.com/mods/uac-dayz-mod/downloads/uacdayzbetarelease1-4 The wayback machine preserved my old site, so you can go to the link and then click on 'features' link to see a detailed list of features (many of which can be turned off for a more vanilla experience). I also posted the features below the video below. https://web.archive.org/web/20161118034007/http://uacdayz.scoredoom.com:80/ Here is the promo trailer: Features (beyond standard DayZ 1.7.6.1): --Atmosphere and gameplay of the original mod that made Dayz popular. More focus on PvE, but PvP is possible as well Gameplay is similar to Vanilla Dayz Mod, in that when you die you start over with just a bandage and painkillers (starting equipment can be edited as well), but UAC DayZ adds some mechanics to allow players to get back into the action a little quicker, but at greater risk. This is more about survival, and rewards, with an available successful end game, rather than base building. And more about Players vs Enemies, though PvP is fine as well.(credits: Karel Moricky, ebay) --Tasteful map additions that add much more to be explored Many new map additions to create more atmosphere and back story, and to allow potentially quicker access to loot.. but at a risk to players. These include anomalies that players can use.(credits: Karel Moricky, PiXel, Poncho, hexxar, Mamu1234, Jeff, allavett, Excelsior) --More enterable and lootable buildings than Vanilla Dayz as well Addition of more enterable buildings, thanks to DayZed & DayZero mods. (credits: cryq, ZacharyUK+Tansien) --Bug fixes to original Dayz 1.7.6.1 code base --Oldschool Dayz scoreboard HUD and actual game-time played displayed The actual gameplay time is available to the game & HUD (server<->hive modification) to reward points for actual time played in-game, instead of the default real world days where the player can be logged off and not playing. Also a multi-modal HUD monitor, similar to the pre-1.7.6.1 Dayz scoreboard that shows player stats that are currently playing on the server. --Single player/Low player count supported A 'single player' setting, that, when turned on will decrease the amount of bandits spawned in missions, to make them more manageable. It will make the End Game more possible for one player too. --Chernarus Winter as well as Chernarus maps supported Support for Chernarus Winter map by ArmanIII. Re-play Chernarus in harsher conditions. Utilizes Namalsk-like weather (harsher than Namalsk even) and skins/models. (credits: ArmanIII, DayZ Namalsk, modifications by me) --Run your own server/hive as well as dedicated server Release of a slightly modified Crosire's Dayz Control Center 5.9.2.0 for supporting running your own UAC DayZ (or other Dayz 1.7.6.1) Servers. Modifications include an easy to use script for unattended dedicated servers that will cycle a stop and restart of the server every defined amount of time, and support for Chenarus Winter map as well. --A simple crafting system A simple crafting system to make old and new survival items, including an explosive booby trap,ability to create stashes, and a 'zombie bait' placeable.(credits: Allen Kaganovsky, Freaking Fred, Matt L) --Stashes Beyond tents, players can also create and use stashes for persistent storage. --Multi-modal in-game HUD and all time player scores viewable in web browser In-Game player scoreboard ranking for alive players currently on the server (similar to pre-1.7.6.1 Dayz Mod versions). Overall all-time player scores viewable in a web browser. --Functioning dogs Players may obtain dogs. Dogs are powerful allies, but must be fed. Dogs can persist with players through a custom 'dogtags' inventory item. Dogs are working.(credits: PiXel). [Additional coding by me to fix some serious bugs and added some features.] --Bandit enemies, with well over 60 missions to take on Bandits are a constant threat, and survivors can choose to take missions to clean up Chernarus for valuable loot if they have a map and/or radio. (credits: DZAI, DZMS, WAI, DZMSHotSpots, Caveman's missions) [additional coding by me to adjust bandit AI and other settings for gameplay balance] --Play orientated towards survivors, and survivor cooperation. Players are free to join the bandits. --Not just about survival, many rewards. An available 'End Game' and back story to optionally pursue. An 'End Game' scenario that is available that requires that survivors need to work together to achieve. --A few more vehicle spawns, and vehicle types A few more vehicle spawns (only a few!). Vehicles spawn undamaged, and a little more often, including some new vehicles like the Armored Hummvee, and gyrocopters. This is also to address balance with the bandit AI and mission system. Vehicles will still need to be fixed once they are damaged. (credits: CSJ) --Bloodsuckers from Namalsk. Balanced, and improved Bloodsuckers: Deadly apparition like entities that can suck down your life force. Bloodsuckers have been balanced to address gameplay. (credits: DayZ Namalsk) --Hordes Occasionally hordes of zombies may spawn, so keep on the lookup. You may encounter more zombies in the wild too. --PSI Blowouts from Namalsk Blowouts: Every 3 hours or so there is an energetic blowout world wide where players need to get inside a building, or find protection. (credits: DayZ Namalsk) --Survivor camps to be explored in the wilderness Infected survivor camps with loot can be found throughout the wilderness along with the standard lootable wrecks, crashes and care packages (credits: jOoPs) [additional coding by me to fix client server issues] --Crashing Helicopters & C130s will occasionally appear Crashing Helicopters & C130s will occasionally appear, and where they crash they can be looted. Survivors can expedient the crash if they have a firearm! Occasionally C130s will fly by dropping care packages. (credits: Graf Zahl, Gorsy) --Additional items Additional weapons and items not in DayZ 1.7.6.1. Radios are used to help to receive communications and intercept bandits. APSI mask is used to protect against blowouts and not need to be in buildings and more. CDF Dogtags used to keep a pet dog. Entrenching tool is used to create stashes. Trap is used to create explosive booby trap. Sandbag is used to create zombie bait siren.(credits: DayZ Namalsk) --Self Bloodbag and Self Refuel at petrol stations (credits: Krixes) --At night road flares can be used like smoke grenades to distract zombies. --Full moon nights. Some of the stronger bandit AI will have night vision goggles, so this can help players without night vision. --Tons of configurable options Tons of these settings can be turned on/off and changed to be even more like vanilla DayZ Mod, or to change stuff like different difficulty levels for enemies ,amount of enemies, enemy chance etc... --Old School-esque in-game Scores: Beyond regular DayZ Stats, UAC DayZ has its own points system, based on zombies killed, bandits killed, bloodsuckers killed, headshots and hours survived. 1 point for a zombie kill, 5 for a bloodsucker kill, 5 for a bandit, 0.5 points for a headshot and 1 point per hour of actual gameplay survived. The other mod is Scoredoom, a gzdom/zdoom/skulltag derived source port of DOOM, which adds a scoring system and hi score tables to Doom, as well as optionally hundreds of new enemies and new powerups, including a 'Boss Rush' mode (all configurable) to make replaying Doom wads more fun, including other stuff. The download is here: https://www.moddb.com/mods/scoredoom/downloads (scoredoom 3.0r5 is the one to download first) The web archive of the old site has more info, including the online hi score tables: https://web.archive.org/web/20170111201422/http://scoredoom.com/ Here is a video someone posted of scoredoom with custom monsters/powerups turned on that enables 'Boss Rush' for Boss maps like E1M8 of Ultimate Doom's Knee Deep in the Dead. finally some other stuff I worked on in my spare time back in the day (links may not work): https://web.archive.org/web/20161027050422/http://scoredoom.com/bhapo.html Working on Killing Floor as the lead coder when it was a mod was probably my biggest claim to 'fame'. Left the team 18 months before it went pro, after listening to my then girlfriend to spend less time in front of the computer.
  6. Just whipped up a mod to address this somewhat.. I had my own issues with zeds and hordes not migrating across the map, so you could hole up in the deep forest and survive as long as you like and not see a zed. https://steamcommunity.com/sharedfiles/filedetails/?id=1594882416 Wilderness Zeds This is a simple mod that I whipped up, since PZ at the moment (as far as I can tell) does not have travelling hordes or single zombies etc... that cross the map areas (or specifically across map cells). So you could hole up somewhere in the wildnerness, your own base or a cabin and not be bothered again. This mod 's aim is to change that a little bit. This mod will have extra zeds, and groups of zeds across the whole map, including wildnerness areas. They will be rarer and more sporadic than in populated areas like towns. This will make the wildnerness areas have more risk, especially in dense tree areas where you will have more chance of walking into an unseen zed. Shooting a gun or making a noise in the wildnerness will attract nearby zeds if there are any. Single zeds get encountered most likely, then small groups (1->4 zeds), then larger groups (4-14), with very occasionally hordes (15->114), and more rarely large hordes (115 -> 1114 zeds). These zeds dont respawn. I am still playing about with the randomness/rarity. Works in SP & MP.
  7. Checked out Necroforge's code, and it does not use addvehicle. It will only replace the vehicle you currently have, so it does no proper spawning. It would be great if the devs added a working addvehicle feature at x,y,z.
  8. Hi, Im trying to spawn vehicles in lua, preferably at a set x,y,z. AddVehicle() or AddVehicle("Base.PickUpVan") This method looks to be available to lua, but whenever I call it, I get "Object tried to call nil" I noticed with: addAllVehicles() that I seemed to have more luck in testing, I got the messages: "....not spawned, position invalid.." which meant the function actually got called... but my location was in a building which is probably why nothing spawned. from this thread, I see that you should be able to do in MP: /addvehicle "Base.VanSpiffo" "x,y,z" So calling this code as well does not work: SendCommandToServer("/addvehicle \"" .. "Base.VanSpiffo" .. "\" \"" .. square:getX()..","..square:getY()..","..square:getZ() .. "\"") Not sure what is going on.... I got the same error with SendCommandToServer("/invisible"); Caused by: java.lang.NullPointerException at zombie.network.GameClient.SendCommandToServer(GameClient.java:1802) at zombie.Lua.LuaManager$GlobalObject.SendCommandToServer(LuaManager.java:4344) So maybe this only works in an MP game... Any ideas how to spawn a car in an SP (and MP) game at a specific x,y,z? also tried: square:AddWorldInventoryItem("Base.VanSpiffo", 0.0, 0.0, 0.0); to be sure, but of course that did not work either. Thank you in advance.
  9. For AIZ 2 map mod, which has now gotten very big.... When I run CartoZed 1.2, I get this: boundaries x=2, y=10, maxX=57, maxY=64 System.ArgumentException: Parameter is not valid. at System.Drawing.Bitmap..ctor(Int32 width, Int32 height, PixelFormat format) at CartoZed.DataAccess.IO.RawMapImporter.readData(String folderPath, String themeFilePath) Returning image data. Finished... Is it possible to increase the limits?
  10. Great stuff, looking forward to playing this. I did do a cartozed to check out the map, and I saw some missing tiles in the middle of the map, was this on purpose?: Check out here for the map image (May need to download it): http://www.mediafire.com/view/1sqk5kpwijj7v75/eerie.png
  11. Hi, This may have already been reported. I think I understand what you mean with custom maps spawn points. Any custom maps that are selected will get loaded, so you do not need to spawn at the custom map spawn points. I do see problems (in 38.21 [and 38.20?]), when I have my map mod loaded, and spawn in Muldraugh, KY, custom maps do not load. Same with save game loads that had custom maps, new custom map areas no longer load. I gather that Bedford Falls standalone is experiencing this too. EDIT: AH ok, you just posted 38.21 that will probably fix my problem.
  12. Hi Robert, Thanks for the newest release. I tried PMing you a while back on the forums, but I do not think that the PM worked. I tried my map mod to spawn at St Lamb, but that did not work, got vanilla. Thanks for this info from steam: "Hey, could you contact me through our forum? When build 38 will be public you won't need to compile all the spawn points to one file, everything is done automatically now " Not sure I understand, since i do not have the spawn points all in one file, but in each separate map directory, with the lots pointing to "Kentucky" folder within the mod, which finally points to Muldraughh KY. Any help to resolve this would be great, since I must be missing something simple. if/when I get some time I will move some custom areas to stop overlapping 38.19 areas of interest. Best, ddraig
  13. " Changed how custom maps are loaded: After selecting your mod, you now arrive on the "select spawn location" screen and no more "select map" screen to avoid confusion. Every map mods enabled is now loaded, including their spawnpoints. It means you don't need to code your own multiple maps mod to load more than one. " Hi. This is great. But I noticed that this, or something else in IWBUMS seems to break all AIZ map mods, when it should not. AIZ basically takes all map data and puts it into a "Kentucky" map directory, which has map.info lots=Muldraugh, KY, and then all custom spawn directories similar to Rosewood, KY & West Point, KY in that they basically just have a map.info & spawnpoints.lua with the lots=Kentucky. Thought that might be a problem but even when I spawn selecting 'Kentucky', with all the custom map data there, it does not work (no custom maps loaded), when it should. Oddly when I had the spawnpoints.lua in Kentucky directory pointing to New Denver location, that map loaded, but others did not. Not sure what is going on. Thanks!
  14. Check out the txt file in the root of the mod folder, and read the workshop description for dedicated. I PM'd you for hosting in-game
  15. Hi, Im trying to help people get the map mod 'AIZ Enhanced' to work on a listen server. When running a listen server I get the screenshot attached. I saw other threads with similar problems with custom maps, and evidently deleting the map_meta.bin in the multiplayer server saves directory should fix it. But it does not in my case. Get the exact same error again when hosting again. Also there is no cell 50,13 that I can see anywhere in the map data in either the muldraugh,ky or mod map files. Dedicated server seems to run fine. Any ideas? Thanks for any help!
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