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Messages - Justin C

#286
Off-Topic / Ludum Dare 30
August 21, 2014, 02:18:36 AM
So Ludum Dare 30 is happening this weekend. Anyone else participating?

For those of you who aren't familiar with it, Ludum Dare is a very popular 48-hour game development competition/jam. The last 4 Ludum Dares have all had over 2000 games submissions at the end.

http://www.ludumdare.com/compo/about-ludum-dare/

This will be my first Ludum Dare participation, so I'm pretty excited.
#287
Quote from: Iwillbenicetou on August 20, 2014, 10:11:59 PM
I might need help. I have never done programming, so I need some help. I looked at AIO mod pack, and I looked in assemblies and it said that each individual mod had it's own .dll file, not folder. So this "project" of mine will take a lot more than just click and drag. It will also give me time to learn some code. Maybe you could help me, and continue this with PM's? If not I will look somewhere else.

I also have to go to sleep. Maybe you could help me tomorrow or something?
Those would be the DLL files from the mods themselves. I assume they just took all of the DLLs from each individual "Assemblies" folder and threw them all in the same one for the pack. You shouldn't need to do any coding.
#288
Quote from: bobucles on August 20, 2014, 09:41:30 PM
Is it possible to set up zombie anatomy that differs from their victims?

Because everyone knows that torso shots are useless. You have to aim for the head.
Well you'd still want bullets to the limbs or torso to slow them down, so changing the anatomy is out of the question. I could make body shots do less damage to their health, but I definitely won't require headshots to kill them. Imagine trying to headshot a group of zombies early game when you have 2 colonists with pistols and no shooting skills who can't hit the broad side of a barn. No, I don't see the point in penalizing poor accuracy when it's not the players doing the actual shooting.
#289
Quote from: Iwillbenicetou on August 20, 2014, 09:18:41 PM
I might think of doing a mod pack soon. It's the zombie apocalypse pack. Can I use your mod for it?
Sure, go for it.
#290
Quote from: Iwillbenicetou on August 20, 2014, 07:59:22 PM
Can you make 2 versions (like regular and hardcore) where the chance of being bitten is smaller/larger, slower/faster zombies and more/less time until airborne virus.
I don't plan on making separate versions. The number of zombies that spawn scales with the difficulty level you choose. I could make the bite chance and airborne chance scale a bit with that as well.

QuoteAlso I saw an enemy was bit, and the infection damage was "Misc" Can you change it to infection or something?
I'll definitely fix the "Misc" injury thing, but I'm kind of split on labeling people as "infected" because in the movies people tend to hide the fact that they are bitten.
#291
Quote from: DorgoDorato on August 20, 2014, 03:40:39 PM
Don't forget to put up some YouTube videos folks
I would definitely appreciate any YouTube videos or even screenshots that show off my mod. I'm absolutely awful at that stuff.

Also, I just found someone who is currently streaming Rimworld with Zombie Apocalypse:
http://www.twitch.tv/thaan
#292
Quote from: 2rok on August 20, 2014, 10:15:50 AM
YAY! It's back! Thanks for updating!

I've been using the new version for a few hours now. There are two things I noticed.
1. Corpses don't seem to turn into zombies. I had tons and tons of corpses laying in my base and none ever turned into a zombie. I had the "virus airborne" event multiple times still no zombies.
2. At one point I just started getting spammed with the "There is a xxxx group of zombies approaching" event. During my entire play with the mod I only had a handful of normal events, but the "zombie horde coming" event every few minutes.
Sorry, I should have mentioned this in my post instead of just putting it up on the front page.

You have to start a new world. If you created a world before installing the mod there won't be any zombie faction for the zombies to spawn from. So new world, new game, and it should work.
#293
All right, the Alpha 6 release is currently awaiting authorization on ModDB, so it should be approved within an hour or two.



You will need to start a new world for the mod to work.

Here is a list of changes:
v 0.7 - 8/19/2014
- Updated the mod for Alpha 6.
- Zombie hoards and the airborne incident no longer rely on the storyteller to happen. Instead they will happen regularly on a random timer.
- Changed the way zombie hoard size is determined. Zombie hoard sizes will now take your difficulty setting and progress into account.
- Since corpses now decay completely over time, really old corpses (the skeletons) will no longer reanimate. So this should reduce the number of zombies that reanimate from your graveyard when the airborne virus incident hits.
- All non-Colonists now have a 1/500 chance of being bitten when spawning on the map. This includes both visitors and raiders.
- You no longer receive warnings when non-Colonists are bitten by zombies.
- The naming scheme for reanimated zombies has changed. Zombies that reanimated from corpses will now be named "Zombie [Name]" instead of "[Name] (dead)". Zombies that used to be colonists will be named "* Zombie [Name] *".


I should have a writeup that goes into more detail about the changes up on ModDB by tomorrow evening.

There were a lot of last-minute changes made so if you find bugs report them here. Also let me know if you think the zombies attack too often or not often enough. I do plan on updating the mod at least one or two more times before Alpha 7 arrives.
#294
Quote from: Stryker on August 17, 2014, 03:58:02 AM
Can we have a mode where the zombie virus isn't airborne? / Disable airborne zombificiation?
You can go into the IncidentDefs for the mod and set the chance to 0, which will disable the airborne incident. I'll throw a guide in a text file for the release.

I'm just about done with the Alpha 6 release of the mod and I should be releasing it tomorrow morning. If anyone has any quick suggestions they'd like me to try to get in before the release now would be the time to make them. I'll be testing and tweaking the mod all night, and I will be sure to keep an eye on the forums.
#295
Hey guys. I'm really sorry about not updating this for Alpha 5, but I just didn't have the time. The one downside to having a game in Alpha that gets updated so frequently is that any derivative works such as mods or "Let's Play" series have a very short lifespan.

At the very least I will make sure I update the mod for Alpha 6, and I have a feeling that while playing through Alpha 6 I am going to be inspired to work on some of the other planned features for the mod as well.
#296
Just a heads up, the Alpha 5 version of Zombie Apocalypse will be lagged a bit due to other projects I am being paid to work on. I promise I will update it eventually.
#297
Hey guys, sorry I haven't been updating this lately. I don't have as much spare time to work on the mod right now.
#298
Sorry, I made this when 4E was the most current version and I haven't been active here much over the last few weeks.
#299
You can replace the class used by an object in the XML. That's pretty much it.
#300
Quote from: mrofa on June 10, 2014, 05:01:15 PM
If he change the class name or namespace then this wont replace ingame turrets
The class name doesn't really matter (it's not possible to replace the old class, or to create a class with the same name in the same namespace). What matters is the ThingDef in the XML.

So you have a few options here. Changing the turrets will be pretty simple to do. Changing your enemies to make them shootable by the vanilla turrets will be a bit more difficult, but it will also ensure that your enemies are compatible with other turret mods and things like that.

If you want to turn your enemies into Humanoids you will likely run into a few issues, but it's still doable.