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Author Topic: Zombie Mod: version 0.91 Now With WORKING Graphics!  (Read 80795 times)

Fleeb

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Re: Zombie Mod: version 0.8
« Reply #165 on: January 05, 2009, 04:08:33 pm »

If you can't get hold of another graphics set let me know, I'm not especially skilled but I can work Paintbrush decently.

One thing, I haven't looked into it, but I seem to recall the zombie torsos walking around and being knocked over... they probably shouldn't do that. May be best to creat a new body type without legs.
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Neoadept

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Re: Zombie Mod: version 0.8
« Reply #166 on: January 05, 2009, 04:39:26 pm »

They should already be using that body type.  I'll look into it.

And thanks, but I've got a couple pixel art programs over here.  The only reason I haven't done graphics yet is that I'm not sure about formatting.
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MathijsBuster

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Re: Zombie Mod: version 0.8
« Reply #167 on: January 05, 2009, 07:04:09 pm »

Hm... yes, I should probably update that graphics set to the new version and upload it somewhere.
*goes shifty eyed*
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Fleeb

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Re: Zombie Mod: version 0.8
« Reply #168 on: January 05, 2009, 07:35:38 pm »

Arnie sez:

Do it!



Do it now!

Err. ALso, a note on the drowned dead...

[BIOME:AND_RIVER] should be [BIOME:ANY_RIVER]


Another edit: you may want to check the errorlog if you haven't already I'm seeing:

Unrecognized Metal Token: CERAMIC
Unrecognized Metal Token: REINFORCED_CERAMIC
Unrecognized Metal Token: CERAMIC
Unrecognized Metal Token: COMPOSITE
Unrecognized Metal Token: REINFORCED_CERAMIC
Unrecognized Metal Token: REINFORCED_COMPOSITE

::edit again::  FYI you don'thave the [CAN'T UNDEAD} tag or whatever it is, so in some scary areas you can have "zombie infected" or "skeletal infected". Not sure if you'd want to leave them like that or not... it kinda works.
« Last Edit: January 05, 2009, 08:55:54 pm by Fleeb »
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"If you push something hard enough, it will fall over" -Fudds First Law of Opposition
"If it goes in, it must come out" -Teslicles Deviant to Fudds Law

Huey

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Re: Zombie Mod: version 0.8
« Reply #169 on: January 05, 2009, 09:06:28 pm »

Just a quick note...  Although the front page says it is version 0.8, the download is for 0.7a

Other than that, good work! This mod is a lot of fun, and a good diversion from the regular dwarves :)
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Neoadept

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Re: Zombie Mod: version 0.8
« Reply #170 on: January 05, 2009, 10:41:46 pm »

Really, are you sure I just haven't updated the download pages text?  Version 0.8 contains a reaction_zombie text file that earlier versions don't, is that in there?

Another edit: you may want to check the errorlog if you haven't already I'm seeing:

Unrecognized Metal Token: CERAMIC
Unrecognized Metal Token: REINFORCED_CERAMIC
Unrecognized Metal Token: CERAMIC
Unrecognized Metal Token: COMPOSITE
Unrecognized Metal Token: REINFORCED_CERAMIC
Unrecognized Metal Token: REINFORCED_COMPOSITE

Did you follow my advice to install over vanilla DF instead of over a previous version of Zombie Mod?  'Cus this is exactly the issue that would come up if you installed over an old Zombie Mod.
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Huey

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Re: Zombie Mod: version 0.8
« Reply #171 on: January 05, 2009, 11:57:48 pm »

Haha, fooled by incorrect naming   :-[  It does have the reactions file, so I spoke too soon.
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DJ_Muffinman

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Re: Zombie Mod: version 0.8
« Reply #172 on: January 06, 2009, 12:28:30 am »

I'm working on a graphics set as well.
I've just been using a regular dwarves set and changed it from Dwarven to Military/Survivor, etc.
I'll scrounge up what I can and compile it.
Till then i guess you'll have to wait. =3

happy hunting.
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Fleeb

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Re: Zombie Mod: version 0.8
« Reply #173 on: January 06, 2009, 07:59:02 am »

Really, are you sure I just haven't updated the download pages text?  Version 0.8 contains a reaction_zombie text file that earlier versions don't, is that in there?

Another edit: you may want to check the errorlog if you haven't already I'm seeing:

Unrecognized Metal Token: CERAMIC
Unrecognized Metal Token: REINFORCED_CERAMIC
Unrecognized Metal Token: CERAMIC
Unrecognized Metal Token: COMPOSITE
Unrecognized Metal Token: REINFORCED_CERAMIC
Unrecognized Metal Token: REINFORCED_COMPOSITE

Did you follow my advice to install over vanilla DF instead of over a previous version of Zombie Mod?  'Cus this is exactly the issue that would come up if you installed over an old Zombie Mod.

That must be it. Clean install seems to have done the trick.

Another thing to note, fantasy creatures still exist in creature_subterranean.txt. Also, if I start adventure mode and take marksman, if I'm given a sub machine gun I get no ammo. Air rifles do get ammo tho.

And an idea: special clothes types for the infected, tattered rags, grimy clothes, and the like.
« Last Edit: January 06, 2009, 10:38:39 am by Fleeb »
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"If it goes in, it must come out" -Teslicles Deviant to Fudds Law

Deon

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Re: Zombie Mod: version 0.8
« Reply #174 on: January 06, 2009, 12:06:32 pm »

I have some ragged and rusty things in my ghoul and zombie entities for Fallout mod.
Here they are:

Spoiler (click to show/hide)

You are free to use anything because I like sharing.
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Neoadept

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Re: Zombie Mod: version 0.8
« Reply #175 on: January 06, 2009, 12:31:05 pm »

Thanks, you'll go in the credits too!  I need to give the business men proper suits anyway.

And yes, ammo continues to be a conundrum.  I'll try changing it up so that Air Rifles are what you get automatically from adventure mode, but that's the best I can figure out for the moment.
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Fleeb

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Re: Zombie Mod: version 0.8
« Reply #176 on: January 06, 2009, 01:09:01 pm »

Just for fun, or to add on to what Deon posted, here's my zombie clothes:

Spoiler (click to show/hide)

And here's what to add to the entity file:

Spoiler (click to show/hide)

Marksman is almost pointless with limited ammo and without aimed shots anyway.

Aim for the head dammit AIM FOR THE HEAD!!

::edit::  Suits for the suits:

Spoiler (click to show/hide)

And entity entries:

Spoiler (click to show/hide)
« Last Edit: January 06, 2009, 01:40:08 pm by Fleeb »
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DJ_Muffinman

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Re: Zombie Mod: version 0.8
« Reply #177 on: January 07, 2009, 09:19:53 pm »

An update for the people waiting on my graphics pack:

Infected Tiles - Done (easy =3 )
Military Tiles - Not started
Survivor Tiles - Started, but not much Progress
Business Tiles - Current Project, moderate progress

I'll be sure to post updates every now and then
Instead of hosting it myself I'm going to send it to Neoadept, but I don't know if I'll make it by the next version (0.9). School has started again, and a lot of my time will be put into the drama department, but I'll do my best.

Happy Hunting.

Edit: I've gotten some basic coloring down for the corporate tiles. I made them all look like they're wearing suits and stuff. It's pretty neat. =3
I'm going to work more on the survivors than anything else now, considering they're probably the most used race in the game.
Updates will be posted as they become notable.

Happy Hunting.
« Last Edit: January 08, 2009, 08:28:39 pm by DJ_Muffinman »
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Neoadept

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Re: Zombie Mod: version 0.8
« Reply #178 on: January 08, 2009, 09:04:28 pm »

Fantastic!  Thanks for putting so much into it.

I haven't had much free time to work on 0.9, so I might actually release a fresh version just for the tileset if you beat me to the punch.
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DJ_Muffinman

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Re: Zombie Mod: version 0.8
« Reply #179 on: January 08, 2009, 10:09:37 pm »

No problem. =3 It's a fun side-project.
I'll need you to PM me your email or something so I can send it to you. I'll go ahead and send the Infected files for now, just so you can get a taste. You can also edit them and stuff if you want to tweak them or anything. =]
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