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Author Topic: Zombie Mod: version 0.91 Now With WORKING Graphics!  (Read 80800 times)

FluffyToast J

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Re: Zombie Mod: version 0.8
« Reply #180 on: January 14, 2009, 07:29:01 pm »

Is this still going? I wouldnt want it to die out, its too awesome to die!
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Neoadept

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Re: Zombie Mod: version 0.8
« Reply #181 on: January 14, 2009, 07:41:37 pm »

I haven't been able to get to my PC for awhile and my mac doesn't play well with DF.  I'm also somewhat at a loss about what else I can add.

Suggestions are welcome!
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Zako

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Re: Zombie Mod: version 0.8
« Reply #182 on: January 15, 2009, 02:34:33 am »

Can you update the download link then? When you click on it it shows that the most recent is 0.7a.

Could you fix that please? Thanks, and great mod!
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Neoadept

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Re: Zombie Mod: version 0.8
« Reply #183 on: January 15, 2009, 08:45:41 am »

Sorry about that.  The actual download was the latest version, I just hadn't updated the page text.

Fixed now.
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Fleeb

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Re: Zombie Mod: version 0.8
« Reply #184 on: January 15, 2009, 11:32:58 pm »

Any chance we could see those creature graphics?
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Moron

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Re: Zombie Mod: version 0.8
« Reply #185 on: January 17, 2009, 07:44:15 am »

I have come across what must be a bug with the shotgun ammo and molds.

I don't know if it's because I made shotgun shells out of plastic which counts as a metal, but I noticed that the weight of a stack of 25 shotgun shells is 850 (I'm not exactly sure what the weight units are, but this is about the same as a unit of raw limestone.) Even more alarming is that the weight of the 'metallic shotgun shell mold' resulting from the reaction is 1433584!
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DJ_Muffinman

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Re: Zombie Mod: version 0.8
« Reply #186 on: January 17, 2009, 08:55:02 am »



Here is the file for the infected (in png format, for now).
I've been jumping between corporate and survivors. Military and Raiders will definitely be last, but I'm going to try and get the Infected and the survivors done before anything else.

I'm having problems with the infected graphics text file... I can't seem to get it to work...
Can anyone tell me if every token type needs its own tile to look at? I tried just using the DEFAULT (tile number) to try and get all the infected to read from one tile, but that isn't working.
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jester

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Re: Zombie Mod: version 0.8
« Reply #187 on: January 18, 2009, 09:18:07 pm »

I just got my first reactor going; cant wait for it to blow up.   (ive got magma I just want a nuclear explosion).  ive been playing as the corperates and there is no way to build the multirifles that I can see.  I also cannot request them from the liason that comes with the corperate caravan though.  (I do have 12 differnt types of pets though, groundhogs through to grizzly bears).
  Am I missing something obvious?
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NewMartianEmperor

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Re: Zombie Mod: version 0.8
« Reply #188 on: January 19, 2009, 12:42:26 am »

Why and how do the zombies build all those roads? I've checked and it is most definitely the zeds doing it.
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Lord Licorice

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Re: Zombie Mod: version 0.8
« Reply #189 on: January 19, 2009, 06:13:42 am »

I haven't read the whole thread, so forgive me if this has been pointed out before, but it seems as if shotgun ammo doesn't appear in shops in Adventure mode... and as a result, any Marksmen characters starting with a shotgun end up without ammo.  I'd rather not have to fight human survivors to get just enough starting equipment to survive!
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Fleeb

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Re: Zombie Mod: version 0.8
« Reply #190 on: January 19, 2009, 09:04:22 am »

Why and how do the zombies build all those roads? I've checked and it is most definitely the zeds doing it.

Duh... zombie construction crews.

Really tho, IMO it's to represent the work of people before they became zombies. I mean, they have houses and shops in towns too, zombies wouldn't be able to build those either right?



Here is the file for the infected (in png format, for now).

Nice, keep up the good work!
« Last Edit: January 19, 2009, 09:06:14 am by Fleeb »
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"If you push something hard enough, it will fall over" -Fudds First Law of Opposition
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Neoadept

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Re: Zombie Mod: version 0.8
« Reply #191 on: January 19, 2009, 12:10:16 pm »

Yeah, the roads were a tough choice, but I decided to sacrifice realism in worldgen to give the game world the feeling of a fallen civilization.

I haven't read the whole thread, so forgive me if this has been pointed out before, but it seems as if shotgun ammo doesn't appear in shops in Adventure mode... and as a result, any Marksmen characters starting with a shotgun end up without ammo.  I'd rather not have to fight human survivors to get just enough starting equipment to survive!

Another tough choice.  It was either take ammo away from entities, or have ammo made out of wood.  I decided to take it away.  In fortress mode you can make it at the smelter with molds, but adventurers are handicapped at the moment.

The multirifle bug is just a little misplaced token in the entity file.  I can patch it in the next week easy.
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woose1

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Re: Zombie Mod: version 0.8
« Reply #192 on: January 19, 2009, 03:11:52 pm »

STOP PROCRASTINATING! >:I

I, personally, wouldn't mind seeing ammo made out of wood.
"Ya! Take this, zombies!"
"Ow... was that a splinter?"
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Lord Licorice

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Re: Zombie Mod: version 0.8
« Reply #193 on: January 20, 2009, 04:35:34 am »

Another tough choice.  It was either take ammo away from entities, or have ammo made out of wood.  I decided to take it away.  In fortress mode you can make it at the smelter with molds, but adventurers are handicapped at the moment.

The multirifle bug is just a little misplaced token in the entity file.  I can patch it in the next week easy.

I don't mind the lack of ammo for the shotgun and other rifles as much as the fact you have a random chance to start with an air rifle (which has actual bullets) or a shotgun (which has no bullets or possibility of acquiring bullets).  If you can set it to just air rifle for those of us that want to try braving the apocalypse to clear some zombie towns, it'd be much obliged.
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Neoadept

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Re: Zombie Mod: version 0.8
« Reply #194 on: January 20, 2009, 12:58:15 pm »

Weeeellllll...  I suppose that I could take the ammoless weapons out of the entity files and replace them with "weapon parts" that you assemble in the smelter.

Wait, inspiration, this opens up the possibility of staggering weapon prices if I make each one take a certain number of weapon parts.  Pistols, sniper rifles, hell, I could do anything by this method and make the prices reflect their worth.  Yeah, I'm gonna do that.

Now that I'm motivated again you can expect that patch tomorrow!

*Dives headfirst into the raws*
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