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Author Topic: Zombie Mod: version 0.91 Now With WORKING Graphics!  (Read 80779 times)

Bolter

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Re: Zombie Mod: version 0.6b
« Reply #75 on: November 26, 2008, 08:30:38 am »

Thanks, hopefully we could get real bite->death->reanimation procedure someday.

Theres also a problem I'm having with this, whenever I try to start, I'm not the survivors but the military. Any way to fix this?
Nevermind, fixed it.
« Last Edit: November 26, 2008, 08:56:25 am by Bolter »
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Sappho

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Re: Zombie Mod: version 0.6b
« Reply #76 on: November 26, 2008, 11:08:14 am »

Man, this mod looks fantastic.  I downloaded and installed it on a fresh install of Dwarf Fortress, though, and my FPS slowed to 4, max 6...  Totally unplayable, even on a 1x2 map.  What is going on?  Sorry if this issue has already been addressed, I don't have enough time to read the whole thread.  My other vanilla install of DF is working fine.

Vorbicon

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Re: Zombie Mod: version 0.6b
« Reply #77 on: November 26, 2008, 06:51:50 pm »

          Any other locations to find that graphic tileset at? The one posted seems to be down (says something about a 10 download limit).
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MathijsBuster

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Re: Zombie Mod: version 0.6b
« Reply #78 on: November 26, 2008, 07:32:54 pm »

Uhm. Since I was the one originally creating and uploading it there... No, I don't think so. xD
However, if you can find me a spot where I could host that file better, then feel free to point it out and I'll happily post it there.
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Earthquake Damage

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Re: Zombie Mod: version 0.6b
« Reply #79 on: November 27, 2008, 01:41:52 am »

Uhm. Since I was the one originally creating and uploading it there... No, I don't think so. xD
However, if you can find me a spot where I could host that file better, then feel free to point it out and I'll happily post it there.

The Dwarf Fortress File Depot:  Learn it.  Love it.
dffd.wimbli.com IIRC
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Neoadept

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Re: Zombie Mod: version 0.6b
« Reply #80 on: November 27, 2008, 10:45:56 am »

*fist punches up through grave of the Zombie Mod project*

Hey, I'm back.  Sorry about the drought, but I've been caught up in other things.  I have been continuing work though, and I've got a few things in store for the next update.  These include the new materials I mentioned way back, making zombie torsos more unique, world gen balancing, making paralysis temporarary, and a few new creatures.  It'll go up sometime this week, once I've done some testing and balanced the new materials properly (and made sure they work).


Man, this mod looks fantastic.  I downloaded and installed it on a fresh install of Dwarf Fortress, though, and my FPS slowed to 4, max 6...  Totally unplayable, even on a 1x2 map.  What is going on?  Sorry if this issue has already been addressed, I don't have enough time to read the whole thread.  My other vanilla install of DF is working fine.
Don't know what's going on there (surprising, isn't it  :P).  Is anyone else having these problems?


DFwiki describes CAN_LEARN as "A creature with this tag can gain skill experience."  I believe this allows them to learn skills like Wrestling, and in turn makes them more formidable in battles.  Not really sure if it works on non-civ creatures.

If there's going to be champion wrestler infected, then they need can_learn I suppose. There's the wild infected, then there's the civ. infected. Dunno why the Non-Civ. infected would have can_learn.
CAN_LEARN wasn't actually in the initial release, but added for world gen balancing later.  The problem was that the infected would dominate for a few decades, then get pushed back by the champions gaining experience in other civs.  While this would be nice if DF could do world gen in smaller steps, allowing me to do a rapidly spreading infection that could eventually be countered, it just didn't work with what we have.  So I added CAN_LEARN and that fixed things nicely.

Wild infected have it because they're just a copy-paste job of the civ kind modified for living in the wild.  They have a few superfluous tags.
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StrayCat

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Re: Zombie Mod: version 0.6b
« Reply #81 on: November 28, 2008, 01:18:00 pm »

*fist punches up through grave of the Zombie Mod project*

Hey, I'm back.  Sorry about the drought, but I've been caught up in other things.  I have been continuing work though, and I've got a few things in store for the next update.  These include the new materials I mentioned way back, making zombie torsos more unique, world gen balancing, making paralysis temporarary, and a few new creatures.  It'll go up sometime this week, once I've done some testing and balanced the new materials properly (and made sure they work).


Man, this mod looks fantastic.  I downloaded and installed it on a fresh install of Dwarf Fortress, though, and my FPS slowed to 4, max 6...  Totally unplayable, even on a 1x2 map.  What is going on?  Sorry if this issue has already been addressed, I don't have enough time to read the whole thread.  My other vanilla install of DF is working fine.
Don't know what's going on there (surprising, isn't it  :P).  Is anyone else having these problems?


DFwiki describes CAN_LEARN as "A creature with this tag can gain skill experience."  I believe this allows them to learn skills like Wrestling, and in turn makes them more formidable in battles.  Not really sure if it works on non-civ creatures.

If there's going to be champion wrestler infected, then they need can_learn I suppose. There's the wild infected, then there's the civ. infected. Dunno why the Non-Civ. infected would have can_learn.
CAN_LEARN wasn't actually in the initial release, but added for world gen balancing later.  The problem was that the infected would dominate for a few decades, then get pushed back by the champions gaining experience in other civs.  While this would be nice if DF could do world gen in smaller steps, allowing me to do a rapidly spreading infection that could eventually be countered, it just didn't work with what we have.  So I added CAN_LEARN and that fixed things nicely.

Wild infected have it because they're just a copy-paste job of the civ kind modified for living in the wild.  They have a few superfluous tags.

HAIL NEOADEPT!

Thanks for the sweetness, and impending update to boot! Hooray!
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Granite26

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Re: Zombie Mod: version 0.6b
« Reply #82 on: November 29, 2008, 11:54:46 am »

Had some thoughts about making the zombies can_learn to keep up with the Joneses.  Would it be a good idea to turn off can_learn from all of the races (except the survivors)?  You could also create the 'proto'-survivor race, the civilians.  They would start with a lot of civs, but would be so weak they get destroyed by the zombies early on.  (Think a lot of sites with a crazy high max pop, but a -3, -6 damblock).

Plus make the zombies breed crazy fast.  That might be able to solve a lot of the problems.  (Plus, who cares if the military or megacorps learn skills?)

The only trick would be making the survivors grow at the correct rate (or rather, not grow much.)  Do survivors have to survive through world-gen to be playable?

StrayCat

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Re: Zombie Mod: version 0.6b
« Reply #83 on: November 29, 2008, 02:23:36 pm »

I just had a reclaim party with about twenty (seventy total military, chasm, Underground river, bottomless pit, reclaimed from a first year siege, 16 pages of skeletal everything- fun!) macemen spawn with no maces. Bollocks.

So! I'm thinking a new mace weapon (and that reclaimer soldier macemen come -with- a bloody mace)- What comes to mind is the Forced Entry Tool FUBAR III, weighing in at 9 lbs and measuring up to expectations at 30".

Would this work for you?


[ITEM_WEAPON:ITEM_WEAPON_MACE]
[NAME:mace:maces]
[DAMAGE:120:BLUDGEON]
[WEIGHT:40]
[SKILL:MACE]
[TWO_HANDED:4]
[MINIMUM_SIZE:4]
[MATERIAL_SIZE:3]

[ITEM_WEAPON:ITEM_WEAPON_MACE_III_FUBAR]
[NAME:FUBAR III:FUBAR IIIs]
[DAMAGE:180:BLUDGEON]
[WEIGHT:60]
[SKILL:MACE]
[CRIT_BOOST:1]
[TWO_HANDED:7]
[MINIMUM_SIZE:5]
[MATERIAL_SIZE:5]

Mod it into Entity's for soldiers, along with maces, and I think that solves that problem. Hooray!

Except upon starting the fortress, I don't see any ability to make the mace or FUBAR III. Crap. This might mean world regen needed, or that I suck and messed something up.
« Last Edit: November 29, 2008, 02:26:22 pm by StrayCat »
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Sappho

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Re: Zombie Mod: version 0.6b
« Reply #84 on: November 30, 2008, 11:09:01 am »

Bleh, I can't get it to work.  I tried starting from scratch again using several different versions of DF and it just won't work.  I get 0 FPS until I hit a key, then it jump up to 4 or 5.  Odd that it's only happening to me...  Does anyone have any ideas at all?  I really want to try this mod!

StrayCat

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Re: Zombie Mod: version 0.6b
« Reply #85 on: November 30, 2008, 11:37:23 am »

Bleh, I can't get it to work.  I tried starting from scratch again using several different versions of DF and it just won't work.  I get 0 FPS until I hit a key, then it jump up to 4 or 5.  Odd that it's only happening to me...  Does anyone have any ideas at all?  I really want to try this mod!

... Buh, that's not happened to me unfortunately. I heard there was an FPS fixer thing you can get from editing out something from an init. file or something, but I can barely recall this thing. Someone knows, you've just got to ask about. If you edit it out, though, on some computers the game tables/screens/something gets messed up. Dunno. Ask around!
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Neonivek

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Re: Zombie Mod: version 0.6b
« Reply #86 on: November 30, 2008, 11:47:55 am »

Ill find it interesting to see where this mod goes once the release is out next year.
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StrayCat

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Re: Zombie Mod: version 0.6b
« Reply #87 on: November 30, 2008, 11:59:10 am »

Ill find it interesting to see where this mod goes once the release is out next year.

Hush you.

Hey, I'm back.  Sorry about the drought, but I've been caught up in other things.  I have been continuing work though, and I've got a few things in store for the next update.  These include the new materials I mentioned way back, making zombie torsos more unique, world gen balancing, making paralysis temporarary, and a few new creatures. It'll go up sometime this week, once I've done some testing and balanced the new materials properly (and made sure they work).

Be glad he's updating at all. You can always help things along and try to suggest megabeasts,  items, fixes for problems others have had, or new siege weapons if you're so eager to see progress. Help make it yourself! Speaking of which, I'm off to open a thread on weapon modding to find out what the heck went wrong with what I did and weapons in general.
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Sappho

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Re: Zombie Mod: version 0.6b
« Reply #88 on: December 01, 2008, 07:27:07 am »

ACK, turns out that even a vanilla install of DF is doing this 0 FPS thing for me now.  My original install works fine, but any other install, no matter what version or where I put it or whether the old one is in its normal place or buried in some other folder, will not work.  I guess this is a general bug and has nothing to do with the Zombie mod.  I'll take my whining to the bugs forum, then.  Here's hoping I can get it to work soon, this mod looks like loads and loads of fun!

jester

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Re: Zombie Mod: version 0.6b
« Reply #89 on: December 03, 2008, 11:49:36 am »

Zombie mod.  exactly what ive been looking for, my next fortress will definately use this mod.  Ive had a look though the posts and ive got a few ideas:
1. Infected dogs: like zombie versions of the goblin beak dogs, or just roaming packs (6-10). most good zombie flicks have rotting rotties.
2. Straycat:  your Megabeast ideas scare the crap out of me.  the zombie whale/jellyfish thing is genius.
3.  If you had a creature that dropped huge stacks of bones you could have minigun style weapons.  dont know if its possible but it would be damn cool. (maybe something you could make in the smelter? the stacks, not the creature)
4. I think it has been mentioned but renaming stonefalls landmines would be in keeping with things (weapon traps are for elves).
5. infected birds, small, weak and with the paralyzing bite.  Terror should come from all angles.  (pet hawks as a counter maybe?)
6. Rotten fruit could be one of the things that you find while sorting garbage, inedible but you can make prison style 'shine with them.  (If its too dangerous to farm outside due to the birds)
7. you could "infect" the worlds water by making it all seawater so it needs to go through a water purifier (screw pump).
8. If you give a ranged weapon bludgeon damage can it get the same knockback as hammers etc? rifles to kill and shotguns to keep at bay maybe.
9. A sniper rifle with really long range and low damage as a training weapon, send the recruits to the roof to plug away at the shambling horde. 
Guess thats is for now, please keep working on this, there is no such thing as too many zombies, just not enough ammo.
 
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