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Author Topic: Zombie Mod: version 0.91 Now With WORKING Graphics!  (Read 80827 times)

Neoadept

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Re: Zombie Mod: version 0.85
« Reply #210 on: January 24, 2009, 10:52:46 am »

I think I've done a couple of clever things with reactions.  Once the update comes out and I can use the caste system to make the zombies work like I want I'll probably take what I learned here and make a mod that uses reactions more robustly.

I'm particularly proud of the new gun making system.  I remember the first thread I made on this board was asking if it was possible to make weapons cost different amounts so you could tier them.  I got some very resolute "no's" but the workaround I've made here works pretty well if you don't mind the intermediate step.

Feel free to take any concepts you like for your own mods.
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LegoLord

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Re: Zombie Mod: version 0.85
« Reply #211 on: January 24, 2009, 09:07:17 pm »

Thanks.  Since there are a lot of types of plastic, and since I didn't really know what values for it to use in the LEGO mod, I think I might borrow your raws for it, largely for a feeling of precedent.  The weapon assembly reactions also gave me a good idea for razor crystal swords in the same mod.
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"Oh look there is a dragon my clothes might burn let me take them off and only wear steel plate."
And this is how tinned food was invented.
Alternately: The Brick Testament. It's a really fun look at what the bible would look like if interpreted literally. With Legos.
Just so I remember

Neoadept

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Re: Zombie Mod: version 0.85
« Reply #212 on: January 24, 2009, 09:46:52 pm »

Erm, I just threw a few random numbers that seemed likely when compared to other metals in for plastic.  They have no basis in reality  :P
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LegoLord

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Re: Zombie Mod: version 0.85
« Reply #213 on: January 24, 2009, 09:49:55 pm »

Neither did mine.  But your mod is older and my numbers were just obviously fake.
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"Oh look there is a dragon my clothes might burn let me take them off and only wear steel plate."
And this is how tinned food was invented.
Alternately: The Brick Testament. It's a really fun look at what the bible would look like if interpreted literally. With Legos.
Just so I remember

Randy Gnoman

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Re: Zombie Mod: version 0.85
« Reply #214 on: January 25, 2009, 12:10:28 pm »

-Meep!  Disregard this post.  'Twas made from stupid.-
« Last Edit: January 25, 2009, 12:21:10 pm by Randy Gnoman »
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Neoadept

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Re: Zombie Mod: version 0.85
« Reply #215 on: January 25, 2009, 12:24:51 pm »

Hm, works fine for me (I used the downloaded version and pasted it over vanilla DF).  It might be something to do with a firewall you have up doing something weird to the zip file.

Try downloading with the firewall down (it should take about five seconds).  If that doesn't work I'm afraid you're out of luck.

Wait, are you putting them in raw/objects or data/objects?  It should go in the raws.
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Fleeb

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Re: Zombie Mod: version 0.85
« Reply #216 on: January 25, 2009, 01:54:39 pm »

Air rifles seem unusually heavy, or at least the two copper ones I brought with me do. They look ok in the raws tho.
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ElChad

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Re: Zombie Mod: version 0.85
« Reply #217 on: January 25, 2009, 09:27:03 pm »

I finally managed to get some shotgun ammo (thanks to the new system) but the survivor just does the pickup equipment dance, any explanation on it?
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MathijsBuster

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Re: Zombie Mod: version 0.85
« Reply #218 on: January 26, 2009, 06:27:38 am »

Might have something to do with it being two handed?
Try setting the dwarf combat preferences to using two handed weapons?
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ElChad

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Re: Zombie Mod: version 0.85
« Reply #219 on: January 26, 2009, 03:45:08 pm »

Might have something to do with it being two handed?
Try setting the dwarf combat preferences to using two handed weapons?

Thta was the first thing I did when I saw the problem they still kept dancing... Worst part was that when forced to attack an incoming brute they tried playing fisty cups...
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Neoadept

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Re: Zombie Mod: version 0.85
« Reply #220 on: January 26, 2009, 05:22:39 pm »

You mean when they tried to pick up the ammo, right?  I'm thinking it's something to do with the bullet metal type I made for them, I'll figure it out.
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Randy Gnoman

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Re: Zombie Mod: version 0.85
« Reply #221 on: January 26, 2009, 09:47:23 pm »



Are these the correct values for a completed sniper rifle? 

'Cause that seems... kinda heavy.  :D
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jester

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Re: Zombie Mod: version 0.85
« Reply #222 on: January 26, 2009, 10:11:31 pm »

well if you hit a zombie with the stock the bastard will stay down.

  Similar problems have been reported with the weight of some moulds.
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Neoadept

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Re: Zombie Mod: version 0.85
« Reply #223 on: January 27, 2009, 12:11:05 am »

It's probably to do with using a NO_MATGLOSS product.  I'll switch them over to a specified gun metal at some point.  Come to think of it, that might be the reason for the pick-up-equipment-shuffle too.

I'll take a look.
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DJ_Muffinman

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Re: Zombie Mod: version 0.85
« Reply #224 on: January 27, 2009, 07:15:21 am »

Thanks a bunch to Fleeb and Deon. Your advice is making things work a bit mre smoothly. A have a few bugs to work out, and some tiles still aren't registering, but that means that some ARE. And that's good. =^_^=

I haven't had many days to just sit down and work...It's been school, school, and school for me. Wednesdays and Fridays are really my only good work days, so I apologize for the wait. =/
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