moloko
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Post by moloko on May 20, 2011 18:30:20 GMT -5
I tried applying ReducedAttractionDistanceOfZombies = "0.965"
to Chuck and survivors. It does work, but only up to those 96% I guess. Using bigger values (I tried 1.0, 1, 2 and 100) won't change anything. Zombies will still see you and attack, but significantly less than without that attribute.
So I guess you CAN assign it to survivors, to reduce the number of zombies that engage them, but that doesn't make them invisible to them.
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Post by anno1404 on May 20, 2011 19:31:28 GMT -5
I tried applying ReducedAttractionDistanceOfZombies = "0.965" to Chuck and survivors. It does work, but only up to those 96% I guess. Using bigger values (I tried 1.0, 1, 2 and 100) won't change anything. Zombies will still see you and attack, but significantly less than without that attribute. So I guess you CAN assign it to survivors, to reduce the number of zombies that engage them, but that doesn't make them invisible to them. Nice job. ADDED to version "DOG"
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Post by anno1404 on May 22, 2011 14:32:41 GMT -5
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moloko
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Post by moloko on May 23, 2011 6:24:26 GMT -5
Nice updating. All survivor bugs fixed? I like the crashed planes and stuff. And like I said, the line works, but is capped around 96%, so a few zombies will still attack survivors, but significantly less.
My girlfriend stays here until next week, so I don't know how much I can test. What's left to test anyway?
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tommah
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Post by tommah on May 23, 2011 8:29:02 GMT -5
remember to add LoadDistance to the fire
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Post by anno1404 on May 23, 2011 8:46:02 GMT -5
Nice updating. All survivor bugs fixed? ...What's left to test anyway? nothing to test, as tom was awesome enough to test as i fixed yesterday, but some to still fix. see p.ly/infinity for what is fixed and what I am working on. Thanks for reminder about fire tom. You may have to remind me again 
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moloko
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Post by moloko on May 23, 2011 9:24:41 GMT -5
Looks good. We're getting close to release, then, I guess. 
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Post by anno1404 on May 25, 2011 1:28:16 GMT -5
New Release: dl.dropbox.com/u/29307184/GOAT/datafile.bigTom and Anno: * Fixed load distance (sight distance to see item) of fire and airplane in fortune park * All 93 survivors now appear. **Changed weapons of some survivors * Added back zombies ** Zombies are super aggressive. Issues which still need to be addressed: deadrisingwiki.com/wiki/Mod:Infinity_modeParticularly mission rewards. Ready for video moloko. Maybe part of the video in fortune park next to crashed bomber, and fighting case zero characters, luke and leah, and scrapped characters?
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moloko
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Post by moloko on May 25, 2011 4:47:14 GMT -5
Well, I tried the GOAT release.
There is:
- no zombies at all (except for the beginning area) - no Sarah in front of the arena - Gary is still in South Plaza - the helicopter has spawned, but its rotor is running and its engine sound, too
As for the bomber, see for yourself:
Also, the bomber texture has no collision. Minor issue, though.
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Post by anno1404 on May 25, 2011 7:38:26 GMT -5
Well, I tried the GOAT release. There is: - no zombies at all (except for the beginning area) - no Sarah in front of the arena - Gary is still in South Plaza - the helicopter has spawned, but its rotor is running and its engine sound, too As for the bomber, see for yourself: Also, the bomber texture has no collision. Minor issue, though. funny with the bomber. I uploaded version "HARE" dl.dropbox.com/u/29307184/HARE/datafile.bigSame version as you: no Sarah, no zombies. Day 1 is broken for zombies. The magicians show zombies. I was testing Sarah and will remove extra lines. What should we do with helicopter?
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tommah
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Post by tommah on May 25, 2011 9:02:18 GMT -5
yea, that problem is a LoadDistance... I don't know if we can put collision on it
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Post by anno1404 on May 25, 2011 10:43:43 GMT -5
I had an extra } once, and all of the 4th day missions below this were not loading. Ubiquitous found the problem and fixed it. With the zombies on day 1, I attempted to fix the problem but ran out of time -- not sure why zombie day 2 is loading but not zombie day 3 (didn't check other days yet)Yesterday, the other zombie spawning sections did not work because I had removed the debug missions at the bottom (when I was attempting to fix the missing 4th day problem). Despite restoring several of the other debug missions, day 1 still does not show up. I guess I can take the empty items.txt mod I created, and add in the missions and replace the tutorial1, that is probably the fastest way to fix it.
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Post by anno1404 on May 27, 2011 9:32:30 GMT -5
Hi guys, I really didn't have the time to test the mod last weeks. But, finally i could start this morning. I've been through Day 1 (zero to 8) : - Arena Backstage : Sarah didn't show up even after multiple tries - Food Court : Archie, Dick, Bob, Fausto => Ok - Yucatan : Jenny => Ok - Palisades : Carlos => Ok - Atlantica : Brandon => Ok - South Plaza : Gary => Ok All Survivors attacked BUT pillar of fire appeared at what seems to be their spawn point, not where they died. Rewards are Ok. Another thing, zombies spawned only when I came back to Arena Backstage. It was about 3am. Thank you so much for your comments. Please upload the newest version of the beta file which solves most of these problems, and also has aggressive zombies throughout the city after day 1. Currently we have no way of having the awards spawn where the survivor dies. I have attempted to use the cardboard box coding on survivors and it does not work. Thus the bright column of fire. ubiquious private messaged me about zombies not showing up on day 1: Ubiquitous, a little confused, so I will talk to you this evening about this thank you!
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Post by ubiquitous on May 27, 2011 15:55:21 GMT -5
It's called a private message not a public message for a reason! >_> lol j/k anyways sorry I rushed the message  Ok so from my understanding you set the time to 0 which didn't work so I set it to start at 6 which is 1 game minute unless I did something wrong. I am not sure how duration works and I assumed it was time lasting since it starts which is why I changed duration. I could be wrong and it be the time it ends at not actual duration. This way when you get to the door more than 1 minute has passed by and when the zone is loaded the zombies get spawned as well. Anyways we might have different versions but I had zombies on day 1 when I did this method. What I didn't try was loading a missions further into day 1. For example say you have a mission that starts at 3 p.m. I am not sure if all missions prior to that get loaded so it might or might not have zombies when you go through debug menu. What I was also saying is when you have doubts about the code section you just added then make the mission appear in debug menu ShowInDebugMenu = "true" and start that mission. If all is working well those mission parameters will be loaded and in this case since the mission is zombies then it should spawn you with zombies. All you gotta do is check your clock to make sure the time is the time you want it at.
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Post by anno1404 on May 28, 2011 13:23:25 GMT -5
It's called a private message not a public message for a reason! >_> lol j/k anyways sorry I rushed the message  I thought this message was mundane enough, it was okay, whereas how you knock Moloko's nationality and Tom's drinking, I haven't posted those. tutorial screenHere is the second of three pics for infinity mode tutorial screen: Spawning zombies (SOLVED)No matter how much i try, i can't get the zombies to appear in the first part of day 1. They appear later in day 1, for example after StartTime = "57600" zombies appear at 28800 and 10800 NO ZOMBIES: 00001 and 10000 So in summary, no zombies from 0 (12 am) to 10800 (3 am). The gas zombies wont spawn either. I completely removed day1 day2, and day3 zombie spawning, and changed the Day4to5_GASZOMBIES from 0 time (12 am 9/25) to past the end of game (4th day noon), and still no zombies from 0 to 28800 (8 am). SOLUTION: Change time to 60 for beginning (tutorial1) and all beginning missions. Ubiquitous thinks that maybe only multiples of 6 work for missions which spawn zombies. Removed entrance to safehouse: cTriggerVolume SafeHouse1 { ActionType = "3" DisplayName = "707" Height = "2.0" InteractButton = "true" Level = "LEVEL_SAFEHOUSE" LevelSpawnPoint = "BoilerRoomEntry" Location = "-304.062,-3.418,-157.614" Radius = "2" Rotation = "0,0,0,1" Vertex1 = "-1,0,1" Vertex2 = "1,0,1" Vertex3 = "1,0,-1" Vertex4 = "-1,0,-1" }
This will all be version IGUANA, which I will release tonight.
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moloko
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Post by moloko on May 29, 2011 6:31:02 GMT -5
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tommah
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Post by tommah on May 29, 2011 23:08:26 GMT -5
why did you remove the entrance to the safehouse? and hey.... at least wait till I'm around to make fun of my drinking
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Post by anno1404 on May 30, 2011 0:11:13 GMT -5
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Post by anno1404 on May 30, 2011 1:41:02 GMT -5
Those screens are awful. The CZ one is okay, but the others seem out of place and not representing anything. Great, please do better ones. After a week of waiting for someone to volunteer to do these, I did my own. I hate doing these.
Update on what still needs to be done.
Placing weaponsNot working
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Post by anno1404 on May 30, 2011 4:24:06 GMT -5
Version:KoalaInstead of listing what we did (there was a lot), I instead will list what is left: Mod:Infinity_mode#Needs_to_be_donePossible release today  why did you remove the entrance to the safehouse? Safe house is empty. nothing in there.
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moloko
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Post by moloko on May 30, 2011 5:36:45 GMT -5
But you can go there and crawl under a blanket and feel safe while you do your last breath. 
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tommah
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Post by tommah on May 30, 2011 8:44:55 GMT -5
can't you put zombies in there?
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moloko
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Post by moloko on May 30, 2011 8:57:23 GMT -5
Hm. I guess you could take map of the safehouse after the breach and make it standard, full of zombies. But I guess Anno wants to press the release as soon as possible and would make that part of 2.0. 
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Post by anno1404 on May 30, 2011 10:54:20 GMT -5
installer by sullivan: dl.dropbox.com/u/3509687/Infinity%20Mode.exeBACK UP FIRST * data/datafile.big * data/frontend/startup.text * data/dynamicprops (folder for new tom weapons not there usually unless you created yourself)
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moloko
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Post by moloko on May 30, 2011 11:39:24 GMT -5
Mad, you should keep it down. Not only are you letting other people do a shitload of work for your project, but criticizing other's work without constructive criticism OR better work by yourself is just unnecessary. Nice work on the installer.  I was wondering about mod installers, too, back then, but people told me it wasn't really necessary, due to the simple way of installing them. Nonetheless, installers will always reach more people, because the average user likes one thing the most, and that's simplicity.
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Post by anno1404 on May 30, 2011 12:01:59 GMT -5
Screen shots of sullivan's new .exe file, which is now on first post. Hm. I guess you could take map of the safehouse after the breach and make it standard, full of zombies. But I guess Anno wants to press the release as soon as possible and would make that part of 2.0.  2.0 creating zombie factories suck and it is a lot of work. The rooftops also are inaccessible, and we may remove the door triggers to the underground as there is nothing there too. (need to add to my to do list) in 2.0 I would like zombies just not only in the hallways but in every single store, bathroom and maintenance room. Basically everywhere including every room of safehouse.
dl.dropbox.com/u/29307184/LION/datafile.bigLatest file. will not post on front page because the cool .exe is better and easier to use: underground doors are now teleports to other areas (need to test) other issues fixed. See: Mod:Infinity_mode#Needs_to_be_donethe rewards spawning early are a real pain in the ass to fix. Mod:Infinity_mode#Location_of_survivorsIf a modder would like to try to fix them, please go ahead.
Email response from ubiquitous: Time travelThe time thing has worked for me every time I used it. You can easily see if its working by making it appear in debug menu and starting in that mission. The time should be 3A.M. even though it starts at 9P.M. on the last day. That's only the first test you do the next one you start a mission 5 minutes before that mission starts. As soon as 5 minutes pass by that mission starts and your time should revert to 3A.M. This change will not take place until you change area though. The transition from night to day back to night without much daytime is a little weird though so might want to add a cinematic to explain the sudden change. Damage over timeOnto the next issue being the DoT. I have not tested this anymore but from what I remember my very first sgraph did this successfully because this is how I ran across the whole health depletion. The original coding was never changed for this since I didn't want to lose the trail I was onto. The only thing I changed was damage from 100 to 20 to slow down the rate of damage. You can do a quick ctrl + f for Idle_DoT in your sgraph and change the damage value for it to something higher than 100 within 1-3 minutes you should notice health start depleting. SELF INSTALLERThe self installer is a nice addition I was gonna ask if one was gonna be made. Glad to see one was made  BTW since an installer is being used I was thinking of doing my original approach and having a tut_pics.tex along with ingame.big and fecmn.big replaced but since we are only using 1 tutorial screen I guess this method is useless maybe in the future when more things gotta be replaced we can do this so we won't have to replace all the original pictures with our own. DOOR TELEPORTSAs for the door teleports I think it would have been faster to go into each .txt file and having the doors look for missing keys so they would have remained locked  Anyways all paths lead to the same result so its a matter of preference
My response: Updated "need to be done" so close to being finished! Time travelThe time thing has worked for me every time I used it. You can easily see if its working by making it appear in debug menu and starting in that mission. The time should be 3A.M. even though it starts at 9P.M. on the last day. That's only the first test you do the next one you start a mission 5 minutes before that mission starts. As soon as 5 minutes pass by that mission starts and your time should revert to 3A.M. This change will not take place until you change area though. I specifically know that I was able to time travel while in the same area. I will try it and see what happens though. The transition from night to day back to night without much daytime is a little weird though so might want to add a cinematic to explain the sudden change. 2.0, unless you want to make a text warning like "mutiny averted", or a tutorial screen. I sure don't I want to get this DONE!  Damage over timeOnto the next issue being the DoT. I have not tested this anymore but from what I remember my very first sgraph did this successfully because this is how I ran across the whole health depletion. The original coding was never changed for this since I didn't want to lose the trail I was onto. The only thing I changed was damage from 100 to 20 to slow down the rate of damage. You can do a quick ctrl + f for Idle_DoT in your sgraph and change the damage value for it to something higher than 100 within 1-3 minutes you should notice health start depleting. If you don't have the time, can you post your mediafire master folder again, and I will look at earlier versions versus our current version? DOOR TELEPORTSAs for the door teleports I think it would have been faster to go into each .txt file and having the doors look for missing keys so they would have remained locked  Anyways all paths lead to the same result so its a matter of preference  I like being able to teleport all over the place, but can remove if people don't like. Everyone of those underground teleports now work in the "LION" version above, but the royal flush janitor door is locked to the underground ladder in the "LION" version. The next version will have that fixed, for more details about where these doors go, see: infinity mode underground door teleports
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Post by anno1404 on Jun 1, 2011 14:32:57 GMT -5
Here is what is left: p.ly/infinityTom can you let me know how far you got in testing? Did you go beyond Shaun, Nevada on day 1, second section? This way I can test the rest Ubiquitous, mind finding out exactly what sections of data/frontend/fecmn.big/ gs_hud_common.txt need to be set to false to remove the "10 hours until military here" message? See p.ly/gameHUDThanks guys we are so close to being finished. I sense everyone else is eager to have this done once and for all as much as me. Nice job on time travel ubiq. Great job on testing Tom, I LOVE the weapon 
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tommah
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Post by tommah on Jun 1, 2011 18:22:12 GMT -5
I only got to Shaun I believe, cause you logged off and I was finding every mission's reward was showing up early so I was confused.
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Post by anno1404 on Jun 2, 2011 0:47:28 GMT -5
Update on progressAll survivors spawn okay and all rewards appear for majority of missions. Only problem now is that the rewards never spawn in day 1, 8 am to 4 pm for the missions in this time slot. Probably because of the short time set for previous missions in earlier time slot. Not sure why this is a problem. Can't figure out how to remove "10 hours until military arrive", found in data/frontend/fecmn.big/gs_hud_common.txt) Randomized many rewards and weapons, need to do more. This will be quick. Reorganized missions.txt to be closer to the graph.
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tommah
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Post by tommah on Jun 2, 2011 8:46:16 GMT -5
I see Moloko is working on trailer... the video that plays at the main video if you don't do anything for a minute or two (with Luke and Leah) is in /data/movies/.... When he done with the trailer it'd be cool to switch that so the trailer plays instead.
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