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[OF/ToV] ZombieMod - First Alpha Footage

  1. #651
    Member burtondrummerNY's Avatar
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    lol no big deal.


    BTW, i have a quick update!

    The truck finally has people in it! except they are upside down underneath it! More work will be devoted to this

  2. #652
    Member Barfusman12's Avatar
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    Ha! That i'd pay to see!

  3. #653
    Member burtondrummerNY's Avatar
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    ok, how much!? I accept mastercards and checks :P

  4. #654
    Member Niftyeye's Avatar
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    Screenshot? Excellant work on the truck



    And a question, do the zombies attack your men on your version of the mod burton?

  5. #655
    Member burtondrummerNY's Avatar
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    Not right now. I messed with the AI too much, so I get fatal AI errors.

  6. #656
    Mine dont (well they slightly do after alot of time) but mine is the very first beta and realise things have changed a bit I presume/hope, I altered there attack a little which helped in making them do more damadge whilst close to you but havent altered anything to make them search you out at present(hoping for a beta update soon ) so I didnt bother as its probably in vain, if its a continuing factor/problem I've thought of some ideas to combat it. Maybe making a fake ability(something with close contact or charging animations) and then have it activated by Script, so if the zombies are close to you the ability activates, can even have a form of aurora around zombies so if within close distance to you your health degenerates(but still need some form of animation to make realistic attack) But this will only work with AI, soon as humans control zombies all scripts like that become void and overiden by the Player
    Last edited by sirpsychoj; 21st Mar 09 at 9:05 PM.

  7. #657
    Member burtondrummerNY's Avatar
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    Hey sirpsycho,

    I'm going to send you what I have now AI wise. Can you look through and see why every time I start I get "Fatal AI Error"s?

    Here's the AI files.

    Just for anyone who wants to dl, theres no point, because they dont work ingame.
    Attached Files

  8. #658
    Okay m8, will do, will get back to you asap

  9. #659
    Member burtondrummerNY's Avatar
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    Did you fix it?

  10. #660
    Okay I've had a look, it seems to be an error in the Default AI its trying to call, something to do with the RaceName, but i'm going to try it on a diff map, and make sure its not a conflict on my end through my scar files on my test maps. What does it say in the Command on your screen, something like this?
    AI-Error loading script file DATA:AI/default.ai' for race insert here!
    But as I said, I'm gonna recheck it, coz on my test map my scar files for my races are ZOMBIES/SURVIVORS, so it could be this causing conflict, back asap hopefully. Also a quick note, I only got errors as soon as I added the AI folder to the mod

    Edit: Bare with me for a little bit, got my new pc today and getting it all setup with transferring over files.
    Last edited by sirpsychoj; 24th Mar 09 at 10:43 PM.

  11. #661
    Member burtondrummerNY's Avatar
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    Nah. I get "Fatal AI Error - Execution Paused"

  12. #662
    i got that on your mod once too...all you have to do is hit pause/break (this doesn't fix the problem, but it allows you to keep playing
    The Wise One
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    CoH: World at War is out! give it a try:
    http://forums.relicnews.com/showthread.php?t=222807

  13. #663
    Member burtondrummerNY's Avatar
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    I know how to fix it, but it results in the zombies staying in their base.

  14. #664
    Okay, I'm back, still got some more files to transfer over but mostly done. I cant believe I tolerated that other PC for so long, this should cut more work time down considerably, even put my map on hold for a cpl of weeks until new one because it got so laggy and slow in W/Builder(and that was on 64mb setting) now I can run 512mb and zoomed right out with ease, should get great pics now too, my soldiers clothes have changed from pixels to uniforms I can see grass/smog again and projectiles have shadows, like wow...soz if I went on a bit, I'm just estatic about my new pc.

    Now to the problem, I still havent installed ModStudio yet, will do it today(just woke up, its 5.44am) so I'll test it today for sure, but on the subject, it still seems to be a AI issue? If you remove the AI folder does the error still occur Burton? What was the last thing you where mucking about with before it died..the AI? All those new files that are in the Mod(eg. AI files, Scar files etc.) did you add them one by one from other mods and if so, do you know if they work properly and if any changes/effects are occuring from them as you added them, I know the atc works, when I tested it earlier it was workin fine. It could be something simple like the paths not matching or calling something in scar, but it cant find the other scripts. So I'll get ModStudio installed now and start testing, hoping to have an answer soon

    Edit: Oh yeah, I forgot to ask, what did you do to fix, although the AI doesnt work then

  15. #665
    Member burtondrummerNY's Avatar
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    Yea i edited the AI files. I haven't tried running w/out ai files

  16. #666
    Dont know how much work you've done in the AI files, if its not much, maybe start again, if its alot, we'll try work backwards to find error

  17. #667
    Member burtondrummerNY's Avatar
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    I'll tell you exactly what I did.

    I made new AI levels for the zombie faction (just copied and pasted "normal" "easy" "hard" "hardest" and renamed them), put them into the axis AI thingy, edited some build orders (i got rid of pioneer if this might be the problem)

  18. #668
    Thnxs for that, it will make it easier to find/fix now its defined, also on a side note, I got frustrated in the end trying so many different things for vehicle/riders and only ever being one step away from perfection, but like everyone else who's tried, it seems in vain, so I've been working on a modified halftrack, has a wooden traytop on it, just having slight difficulty removing those last frustrating bits of alpha left, is just enough to annoy visually, I'll put up a pic, then we can skin it later to look more like a farming vehicle, or street rod...bit of a contrast there!

  19. #669
    Member burtondrummerNY's Avatar
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    Yeah. I finally got the truck, but the riders are glitchy. Its not really worth it tbh unless we can fix it.

  20. #670
    Member burtondrummerNY's Avatar
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    Good news! The AI errors have been fixed, so the mod is back on schedule!

  21. #671
    Here's some pics on the halftrack I was working on for a substitute. Is a quick test, as you can see I've got some bits left over from alpha I'm trying to get rid off, is a pain, cant seem to find where there getting in from, but as I said its a test and I'll keep at the alpha until I get it. Ive made a couple for tests, 1 shows 3 passengers as normal PE halftrack does, other shows 2, both look good except the leftovers from alpha and of course a new skin to suit its role. If I have to much trouble getting rid of last alpha bits I may post in main Forum to see if someone can clean it up some more.

    Edit: Heres some more with a mounted gun, and an original to compare with.
    Attached Images
    Last edited by sirpsychoj; 27th Mar 09 at 12:54 AM.

  22. #672
    Member Niftyeye's Avatar
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    GoooooD! How do the AI work now?


    And good job on the truck as well.

  23. #673
    Member tutt6's Avatar
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    Did someone change my thing?The balls?
    You dont really need to remove the back,Just make it a bit smaller to look like a el camino because i think itll be hard to fix the dots..

  24. #674
    Member burtondrummerNY's Avatar
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    looks great! keep up the good work!


    EDIT: quick thought.

    You know how you can model mix infantry? Well, perhaps we can model mix the halftrack and the truck so that the back half of the truck is on the front half of the halftrack, and we leave in the crew compartment. That way it still has infantry capacity but looks like a truck!

  25. #675
    Member burtondrummerNY's Avatar
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    Well, I am hoping that my computer doesnt have the dreaded Conficker virus that is set to strike tomorrow. If this is the case, I probably wont be on for quite some time...

  26. #676
    garrett689
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    what?

  27. #677
    The H/Track was only me filling in some time and trying something different, its not essential for the mod anyway I dont think. Just did it after all the time we spent on different models trying to get troops on them, was just a quick test alternative. I hope your computer is okay Burton and progress continues.

  28. #678
    Member burtondrummerNY's Avatar
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    I'm back guys. @ sirpsycho: the halftrack looks great, and it gave me a great idea. I am going to try model mixing the halftrack and the opel blitz so that it looks like the truck but has infantry carrying capabilities.

  29. #679
    I think HalfTrack got the both American and German HalfTracks to have infantry fight from the back.
    AKA Sad_eyed_Irony!!

  30. #680
    Member burtondrummerNY's Avatar
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    Ok, it seems I have gotten rid of the viruses, so it is back to work on the mod.

  31. #681
    Member tutt6's Avatar
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    Did someone change my thing?The balls?
    www.mcafee.com


    Go there if it does not load you either A got the new conficker or B the chineese spy virus.

  32. #682
    Member burtondrummerNY's Avatar
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    OK BETA 2 IS UP!

    Please visit the ModDB page for the Zombie Mod for the download.

    Be sure to read the posts if you have any trouble installing it.

  33. #683
    Member Niftyeye's Avatar
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    I try and run the mod and it says 'can not run'



    Do I need to run it using mod studio? The method above was when I tried to launch the EXE


    Iv also not patched the game to 1.400 yet

  34. #684
    Member burtondrummerNY's Avatar
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    you can try it with the modstudio if you cannot get the exe to work.

  35. #685
    Nice Burton, glad to see an update, feedback seems positive as well. Unfortunately I cant d/l yet as I stupidly updated to 2.4, has thrown everything and everyone into chaos mode, as you stated on ModDB, I too am waiting for TOV for a fix in a few days, I just hope they fix the anticheat system(as scar code no longer allowed) unless its singleplayer. Is there a way I can install 2 copies on my machine(I really need 2.301 back for map editing and testing) but still want 2.4 for online with friends, any assistance appreciated.

  36. #686
    Member Niftyeye's Avatar
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    I tried that, I went onto mod studio, put it into dev mode and tried to run.

    The thing is nearly everything in the game, including the pause menu, had something like this: 5987004norange


    that wasnt the exact number, but you get what I mean :S


    my version is still 2.301, help appreciated

  37. #687
    hmmm, sounds like the UCS. file wasnt uploaded with it.

  38. #688
    Member burtondrummerNY's Avatar
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    It was. Find the Zombie.UCS file, and put it in Engine/Locale/<Your Language>


    And @ sirpsycho. Do you have an external hardrive?

  39. #689
    Yeah I do, (160 gig) so I should install it to that?

  40. #690
    Member burtondrummerNY's Avatar
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    Yeah, instal it onto the harddrive.

  41. #691
    Cool, shop just rang me and I'm about to pick up TOV 2 days earlier than expected, hopefully theres good news in the 2.5 version(also thnx about the hdd)

  42. #692
    Member Niftyeye's Avatar
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    Lucky sod, I ordered it last night :O



    Can I just make sure Im installing the mod correctly? I put it all into the COH programs foldier (despite having OF, I dont have a OF foldier I dont think).


    I put the UCS file into locale/English, and everything else into the main COH directory.

  43. #693
    Member burtondrummerNY's Avatar
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    I think you need OF tbh (I used OF stuff )

  44. #694
    Member Niftyeye's Avatar
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    Lol, I have both OF and COH, yet on the program files I only have COH, is there an OF foldier somewhere else?

  45. #695
    It will only show one folder, one startup icon etc, it just adds all the new stuff to the existing folder

  46. #696
    Member Niftyeye's Avatar
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    Well, I put the UCS file into english locale, and the Zombie foldier and the other files into the main COH directory, and everything had 4897623589000norange in it

  47. #697
    Member burtondrummerNY's Avatar
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    hmmm...Is your main language english?
    idk how to fix this (i'm a newb modder, not a pro :P)

  48. #698
    Member Niftyeye's Avatar
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    Yep, Im born and bred in Britain


    Dont worry about it

  49. #699
    Member Angelic's Avatar
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    maybe the survivors can have direct fire played the tov campaign ith able etc they had direct fire but its pretty cool

  50. #700
    Because of TOV I've been busy trying to sort out all the new problems its created from the world builder to mods and such, so I thought I'd write a little post to show I'm still alive

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