Home » MODDING HQ 1.13 » Flugente's Magika Workshop » Zombies! WH40K! and more.
Re: Zombies! WH40K! and more.[message #310929] Thu, 04 October 2012 19:38 Go to previous messageGo to next message
Flugente

 
Messages:3422
Registered:April 2009
Location: Germany
Note that this is not one of the original air strikes at all. It's something new - artillery strikes from neighbouring sectors. It requires militia or mercs in the neighbouring sector, as well as a vox operator.

Also, such a huge strike as in the video will be rather hard to achieve...

Also, the AI will also be able to do this, so this will not necessarily make the game easier :diabolical:

@Hawkeye: there currently is no download link. I've been planning to rerelease my wH40K mod for months, but other features always get in the way Smile

[Updated on: Thu, 04 October 2012 19:39] by Moderator



Re: Zombies! WH40K! and more.[message #310931] Thu, 04 October 2012 22:40 Go to previous messageGo to next message
lockie

 
Messages:3929
Registered:February 2006
Location: Scotland
Duly noted Smile , keep on slaving away on all your additions soldier ... :taskmaster:


Re: Zombies! WH40K! and more.[message #311253] Tue, 16 October 2012 22:32 Go to previous messageGo to next message
SWAT_ASSASSIN

 
Messages:22
Registered:May 2010
I am Sorry but i am getting always a runtime error

init.cpp is getting an error. what i can do?
Re: Zombies! WH40K! and more.[message #311254] Tue, 16 October 2012 22:34 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3809
Registered:July 2009
Would help to know what you're even doing.


Re: Zombies! WH40K! and more.[message #311297] Fri, 19 October 2012 06:41 Go to previous messageGo to next message
Nernums
Messages:1
Registered:October 2012
I believe what he's referring to is this error that I'm getting as well, trying to launch the Zombies executable.
http://me.d2k5.com/Nernums91/init%20runtime%20error%20on%20zombie.png


Reading through the thread zombies are apparently elsewhere now? although I am not entirely sure where exactly they are.
I've been at it for a little while trying to figure out what the issue is, but frankly it has to do with different version compatibility from what I can tell and not settings.
Re: Zombies! WH40K! and more.[message #311300] Fri, 19 October 2012 13:00 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3809
Registered:July 2009
Yeah, that's the usual "you are using this exe with too old data" error.
Just get the latest SCI.

Oh, and Welcome to the Pit, Nernums :wave:


Re: Zombies! WH40K! and more.[message #311316] Sat, 20 October 2012 06:05 Go to previous messageGo to next message
Hawkeye

 
Messages:1877
Registered:October 2005
Location: Australia
Flugente


@Hawkeye: there currently is no download link. I've been planning to rerelease my wH40K mod for months, but other features always get in the way Smile


So where can I access playing with zombies? Or any of your other 40K stuff. I'd really like to give these a test run if possible. I originally thought it was added to the latest builds? but didn't find any zombie options with DepressiveBrot's latest SCI, or are they part of any special maps? Or integrated into the game differently?

Any help/install notes would be appreciated.


Re: Zombies! WH40K! and more.[message #311319] Sat, 20 October 2012 10:59 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3809
Registered:July 2009
Zombies are on the second page of the Preferences, all the other stuff would require getting code from Flugs branch that is probably WIP and build the stuff yourself.


Re: Zombies! WH40K! and more.[message #311324] Sat, 20 October 2012 12:51 Go to previous messageGo to next message
Hawkeye

 
Messages:1877
Registered:October 2005
Location: Australia
Thanks man, must've missed the second page of preferences.


Re: Zombies! WH40K! and more.[message #311325] Sat, 20 October 2012 14:32 Go to previous messageGo to next message
Hawkeye

 
Messages:1877
Registered:October 2005
Location: Australia
Hmm interesting. Just a quick observation, I notice zombies attack a lot with their feet, may look a lot better if confining animations to just punches (clawing.) I don't know how hard that would be to edit, but personally think it would look better visually.


Re: Zombies! WH40K! and more.[message #311333] Sat, 20 October 2012 21:14 Go to previous messageGo to next message
Flugente

 
Messages:3422
Registered:April 2009
Location: Germany
Sandro recently changed melee, characters now sometimes use feet attack randomly. I guess there is no zombie-specific check for that implemented, though it should be easy. Next time I'm around that code region I'll do it Smile


Re: Zombies! WH40K! and more.[message #311374] Mon, 22 October 2012 01:51 Go to previous messageGo to next message
Flugente

 
Messages:3422
Registered:April 2009
Location: Germany
Of course, having power-armored nuns from space in Arulco, we need Flamers: http://www.youtube.com/watch?v=wf8lVweYin4&feature=youtu.be

:professor:

I took the liberty of taking Rowa and lockie along on this test. Rowa managed to stand in the luckiest spot :bravo:

Hmm... is there a way to increase quality of youtube videos? Atm you have to make it full screen, otherwise you won't be able to read the names...

[Updated on: Mon, 22 October 2012 01:56] by Moderator



Re: Zombies! WH40K! and more.[message #311375] Mon, 22 October 2012 02:12 Go to previous messageGo to next message
Slax

 
Messages:1448
Registered:July 2006
Location: People riding polar bears...
You'd need to encode videos in one of Youtube's recommended/optimal resolutions for maximum quality.
Getting JA2-sized text to show up clearly in such a small window probably isn't possible though.

Re: Zombies! WH40K! and more.[message #311380] Mon, 22 October 2012 07:44 Go to previous messageGo to next message
Gambigobilla

 
Messages:719
Registered:July 2008
Admit it, while doing this you screamed "KILL IT. KILL IT WITH FIRE!..", didn't you?
Re: Zombies! WH40K! and more.[message #311388] Mon, 22 October 2012 11:35 Go to previous messageGo to next message
lockie

 
Messages:3929
Registered:February 2006
Location: Scotland
I distinctly do NOT remember volunteering for this , now my trousers are singed .... :rip:


Re: Zombies! WH40K! and more.[message #311390] Mon, 22 October 2012 11:36 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3809
Registered:July 2009
What trousers?


Re: Zombies! WH40K! and more.[message #311397] Mon, 22 October 2012 13:52 Go to previous messageGo to next message
lockie

 
Messages:3929
Registered:February 2006
Location: Scotland
Ma tartan trews , ye ken ?




Razz


Re: Zombies! WH40K! and more.[message #311438] Tue, 23 October 2012 08:02 Go to previous messageGo to next message
H_412

 
Messages:27
Registered:October 2009
Och, whaur was yer kilt?
Re: Zombies! WH40K! and more.[message #311442] Tue, 23 October 2012 11:28 Go to previous messageGo to next message
lockie

 
Messages:3929
Registered:February 2006
Location: Scotland
In the wash , of course ! Very Happy


Re: Zombies! WH40K! and more.[message #311452] Tue, 23 October 2012 17:36 Go to previous messageGo to next message
H_412

 
Messages:27
Registered:October 2009
http://www.youtube.com/watch?v=20UtEnyl7CI

Buy one.

Now.
Re: Zombies! WH40K! and more.[message #311453] Tue, 23 October 2012 17:59 Go to previous messageGo to next message
Logisteric

 
Messages:3395
Registered:December 2008
Location: B
i DEMAND it ingame - we have a scot -> we need it (red needs to have a ap-bonus when wearing his tactical duty kilt)

sign up here to DEMAND the tactical duty kilt ingame:

- logi

- ...
Re: Zombies! WH40K! and more.[message #311454] Tue, 23 October 2012 18:07 Go to previous messageGo to next message
lockie

 
Messages:3929
Registered:February 2006
Location: Scotland
LMAO .... superb ... Smeagol , get working on it !


Re: Zombies! WH40K! and more.[message #311455] Tue, 23 October 2012 18:08 Go to previous messageGo to next message
smeagol

 
Messages:2710
Registered:June 2008
Location: Bremen, Germany
ehhhhhhh.....


Re: Zombies! WH40K! and more.[message #311456] Tue, 23 October 2012 18:13 Go to previous messageGo to next message
Logisteric

 
Messages:3395
Registered:December 2008
Location: B
smeagol
ehhhhhhh.....


yeah i know you need pix - here you are http://blog.airsoftcommunity.de/wp-content/uploads/2012/04/5.11-tactical-kilt-625x293-custom.png

they also sell a black-ops version (for zhe ducklings new ninja-merc)

http://tactikilt.com/12-58-large/tactical-kilt-black.jpg
Re: Zombies! WH40K! and more.[message #311459] Tue, 23 October 2012 21:11 Go to previous messageGo to next message
Toneone

 
Messages:383
Registered:October 2008
Location: Germany
You're a magnificent bastard! Never change, I love the things you do for us. Smile

Flugente

Hmm... is there a way to increase quality of youtube videos? Atm you have to make it full screen, otherwise you won't be able to read the names...


Depends on some things. The easiest way is to up the encoding resolution(720p HD is good enough), but then you have to find a balance between size and quality. If you can tell me how you record/edit I can maybe help you out as I spend the last 4-5 months with video making.
Re: Zombies! WH40K! and more.[message #311462] Tue, 23 October 2012 22:39 Go to previous messageGo to next message
Flugente

 
Messages:3422
Registered:April 2009
Location: Germany
Thank you Smile

I use Bandicam with 720p, any suggestions?


Re: Zombies! WH40K! and more.[message #311469] Wed, 24 October 2012 01:44 Go to previous messageGo to next message
Toneone

 
Messages:383
Registered:October 2008
Location: Germany
Hmm..let me say that I'm no master and still learning but here goes Very Happy

I have no expierence with Bandicam, as I use Fraps for games. Does Bandicam produce uncrompressed files? If not than you automatically have lower qualitiy footage.

Having the video be sharp on such a small window would require uncrompressed footage that was encoded with a deticated editing software, like VirualDub. Having the video show up at normal size in the normal view, without black bars(letterboxing), will require some editing/cropping beforehand. If it is even possible. I'm really not sure if you can fit JA without stretchmarks. (aspect ratio bullshit)
I would say that it's not worth the time, in your case. Even if the video fits the normal view, the text will still be tiny.

Your vid looks fine in full so there is little you can do to increase the quality. I made a quick test and encoded raw fraps footage with Windows Live Movie Maker(seriously) to 960x720. It still looked snazzy in full, but that could be due to the uncompressed footage. Another test at 1280x720 had almost readable text in normal view, but I still doubt it'll change if you go higher.

I would say just deal with the vid looking not that great in normal view. I don't think people have a problem with watching in fullscreen these days.

You can try to reduce the letterboxing though. Record your vid at native resolution and encode it with another software to some 720p resolution. Movie Maker is really enough in this case. If that does not give you a smaller letterbox, you will have to crop the video. Check your file, if it has letterboxing on your computer player, than it will be even worse on YT.

[Updated on: Wed, 24 October 2012 01:48] by Moderator

Re: Zombies! WH40K! and more.[message #311514] Fri, 26 October 2012 00:39 Go to previous messageGo to next message
Flugente

 
Messages:3422
Registered:April 2009
Location: Germany
A few new things in this pic...

http://i49.tinypic.com/orosqp.jpg

I externalised squad names to a separate xml. You can now name your squad however you like (as long as its not longer than 10 chars, every exceeding one is cut).

One of the traits I made (atm 4, maybe they'll get more) is the 'vox operator' trait. It allows, among other things, to call in artillery strikes from other sectors :devilglasses: . And... you can set your vox operators on scan assignemnt - they will scan for enemy radio traffic, and display their findings on the strategic map.

The other stuff is yours to find Smile

[Updated on: Fri, 26 October 2012 00:47] by Moderator



Re: Zombies! WH40K! and more.[message #311588] Sun, 28 October 2012 20:38 Go to previous messageGo to next message
usrbid

 
Messages:1558
Registered:December 2008
Yo Flugente, Did you see my post about damage over time and delayed damage Gantz manga style? (I can't find my own freaking post at the moment. Let me know if you can't find it, then I will look some more.)

Another (more useful) idea is: Can you make smoke around the shooter (not the target). There should be random tiles around the shooter and the smoke should fill out more tiles and expand out with shooting the gun. This can be used to simulate some sci-fi arms but also black powder guns. I would make this an integer property in Weapons.xml where zero means no smoke and is default, and higher numbers create more and more smoke.

Another request is to make a property in Weapons.xml where the default is current behavior (to make it backwards compatible for older XMLs). The idea is that clicking the "eject magazine" button on the gun will eject a single bullet for guns which don't have a magazine like most shotguns and single action revolvers. The player can click eject mag multiple times which will place bullets in their inventory.

Technically we can already simulate "making bullets" by combining bullet, powder, and cartridge (maybe even primer). But if you have some ideas let's hear them.


Re: Zombies! WH40K! and more.[message #311590] Sun, 28 October 2012 20:49 Go to previous messageGo to next message
Flugente

 
Messages:3422
Registered:April 2009
Location: Germany
Though I do not know where it is, I read it, yeah. The delayed damage thingy is already in... there is a new ammo flagmask on AmmoTypes.xml - . set that to 1, and you get the effect that neurotoxin darts have (its used for the poison darts). The target has a few turns to live until the poison kicks in, killing him in 1-2 turns. :snake:

Smoke on guns would be possible yes. Very easily actually.

Ejecting bullets would obviously require single bullets. It might also create weirdness upon reloading via dropping another magazine, not sure if that is a good idea.

Any news on that awesome armour of yours? Or flamers, the vanilla one looks :eek4:


Re: Zombies! WH40K! and more.[message #313967] Sun, 06 January 2013 20:36 Go to previous messageGo to next message
merc05

 
Messages:78
Registered:January 2013
Hey, Flugente. These are some awesome additions you've made to the JA 1.13 - I've played the standard build (5762) and I am curious will you be implementing that power armor feature into the main JA 1.13 release. I mean an attribute that merc's gear would allow him to carry more, since there are some real life prototypes existing like BLEEX etc.

Another question - how hard would it be to create cyborg characters (maybe via a STOMP trait). I mean give them the behaviour of the Robot in terms of no stamina bar, no need rest, decreased damage and no bleeding, also had to use mechanics service to regain life like the robot does, but does not require a remote and can operate like a normal merc (run, climb, interactions etc.). I thought of it since there are already zombies implemented, but I'm no coder so I don't know if it's possible.

Again, awesome work, especially the covert feature and the non-lethal damage stuff. :super:
Re: Zombies! WH40K! and more.[message #313968] Sun, 06 January 2013 20:46 Go to previous messageGo to next message
Flugente

 
Messages:3422
Registered:April 2009
Location: Germany
Hi merc05, welcome to the pit!

I actually have quite a few features tucked away for this. Some may eventually end up in the trunk, a few others very likely not. I've been wanting to release a new version for his for ages, but it propably will still be several months. I dont think power armor would fit into standard JA2 however.

A Cyborg character would be relatively easy to code, as the needed 'parts' of code already exist. I currently have no interest in coding such stuff however. Same for vampires Smile



Re: Zombies! WH40K! and more.[message #315328] Mon, 11 February 2013 23:15 Go to previous messageGo to next message
Flugente

 
Messages:3422
Registered:April 2009
Location: Germany
videobump: http://www.youtube.com/watch?v=NxCgtvyxLRg&feature=youtu.be

Before you get unreasonably outraged :blackcat: over such blatant unbalanced madness: I've simply 'marked' the trajectory with explosions, due to the poor video quality.

[Updated on: Mon, 11 February 2013 23:15] by Moderator



Re: Zombies! WH40K! and more.[message #315330] Mon, 11 February 2013 23:25 Go to previous messageGo to next message
Sam Hotte

 
Messages:2020
Registered:March 2009
Location: Middle of Germany
You're still a mad duck ... Very Happy
:super:
Re: Zombies! WH40K! and more.[message #321336] Mon, 03 June 2013 21:12 Go to previous messageGo to next message
niculinux

 
Messages:83
Registered:January 2012
Location: Italy
ahaha a nice alternative to the vanilla sci fi mode, but it could be somewhat frustratin', provided that spawn rate & other things may be configured Wink
Re: Zombies! WH40K! and more.[message #323921] Mon, 12 August 2013 11:06 Go to previous messageGo to next message
Slax

 
Messages:1448
Registered:July 2006
Location: People riding polar bears...
Oh, you silly zombies.

Found a somewhat funny... oddity. If an enemy runs into a zombie while they haven't discovered your squad, they can ask the zombie to surrender. Funnily enough, YOU get the yes/no option. Never hit yes but I imagine that would turn into an instant loss. Razz

Also, zombies still speak at times. Maybe kid dialog? I seem to remember something like "I'm not supposed to talk to you." ROFL
Time for ZombieSpeech.xml, maybe?

[Updated on: Mon, 12 August 2013 11:11] by Moderator


Re: Zombies! WH40K! and more.[message #324121] Sun, 18 August 2013 20:06 Go to previous messageGo to next message
Flugente

 
Messages:3422
Registered:April 2009
Location: Germany
Meh... I merely circumvented that in r6290. AI no longer asks for surrender if creatures are around, which unfortunately also means bloodcats.

Unsure why they still speak. That shouldn't happen anymore, though I remember instances where a zombie asked me 'Mommy?' before attacking. A savegame where this can be reproduced would be very good, as I had no success so far.


Re: Zombies! WH40K! and more.[message #330768] Fri, 21 February 2014 19:46 Go to previous messageGo to next message
Cbert
Messages:1
Registered:February 2014
Hi, what does it mean? How to fix this?
I
Re: Zombies! WH40K! and more.[message #330771] Fri, 21 February 2014 20:19 Go to previous messageGo to next message
Flugente

 
Messages:3422
Registered:April 2009
Location: Germany
Hi Cbert, welcome to the pit!

Your merc has been poisoned. Either by eating stale food or being hit by a poisonous attack. Poisoning increases slowly and damages your health.

To heal it, either use an antidote drug or cure it with a doctor. See [Tactical Poison Settings] in JA2Options.ini. A doctor needs at least POISON_BASE_MEDICAL_SKILL_TO_CURE points med to cure it.


Re: Zombies! WH40K! and more.[message #332365] Sat, 10 May 2014 02:40 Go to previous messageGo to previous message
rummtata

 
Messages:104
Registered:April 2011
Location: Germany
Playing 7178.

Tried zombies for the first time. They seem to break Fatima's NPC script. She stays "panicked" even though she was not directly attacked and won't go to the next sector. She can be talked to, given the letter and she walks to the sector's edge, but won't leave.

Maybe this is already known, but since it's gamebreaking, I wanted to be sure to mention it.

P.S.: The first time a zombie raised and the music changed I actually flinched... :scary: thank you for that ROFL
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