Oh, let's all stop whining and go and have tea!
And put Zombies4 back on please.
Agreed !!
However, when I put the next version of this up, it will
be Zombies5. And hopefully it will make everybody happy, including
GoPostal. It will be available soon in post #1, after a bunch more testing
and tweaking. It will also be the last version of it.
@GoPostal.
This is long, but I will post it here instead of PM anyways...
Lets kill this mess now before we get into threads being locked and all that
drama. I think we are on the exact same page really on most of this, but
seem to be having some serious communications issues.
And both of us are equally to blame in this case I think.
1st. I will step up and apologize for the comment I made suggesting
you stick to mapping. That was uncalled for. Was very annoyed at the
time I posted that, but it was still a bit harsh.
As you mentioned, we have both helped each other in the past, and I don't
want to make enemy's or have a big squabble about anything like this.
Looking back over it, I was as surprised at the interest in this whole deal
as you were. It caught us both off guard.
Re: The "Issues"
1. Too many versions.
When the final gets done, it will be the 2nd version that I actually posted
for release. (3rd if you want to count the Zombies3 Beta that 3 or 4 people
downloaded.....)
2. Version/File conflicts.
And they should all be able to run simultaneously if you wanted to do that
for some reason. (Of course, I would recommend just using the latest
version of whatever, unless you were just testing things.....)
Hopefully the same as anything else I have done.
And I sure did post too many versions of some previous stuff in the past,
BUT, I tried hard to make sure they did not cause any conflicts
with anything.
You can run them all at the same time if your PC can handle it for the
most part. (Same as most of my previous stuff.)
As you know, I have been running OldSkool & AKCoop servers for years and years
before I ever started looking at any unreal scripting.
I had over 200 SP maps running on them before I turned AFCore loose
with his amazing ECoop mod that he is still working on.
I have over 550 maps on the coop servers now.
I know about mismatches... If anything I post causes mismatches or
conflicts, please let me know. They will be fixed.
Hopefully nothing I have done breaks MH or anything else.
3. Drastic changes from the zombies you had in your very nice
ATypicalMall map.
This next version will only have minor changes.
All along my goal has been to keep them as close to the ones you had in your map, but just
to optimize the mutator code, and make the zombies work independently
like other scriptedpawns. So they could be summoned or used in mutators
such as MonsterSpawn or my Dropper mutator.
Only changes made from Zombies4 so far is an adjustment to the default
sight radius, and a reduction in the max walkingspeed setting they get.
Most of the ideas I was sort of bouncing around as far as tweaking them
so they attack monsters, was already being written, by me, while I was
making those posts. LOL
![Big Grin :D :D](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
Have you ever been working on 2 or 3 things at the same time?
In all my tests on the Zombies4, I always had them set as the ExcludeClass
when testing them with the BerserkMonsters mutator I was doing at the
same time.
Guess what. If you don't exclude them from being adjusted, they will
go after monsters. They will even attack each other, at whatever rate
you want them too, rarely or often. (If you run them with the BerserkMonster Mutator....)
And if they do catch a monster, (rarely), they lose that fight quick. But it is funny to watch.
Funny to watch them kill one of their own occasionally also..
So none of that will be added to the TWT_ZombiePawn code in the next version of this.
If you want them to attack monsters, or each other, run them with the BerserkMonsters muator.
Default, they will still ignore monsters, but go after Players and Bots.
I do have 1 question still that never got answered, and I haven't tracked
down the info in several searches.
Re: model import strength.
Code:
//#exec MESH LODPARAMS MESH=ZombieNurse STRENGTH=0
The ZombieNurse was the only one I saw that actually had that set in
the source. (Although I have been testing other values with all of them)
Is 0 the default value? I did tests tonight on some of them with the
strength set as 1 or 2, but both actually seem to still be a bit high.
(I could see the performance hit instantly....)
Should I be shooting at a range somewhere between 0 and 1 on this?
So let me know what you think if you read this all.
Hopefully we can get past this misunderstanding, and keep making stuff
for UT.
Also, I do like your new sig.
If we don't land on the same page here soon. Keep it forever.