How is it incomplete? The monsters in it work fine.
Take a clear UT and try.
How is it incomplete? The monsters in it work fine.
I think you are slightly missing the point of this zombie pack. They are supposed to be simple, low polygon, low animation pawns, so you can have huge numbers of hoard zombies, with little slowdown.
Yes better death anims would be great, but the price is high.
This.
The whole idea of what the mod is supposed to be is being totally lost. You guys will just be better off to stop "fixing" these and model up some new ones that look and behave and have anims like you want. TWT was meant to play a certain way and that's almost completely changed now.
There's nothing wrong with creating new stuff like this but allow the mod to be what it is and not try to shoehorn it into places you want it to go. It's a lot like taking the DeadCity Zombies and making them slow and removing their jump...it's just not "them" any more. If it were me I'd use all your code you have and replace the zombies with some re-rigged player meshes. Any number of people here could whip up the anims for you in an evening and you would be much happier with where you are going.
Very well. Can you guys at least change it so where they don't spawn almost right on top of you?
Not sure if I would want to adjust that or not.....
This.
The whole idea of what the mod is supposed to be is being totally lost. You guys will just be better off to stop "fixing" these and model up some new ones that look and behave and have anims like you want. TWT was meant to play a certain way and that's almost completely changed now.
Behind you is fine. Right in front of your face is very annoying. For exampleNot sure if I would want to adjust that or not.....
Behind you is fine. Right in front of your face is very annoying.
If I revisit this I will do some more testing on that to make sure the line of sight check is working.
Unless you are on a map with a very low spawnpoint/pathnode count, that
shouldn't happen. (The Zombie mutator builds a list of those locations, and
uses them all for the zombie spawnpoints.)
If I do update this, it will only be to add support so the zombies will cope
with other types of scripted pawns instead of ignoring them or freezing.
Any other changes would only include further bug fixes and other
"under the hood" stuff.
My goal all along has just been to make them function well independently
in any map, either via the mutator or as standalone scriptedpawn that
could be added by other mutators or however.
Other than the very slight randomization in walking speed, I was thinking
the Zombies4 version and the Zombies included with GP's MallZombies map
were virtually indistinguishable.
Although I did re-write a large portion of the TWT_ZombiePawns.u class
including a lot of the state code, the only 2 things you should notice are
very subtle.
1. They will now change enemy if another player/bot bumps or shoots them.
2. They now can cope with maps that have waterzones in them.
The map I was using was Deck16 but admittedly, I cranked up the zombie count to like 300 or something.
That would require a major re-write of the models
and animations I think. If the speed is increased
any more than the current range, they look like
they are skating or sliding....
These are slow, plodding zombies, that George Romero
would approve of.
As it is now it's a mess of versions with no clearly distinguishable features for the casual mapper/player.
Did gopostal tell you respectfully to remove it? I'm confused.It is finished. Done. Deleted from post 1.
All the Zombies are now dead.