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NEW ZOMBIE TEXTURES - Mumpfy

Great job guys on providing the variations ....well done !

Just a quickie though .. I am using the reality check mods ( Rev678) that remove certain things like for example the Zombie bear and screamers and so on.

To remove the new versions of zombie bear or screamers is it just a case of remove the xpath call/append in the entity group ? or do these references also have to be done in the entity classes xml ?

If they are now part of the spawning will they have to be replaced with another entity ?

 
Yeh, that definitely won't be naturally compatible.

You have it right ... Remove the Xpath references from entityclasses and the other file.

IF, however, you get the other mod to load first, then this mod would fail quietly trying to make the changes.

I think.

 
Yeh, that definitely won't be naturally compatible.
You have it right ... Remove the Xpath references from entityclasses and the other file.

IF, however, you get the other mod to load first, then this mod would fail quietly trying to make the changes.

I think.
Thanks for the reply .... I will experiment and see what happens :)

EDIT:

attachment looks poop but basically It appears you are correct, by getting the other 'reality check' modlets to load first I now have no Zombie bears spawning :) , now if same logic applies then Spherii's PG modlet that removes strippers should work if i get that to load before this one.

Although for the long term I will probably alter this modlet slightly to implement the 'no strippers' and other reality bits if thats ok with you guys.

Rev678.jpg

 
Last edited by a moderator:
Whilst I was removing the strippers for a PG Version I noticed this line in entity groups.xml?

Code:
<insertAfter xpath="/entitygroups/entitygroup/entity[@name='zombieScreamer']" >
     <entity name="zombieSkateboarderV2"/>
 </insertAfter>
There is already a reference earlier for zombieSkateboarderV2 I am assuming this is a typo or duplicate ?

Code:
<insertAfter xpath="/entitygroups/entitygroup/entity[@name='zombieSkateboarder']" >
     <entity name="zombieSkateboarderV2"/>
 
I'm only going by what the devs have actually told me, not what you think is right or wrong. =)
They do not like us sharing their asset files. Period. It's one of the reasons I wanted Xtra to switch to this method of editing textures; the reason Sphereii has been patching .asset files... the reason for a LOT of the modding changes you're only seeing the end result of.

The time will come when they start shutting certain mods down.

And you're comparing apples to orangutans. Sharing the model that the developers created and the game uses is entirely different than sharing the end result of the usage of those models.

You can argue it, but I won't be participating. Take it up with the development team.

Like you said, they're easy enough to extract, just go ahead and do it, or talk someone into giving them to you in PM.
That's the exact reason that I refused to release that zombie model and texture pack publically. I didn't know the pimps had made that request. I just assumed, based on what I would want, that it would be a bad call.

 
yo... what to fix? what xml are we talking about... ill do it but be specific or ill screw it lol

 
Change

<insertAfter xpath="/entitygroups/entitygroup/entity[@name=zombieScreamer]" >

<entity name="zombieSkateboarderV2"/>

</insertAfter>

To

<insertAfter xpath="/entitygroups/entitygroup/entity[@name=zombieScreamer]" >

<entity name="zombieScreamerV2"/>

</insertAfter>

:)

...in entitygroups

 
Are the new zeds too dark for anyone in lower light settings? Compared to vanilla?

Asking for a friend. =)

 
OK link updated, has xml errors found fixed (should).

about the darkness of the Z's i would love some feedback about this, looks like we have differences they way they look for some people, we are trying some new posibilities, but would be nice to have more poeple's opinion about it to figure out if that needs fixing or not... and how much.

 
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