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The Devils Eden

Good day Tin

Just a Thought .. You Need to keep in first page Update also .. not everybody comes to the last.

Have a great Weekend and Enjoy ... the Old Gamer .. :02.47-tranquillity:

 
Good day Tin
Just a Thought .. You Need to keep in first page Update also .. not everybody comes to the last.

Have a great Weekend and Enjoy ... the Old Gamer .. :02.47-tranquillity:
Done! and Thanks! :)

 
what is OP

***Update (part2) March 22 2018***Another quick pass over the sounds.xml cut many sounds in half that build heat.

Both Launcher and DD updates ty for your patience.

Hi Tin

Thanks for making this mod and the constant updates.

I have played Dying Lands and it was very enjoyable.

When I saw your new mod Devil Eden, I immediately downloaded it and tried on 19th.

Yes the initial version dated 18th Mar was very tough for me, even playing in default Nomad.

I restarted few times and died a dozen, and it was becoming rather frustrating as the spawning was almost non-stop,

as everyone else pointed out.

Thanks for making adjustment and will definitely try it again soon.

Sorry I am new but what does OP*** means in the first page?

I know DD is direct download.

I don't have launcher installed, and the first page DL link still says 18th March.

Please advise and thanks again.

 
Hmm. I don't think my DD was pointing to the right zip in the op. I've ddbl checked this time and it should be good now :cower:

Sorry about that to those that are using the download link. Fixed.

For those using the launcher all is good!

 
Hmm. I don't think my DD was pointing to the right zip in the op. I've ddbl checked this time and it should be good now :cower: Sorry about that to those that are using the download link. Fixed.

For those using the launcher all is good!
Hi Tin

Thanks for fixing the DL link and date description.

Really appreciate it. Will try it out. Thanks!

 
Hi TinThanks for fixing the DL link and date description.

Really appreciate it. Will try it out. Thanks!
No worries, Let me know if it's still a bit over the top. The sound deal will most likely need more tweaking to get it just right for most players.

To answer your other post: OP = "Opening Post" or "Original Post". :)

Thanks for trying it out and I Hope it can at the least help pass the time till A17 drops.

 
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No worries, Let me know if it's still a bit over the top. The sound deal will most likely need more tweaking to get it just right for most players.To answer your other post: OP = "Opening Post" or "Original Post". :)

Thanks for trying it out and I Hope it can at the least help pass the time till A17 drops.

Hi Tin

Thanks for clearing up on OP :D

Downloaded and played till day3.

Much more manageable for me now.

At night mostly crawling around try not to make too much noise :p

Sorry to bother you with a question. Some prefab after breaking the door,

it appears to be covered with a wall or something but I can go through it.

In this game it happened at the control room? in a big stadium.

In Dying Land it happened in the hospital and some very tall hollow tower.

Is there any setting I should adjust?

 
Good day Tin

Hope all is well

I know you want this to be the Main mod .. But I have to honest .. I preferred the Old " Dying Lands with ghouls " before all the other changes _ compared to this.

Yes I understand Noise is a Killer .. but climbing down a ladder can get you killed when sneaking .. you did a great job with everything else .. but I do miss the old road system you had in Dying Lands ..

It's just not as much fun as it was.

The Old saying .. "You can not please all the People all the time" and I guess I fall into that at this time.

Have Fun and Enjoy ... the Old Gamer .. :02.47-tranquillity:

 
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- Main Roads are 2Track Roads (bonus: the center strip is clay) - ..... thats cool!

- Zeds can attract other zeds if allowed to continue to be noisy. - (i would like to zombies began to hear to the cries of other zombies-is it possible?)

These things seemed impossible to me, i will have questions for you ;)

 
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Good day TinHope all is well

I know you want this to be the Main mod .. But I have to honest .. I preferred the Old " Dying Lands with ghouls " before all the other changes _ compared to this.

Yes I understand Noise is a Killer .. but climbing down a ladder can get you killed when sneaking .. you did a great job with everything else .. but I do miss the old road system you had in Dying Lands ..

It's just not as much fun as it was.

The Old saying .. "You can not please all the People all the time" and I guess I fall into that at this time.

Have Fun and Enjoy ... the Old Gamer .. :02.47-tranquillity:
hehe You can still play The Dying Lands. I'm not taking it down :) and it's still an option for ppl to pick.

 
- Main Roads are 2Track Roads (bonus: the center strip is clay) - ..... thats cool!
- Zeds can attract other zeds if allowed to continue to be noisy. - (i would like to zombies began to hear to the cries of other zombies-is it possible?)

These things seemed impossible to me, i will have questions for you ;)
Sounds.xml. You can attach :

Code:
heat_map_strength="000" heat_map_time="000"
To certain sounds the zeds and players use together. So if a zed is banging on a block in your area it increases the heat. Let it go long enough it triggers the screamer (or other zeds if your remove the screamer) to come.

example:

Code:
<SoundDataNode name="organichitcloth"> <AudioSource name="Sounds/AudioSource_Impact"/>
<Noise ID="1" range="15" volume="7" time="5" muffled_when_crouched="0.5" heat_map_strength="0.01" heat_map_time="900"/>
<AudioClip ClipName="Sounds/ImpactSurface/organichitcloth1"/>
<AudioClip ClipName="Sounds/ImpactSurface/organichitcloth2"/>
<AudioClip ClipName="Sounds/ImpactSurface/organichitcloth3"/>
<LocalCrouchVolumeScale name="0.3"/> <CrouchNoiseScale name="0.5"/> <NoiseScale name="1"/> <MaxVoices name="3"/> <MaxRepeatRate name="0.01"/> </SoundDataNode>
I tried to attach a heat modifier to the zeds actual sounds they make like pain or attack but it didn't work :( But them hitting blocks and that getting played upon impact works.

 
I tried to attach a heat modifier to the zeds actual sounds they make like pain or attack but it didn't work :( But them hitting blocks and that getting played upon impact works.
...yeah, i have the similar story...

I was trying to add noise parameters to make other zombies turn around when someone sees the player...but, they only heard the noise when someone already beat me.

 
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...yeah, i have the similar story...I was trying to add noise parameters to make other zombies turn around when someone sees the player...but, they only heard the noise when someone already beat me.
The <property name="AITask-21" value="ApproachSpot"/> deals with what the zeds will respond to as far as noise.

Only issue with it is, the zed will got to the spot you first made the noise at and won't divert if you make another till it reaches that first noise you made. I hope they make it update as noise is being made and then update again if you make another noise. So the entities can alter its path.

 
Hello again! @Tin Got a new PC, so everything works smoothly, no more stuttering. =D

Spawned in a Burnt biome, moving from wilderness POI to POI, seventh day horde spent defending a small house with a destroyed furnace in it, two floors.

Must say, it was intense and a touch creepy, while not feeling too overwhelming as the spawning zombies were for the most part, very slow - apparently all coming from one direction?

Alas, used up 18 rifle rounds, and about 25 or so pistol rounds, headshots didn't quite seem enough, ended up hiding on the balcony with no wood left to re-enforce or any arrows to kill the last few crawlers that got in upstairs, bad decisions prior. XD

So yes, so far enjoying this, haven't seen a town yet, so there's that too.

The only thing that might bug me is that one group of zeds spawned within 20-30 blocks of me from what I guess is heat-map or such, couldn't spot a screamer however, and not being able to kill them quickly enough, led to a second group of zeds spawning within 20-30 blocks of me, can see them getting up quite close-by, would it be possible to have them spawn much further away?

 
Hello again! @Tin Got a new PC, so everything works smoothly, no more stuttering. =D
Spawned in a Burnt biome, moving from wilderness POI to POI, seventh day horde spent defending a small house with a destroyed furnace in it, two floors.

Must say, it was intense and a touch creepy, while not feeling too overwhelming as the spawning zombies were for the most part, very slow - apparently all coming from one direction?

Alas, used up 18 rifle rounds, and about 25 or so pistol rounds, headshots didn't quite seem enough, ended up hiding on the balcony with no wood left to re-enforce or any arrows to kill the last few crawlers that got in upstairs, bad decisions prior. XD

So yes, so far enjoying this, haven't seen a town yet, so there's that too.

The only thing that might bug me is that one group of zeds spawned within 20-30 blocks of me from what I guess is heat-map or such, couldn't spot a screamer however, and not being able to kill them quickly enough, led to a second group of zeds spawning within 20-30 blocks of me, can see them getting up quite close-by, would it be possible to have them spawn much further away?
I wish I could, but that's something in the scout mechanic.. atm! who knows what A17 will bring :)

I mean I could but then this mod would be sdx dependent. Not that its a bad thing but I want to keep this eac friendly and those that don't use the launcher, able to play it as well if they choose.

Yeah you won't see screamers but I use the mechanic to bring in zeds (minus sleepers) instead of having them spawn in the wilds.

 
Hello Tin!

Сan't figure out what the string is doing ?

<property name= "MaxTurnSpeed"value="....

do you know?

It seems that when you change the parameters, visually nothing happens.

 
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Hello Tin!
Сan't figure out what the string is doing ?

<property name= "MaxTurnSpeed"value="....

do you know?

It seems that when you change the parameters, visually nothing happens.
It's how fast the entities will turn and pivot.

The higher the number, the faster they will be able to turn.

So if you lower the number, they will turn in more of an arc instead of turning and spinning.

The best way I found to test it out is, set it up so you can fly, spawn a zed and fly around them and watch how fast they can turn trying to follow you.

If you want the zeds to be more agile keep it high in the 300's, you want them to be more lumbering when going around objects turn it down some. you'll really see the difference if you turn down really low, like 80 for an initial test. :)

 
Thanks!

hmmm..., looks like i need to repeat my research...i guessed, but could not see the result...

 
Thanks!hmmm..., looks like i need to repeat my research...i guessed, but could not see the result...
Make your zeds run when testing and you'll see it. As you lower the value you'll start to notice that they need to make wider and wider turns.

 
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