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I added a table with earlier mentioned compatibilities from the comments section to the mod description. So there's a proper place to check compatibility
Wandering zombies should be compatible
Starving zombies has the same author and probably works similarly, so I assume it is ok. But I haven't explicitly looked at the code
Incompatibilities will most likely occur with mods that also change animations of zombies
The sliding you describe happens because I cannot use the current movement system, because the game overrides my inputs in most zombie states. So instead I use an older method that moves zombies without taking rotation into account.
The "sliding" technically happens always whenever the mod changes any movement, but probably is most noticable when zombies are nearby. For now the best suggestion I have for you is to turn off both "Intercept" behaviors in the sandbox options. This should reduce the sliding significantly
I have requested a fix for overridden movement. But whether it gets fixed and when I don't know.
In the future, given that it isn't fixed already, I will look into making an optional java mod to fix it.
I managed to reproduce the invisible zombies, but it doesn't seem to happen consistently. I'm not familiar how the split-screen works but it might be some kind of desync.
I moved all server files to the client for v2, as multiplayer doesn't exist in b42 atm anyway.
I'm not sure if this fixes the issue, but it's the only thing I can think of which might be the problem. Assuming this mod is is the cause of the issue
Running with the Bandits mods, as well as Melee Ragdoll if that helps.
In single-player I have no issue with your mod.
"Definitive zombies" seems to overwrite sandbox values. Which this mod does not, it only adds new ones. So they should be compatible.
I haven't tried that myself so I can't say for sure.
This mod also overwrites animation files. So maybe if you set the loading order so "Fast Shamblers" comes after this mod, then I think it'll keep that mod's animation files instead. And then turning of the speed up, should hopefully give you the wanted result.
And regarding the "Move during attack", it is as you ask. There's no new animation, just extra movement. So it might look a bit jank.
What that mod does is: Replace walk and lunge animation files of "Fast Shambler" zombies with a sped up version, which results in "Fast Shamber" zombies moving faster for a fixed 20%
Can I make that mod compatible with this mod by turning off "Speed up during chase" in sandbox?
Another question is: Does "Move during attack" feature makes zombies look like they are "flying" (moving without taking steps) during attack animation?
Were you running past a zombie? Because depending on the sandbox settings, this is intentional. With a max sped up zombie this can happen.
If you're running away from a zombie, shamblers should not be able to outrun you with the default settings.
If not, there should be a toggle with the options to speed up, slow down or none.
I'm currently not saving any of those sandbox setting on a per zombie basis. So I'd have to overhaul quite a bit of code. Which I'm not planning to do at the moment.
But I am trying something similar for the intercept behaviors and the cognition value of the zombie
I hope this fixes the issues you noticed
Do you mean there is no speedup at all?
Are there any errors being logged?
And if it's a streamer we're talking about, do you have footage of the issue in question?
I haven't found a way to force the game to check for an updated m_SpeedScale value. So if you know any, I'm all ears.
So instead I added the sprinter animations to also include the speedup and fixed an issue with the 'no bump' behavior and tripping sprinters.