SWBFGamers

Modding for the Original SWBF1 and SWBF2 => Released Maps and Mods => Topic started by: Phobos on October 31, 2014, 04:00:23 PM

Title: Night Of The Living Dead v1.0
Post by: Phobos on October 31, 2014, 04:00:23 PM
(http://i.imgur.com/sqmUZ1n.png) 
 

Night Of The Living Dead v1.0
released by Phobos on Halloween 2014

-> Download NOTLD Mod Map <- (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1206)
Download NOTLD SoundTrack (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1207)

NOTLD Installation
1. This mod is very easy to install. First copy the ZOM folder to your _LVL_PC folder here
C:\Program Files (x86)\LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC
2. Then copy the NLD1 folder into your AddOn
C:\Program Files (x86)\LucasArts\Star Wars Battlefront\GameData\AddOn
3. Now launch SWBF, note if you want to play with MiniMap enabled, rename or delete the file NoMap.lvl



- Included here with the mod is the complete Design Document, broken into 3 sections: ReadMe, Credits, and Strategy Guide.
Spoiler (click to show/hide)

Extended Credits
Hologram Tutorial - Bamdur
Palm Tree Prop Model - RepublicCommando
Telephone Pole and Wire Models - RepublicCommando
Hookah with Hardpoint - Darth SpiderPig
Comet and Plasma Effects - Sereja
Witch Model - Sereja and Phobos
Hellspawn Model - Nedarb7
Magic Staff Model - Unknown
Glaive Model - Unknown

Development Patches
http://nld.fcsite.cf/updates.html
Title: Re: Night Of The Living Dead
Post by: RepComm on October 31, 2014, 04:19:03 PM
Darn, I get to the loading screen and it crashes..
Time to break out SPTest

edit- Works in SPTest, just says it can't find archeo.lvl

I'll try running it in Singleplayer with regular battlefront.exe

iT works in single player.
Title: Re: Night Of The Living Dead
Post by: Joseph on October 31, 2014, 05:41:59 PM
Awesome job!
Title: Re: Night Of The Living Dead
Post by: MileHighGuy on October 31, 2014, 08:05:29 PM
This is a really cool mod. I love the holograms displaying the barricades. I can definitely see the work you put into it! great job!
Title: Re: Night Of The Living Dead
Post by: 411Remnant on October 31, 2014, 08:26:52 PM
Played for a good 40 minutes...lost though. It was extremly fun phobos! Those soldiers are way harder than the zombies when they start coming out of the forest.
Title: Re: Night Of The Living Dead
Post by: Commander Awesome on October 31, 2014, 10:06:09 PM
I've never actually played a zombie mod before. It was actually quite fun. I won BTW. Can you play as the soldiers, too? And in this based on the movie of the same name? (I haven't seen it)
Title: Re: Night Of The Living Dead
Post by: RepComm on October 31, 2014, 10:52:11 PM
i found out after a few rounds that you better get in serejas tank and book it for the hills.. after two large explosions and a cp capture, you are safe to go about the map noobing zombies with the tank turret.
Title: Re: Night Of The Living Dead
Post by: Phobos on November 01, 2014, 03:34:15 AM
I've never actually played a zombie mod before. It was actually quite fun. I won BTW. Can you play as the soldiers, too? And in this based on the movie of the same name? (I haven't seen it)
yes, its based on two movies (original and remake).
it seems the soldiers aren't too smart with the vehicles and leave them sitting there. after 20 minutes the army is spawnable and you can switch to their team, or you can mod the LUA to start off as military. i have been playing with minimap on to look for AI getting stuck.

@milehighguy
edit - i forgot to include bamdur in the credits for his hologram tutorial, very useful
Title: Re: Night Of The Living Dead
Post by: Anyder on November 01, 2014, 05:05:25 AM
If not the best, one of the best modmaps I've ever played :cheers:
Title: Re: Night Of The Living Dead
Post by: {PLA}gdh92 on November 01, 2014, 08:50:22 AM
This is an amazing mod, I've had a few attempts on hard difficulty and I keep dying when the zombies with high health get in. It's a great map and the variety of zombies is good. I haven't even had a proper look around outside the house yet.
The only things I would change would be to have just 1 spawn point in the top room (you often die again instantly when respawning surrounded by zombies) and, if it's possible, make the barriers easier to fix, the bigger ones often take several attempts to get working although I'm guessing this is a game engine issue. The fact you got this level working in battlefront is really impressive.  :tu:

Edit: Just got as far as the military on hard but died a few times a row from flame throwers then was sniped and lost also the sledgehammer seems to glitch less than the hammer but that could just be because it's faster.
Title: Re: Night Of The Living Dead
Post by: MileHighGuy on November 01, 2014, 10:51:58 AM
Are you going to put this on moddb? More people will see it that way.
Title: Re: Night Of The Living Dead
Post by: Phobos on November 01, 2014, 11:11:07 AM
Are you going to put this on moddb? More people will see it that way.
As soon as I have a nice gallery of screenshots I'll submit it there, seeing how they really emphasize that aspect. Feel free to post any good screens here.
 
@GDH there are two lines in the ODF for hammer and sledgehammer that affect the repair. Range and Angle, which will both be increased for the next patch. This makes it so AI can repair them from even farther away, but will make it easier for players. The spawnpaths can also be updated, right now all 3 cps use one path with nodes placed in all levels, but they can easily be separated.

Thanks to everyone for the positive feedback. I plan on adding more trees and other props to the house later on, I need to rewatch the films again for more ideas
  :cheers:

Edit: Just got as far as the military on hard but died a few times a row from flame throwers then was sniped and lost also the sledgehammer seems to glitch less than the hammer but that could just be because it's faster.
The hammer uses a range of 2.5, sledgehammer 3.0 which is default melee range. So I have buffed the ranges by 0.5 each respectively. They should have been 3.0 and 3.5, both Angles are set to 75. I may upload a v1.1 patch next week just for the SIDE if you can find point out any other weapons that need to be tweaked/balanced.

Added Poll to Thread - Vote for your favorite character to play as
right now mine is cooper followed closely by tom.

- Added Extended Credits section to the main post. Anything I forgot to list the author for will go here such as RepCom's palm tree prop.

Dev patches can now be downloaded here: http://nld.fcsite.cf/updates.html
Title: Re: Night Of The Living Dead
Post by: Anyder on November 01, 2014, 06:40:40 PM
Night of The Living Dead Gameplay --> http://www.swbfgamers.com/index.php?topic=8453
Alternative link: https://www.youtube.com/watch?v=JKZlh7s2984
Title: Re: Night Of The Living Dead
Post by: Phobos on November 01, 2014, 07:21:44 PM
nice video anyder

v1.01 side patch has been released! 1.02 patch now has autoaim support, players with controllers will enjoy this.
http://nld.fcsite.cf/updates.html
Title: Re: Night Of The Living Dead
Post by: (Wusi)Trooper X on November 05, 2014, 07:23:32 AM
Great Mod! I'm really enjoying it!
Title: Re: Night Of The Living Dead
Post by: Phobos on November 06, 2014, 11:35:27 AM
Some units are still a bit overpowered/underpowered. Players who can test the balance updates and provide feedback on which weapons should be buffed or nerfed can now test v1.04 (http://nld.fcsite.cf/updates.html) to compare the new weapon values. I will possibly add more props to the world this weekend and then submit the v1.1 mod pack to ModDB. Should the hummer be faster? What other changes/additions would you like to see to the next world and side patches?

Here are a few screenshots from the low resolution mod gallery.
Edit: the most recent 1.04 compile fixes Helen Health bug which was accidentally set to 600 instead of 6000 :o
Title: Re: Night Of The Living Dead
Post by: Davenport on November 06, 2014, 08:03:43 PM
What the Hack!
So, I was playing as Ben, and I managed to survive to be the only unit left on my team and I kept roaming around outside and closing all the zombies inside the house with the boards.

Eventually, the zombies began spawning in as the Rebel sides they are, and using all their incredibly OP guns to kill me dead.

Are they supposed to start spawning with their weapons like that after awhile?
Title: Re: Night Of The Living Dead
Post by: MileHighGuy on November 06, 2014, 09:46:53 PM
the military comes and attacks you after a while
Title: Re: Night Of The Living Dead
Post by: Davenport on November 06, 2014, 09:49:24 PM
Oh I didn't realize that. (First time playing!) :slap:

But yes, it was quite the surprise to turn around and find at least 40 shots coming at my face.
Title: Re: Night Of The Living Dead
Post by: Phobos on November 07, 2014, 05:12:15 AM
News: v1.09 patch almost finished. V1.1 will be finished sometime this week.
v1.1 patch will update the side, world, core, and mission, and will be uploaded as a new mod pack to ModDB once finished. The patch will also feature 2 new zombie types, one of them is a new reskinned Komari Vosa model by Sereja:

Witch
- Witches are dangerous foes who have high health and run very fast, they also have a special weapon called Telekinesis which stuns all players and zombies within the push radius. Their staff swingspeed is faster than other zombie melee at 0.5. HP=5000+500

Hellspawn
- An undead warrior summoned from the abyss, Hellspawns are very powerful zombies with higher health than Bloaters, but are the same speed as FleshEaters. A secondary special attack for them is also being devised. Their melee attack swingspeed is very fast at 0.4. HP=10,000+250

(http://nld.fcsite.cf/HellspawnWitch.png)
Title: Re: Night Of The Living Dead
Post by: Midsagital on November 11, 2014, 02:44:09 PM
looks sick the classes sound very balanced and unique based on their descriptions, gg
Title: Re: Night Of The Living Dead
Post by: Phobos on November 13, 2014, 01:53:02 PM
looks sick the classes sound very balanced and unique based on their descriptions, gg
thanks

preview of 1.1 patched minimap
http://i.imgur.com/N1DBL1c.png
Title: Re: Night Of The Living Dead
Post by: Anyder on November 13, 2014, 02:35:16 PM
thanks

preview of 1.1 patched minimap
http://i.imgur.com/N1DBL1c.png
I think some people still have the minimap hidden o.o
(Maybe im wrong lol)
Title: Re: Night Of The Living Dead
Post by: Phobos on November 13, 2014, 03:46:35 PM
I think some people still have the minimap hidden o.o
(Maybe im wrong lol)
http://nld.fcsite.cf/newMM.jpg
default value will be unhidden for next patch
Title: Re: Night Of The Living Dead
Post by: Anyder on November 13, 2014, 04:05:25 PM
2pro :cheers:
Title: Re: Night Of The Living Dead
Post by: Davenport on November 13, 2014, 04:25:51 PM
I've gotten so much playtime put into this game, playing the update before the Hellspawn and Witch update. And in all that time, it hadn't occured to me until recently why I was losing so much in Singleplayer, because I always have the AI set on hard. :P I can survive until the Military comes but that's when things get rough really fast.
Title: Re: Night Of The Living Dead
Post by: Phobos on November 14, 2014, 01:48:43 PM
I've gotten so much playtime put into this game, playing the update before the Hellspawn and Witch update. And in all that time, it hadn't occured to me until recently why I was losing so much in Singleplayer, because I always have the AI set on hard. :P I can survive until the Military comes but that's when things get rough really fast.

isolated the variables to determine MP crash solution for 1.1 patch:
-> Nulling entityhover in mission LUA revealed that the HUMMER was causing MP crash
-> Test Replacing this line in the Hummer ODF and remunging world LVL
FirstPerson         = "REP\repcmspd;rep_1st_cockpit_combatspeeder"
FirstPerson         = "com\comgntrt;com_1st_weap_gunturret"
->Also noticed the archeo reference repcom mentioned in the tank and wavespawn ODFs
FirstPerson       = "archeo\archeo;all_1st_cockpit_tank"
FirstPerson             = "cis\cismttp;cis_1st_cockpit_MTT"

Apparently there are some other ODF bugs with the vehicles that should hopefully be fixable, if not they can just be disabled for MP through the CW LUA, except for the commandhover wavespawn. The Hummer appears to be buggiest for some reason.

more bugged lines that I'm sure would cause a crash:
RepMusic        = "rep_vehicle"
CISMusic        = "cis_vehicle"