Zombies

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Nathan.S
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Zombies

by Nathan.S » Sat Mar 12, 2016 15:07

I was inspired after seeing Duane's Cityscape mod with the desolation turned on, to make some new "better" zombie models, so this is my attempt at that.

If there is a certain type of Zombie you want me to add, let me know, I'll see what I can do. Also I've created a super easy to use base texture in .kra, .psd, and .xcf format, if you want to add a texture feel free to create a pull request or upload the file and send me a link and I'll add it.

Screenshots.
Image

Github:
https://github.com/minetest-mods/zombies
Download
https://github.com/minetest-mods/zombies/archive/master.zip

Depends on, Default, Cityscapes?, and Mobsredo.

License: CC by SA for graphics. Code is copied and pasted from the mobs api which is under MIT license.
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Last edited by Nathan.S on Sat Mar 26, 2016 23:56, edited 4 times in total.
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Kevin Tee
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Re: Zombies

by Kevin Tee » Sat Mar 12, 2016 15:11

Wow, interesting. Should use this with gun mod. But the last time I use gun mod it is not polish yet.
 

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Re: Zombies

by MineYoshi » Sat Mar 12, 2016 17:02

WOW,

Good job Nathan.S

in really is good for the cityscape mod as you said!

And for a horror map too....
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Re: Zombies

by duane » Sat Mar 12, 2016 20:09

Woot! Burn, you evil bastages, burn!

(They look entirely too happy that they're about to be cooked.)

Image
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Kevin Tee
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Re: Zombies

by Kevin Tee » Sat Mar 12, 2016 20:34

I can't run this mod, I install mobs by PilzAdam but doesn't work. Thanks

ERROR[Main]: ModError: Failed to load and run script from /home/kevin-tee/.minetest/mods/zombies/init.lua:
ERROR[Main]: /home/kevin-tee/.minetest/mods/zombies/init.lua:98: attempt to call method 'register_egg' (a nil value)
ERROR[Main]: stack traceback:
ERROR[Main]: /home/kevin-tee/.minetest/mods/zombies/init.lua:98: in main chunk
ERROR[Main]: Check debug.txt for details.
 

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Re: Zombies

by TenPlus1 » Sat Mar 12, 2016 20:54

You need Mobs Redo for this mod: viewtopic.php?f=11&t=9917
 

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Re: Zombies

by Nathan.S » Sun Mar 13, 2016 00:53

I added another zombie, this one has both arms, and added another texture. Changed the drops and tweaked some other values for the speed and collision boxes.

The crawling zombie will fit through a one node hole, so watch you back if you're in a wrecked building in one of the cityscapes.
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Don
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Re: Zombies

by Don » Sun Mar 13, 2016 04:17

Great work Nathan!
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Re: Zombies

by DS-minetest » Sun Mar 13, 2016 10:06

nice
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Re: Zombies

by mahmutelmas06 » Sun Mar 13, 2016 21:30

+1
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Re: Zombies

by azekill_DIABLO » Tue Mar 15, 2016 12:06

Nice and creepy!
like i love!
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Re: Zombies

by twoelk » Wed Mar 16, 2016 10:15

creepy cool stuff

hehe, I know a lot of kids that will love this ... if only I can convince the parents ...
I mean zombies are harmless they wont tampere with your brain ... they only want to eat it ... er ... you don't become a zombie if you play with them ... well ... if you don't get bitten that is ... you got to be tolerant to different forms of society ... ehem .. oh well
 

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Re: Zombies

by Kevin Tee » Sat Mar 26, 2016 10:25

Can you please fix zombie doesn't die even if it stand on TNT and not taking fall damage.
 

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Re: Zombies

by Nathan.S » Sat Mar 26, 2016 11:35

I will look into that.
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Re: Zombies

by mahmutelmas06 » Sat Mar 26, 2016 13:15

Could you make soft depend to Cityscapes ?
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Nathan.S
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Re: Zombies

by Nathan.S » Sat Mar 26, 2016 23:56

Cityscapes is a soft depend, I just forgot to change the first post, which I've not updated.
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Re: Zombies

by Don » Sun Mar 27, 2016 00:25

Nice!
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Re: Zombies

by TheReaperKing » Sun Mar 27, 2016 00:31

I have been messing around with the zombie waves mod and one of the weapons mods and it has been really fun. Perhaps I can figure out how to integrate these zombies with the zombie waves mod and also cityscape. It's be kinda like Atlanta in The Walking Dead :)

Also maybe a way to randomize the zombie bodyparts would be interesting?

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Re: Zombies

by Nathan.S » Sun Mar 27, 2016 01:53

Due to the way that the meshes are handled by the mod I don't think there would really be a way to randomize them, I could possibly do something with the texture to make them different, but I don't know if the lua for changing textures works on mobs as they don't have the same registration as nodes. The best thing to do would be to make a script that would randomly create a bunch of textures by varying the colors of the different portions of clothing. Maybe I could do something with imagemagik, but I'd have to look into that, and I don't really have a boat load of time at the moment.

Feel free to submit any zombie textures you or you students may create. I'd be glad to add them to the mod.
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Re: Zombies

by TailsTheFoxDoes MT » Tue Jun 21, 2016 03:54

Real realisitic... +1 can i use it for my mob_pack? Because i have made a mob in the mod called TailsTheAnimatronic and next update will have a Shadow version but i have considered a Withered version and the idea of him not having an arm or crawling fits into that. Oops nevermind the Mobs redo licensce says yeah so... yay!
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