Friendly Zombies Brothers Companions [V4.1]

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TheAgaures
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Joined: Mon Aug 16, 2021 9:34 am

Re: Friendly Zombies Brothers Companions [V4.1]

Post by TheAgaures »

Netheritor wrote:Great mod. I can't wait for more zombies with more abilities.

Also, want to suggest a few options;

1. Add option to change zombie name. I think some people here want to rename them with funny or stupid name.
2. Add the option to change chat size and position. I think the chat size is too big for me; or maybe it's just my laptop and there is option to change size but I don't know how.
3. Add list of upgrades the zombies gained for the playthrough (with keybind), including weapons and level upgrades.

P.S. : Dar*ed zombies stole my super shotgun (I know there's option to disable that).

Thank you very much for your feedback !

1. As for the zombie's name, it might be a little too difficult to do it for now, but maybe with time i'll have the opportunity to make that a thing.
2. The chat is not really the best, I do not know much about acs but I think there's a way to change the HUD size, so i'll take a look at that for sure.
3. The list of upgrade is a planned feature, I will add a hotkey to show every stats of the zombies, including their current xp, their upgrades, and their weapons !

And as for the weapon stealing, yeah it does come with a risk, but anything's good to make your zombies happy right ? :lol:
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Gorec
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Re: Friendly Zombies Brothers Companions [V4.1]

Post by Gorec »

About zombie transparency- doomguy in doomguy companion mod is transparent for friendly fire but at the same time takes damage from enemies
TheAgaures
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Re: Friendly Zombies Brothers Companions [V4.1]

Post by TheAgaures »

Gorec wrote:About zombie transparency- doomguy in doomguy companion mod is transparent for friendly fire but at the same time takes damage from enemies
Oh yeah, the zombies transparency is just a way to make them not block your view, but they will still take damage if you didn't make them invulnerable.
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Spaceman333
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Re: Friendly Zombies Brothers Companions [V4.1]

Post by Spaceman333 »

Been playing some more and the new ghost/transparency stuff have been working fantastically. At no point were the zombies irritating with regards to shooting, seeing stuff, opening switches/doors or moving platforms even in tight spaces - everything works really well!

Image

That 'name change in options' feature suggestion would be superb if it would be added. Combined with color change settings the text customization setting - even though simple - would allow the player to have a vast amount of meaningful combos that they could roleplay as, be it "red/green mario/luigi", "two police officers in blue", "scorpion/subzero", "masterchief and arbiter" and many more matchups.

In the future it could be possible to make fan modifications using the 150 skins to replace the sprites for either zombie bros individually - provided the base mod doesn't use any additional custom animation frames besides the pre-existing vanilla ones.
TheAgaures
Posts: 31
Joined: Mon Aug 16, 2021 9:34 am

Re: Friendly Zombies Brothers Companions [V4.1]

Post by TheAgaures »

Spaceman333 wrote:Been playing some more and the new ghost/transparency stuff have been working fantastically. At no point were the zombies irritating with regards to shooting, seeing stuff, opening switches/doors or moving platforms even in tight spaces - everything works really well!
I'm glad I was able to make this change, they're still not that perfect but i'll do everything I can to improve them more and more !
That 'name change in options' feature suggestion would be superb if it would be added. Combined with color change settings the text customization setting - even though simple - would allow the player to have a vast amount of meaningful combos that they could roleplay as, be it "red/green mario/luigi", "two police officers in blue", "scorpion/subzero", "masterchief and arbiter" and many more matchups.

In the future it could be possible to make fan modifications using the 150 skins to replace the sprites for either zombie bros individually - provided the base mod doesn't use any additional custom animation frames besides the pre-existing vanilla ones.
I'm interested about making custom names, i'm sure that Zscript can allow something like this, I just have to figure how to make it and I will allow for name customization :D

As for the skins, I had this idea in mind to match the voices for example, or to just change the skin, so i'll definitively take a look into that once i'm done fixing the biggest issues first !
shaodoomkahn
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Re: Friendly Zombies Brothers Companions [V4.1]

Post by shaodoomkahn »

in next upadate, can you fix a bug called "error enity" something like that
shaodoomkahn
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Re: Friendly Zombies Brothers Companions [V4.1]

Post by shaodoomkahn »

in next upadate, can you fix a bug called "error enity" something like that
TheAgaures
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Re: Friendly Zombies Brothers Companions [V4.1]

Post by TheAgaures »

shaodoomkahn wrote:in next upadate, can you fix a bug called "error enity" something like that
I'm sorry, what is that about exactly ? I don't recall having a bug like that :?:
shaodoomkahn
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Re: Friendly Zombies Brothers Companions [V4.1]

Post by shaodoomkahn »

nevermind v4.1 works
shaodoomkahn
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Re: Friendly Zombies Brothers Companions [V4.1]

Post by shaodoomkahn »

TheAgaures wrote:
shaodoomkahn wrote:in next upadate, can you fix a bug called "error enity" something like that
I'm sorry, what is that about exactly ? I don't recall having a bug like that :?:
well i play this mod along russ mercs and error appears saying called from friendlyzombie1.403 and other ones like called from thinker.tick
TheAgaures
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Re: Friendly Zombies Brothers Companions [V4.1]

Post by TheAgaures »

shaodoomkahn wrote:
TheAgaures wrote:
shaodoomkahn wrote:in next upadate, can you fix a bug called "error enity" something like that
I'm sorry, what is that about exactly ? I don't recall having a bug like that :?:
well i play this mod along russ mercs and error appears saying called from friendlyzombie1.403 and other ones like called from thinker.tick

Ah yes, sometimes it happens out of nowhere, but i'm glad the last update fixed it.
I'll make sure this doesn't happen anymore !
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RastaManGames
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Re: Friendly Zombies Brothers Companions [V4.1]

Post by RastaManGames »

Support for custom sprites, voices and names with chat lines can be dope.
It can add flexibility to usability.
Netheritor
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Re: Friendly Zombies Brothers Companions [V4.1]

Post by Netheritor »

Hmm... I found another bug. Well, this bug is always exist in most companion mod though.

If the mod has hubmap style in the map, kind like hexen map. The zombie got duplicated (giving you another set of zombie every map change).
The workaround I know is to summon the companion using inventory.

Though, there is a companion mod where companions doesn't duplicated. It's mod by itsmeveronica, with said person is the creator of Isabelle and deltarune companion mod.
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mamaluigisbagel
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Re: Friendly Zombies Brothers Companions [V4.1]

Post by mamaluigisbagel »

I think a nice addition would be widgets for the bros' status, similar to when they talk. I mean, you get notifications telling you how much HP they gain from a level up, but unless you use a mod like Target Spy, you have no idea how much HP they actually have. Maybe also show their current inventory? Might be hard to implement, thinking about it, but would be a nice addition. (as long as you can toggle it and maybe parts of it)
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weebis
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Re: Friendly Zombies Brothers Companions [V4.1]

Post by weebis »

https://imgur.com/a/rdow4am

Finally gives the HOD baron comic relief henchmen
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