Friendly Zombies: Official Release v1.1

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Gorec
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Re: Friendly Zombies: Official Release v1.0

Post by Gorec »

tried 1 level looks like it works they saved their xp so im gonna play with invetory keeper for this one,thanks!
shaodoomkahn
Posts: 47
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Graphics Processor: Intel (Modern GZDoom)

Re: Friendly Zombies: Official Release v1.0

Post by shaodoomkahn »

TheAgauresAgain wrote:
shaodoomkahn wrote:it has the error target

What is it about exactly ?
the same thing as i told you on old post of this mod
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Spaceman333
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Joined: Thu Oct 13, 2016 8:40 pm

Re: Friendly Zombies: Official Release v1.0

Post by Spaceman333 »

Hey, got a super rare crash:

Image
(right-click "open image in new tab" to see it fully)

Have been blasting through six mappacks so far and only just now this crash occured.

There was usual combat and chaos when it happened, so I can't pinpoint at any one thing that could have caused it. I'm playing with the Convoluted Doom v1.1 mod.
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mamaluigisbagel
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Re: Friendly Zombies: Official Release v1.0

Post by mamaluigisbagel »

Might be the same crash I had a few days ago. I didn't post it because I couldn't pinpoint what exactly caused it, and there was too much going on for me to tell. (If it helps, I was playing the Vanguard mapset with Lt. Typhon)
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Ganbare-Lucifer
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Re: Friendly Zombies: Official Release v1.0

Post by Ganbare-Lucifer »

Interesting concept...

I wonder if you're gonna add a blue or yellow chaingunner with them...

Had to repost here because the other thread was outdated and closed. Loving this mod.

Edit: Quick edit I did to this edit of an edit to see how it plays.
Spoiler:
Last edited by Ganbare-Lucifer on Fri Sep 09, 2022 8:23 pm, edited 1 time in total.
shaodoomkahn
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Joined: Tue Sep 01, 2020 7:48 pm
Graphics Processor: Intel (Modern GZDoom)

Re: Friendly Zombies: Official Release v1.0

Post by shaodoomkahn »

i found it, i can finally play the mod
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r&r
Posts: 256
Joined: Fri Sep 08, 2017 2:54 pm

Re: Friendly Zombies: Official Release v1.0

Post by r&r »

Wonder if there way to use the voxel mod for this mod?
like a patch or addon support?
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lulululululu
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Joined: Wed May 25, 2022 4:34 pm

Re: Friendly Zombies: Official Release v1.0

Post by lulululululu »

When loading with HoD-Baron of Hell i get this script error.


Script warning, "Friendly Zombies V1.0.pk3:decorate" line 61:
Tried to define class 'ExplosionSmoke' more than once. Renaming class to 'ExplosionSmoke@Friendly Zombies V1.0.pk3@decorate'
Attempt to get invalid state TwatRoll from actor ZombieFadeCloud.

it only happens with HoD-Baron and i think it caused a crash.
TheAgauresAgain
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Joined: Tue Jul 05, 2022 8:23 am

Re: Friendly Zombies: Official Release v1.0

Post by TheAgauresAgain »

Hello everyone !

Sorry for the lack of news and content for the past few months, I've had other projects and things to deal with, but do not worry, I'm not dropping this mod at all !
I just took a little break from Doom to focus on other activities !

I will update the mod to everyone's taste, starting first with a big update that will most likely fix all the annoying issues, like the rare crashes, and other aspects of the mod. To do so, I try to play test the zombies as much as I can to detect possible flaws and improve them.



And once most of the bugs will be gone, I will mainly focus on a massive update, which will bring lots more customization, new weapons, new voices, new abilities, and if possible, a skin function to match everyone's taste !
Thanks a lot for all the criticism and help you guys gave me until now, this has been an amazing help for me to improve the mod, and I want everyone to get the best, which is why i'm gonna be working my ass off for it !
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Spaceman333
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Re: Friendly Zombies: Official Release v1.0

Post by Spaceman333 »

Glad to hear! I'm most excited for the rare crash fix since it can abruptly stop the fun at any moment.
TheAgauresAgain
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Joined: Tue Jul 05, 2022 8:23 am

Re: Friendly Zombies: Official Release v1.0

Post by TheAgauresAgain »

Update 1.1 time ! (MOSTLY BUGFIXES HOPEFULLY)

Hello everyone, here's the first update in a long time. Hopefully, this will get rid of the most annoying bugs you might encounter, and improving a little the auras upgrades for the duo.
This is a light update, but dont worry, the rest of the fixes are coming soon, I will take my time to fix as many things as possible if I encounter issues.
And let me know if you find anything weird, this will greatly help me :)

PATCH 1.1:
-Fixed a rare bug where the zombies would be confused about their target, crashing the game

-Manual order for zombies has been removed, as it was unconventionnal, and led to many issues

-Fixed an issue that caused the bfg to be looted normally even when the option to get it rarely was choosen

-Increased the Healing Aura range slightly

-Buffed the range and the damage output of the Lightning Aura, the aura will now shock every 8 seconds, and deals base damage as well
as the % health

Link: https://www.mediafire.com/file/08h67s45 ... s.pk3/file
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Spaceman333
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Re: Friendly Zombies: Official Release v1.1

Post by Spaceman333 »

Heck yeah! Awesome and thank you!
cosmos10040
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Re: Friendly Zombies: Official Release v1.1

Post by cosmos10040 »

Tried running this, tons of errors with a few mods I normally run doom with. When I load this near the bottom of mod order it forces closes and these are the mods; brutal friends, uac survival pack, legendoom lite, sentinel lexicon, beautiful doom. Basically hundreds of lines of errors. Let me know if you want me to post. When I load it before all those mods I am able to run the zombie Brothers but it eventually crashes:

VM execution aborted: tried to read from address zero. In function parameter "target"
Called from Actor.CheckSight [Native]
Called from FriendlyZombie1.StateFunction.436 at Zombrothers V1.1 Bugfixes.pk3.zip:zomb_zscript/zactors.zsc, line 1267
Called from state FriendlyZombie1.436 in FriendlyZombie1
Called from Thinker.Tick [Native]
Called from FriendlyZombie1.Tick at Zombrothers V1.1 Bugfixes.pk3.zip:zomb_zscript/zactors.zsc, line 53
]

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