Zombies

User avatar
Nathan.S
Member
 
Posts: 876
Joined: Wed Sep 24, 2014 17:47
Location: Bigsby Texas
GitHub: NathanSalapat
IRC: NathanS21
In-game: NathanS21

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.
Attachments
screenshot.png
(477.14 KiB) Not downloaded yet
Last edited by Nathan.S on Sat Mar 26, 2016 23:56, edited 4 times in total.
I record Minetest videos, Mod reviews, Modding tutorials, and Lets plays.
Check out my website, and brand new Minetest Modding Course
 

Kevin Tee
Member
 
Posts: 71
Joined: Wed Jul 22, 2015 04:00
Location: Thailand

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.
 

User avatar
MineYoshi
Member
 
Posts: 5369
Joined: Wed Jul 08, 2015 13:20

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....
 

User avatar
duane
Member
 
Posts: 1412
Joined: Wed Aug 19, 2015 19:11
Location: Oklahoma City
GitHub: duane-r

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
Attachments
cityscape-23.jpg
(178.07 KiB) Not downloaded yet
Believe in people and you don't need to believe anything else.
 

Kevin Tee
Member
 
Posts: 71
Joined: Wed Jul 22, 2015 04:00
Location: Thailand

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.
 

User avatar
TenPlus1
Member
 
Posts: 2560
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1
 

User avatar
Nathan.S
Member
 
Posts: 876
Joined: Wed Sep 24, 2014 17:47
Location: Bigsby Texas
GitHub: NathanSalapat
IRC: NathanS21
In-game: NathanS21

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.
I record Minetest videos, Mod reviews, Modding tutorials, and Lets plays.
Check out my website, and brand new Minetest Modding Course
 

User avatar
Don
Member
 
Posts: 1643
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

Re: Zombies

by Don » Sun Mar 13, 2016 04:17

Great work Nathan!
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

User avatar
DS-minetest
Member
 
Posts: 1093
Joined: Thu Jun 19, 2014 19:49
Location: I'm scared that if this is too exact, I will be unable to use my keyboard.
GitHub: DS-Minetest
In-game: DS

Re: Zombies

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

nice
Do not call me -minetest.
Call me DS or DS-minetest.
I am German, so you don't have to pm me English if you are also German.
The background is a lie.
 

User avatar
mahmutelmas06
Member
 
Posts: 367
Joined: Mon Mar 02, 2015 13:10
GitHub: mahmutelmas06
IRC: mahmutelmas06
In-game: masum
 

User avatar
azekill_DIABLO
Member
 
Posts: 7480
Joined: Wed Oct 29, 2014 20:05
Location: OMICRON
GitHub: azekillDIABLO
In-game: azekill_DIABLO
 

twoelk
Member
 
Posts: 1307
Joined: Fri Apr 19, 2013 16:19
Location: northern Germany
GitHub: twoelk
IRC: twoelk
In-game: twoelk

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
 

Kevin Tee
Member
 
Posts: 71
Joined: Wed Jul 22, 2015 04:00
Location: Thailand

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.
 

User avatar
Nathan.S
Member
 
Posts: 876
Joined: Wed Sep 24, 2014 17:47
Location: Bigsby Texas
GitHub: NathanSalapat
IRC: NathanS21
In-game: NathanS21

Re: Zombies

by Nathan.S » Sat Mar 26, 2016 11:35

I will look into that.
I record Minetest videos, Mod reviews, Modding tutorials, and Lets plays.
Check out my website, and brand new Minetest Modding Course
 

User avatar
mahmutelmas06
Member
 
Posts: 367
Joined: Mon Mar 02, 2015 13:10
GitHub: mahmutelmas06
IRC: mahmutelmas06
In-game: masum

Re: Zombies

by mahmutelmas06 » Sat Mar 26, 2016 13:15

Could you make soft depend to Cityscapes ?
My Mods:

Beverage
 

User avatar
Nathan.S
Member
 
Posts: 876
Joined: Wed Sep 24, 2014 17:47
Location: Bigsby Texas
GitHub: NathanSalapat
IRC: NathanS21
In-game: NathanS21

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.
I record Minetest videos, Mod reviews, Modding tutorials, and Lets plays.
Check out my website, and brand new Minetest Modding Course
 

User avatar
Don
Member
 
Posts: 1643
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

Re: Zombies

by Don » Sun Mar 27, 2016 00:25

Nice!
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

User avatar
TheReaperKing
Member
 
Posts: 531
Joined: Sun Nov 22, 2015 21:36

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?

Take care!
-Mike
Resources on happiness and life management - http://MikesHappyPlace.com
Project Lead of the Doom 3 Mod Last Man Standing - http://Doom3Coop.com
Project Lead of Platinum Arts Sandbox Free 3D Game Maker - http://SandboxGameMaker.com
Youtube Channel - https://www.youtube.com/user/PlatinumArtsKids
 

User avatar
Nathan.S
Member
 
Posts: 876
Joined: Wed Sep 24, 2014 17:47
Location: Bigsby Texas
GitHub: NathanSalapat
IRC: NathanS21
In-game: NathanS21

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.
I record Minetest videos, Mod reviews, Modding tutorials, and Lets plays.
Check out my website, and brand new Minetest Modding Course
 

User avatar
TailsTheFoxDoes MT
Member
 
Posts: 415
Joined: Mon Jan 18, 2016 20:50
Location: Mobius
In-game: TailsTheFox

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!
I'm the TailsTMM of minetest, in other words, i rock.
BRAAAAAZZZZAAAA!!!!!!!!!!!!!!!!!!!!!!!!!!!
BTW it means TailsTheMeseMinecart, but that isn't my name, it's just a way of saying that i basically do the same thing Dantdm does but i do it with minetest And you problably can't see the invisible ink.
My mods:
My first mod:tails_boss

Mob_pack now has voice acting! Do you want YOUR VOICE included? Look in my posts for the thread!
 

User avatar
migdyn
Member
 
Posts: 254
Joined: Mon Aug 20, 2018 00:44
Location: A non-existing flat forest on flat earth
GitHub: migdyn
In-game: migdyn

Re: Zombies

by migdyn » Tue Feb 05, 2019 12:49

Really like the animes. +++
"When I try to send e-mail, the whole Internet shuts down!'
CLICK TO SEE MY MT MODS Poll: https://forum.minetest.net/viewtopic.php?f=3&t=21728
 

User avatar
Nathan.S
Member
 
Posts: 876
Joined: Wed Sep 24, 2014 17:47
Location: Bigsby Texas
GitHub: NathanSalapat
IRC: NathanS21
In-game: NathanS21

Re: Zombies

by Nathan.S » Tue Feb 05, 2019 15:35

I should update this mod. Since creating it mobs_redo has added support for more animations and sounds. Might be a good idea for a future live stream. :)
I record Minetest videos, Mod reviews, Modding tutorials, and Lets plays.
Check out my website, and brand new Minetest Modding Course
 

User avatar
FreeGamers
Member
 
Posts: 138
Joined: Sat May 25, 2019 00:15

Re: Zombies

by FreeGamers » Sun May 26, 2019 00:03

Nathan.S wrote:I should update this mod. Since creating it mobs_redo has added support for more animations and sounds. Might be a good idea for a future live stream. :)

You must have updated it because it fits the mobs redo api seemingly. I was able to customize this mod to my liking with a bit of effort. I had to change the sound effects because they were pretty ridiculous. I used the SFX from another zombie mob mod and just added effects for attack, hit, death, random, and call to attack triggers. I added some skins, adjusted some drops and the spawning effects and I'm happy with it so far.
 

ThorfinnS
Member
 
Posts: 59
Joined: Mon Feb 25, 2019 22:05
GitHub: ThorfinnS

Re: Zombies

by ThorfinnS » Fri Jun 14, 2019 22:05

Pretty sure this is the zombies mod I use. ("I love eating brains.") Been thinking of posting this, but keep forgetting.

Code: Select all
2019-06-14 17:00:45: ERROR[Main]: Client: Cannot create image from data of file "zombie-base.psd"
 

User avatar
FreeGamers
Member
 
Posts: 138
Joined: Sat May 25, 2019 00:15

Re: Zombies

by FreeGamers » Sat Jun 15, 2019 00:14

ThorfinnS wrote:Pretty sure this is the zombies mod I use. ("I love eating brains.") Been thinking of posting this, but keep forgetting.

Code: Select all
2019-06-14 17:00:45: ERROR[Main]: Client: Cannot create image from data of file "zombie-base.psd"


I think that file may have been left there as a user courtesy template for designing additional textures. I deleted it when I didn't see it referenced in the source code. You can safely delete that file without any negative consequences.
 

Next

Return to WIP Mods



Who is online

Users browsing this forum: No registered users and 7 guests