City of the Dead
Latest Version is 09.06.06
View the Readme
Okay, so zombie mods are nothing new. There's been at least one for every iteration of GTA, and I already know of several in varying states of completion for GTA IV.
So far though, for GTA IV, I haven't seen any that particularly fit my taste. Some of them seem like they just retextured a few peds and called it a day. Others draw too heavily from other games in the survival horror genre (if you want Resident Evil - play Resident Evil. I want zombies in the GTA universe). And if there's anything I can't stand, it's fast zombies.
So, shortly after I finished my Anarchy mod, I got to work. Necropolis is my take on a zombie mod.
It's based on the ideas behind Romero-style zombies, and looks to achieve a great old b-movie feel.
Click Here to View the Trailer
- Enemy peds that move, sound, and act like Romero-style zombies.
- After the initial outbreak, experience Liberty City as an evacuated ghost town. No trains, few cars, almost no living people.
- Basic missions, including gathering supplies and searching for survivors.
- Survivors aren't just random peds - they're secondary characters, with names and personalities - some of them will even help you with their special abilities (for instance, a mechanic can fix your vehicle overnight, and a doctor can restore your health more quickly).
- Rescued survivors act as bodyguards, and will accompany you on your endeavors.
- The gun stores are closed and most of the weapons, armor, and med kits scattered around the city have already been taken by evacuating citizens. And I'll promise you the Burger Shot employees haven't stuck around. You'll have to make do with a limited arsenal, and less options for restoring your health.
- The islands of Liberty City are under quarantine. Anyone caught trying to make it back to the mainland will be executed on sight. Use boats or helicopters at your own risk.
- Must be completed entirely in Alice. While I know C++ and .Net, I'd like to show how powerful and flexible Lua actually is. I also feel like Lua mods are a greater contribution to the community, because they're, by their nature, open source. Giving new programmers the opportunity to learn by example can only raise the level of knowledge in the community.
- Must be completely non-destructive. The original game files must remain intact and unmodified - meaning that all uninstallation requires is the deletion of the mod's .lua files.
This is very nearly finished - as you can see from the trailer, most of the base functionality is already there. I've got a few more things to finish up in regards to the survivors (mostly just placing them around the city). Barring any major unforeseen occurrences, I don't see any reason this can't be done before the end of the month. Also, if anybody knows how to get the prison gates in Alderney open, send me a PM. DOES_OBJECT_OF_TYPE_EXIST_AT_COORDS finds the doors, but SET_STATE_OF_CLOSEST_DOOR_OF_TYPE won't unlock them.
Update - 5-08-09: I got the prison doors open. I really appreciate the help from everyone, ZAZ especially. Mod is still coming along, still expect to finish it by the end of the month. My current question - did anyone ever figure out how to load the interior of the church from the McReary funeral mission? Or at least know which .sco file has the data for that mission?
Update - 5-15-09: Good news for those of you that were hoping for abandoned cars in the streets - I've found a way around the problems I was having with positioning them, and the abandoned streets of post-infection Liberty City are now littered with burnt-out abandoned vehicles.
Update - 6-06-09: I've made the decision to move Necropolis into open beta. It works for the most part, and is a lot of fun to play, even if not everything is working exactly like I'd hoped yet. This version is stable enough for players to download and enjoy, but I'm mainly targeting it at other developers.
If you're an Alice developer, feel free to take a look at the code and see if you can make improvements or find mistakes I haven't spotted. Trouble areas and unfinished features are notated in the "For Developers" section of the readme file.
Anything you can contribute, I'll add in, and include in the next official release (with full credit to you for your work, of course!). Any suggested changes not fitting the previously listed Technical Goals, however, will be disregarded.