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Mr. Green Gaming

Pufulet

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Everything posted by Pufulet

  1. Message notifications now function correctly: You can't get spammed with the same notification. They are now displayed on the screen properly. We will be making better use of these and potentially replace the blood splatter messages.
  2. Changelog from yesterday: - Medical equipment no longer share the same healing cooldown.- Railgun is more reliable.- Fixed a dice roll.- Fixed another game breaker bug.- Lady luck now gives ammo for medical equipment!- Fixed 2 game breaking bugs.- Added 2 berserker perks- Combined battlecharge and dunker berserker perks.- Berserker hook is now tier 0.
  3. - Added 2 commando perks. - Added 4 medic perks. - Several minor changes. - Medics wont lose their ammunition from weapon transfers and generally have more of it.
  4. Ammunition is now transferred when you receive a weapon drop of the same weapon type. The hud is now being updated once more to suite the new style of the human class selection menu. We will be moving all UI to this new aesthetic.
  5. Gonna be playing GTA5 with Rob this weekend but here's what I want to do next: Transfer ammunition for weapon drops.Show Medic some loveFix medic weapons losing ammo when gaining new weapons.Add more perks.Battle Medic - Add +10 maximum health.Anti venom - Poison zombies with medic weapons (heal them and they turn green)Stun - Meleeing a zombie with a stunstick messes up their screen for a period of time.Combateer - +8 damage with stunstick.Tough - If struck a second time under 3 seconds, damage is reduced by 45%.Overheal - Can overheal players by +10% of their maximum health.Tanker - 60% of damage is returned back to the attacker.Update medkit.Create a weapon base for medic and engineer weapons.Ability to "Prestige".
  6. [DOUBLE XP ACTIVATED] - Players required for xp gaining is now 4 from 6. - Players required for bonus xp for suviving is now 10 from 12. - Slightly increased amount of xp given every now and then. - Fixed seeing an initialised derma menu top left. - Adjusted barricading system. - Lowered Zombine grenade explosion radius slightly but increased damage done to barricades.
  7. - Added MP5 and SG552. - Scopes are now properly circular. - SG552 and AUG now use their scopes. - Defender, Glock 1 and MP5 are tier 0 weapons that you can spawn with. - Removed Glock 3 from perks. - Lowered Defender damage to 12->11 but increased clip size to 20->22
  8. Priority Todo list carried forward: WeaponsPulse Rifle Mk2 (Braindawg)PerformanceInvestigate zombies freezing on death and spawn. (disable death ui?)BugsFix dice just outputting player name.. (check the print)Fix zombie heads not popping off on headshots.Fix knife hit animation not playing.BalanceTransfer ammunition from weapon to weapon on drops.Set mobile supplies to use ammunition instead of actual swep.VisualsColour code SP bar depending on class.Disable humans seeing any zombie notifications.Combine player models for Commandos?
  9. Here are 4 things that I have looked into but didn't fix/add: Investigate and fix freezing when zombies initially spawn and die would be great.Fix up zombie swep to support bone manipulation and zombie idle animations for viewmodels.Adding some sort of flamethrower (ask Braindawg for the swep model).Fix turret knockbackAlso latest changes: - Reduced Turret damage from 5 to 3 (Turrets always go for headshots so they practically do 6 + 1 engineer base damage).- Fixed zombie jump power not being set sometimes.- Improved pulse pistol recharge rate.- Ghast damage increased from 20 to 22.- Added Railgun (Braindawg)- Added a new flare gun (Braindawg)- Updated flare entities.- Players now receive 10% of damage done as XP (Humans only).- TMP has been moved to tier 3 from tier 2.- Both flare guns are on tier 2.- Updated katana sounds.- Preparations for Railgun (Braindawg).
  10. Revision 2129 by Pufulet - Lowered range of ghoul flesh throw. - Ghoul is slowed down further when throwing flesh. Revision 2126 by Pufulet - Lowered Turret health to 60 from 80. - Slightly lowered Turret range. - Turrets can now be picked up with USE and RELOAD Revision 2125 by Pufulet - Fixed Medic weapons not receiving ammo. - Lowered count of flesh zombies to the initial picked ones. - Normal zombies no longer slow down humans on hit. Revision 2124 by Pufulet - Fixed getting 50 ammo for turret. Revision 2123 by Pufulet - Fixed getting turrets from ammo packs. Revision 2122 by Pufulet - Updated scoreboard. Revision 2121 by Pufulet - Added ambient music. - Added option to disable ambient music. - Added a song to play for the initial chosen zombies. - Players can not spawn for the initial 10 seconds. This is to force them to actually look at the menu.
  11. Ghoul can now create a blood spawner on the spot at the cost oh health and is slown down. You have to be on the ground and not crouching. Updated scoreboard to now show rank. Dice rarely showing only player name may be fixed? Mobile supplies can now be placed slightly closer to walls and uses a wireframe model. Added in another optimisation command thanks to Box.
  12. New content and updates out on Zombie Survival on a regular basis. Come join it when you see players!

  13. - Berserker: No longer dazed when hit New perks - Headcrabs do 8 damage. - Minor changes to Berserker. - Added new Engineer perks. - Updated Turret and Mini Turret including the following: When placing a turret, the weapon will remain with the player. Players can now store turrets as ammunition and hold as many as they can. - Fixed players not being able to place turrets and mobile supplies properly. - Other minor changes.
  14. Priority Todo list carried forward: WeaponsRailgun (Braindawg)Flare gun v2 (potentially another weapon) (Braindawg)Katana (Braindawg)Pulse Rifle Mk2 (Braindawg)Add SG552 for Commando.PerformanceInvestigate zombies freezing on death and spawn. (disable death ui?)BugsFix dice just outputting player name..Fix zombie heads not popping off on headshots.Fix knife hit animation not playing.BalanceTransfer ammunition from weapon to weapon on drops.Set mobile supplies to use ammunition instead of actual swep.Ability to pickup C4. (USE).VisualsColour code SP bar depending on class.Disable humans seeing any zombie notifications.Combine player models for Commandos?Update weapon selection damage with actual.Perks
  15. My todo list above is still valid, also need to lower headcrab damage to 8, colour code sp bar and improve berserker.
  16. Priority Todo list for the weekend: WeaponsRailgun (Braindawg)Flare gun v2 (potentially another weapon) (Braindawg)Katana (Braindawg)Add SG552 for Commando.PerformanceInvestigate zombies freezing on death and spawn.BugsFix dice just outputting player name.Fix zombie menu saying Fast Zombies do 4 damage when they actually do 5.Fix zombie heads not popping off on headshots.BalanceDecrease pyro ammo given.Slightly decrease sniper ammo given.VisualsSet material of alpha zombies to flesh.Disable humans seeing any zombie notifications.Combine player models for Commandos?Add visual for hovering over spawn button in the human class selection menu.SoundAdd hl2 music on startup and during certain parts?PerksMore perks
  17. Further updates. http://images.akamai.steamusercontent.com/ugc/581322358908449338/841E010E6BBA5CEB020B4A1A5948C9682301FFAE/
  18. SP drops are now in tiers meaning you will get a random weapon from that tier. You will get your endgame weapon on the fourth drop. I need to make sure the text in new panels on the right side of the class selection are scaled.
  19. Update is out http://images.akamai.steamusercontent.com/ugc/574566418100744442/47D1D0DD06CAF7DEF6837F0BB2C3D9604898DF58/
  20. The initial update is ready for release and I'm currently waiting for Braindawg to send me the updated icons for all perks. Expect it saturday. http://images.akamai.steamusercontent.com/ugc/574566418097690645/4D98B47F12168A9E1F2FC05538012EEC958736B8/ A new class and perk system designed from scratch. All perks have been revisited and redesigned. All weapons are more accurate and have their accuracy system closer to how CSGO does it. Normal zombie does 25 damage. Ability to pick a global perk which allows you to get significantly more SP from kills but not from damage (for the old veterans). More perks can and will be added in the future easily. Disabled invisible shadows from players, weapons and props to we should notice an fps boost.
  21. Spent most morning on saving and loading the new perk system. The mod will remember each class' selected perks which are saved when you spawn.Locked perks will tell you at what rank they will unlock.4th row perks including the option for none will be global gameplay changers for you. Currently you have the option of receiving double SP at the cost of not receiving SPfor damaging the undead. http://images.akamai.steamusercontent.com/ugc/574565690969837878/9260E74B148192AB49997908AABE04044E9B8AAA/
  22. All perks are being rethought, have icons and no downsides. There will be 4 rows of perks (equipment, specialist, personal and global) You will see all perks but if you're not high enough level they will be red and tell you what rank you need to be. http://images.akamai.steamusercontent.com/ugc/574565690966147436/D8F6BC6B09D6A6E25A71E0255A0FFD6332B6005A/
  23. We will have a new and improved perk system. http://images.akamai.steamusercontent.com/ugc/574565690958495989/339B397BA0F4C400787F33FDE2FCAF2531FFB7ED/
  24. Here's what I currently have: TOOLTIPS! The bonus perks are automatically calculated on your rank now. Still need to add "+" and "%" accordingly to each. http://images.akamai.steamusercontent.com/ugc/572313256329693309/87C5616920DFB8FA2C9519579907F0240799D3E7/
  25. Started designing a new loadout menu from scratch. Nothing worth showing off yet but will properly function and bring certain changes to perks no doubt as well.
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