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Mr. Green Gaming

Pufulet

Greens
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Everything posted by Pufulet

  1. - Players will not get their weapon swapped if the drop has a lower DPS. Instead that weapon will drop to the floor and the player will then get given bonus ammunition.
  2. Gotta fix: Onix: can't attack with behemoth, mouse1 doesn't work
  3. Next weekend's priority todo list: Weapon DropsOnly switch to improved weapons.Transfer ammunition on switch.Set certain starter weapons to not be allowed to drop (plank, knife etc.).Weapon tier system to properly balance out when weapons drop?Balance+15 units speed to zombine on rage.(damage resistance on rage?)Behemoth health to 2000.Barricading100 nail health, remove bonuses from levels.Support perk for 140 health with different material on nails.Add a better visual for health of nails.WeaponsChainsaw (braindawg) https://www.dropbox.com/s/8fnt1mawy8tu9gn/Chainsaw.txt?dl=0Bugsfix Behemoth not playing attack animation.FeaturesBehemoth warcry? (buff all nearby undead)
  4. General quality improvement of the mod and game flow. - Fixed Grenades and Ammo pack not showing ammo count.- Fixed F1 menu scaling.- Players that receive a weapon drop will automatically get that weapon in their inventory and the old one will be removed (needs further updating to compare power of weapon to current).- Several weapons have been buffed.- Pulse weapons now share the same stats apart from accuracy, walkspeed and firerate.- Fixed being able to spam grenades with alt fire.- Fixed a material error.- Potential optimisations.- Potential fixes for smoothness when zombies die.- Increased distance required for dynamic spawning from humans.- Fixed certain messages not staying on the screen long enough.
  5. - Fixed Zombine playing incorrect animations when holding a grenade. - Fixed Berserker damage resistance being incorrect. - Berserker now receives 5% of damage done with melee weapons to health. - Updated Berserker Vampire perk.
  6. Weekend Priority Todo List (may get updated by friday): BalanceLower Berserker "Vampire" health leech from 10% to 7.5%.Lower Berserker "Vampire" health from kill penalty from 90% to 80%.Give Berserker base +10% damage resistance.BugsFixed Zombine crouching with grenade.Fix Commando "Whatever it's called" not giving the +20% clip size.Fix F1 menu scaling.
  7. - Players now spawn with random colours. - Fast Zombies are now slower when attacking. - Howler is slower when attacking. - Ghast can now transform back into ghast form. - Ghast is slower when attacking. - Updated several viewmodels of the undead.
  8. A couple of updates today improving the overall quality of the mod. We reached about 26 players at one point. http://images.akamai.steamusercontent.com/ugc/615095545767991520/F0309D8886C91BD4B161EFABA7A949B6DA8F7D34/ http://images.akamai.steamusercontent.com/ugc/615095545767744953/6F2A04E0E22B49BA4E8330EB85126BB9B5DF10D3/
  9. Weekend Priority Todo List (may get updated by friday): WeaponsAdd Rail Gun (braindawg).Update Alyx Gun model (braindawg).Update barreta model (braindawg).Add Pulse Shotgun (braindawg).Update Infernus tracer.Increase Deagle damage from 24 to 25.Increase P228 damage from x to x + 1.Increase Mac10 damage from 8 to 9.Update chainsaw (braindawg).Update medkit model to use official viewmodel.BugsFix certain tools and weapons showing the model inside the player (todo with world model).Fix notification messages barely showing.See if zombine animation code is correctly executed now that rage has been modified.Fix heartbeat of humans not showing correctly sometimes.Fix F1 menu still having bad scaling.Failed to load sound "weapons\melee\frying_pan\pan_hit-04.wav"Investigate missing music from spawn.QualityRob's Colourmod!Switch undead to use human font for consistency.
  10. Due to a gmod update, crouched players had broken hit boxes. This is fixed. Also, I have done all the updates that I wanted to and feeling worn out once again until next weekend.
  11. - Zombines no longer enrage when pulling a grenade out. - Zombines enrage when at 50% health or less. - Lowered speed of headcrabs.
  12. - Crouched players can be damaged noticeably easier. - Zombies hit with melee are slightly dazed.
  13. - Fixed melee viewmodel bug. - Balanced and updated several melee weapons. - Added Lead Pipe. - Lowered the global speed of humans by 8 units.
  14. - Added Stun Stick. - Updated melee view punch. - Updated certain class perks. - Updated new zombie class unlock messages.
  15. - Added Annabelle. - Added Medic Rifle. - Added "Infernus" Cannon. (Holy shit this looks awesome braindawg) - Updated HUDS for improved performance.
  16. Maybe if you contributed in a useful way to me instead of moaning like a cheap whore.
  17. My priority todo list (more will gett added) for this weekend coming up: BugsGet Rob to fix melee base crowbar bug.Get Rob to fix crouching hitbox exploit.Fix weapon receive messages being too short.Voting ScreenMore maps to choose from.Voting power based on SP gained."SP Gained" panel."XP Gained" panel.Remove "Assists" panel.ContentAdd medic rifle (braindawg) https://dl.dropboxusercontent.com/u/45343901/Medic%20Rifle.txtAdd annabelle (braindawg) https://dl.dropboxusercontent.com/u/45343901/Annabelle.txtAdd a pyro weapon (braindawg) https://dl.dropboxusercontent.com/u/45343901/Red%20Matter%20Cannon.txt QualityReset / Save perk choices when switching classes.Actually meaningful perks with icons.
  18. - Ammo Pack can now store ammunition which can be later used.- Board Pack now gives random boards.- Ammo Pack and Board Pack don't disappear if empty. I believe I'm done with all the updates that I wanted to do for this weekend unless anything else comes up.
  19. - Added "Mobile Supply" perk for Support. - Changed "Board Pack" perk for Support. - Supports now spawn with an ammo pack by default. - Readded "Fortify" perk for Support. - Ammo boxes and mobile supplies can now give boards to the boardpack and store ammo for ammo packs. - Increased hammer starting nails to 20 from 10.
  20. - Fast zombie damage 5->4 - Fast zombie health 140 -> 135 - Howler scream doesn't shake screen of own player. - Props can now be held in place with [sHIFT]. - Added Vampire perk for Berserker. - Updated Bullet Storm perk for Support. - Reduced required SP from 100 -> 150 -> 200 to 100 -> 130 -> 160 etc.
  21. I removed it because of the problems it can cause with view models but I'm gonna add it back slightly modified.
  22. - Updated F1 Menu. - Fixed missing sound errors. - Updated weapon selection HUD to be clearer. - Updated ethereal and ghast health/speed stats. - Removed FOV option in F4. - Mobile supply crate has 200 health and the colour of it changes as it takes damage. - Weapons are now salvaged at a mobile supply crate by throwing them at it. - Updated salvaging system. - Updated HUDs. - The SP requirement is increased by 50SP every time a drop is received. - The weapon drop will now be sensibly given depending on the round time (no weak weapons near end). - Several other changes and updates.
  23. If we start on 3.0 we lose all that was green and will be a generic ZS server for a very long time because nobody is gonna develop it to reflect green any time soon.
  24. I still have faith in the current mod and wish to continue working on it. As long as I believe I can revive it none of you will convince me otherwise. I know it doesn't need much left to get the people interested.
  25. I'm totally honest I don't know where this advice is, show me.I would be partially happy moving to 3.0 on another server and temporarily keeping the legacy one alive during that development. For my full view and opinion please wait until tonight when I come home.
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