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Posts posted by Pufulet
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Post the peashooter picture for me please.
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This is the only post that I value as proper feedback in the last couple of weeks.
Hud Scaling issues (mainly people on low res, have issues selecting some perks for their loadout, try 1280x720).Spectate Team (yes, I want to spectate).
Allow the cvar "crosshair 0/1" to alter the zs crosshair, because damn, I couldn't remove it in demo files, the command that should work, just doesn't.
Longest standing issue that irritates me with demos, the auto-reconnect script ruins it for me. -
Ye, ye? http://wiki.garrysmod.com/page/engine/IsPlayingDemo
Being ignited is the most irritating thing I go through as a zombie, because it really blocks part of the zombie's 3rd person view (add some transparency to the flame).
If I load in 1st, I can just go into a trigger_hurt, and have human players dynamically spawn on me. (such a troll, and you let me do it lmao)
Zombies need enough ground space, when dynamically spawning on others. (another troll mechanic, I'll face the edge of a map...)
If I get killed by trigger_hurt or by worldspawn, I can spawn as a zombie before the wave starts.
Minor issue, I noticed the depthres shadow disappears when you pick up props (flashlight on the prop, pick it up, drop it and look at it with the flashlight).
Five Seven (Commando) starts with 15/45 when you spawn with it, press Reload and it'll go to 17/43, you can even attempt to reload a full Five Seven, it automatically stops it's reload (bit silly).
Download issue:
HTTP ERROR 8 downloading http://greencdn.limetric.com/zombiesurvival/materials/zombiesurvival/humanclass/avatar_berserker.vtf.bz2
HTTP ERROR 8 downloading http://greencdn.limetric.com/zombiesurvival/materials/zombiesurvival/humanclass/avatar_berserker.vtf
HTTP ERROR 8 downloading http://greencdn.limetric.com/zombiesurvival/materials/zombiesurvival/humanclass/avatar_berserker.vmt.bz2
HTTP ERROR 8 downloading http://greencdn.limetric.com/zombiesurvival/materials/zombiesurvival/humanclass/avatar_berserker.vmt
HTTP ERROR 8 downloading http://greencdn.limetric.com/zombiesurvival/materials/zombiesurvival/humanclass/avatar_sharpshooter.vtf.bz2
HTTP ERROR 8 downloading http://greencdn.limetric.com/zombiesurvival/materials/zombiesurvival/humanclass/avatar_sharpshooter.vtf
HTTP ERROR 8 downloading http://greencdn.limetric.com/zombiesurvival/materials/zombiesurvival/humanclass/avatar_sharpshooter.vmt.bz2
HTTP ERROR 8 downloading http://greencdn.limetric.com/zombiesurvival/materials/zombiesurvival/humanclass/avatar_sharpshooter.vmtVarious melee weapons show their true viewmodel in addition to the actual weapon model, aka Shovel shows the crowbar, Pipe shows stunstick.
You can also force the real viewmodel to show up with the plank, by picking up a prop, and then cycling weapons, this also hides any props added to weapons via sck modification.
The Last Human who is killed, is able to still move at the end.
There are more issues, I will report, and I'm gonna add more spam to this post later,
I don't think I'll have any "gameplay" suggestions due to being so out of touch with mrgreenzs for such a long time.
Maybe if you structure your feedback like this instead of telling me to condemn my weapon system and saying the game is purely unbalanced then I might listen.
You're making me believe you have no idea about what I have done so far for this mod, bad or good.
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Hud aesthetics are subjective. I disliked it therfore I changed it to a minimalistic style which is what I prefer.
Loadout menu before I fixed it for non 1080p users:
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The hud works because I have been fixing it. Nobody other than 1080p could properly play the mod.
Regarding balance, I don't think you understand the gameplay changes properly (SP for weapon drops / random loot from kills / salvaging) and it's my own fault for not communicating them to the players, this is what I am to do for the next weekend updates.
Most veterans will trash the mod that I have created and don't tell me how to improve it. My post above is an example of me now communicating to the players what my changes will be.
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My priority todo list for this weekend coming up:
- F1 Menu
- Multi resolution friendly.
- Update tabs.
- Voting Screen
- More maps to choose from.
- Voting power based on SP gained.
- "SP Gained" panel.
- "XP Gained" panel.
- Remove "Assists" and "Healing" panels.
- Errors
- Failed to load sound "wraithdeath4.wav", file probably missing from disk/repository
- Failed to load sound "wraithdeath3.wav", file probably missing from disk/repository
- Failed to load sound "npc\stalker\stalker_alert13.wav", file probably missing from disk/repository
- Failed to load sound "npc\stalker\stalker_alert12.wav", file probably missing from disk/repository
- Weapon Selection
- Add black outline.
- Check amount of ammo given from ammo boxes is correct.
- Ethereal
- Reduce health to 100.
- Reduce speed to 180.
- Human Hud
- Optimise.
- Salvage System
- Switch back to throwing while looking at mobile supplies?
- Weapons
- Increase speed of zoom for FOV.
If I finish it all and still feel like coding then I will work on other stuff as well.
- F1 Menu
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We do not look back, only ahead.
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That's all for this week!
Bugs or suggestions just post them here as usual.
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Revision 2002 by Pufulet
- - Weapons can now be scrapped on the spot for SP again by pressing F2.
- - Updated weapon selection to include SP value of weapons.
- - Added back dropped weapon glow effect.
- - Updated F1 menu to scale correctly.
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- - Updated weapon selection hud.
- - Weapon selection hud is now siginificantly more multi resolution friendly.
- - Updated crosshair.
- - Mobile supplies is easier to place.
- - Mobile supplies and ammo box can now give 1 grenade back.
- - Flare gun does 100 damage.
- - Several other minor changes.
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Revision 1998 by Pufulet
- - Turret is now collidable.
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My commits are not pushing to the live server, sorry guys. Gotta talk to Ywa.
- - Updated Pyro.
- - Fixed fast zombies not slowing while attacking.
- - Disabled humans reviving as zombies on initial death.
- - Humans become slightly more agile.
- - Poison zombies and ghouls slow down correctly when throwing flesh.
- - Other minor changes.
Revision 1995 by Pufulet
- - Fixed Unlife and Lasthuman songs colliding.
Revision 1994 by Pufulet
- - New Loadout Menu which should be properly supported by all widescreen users.
Revision 1993 by Pufulet
- - Removed vodka from Berserker.
- - Sharpshooter now has a knife instead of a beer bottle.
Revision 1992 by Pufulet
- - Pyro burn length greatly reduced.
- - Changed "Burn" to "Scorch" for pyro.
- - Burn damage increased.
- - Removed Engineer combust perk.
- - Slightly lowered TMP damage.
- - Doubled damage of flare gun.
- - Flare gun can only be shot once.
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zs.mrgreengaming.com
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Please refer to Live Zombie Survival development tracking (changelog) topic for your further zs'ing.
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Please use this topic for further anything to do with zs.
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The random drops that players do get from SP is bad and it will be based on class.
No they're not.
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That's all from me for this weekend. I would expect updates from someone who actually knows to code in the not so distant future though.
There are still a couple of changes I want to make in properly pushing us away from the SkillShop and not rely on any placed entity. These may be controversial changes but I want an even more unique zs without hopefuly destroying the playerbase which seems to be slowely blossoming again.
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- SkillShop is currently disabled.
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Updates from yesterday:
- SP is given by the amount of damage done to the undead.
- SP given from killing has been greatly reduced.
- Starter weapons have 3 spare clips.
- All other weapons have 1 spare clip.
- Ammo from SkillShop now costs 40SP and the amount given increased.
- Killing an undead has a 1/3 chance of dropping an ammo box.
- Mobile supplies model has been changed to the hl2 ammo box.
- Mobile supplies gives ammo every 90 seconds instead of 60 seconds.
- Normal zombie, poison zombie and fast zombie have had their health slightly lowered.
- Spawn with primary weapon perks have been disabled.
- Bunch of other small changes.
Updates from today (maybe):
- Fix behemoth spawning whenever the hell it wants to.
- Humans dying to drop ammo boxes.
- Other changes that I see fit.
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Bosses have to be small so they can crouch through vents and actually navigate like the rest. Big bosses are just annoying to play (keeping the collision size and making the model bigger is a no no).
Already some useful stuff to take from this, good job.
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Server got updated and boomed to 20 players earlier today. Also double xp for the weekend!
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I never quit and I could still easily work on the mod. I wanted to work on this since deluvas times and I'm not gonna let that go now. The fact that the server is running on an older version of gmod is incredibly bad and I will inform Ywa (oh he's on holiday).
As far as I'm aware the quality of the mod is at its highest in the last year (server had +30 players on the weekend of prime changes by me), if not longer. No doubt that if I do look at the mod again soon I will notice problems and will say to myself "why did I do this" and this is because I didn't touch it in over a month so I'm less biased.
I'm not aware of any bad balancing or broken gameplay, the closest thing is probably the slight slowdown that humans get when falling.
Also I don't see any suggestions or improvements in this topic that I would consider valid so the whole "not listening to players" doesn't really work since there isn't anything to actually listen to.
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Added ammo packs. 25% chance to appear when you kill a zombie. There is then another 25% chance that it will be a health vial instead.
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Why would I update it not to my liking? It would probably be wrong then.
Live Zombie Survival development tracking (changelog)
in Zombie Survival
Posted
You've put it perfectly although I refuse to believe that zs is broken and will continue to work on it.
Telling me how or why it's broken would be helpful though. This goes to everyone.