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Mr. Green Gaming

Duby

Greens
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Everything posted by Duby

  1. Yea I think that's an excellent idea I'll implement it! I'm now developing the level system now so there won't be many updates for a while, only small balance one's. Some of the things I've got planned will be pretty dam crazy and fun. But I'll keep it all hush hush until I can show it all off a little If you guys have anymore idea's go for it, I'm all ears, after all you're the one's I'm developing it for, so it has to have stuff in it which you want! xD
  2. That is the case, I'll look around the code and see what I can find and do. I'll look at the view model positions and see what I can do to make them look and feel a little more like they did
  3. It was banter m8, maybe I should make a mega Melon gun or something lol Updates feel nice at the moment I think we have more or less found all the balance issues, I'm sure more will be found though haha
  4. He is Cevadar, As Mr.Green is open source anyone can make content for it and he has provided us with some nice updates I'd say. Its all looking very positive and promising and I think within the next few weeks we'll really see the game become polished and a real joy to play. Also Pufulet, if you'd like it would be awesome if you ported the Prox mines from the old mod onto the new weapon_zs_base It would be very cool to have it again and its a very unique tool to Mr.Green!
  5. Here are the small annoying things fixed. I'll look at the more complex stuff tonight and see what I can do! -Added files for new Dual P228 weapon (Going to be added and used to replace Dual classic pistols soon) -Increased damage of Axe -Increased damage of Pot -Fix for Boom stick Cone -Increased Dual classic pistols damage -Fix for Gallil cone -Lowered Fast zombie pounce damage -Increased amount of grenades for commando -Increased pulse pistol attack delay and start charge rate
  6. This is exactly what I need right now, a players perspective to help guide what's right and wrong. -I've fixed the Python pistol issue, I will look at the sound volume of it etc.. -I'll look at the shotguns tonight -I'll work on the rifles issues tonight as well -I'll look at giving the Berserker something more interesting to make it more worth while playing -The classes will have more interesting and more definitive options when I've implemented the levelling system -I'll find a way to make ammo less scarce, maybe even bring back the ammo regen to the gamemode, I'll take a view on it! -I want to do something like KF as the crate is a little messy with all the stuff in the shop atm and yea people don't know what to buy for what class etc.. I'll work on that asap! I'm about to implement the new Achievements system tonight, so once that is done I'll fix all this stuff and work on it, I hope to get it all done to bring Mr.Green to a new level of awesomeness!
  7. Some small changes which have been made. We are slowly gaining players, so I have faith that we will slowly come back from the dead -Buffed Dual Classic pistols -Fix for melee weapons not hitting properly -Increased bloated and chem zombie walk speeds -Lowered Boss SP gived -Removed fan list (due to a revert in a branch merge) -Lowered pulse pistol damage -Lowered Etherial health -Lowered Etherial attack delay after Teleporting
  8. We need someone who wants to step up for the position for that. I don't mind who it is as long as they know the best maps and will keep the quality of the maps high.
  9. Ok so Reiska is in the Army and currently not available for a period of time, so until he comes back and takes on the reins of the map manager. I may appoint someone if they are proven to be useful as a temp until Reiska returns. I've only just got back from holiday so please give me some time to sort through all the maps and work out what's what If you have anymore maps which you want added of course state the name, if you have a link to the map files itself you'll make my life x100 easier xD Cheers, Duby
  10. I haven't got the IP due to being on Mobile only atm, but it's easy as pie to find it in the server listings
  11. It's been up for 5 days odd now xD It's under 'New Mr green zombie survival Open Beta'
  12. Hmm we'll take a view on it and see what's the best course of action, firstly we need to get players on to even start thinking about these things haha Umm away this weekend, so if there are any issues post them here and not my steam inbox. I would most likely respond here.
  13. Some of these I agree with some I don't. Hate is the strongest boss in terms of damage and at that the fastest, so I think its only right that he stands still while attacking. He's a battering ram for cades and moves humans quickening from any camping spots. So I think his stats are fine personally. If others disagree then do please say so. I'm working on the poison gasses issue. Etherials can teleport and are unlocked on wave 2, they have the stats they have due to the fact that if more than 5 zombies go as them they are hard to handle. So my thoughts on it is that they should be rather easy to kill. They keep the speed of the game up without murding all the humans before mid game. Yea, I like the ammo and buy button idea, it sounds a lot smoother so I'll do that
  14. Ywa will do it tomorrow mid day, so not long chaps
  15. When Ywa stops watching porn <3
  16. Hello all, Yes its time that I make a new topic and post about something interesting.. I got nothing interesting to say... Terrible English humour aside I would like to tell you all about the new mod, the current status of the mod and its current and its future developments. 8 months ago Damien said to me I should revive Mr.Green using the latest ZS mod, he sent me a link to the ZS GitHub and from that point onwards I've been on one hell of a journey. I've spent the last 8 months fully dedicated to reviving our ZS community and bringing back what we all love and hold dear. Has it all been worth it? Yea I'd say so, its been a blast and a half haha! So lets get straight into the nitty gritty of the gamemode! Credits: Necrossin - Old reused code Duby - Leading Developer Gheii Ben -Head Graphics developer Old Bill -Modeller ArzoNa -Graphics designer Trazix - Arena Mapper Stelk -Mapper Rui -Arena Mapper Ywa - Pain in the ass as always. I would like to firstly like to thank all of the Beta testers who put their own time aside to help me with the project and to believe in the projects success! All Beta testers have been given a nice special title Old Fags, welcome back its been some time for a few of you but neither the less, you're more than welcome to rejoin the ranks amongst the chaos that is Mr.Green Zombie Survival! So lets list out a Q and A to save me creating massive blocks of boring text. Q&A What is the mods goal? -To bring a new lease of life into the Mr.Green zs community and to also show that Zombie Survival can be more than just cading. Do you have Human classes? -Yes Do we have a levelling system? -No (Not yet basically) Do we still have our green coins? -Not unless Ywa wants to sort it out for you all. (Does he still love us I wonder ) When will the gamemode be live? -The gamemode is in a state of feature completion, but it's technically in open beta. It will be released under the marketing decision that the community can help drive what is most important for the game modes development. (I don't want to spend my time developing shit people don't like or want) aka this week or next week. Who is going to be developing this gamemode? -Anyone who feels like it, I am the content manager for Git and anyone is free to develop something for the gamemode. As long as they bare in mind the rules stated on our Git Can we have a link to the Git? -Give me a pm and I'll give you a link ;))))))) So what is so special about this mod? -Its Mr.Green we're talking about here, there isn't any words I can use to construct a sentence with the describe it I'm an old fag do I get anything for all my levelling and hard work? -Yes! If you have proof find the old fag topic and make you case ^^ List of everything..... Gamemode Log: -Human view model legs -Modified weapon bases -New Human and Zombie HUD's -Ported 3D screen notifications -Ported Mr.Green boomstick -Removed zs 3.0 player transparency -Ported Mr.Green mobile supplies -Added Mr.Green new and old game start music -New scoreboard -New crate model -Ported Melee crosshairs -Ported Necrossin crow -Created new Boss zombie weapon base -Ported Howler -Ported Etherial -Ported Seeker -Ported Nerf -Ported Shoulder turret -Ported Hate -Ported Bohemoth -New nerf model -Ported Python -Ported Blow torch -Ported Dice -Created new sub gamemode (Arena Mode) -Created new Boss images -Ported Freeman -Added last man stand -Ported Ravebreak -Ported Admin mod -Added Z time -Ported Vote Mute/Gag/Kick -Added Dual deagles -Added Dual Classic pistols -Added 'The Prototype' shotgun -Added Python -Ported Robs zombie gasses -New End Game screen (Still being developed, waiting on Ben for graphics) These are all the large main things, but there is obviously a lot more under the hood. Future developments: Leveling system Further developments for a new Greencoin and shop system New bosses More interesting weapons Please use this as the main topic for complaining in etc... I will be obviously taking it all a little slower now and maybe finally finish The Legend of Zelda Majora's mask haha I do have some things still up my sleeve though Cheers, Duby
  17. Yea I feel like we have lots to still implement, but we are ready for this weekend after a few more minor updates. The way I want you all to look at this is that we have a gamemode, which can be developed by the community, as an open Beta. We can all play it and see what gameplay aspects we can develop into something cool and new We will get the Mr.Green feeling again, but I feel copying the past will only get us so far. We need to create a new Mr.Green feel to the gamemode using new and old gameplay aspects! The one thing I will say is, we won't be doing anything brash or massive gameplay wise as we need to get ourselves a stable player base first. So please be patient regarding that. I will be creating a new topic with all the low down later this week, after all the testing I'm sure we are going to stand a good chance in becoming a popular community again. I would like to thank all of our Beta testers for helping me test and find bugs. Its been great fun and obviously all the old fags will get their dues as well. All information regarding the main future developments will be posted later this week, but for now here is the latest change log from Git. -Added Dual Degal files -Added New Zombie bosses images -Combined Wraith and Etherial -Lowered Chipper Damage -Lowered Famas damage -Fix for Medkit bar alignment -Fix for Zombie hit detection issues -Added maximum health function -Added fixed OldFags table -New human class properties and descriptions -Lowered SP given for killing some zombie classes -Added Zombie HUD graphic back (Removed by accident) -Lowered starting weapon damage -Dual classic pistols/five seven are no longer automatic -New workshop item -Supply/Mob crates now have a pre round display -Mobile supply class max health fixed -Ammo world model bug fixed -Dual degal force reduced -Nerf can attack while moving -Balanced pulse pistol -Temp Seeker world model fix -Zombie base prop kill fix -Potential hit detection fix -Human HUD further refinement -Last human has a Sledge hammer instead of Katana -Dice Win bug fix -Fixed end round chat box bug -Refined end game screen -Added close button to the SP shop -Removed zombine -Increased tickle monster HP and speed -Removed turret and Supply crate from SP shop (balance issues) -Fixed font issue on Mob and Arsernal supplies -Another potential fix on hit detection -Refined SP shop close button -Updated Trace hull with new ZS github code -More information added on the classes menu -Some zombies give more SP -PukePuss has more HP -New melee Trace meta -Reverted zombie base back to GitHub version (Debug for hit detection issues) -Cleaned up Mobile Supply code -Added a test weapon to the admin menu -Lowered Etherial damage -Lowered Normal Zombie damage -Added some more old fags
  18. Ok Added all the recent one's as well @Braindawg --Snip, didn't see your SteamID I hope you all enjoy the server, any feedback obviously post it on the correct topic, for any of those who are old and fagish in Mr.Green ZS please do provide your evidence etc.. and I'll happily add you with the rest of this lot!
  19. No I didn't, the 3.0 base is really good to work with. But when you start modding things obviously you create bugs unknowingly, I try to avoid touching things I don't need to. I think it'll all work out in the end, but it will just take sometime to iron out the gamemode. I should have a rather large update on Sunday, so I'll post the log and do another Beta Test
  20. Positive outlook, one bug down 100 more to go xD
  21. Its a trace line, and by default the lag compensation is removed. I think I've found the issue. (Correct me if I'm wrong) This is the line which is used for when zombies hit a human (ent) phys:ApplyForceOffset(damage * 150 * (forcescale or self.MeleeForceScale) * self.Owner:GetAimVector(), (ent:NearestPoint(self.Owner:EyePos()) + ent:GetPos() * 5) / 6) I changed it to 150 stop humans moving so far away when getting hit, but at the same time I thinks this is what's causing the issue. it should be damage * 750 * I'll change it back and we'll see if that sorts out the issue, when I had a quick play with it last night, it seem'd to make a big difference. I'm out tonight so we'll try and get a test done on the weekend after I've fixed some things Ywa found.
  22. Sure, it does sound sensible, it will also help conserve ammo. I think its a smart move so I'll change it and see how it plays out ps: their already in the shop
  23. Added everyone who has given me their Steam ID's to the Old Fags list.
  24. I take your opinions on board, I appreciate honesty and at the end of it, it will help the mod become something more. Yea I need to give the human classes some more thought perhaps and think of a way to make them feel more unique and special. I need to refine the zombies more and give them direct purposes so we have a list of refined classes. I feel the class menu doesn't really require a load of text as people are goi g to click on it and just base it on the load out. I went for the simplest look really. But then again it can be improved for sure. It will still feel a little noxish as we haven't got that whole generations of coders code in the gamemode so it will just feel like the mod first did I guess. I'll try and make it feel more like Mr.Green. I want the mod to be not feature complete so people see and feel like their still involved in its developments, and they have a big day in how the gamemode develops. But in total yea I have a lot of work to do. I may do some all nighters to get the mod ready for June. 7years of code in 8 months odd, it's all been rather interesting xD
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