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Mr. Green Gaming

Duby

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Posts posted by Duby

  1. 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 :o 

    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

     

  2. 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

  3. 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 :)

  4. 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. 

  5. 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

  6. Yea I will be very strict on it. I've not touched any weapon stats apart from new weapons which we've added to the mod. So they've been based on the balance of the other weapons. Same applies to the zombies :)

     

    I'm sure it will be fine, the only issue I found is that the Engineer was way to strong, so I needed to sort out its issues.

    If you'd like to Pufulet, you're more than welcome to port the Prox mines to ZS 3.0. It would be a nice addition to the engineer class and really give it a nice range of tools. Obviously I'll just do it myself if you'd rather not.  

  7. I'll look at balancing it all for sure, that video shows the deagles before I've even done stats, I just took the normal deagle file and replaced the model.

     

    I need to finish off one of the zombie classes for sure. I've finished fixing the balanceing issues we've found. I expect there will be more but that can be delt with as we find them.

     

    I just need to polish the end game screen and we are good for release :)

  8. The reason why I ask for your Steam ID is that I'm not going to spend time going on your profile getting it xD

     

    I've also decided that you'll get some badges, and also extra voting power in the map vote screen.

    You're trusted members so you know the best maps etc.. I see no reason why you shouldn't have some nice things :)

  9. Hello all,

     

    As you know the new ZS server is being released soon. But I want to make sure all of our old fags are treated with respect. So for the release and from now on, if you can prove your position within the community with a Rank, amount of greencoins within the threshold given, you'll have some special items given to you for the new gamemode.

    Any of the following.

    Thresholds:

    GC < 2500

    Necrossin Perks ZS Rank < 20

    Deluvas/Necrossin Classes Rank < 2

    Previous or current admin

     

    If any of those or all of those apply to you, place your evidence (some might be obvious) leave a comment bellow with your SteamID and you'll be added to the (special snow flake) table :)

     

    You'll receive;

    A player title

    Bonus GC when the shop is implemented

    Maybe a nice weapon skin ;)

     

    Cheers, Duby CBFDFCA94DDF2F345F59CFF25569910B77F8E808

     

  10.  

    A quick summery of what I need to do for us to be in a completed sate for Release.

     

    -Fix Zombie !rtd command

    -Ywa's approval on the end game screen

    -New Boss selection menu images

    -New Ghoul zombie class menu image

    -Modify human crosshair

    -Double check Boss base code

    -General code tidy up

    -Put map list together 

    -Make SP shop look more aesthetically pleasing

    So I'd say its all rather minor things really. The core gameplay is all there and ready to be tested for a final Beta test :) 

  11. Sure, it sounds very promising. What I would say is that there is a hell of a lot of code changes going on with every Beta update. So I would advice waiting until we release just so we don't have any issues. 

    (Last Beta update was 192 file changes.)

    We are releasing in June :) 

     

    It would be great this use this XP system to build a new level system, and the supply drop for some sort of sub game mode :) 

     

    It would be awesome to get more coders involved with the project and to collaborate on this project.  

  12. ZS_3.0.1_V10_Beta update

    -Moved Zombine model in folder structure
    -Moved Zombine sounds in folder structure
    
    -Added new gamestart music
    -Added intermission music
    -Added Robs poison gases
    -Added new Zombie Spitter class files
    -Added zombie prop killing (Huston we have lift off!)
    -Added Zombine
    -Added SP rewards system (10 kills get ammo drop, 20 kills get a bottle
    of Vodka) 'will be changed most likely'
    -Added News module (Keep the players informed of course!)
    -Added Chem zombies to Arena mode
    -Added player tags for Beta testers
    -Added Poison headcrab bomb
    
    -Fixed Crosbow script error
    -Fixed medkit hud bug
    -Fixed Seeker bug
    -Fixed zombie boss base hit detection
    -Fixed Puke Puss mateiral issue
    
    -Removed un-needed sounds
    -Removed un-needed graphics
    -Removed GC shop (Porting over the old one and re-coding it)
    
    -Created new ammo drop entity
    -Created new Zombine grenade
    -Created new HUD (Still up for review)
    -Created new Scoreboard
    -Created new end game screen with map vote option (Still W.I.P)
    
    -Increased mini turret damage and ammo
    -Increased Degal damage and shop price
    -Increased Bloated zombie speed
    -Lowered Boom stick damage
    -Lowered zombie reaches slightly
  13. I've comprised a new levelling module into the game mode, so we are all set for integrating it into the game. But I need some time to think about what I'm going to do and how people should gain XP and how much etc..

     

    Things that this levelling system will defiantly consist of;

    -Global XP/levelling gain regardless of your class

    -Lots of levels ( So players always feel like they are progressing )

    -Every 5-10 levels a tool for a class will be upgraded or a new tool will replace it.

     

    Zombies leveling system is going to be designed at a different stage due to the amount of thought required for balancing reasons.

    This will be done after the release, some may say we should wait, but I feel we need to get this game mode off the ground and start refining its gameplay.

     

    Additional Notes:

    I need to port the GC module and re-make the GC shop, I feel that the old one can be re-coded into a module and be quite efficient if done correctly. But this again will be looked at after release. Any comments are always appreciated. I'm working as fast as I possibly can, and obviously I have a life and GF etc.. So at the moment its all rather interesting getting this done on time.. ;) 

     

     

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