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Posts
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Everything posted by Deluvas
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Almost any Sci-Fi serial out there! Also, i like Brainiac, too (that's why i got so many brains in Zombie Survival XD)
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Did you fix that one? That's not my problem ..it's Garrys! :< I can't fix that. Why do you even bother answear his questions? ... so that people can engrave the answer in their brains..
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Did you fix that one? That's not my problem ..it's Garrys! :< I can't fix that.
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No more waiting to redeem and then propkill
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Upcoming Patch 3.05 - Finally fixed those clientside errors (from cl_beats, scoreboard, cl_targetid) that appear at the beginning of the round. - Fixed Wraith's shadow showing when you are pointing the flashlight at them while using High Shadow Settings. - Increased the damage needed for zombies to get a brain (from 100 to 150) - Implemented Human Redeem Spawn Protection! You receive 95% less damage when you are protected! Duration influenced by number of zombies. - Fixed the "You have picked up a weapon" notice not showing correctly!
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TF2 needs hot admins. End of discussion
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Upcoming Patch: 3.04 - New formula for headcrab damage. - Fixed a bug where you could disconnect as human after taking damage and reconnecting with full health. You can now only choose the human class once (when you connect for the first time on a map!). If you take damage and reconnect, you'll spawn as the same class with the same amount of health! - Fixed the "syrenge" typo. It's now "syringe". (You don't really care about spelling when you code!) - Added a basic change human class chat command! Your class will change on respawn! The command is "!hclass classname" or "!changehumanclass classname". - Lowered 'Fast Zombie' damage by 2 and clamped it to 6. - Fixed a bug where you couldn't select the crowbar weapon. - Fixed the green coin receive effect. - Added an assist system. You don't receive green coins for assisting! You receive 1 brain/frag for every assist. You become an assistant by doing more than 1/3 of maximum health for humans and 1/2 for zombies. [Report any bugs you find on this!] EDIT: - Fixed a bug in the assist system where you would see assists from the opposite team in the deathnotice! - Fixed a bug in the assist system where it would fail to register the assist when the player would disconnect. - Fixed a bug where your damage as a level 2-3 commando wouldn't register with the "Pulse Rifle".
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The color correction is different now :/ If you compare the old CC and the new CC on a map like clav_segments you'll see a MAJOR difference!
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.. unless that zombie is me and that zombie walks towards a props. I would call those zombie evasive movement patterns. It's garry's fault
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Hey mr Dusty... have you read the patch 3.02 notes? I don't think so ...
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Upcoming patch notes (3.03): - The server is now connected to the MrGreen MYSQL DB, thanks to Clavus. - Changed next level requirements (Level 2->3 and Level 3->4) for Berserker Class: "Kill" xxxx Undead instead of "Splash" - Decreased "Last Man Stand" upgrade bonuses. (Reason: way too much damage) - Fixed mines floating through 'world' when punched or hit with ranged weapons. (This only works with most of the weapons) - Increased Magnum damage by 50% if the player has bought the Mysterious Stranger upgrade. - Increased Berserker chance to spawn with a(n) plank/axe at level 1-3/4-6 by 50%. - Fixed a bug when the engineer turret would not explode if you were randomly chosen as first zombie player! - Edited code for roll the dice. (It should properly work, now!) - New Zombie Spawn protection system. God Mode and 'white' texture removed. Zombies now have the same amount of seconds of spawn protection (influenced by human/zombie ratio). While protected, zombies take damage (calculated by human/zombie ratio). Increased spawn protection multiplier for time. - Custom ConCommand function. (Fixed !stopsounds chat command) - Fixed the "You get x more nails for your hammer" bonus for the support class. - Edited human post processing again. [this time added sharpening effect] - Items that drop from zombies (syringe jars, ammo packs,etc) can only be picked up by human players that need it for the achievements. - Increased Scout Sniper damage by 50%. - Fixed bug (?) where you couldn't redeem by pressing F2, even if Autoredeem was disabled. - Lowered "Title Editor" price to 6800 from 8000.
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Maybe an onslaught gamemode like the one in UT3? :> EDIT: I smell brain smoke!
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It is dice so anything can come out really. Your fault if you take the risk with the dice. Right, you get hit to 30hp by zombies, you're walking away slowly, you roll the dice in a hope to get hp and get away from the zombie. It kills you, yet you still get affected by the suicide system, even though you had no intention of being killed on purpose. How on Earth is that fair? It's still suicide .. surely the dice is your intention. There are meds pack all over the map. Suicide means that you got killed by either the map (crushing entities) or toxic fumes ( some times it happens ) or the dice explosion. (i have disabled that in the first 5 minutes)
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Simply, purely , really, just, truly LOL!
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I've restarted the server to fix the props floating thing, because it won't fade on map change! ... But the server won't restart :/ .. Ywa assured me that there is no problem in this. .
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Upcoming Patch: 3.02 - Added an option to disable/enable crosshair during ironsight. - Increased damage for some melee weapons. - Lowered crowbar damage from 45 to 37. - Levels 1 through 3 berserker players have a 50% chance to spawn with a plank! - Fixed another error in the clientside scoreboard code. - Reduced the chance for zombie players to receive a brain. - Fixed a bug where upgrade "Blood Sucker" would give you health even if you are at full. [bROKEN] Added a new collision code: You can now walk through poison headcrabs, but they will stop when they bite you. (FORGET THIS) - Fixed poison headcrab not throwing the poison ball correctly! - You can now correctly see other players zombie class in the scoreboard! - You can't get health from the dice as human, if you already have full health. - Fixed the clientside bug where the ammo panel would draw even if the current weapon was melee. - If there are more than 5 zombie players and the human / zombie ratio is less than 0.5 then the connected players will spawn as zombie. In other words, you can't spawn as human, when 2 humans remaining. - New color mod configuration for humans! [still working on this] BREAKING NEWS: Props float like shi- in the toilet again! [REMOVED] Code that makes you no collide with small props.
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Upcoming (this evening) update : patch 3.01 (I think the first one was 3.0, right..?): - Option to turn off the blur take damage effect! - Fixed some clientside errors for the scoreboard. - Added a new weapon: Shotgun from the original game! - Decreased next level requirements. - Modified "Last Man Stand" upgrade so that each class gets a different weapon with a bonus : For example: Medic gets a SMG with damage increased, an engineer gets a pulserifle with increased regeneration, etc! - Temp. fixed the pickup weapon notice spam. - Engineers will now correctly spawn with barricade kit (50% chance) - New suicide system: You cannot suicide in the first 5 minutes, and if you do it (by means like explosive barrels or other similar mechanics), you will spawn with reduced health, reduced damage (60%) and reduced power. (You won't be able to propkill). This effect fades after the suicide time! - Fixed an error related to the "Lose flesh" dice roll choice. - Fixed the problem where the Chem Zombie would drop the weapon when he blows up. - Modified the "Comeback" upgrade: added more weapons. (Snipers, more rifles, etc) - Fixed SMG killicon and slot selection menu. - The Scout Sniper is now on slot 5! - Zombies have a 50% chance to drop a battery, that's used by the engineer to level up his achievement ("Pick up 150/300 energy units") at level 2 and 3. - Increased the Medic "Less damage taken" bonus to 10% instead of 5%. - Increased the Berserker "Heal % of damage done" bonus to 15% instead of 10%. - Brains gained through the Damage System or Rtd System will now show properly at the endgame scoreboard. - [READD] Optimized the collision code that allows you to walk through small props but still propkill with them! - Fixed the SteamRoller upgrade again! (not giving the proper amount of health back!) Some other fixes: - Fixed barricade kit ammo display. - You won't get mines/barricadekit as engineer if you reconnect to the server! - Fixed a bug where the suicide system would trigger even if 5 minutes have passed!
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There was a problem with the collisions that's why i disabled some features. Why are you mean :< ? "Server getting worse by the day"? Most of the gamemodes are team made. I am one man and so was Clavus when he made the awesome Infected Wars game :/
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I don't know about the crashes, but .. Thanks for the hints. I was planning on making some options for the notice system and the damage effect. Also, implement a nightvision system of some sort... You need to hold it down (right click) to heal yourself and left click to heal other, but they must stand still ... And the pills and ammo are for the commando/medic achievements.
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As you can see, the new update is live, but there are bugs. The game needs tweaking, and more addons, but i couldn't do them in time, so i will make small updates in the days that will come. I will post a full changelog ("oh god plz kill me") and i think i'll keep this thread active when the small updates come! PS: I'll post the changelog tomorrow! Some major things i've fixed in my new updates (not yet release) -> You can now properly buy shop items that require you to have other upgrades bought. -> Fixed PoisEff clientside error when getting hit by a poison headcrab spit in the eye. -> Fixed a scoreboard clientside error. -> Fixed a couple of notice numbers: Instead of "You did 24.432984238427823 damage with backbreaker", it will be rounded to 24 damage. ... Some more, i just can't rememeber! FULL CHANGELOG : 1. Gameplay: Humans: - Added a bullet damage calculation system. The bullet loses its damage in time if the target is far away. - Added recoil on almost all weapons and slightly reduced spread values. - Fixed ironsight reload bug and animation. - Fixed all weapons FOV bug. - Fixed some typos on the scoreboard. - Upgrade "Last Stand Man" now gives the player the M249 even if your slots are full. - When you connect to the server for the first time, you'll get a class screen, from where you can choose your human class. After you choose your class, you spawn as human. - New formula for speed calculation if you are badly hurt. Also, ironsight now changes speed properly. - Improved weapons : All ranged weapons. - Removed weapons : Mac10. - Added new weapons to the drop list. - Added new classes: Medic, Berserker, Commando, Support, Engineer. Medic spawns with a health pack/syrenge (whatever you want to call it) and you can heal people by pressing the left mouse and heal self by pressing the right button (hold it). Berserker spawns with an axe at higher levels. Increased damage with pistols. Increased melee damage, heals x % based on level from the damage he inflicts. Engineer spawns with mines, sometimes a nailing hammer. At higher levels he spawns with pulse rifle and turret. Commando is a military class. Has a chance to spawn with a rifle. Increase damage with rifles. Support has a chance to spawn with a smg and or barricade kit. At higher levels, he spawns with shotgun. For more information type !classinfo to see what are your class bonuses and !levelstats to see how much till level up! Zombies: - Fixed "SteamRoller" upgrade. It is now giving the right amount of health back. - Changed zombie postprocessing. - Fixed gibs. They now return the right amount of health back. - Gibs now collide with world and static objects only. - Fixed headcrab view. Also disabled crouch for headcrabs, since they can fit through anything. - Disabled jump for poison headcrabs. They don't jump in the original game (half life 2) - Added !rollthedice to zombies: Lose : You can lose health or brains. Win : brains. - Slightly increased normal zombie walking speed. - Zombies have a chance to drop a jar of health pills (whatever you want to call it) or an ammo box. (These are just for achievements - Medic and Commando). - Lowered headcrab (normal) damage by 2. It still scales with zombie around you. 2. Shop: - Added new shop item: Vampire! Cost: 7000 GC. As zombie, you leech health from your victim. The greater the damage, the greater the health leeched. - Added new shop item: Cheat Death! Cost: 6500 GC.As human, if you have health equal or less than 30 and you get hit by a zombie (and the damage is greater than 25), then you have a 30% chance to not take damage. This can occur once every 5 minutes. - Added new shop item: Horse health. Cost: 5500GC. As human, you regenerate an additional 10 hp. You need "Quick Cure" to buy this upgrade, and at least 3 other upgrades. - Added new shop item: Surgery. Cost 3300 GC. As human, you heal 50% more health from health vials/packs. You require 3 upgrades to buy this. - Added new hats: Computer Monitor, Headcrab, Egg and Skull. - Added new shop item: Natural Immunity. Cost: 5000 GC. As human, if you get hit by a poison headcrab spit or hump, you will get 40% less damage. You need at least 4 other upgrades to buy this. - Fixed the bug where you couldn't buy upgrades that require other upgrades or a number of upgrades. 3. VGUI and Effects: - Fixed health bar. It now shows health correctly. - Added human change class menu. Only appears at first spawn. (It will appear anytime you want, soon) - New damage take effect. (Probably gonna make this an option since some people complain about it) - Added notice system. (Probably gonna make this an option since sometimes it's annoying) - Added a shake screen when you move right/left and realistic bounce when you move. - Set film grain ON by default with a low value. - Added reloading sound (Like "Reloading") when you reload a weapon with bullets as a human! - Added different glow colors for different weapons. - Added some music when you spawn. (Probably gonna make this an option) - New scope for awm, scout and crossbow. Added crosshair for the same weapons. 4. General: - Added no-collide with players from the same team. - Removed the code that let's you walk through small props because it was buggy. ( Not Permanent ) - Added a new weapon: SMG from the original game. - New rewarding system: If you do enough damage as human or as zombie, you will get brains, weapons. You can still find weapons in the map! - Added ability to call !levelstats and !classinfo from zombie side. - Player models are class specific now! More coming... Stay tuned!
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Done. Also, changed scope. [pretty easy to do, i was tired today] What would ragequit, do ? XD Disconnect you? Oh no .. No more losing players! I have that in mind, but if i do that, it will give crabs the ability to move between humans, and choose its target (the red people - 1 hp ) .. That won't be necessary since there are human classes with different damage resistance types.