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Mr. Green Gaming

Deluvas

Greens
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Everything posted by Deluvas

  1. Maybe make an option/button to win the game or to lose it instantly, right? -- I understand what you mean, the bar is moving slow as zombie. It isn't running on a % of the health, but on health itself. That isn't a big problem to fix.. Sorry, but have you even read the patch notes :< ? ( .. i'm serious now )
  2. Cool. I'll make that
  3. Upcoming Patch 3.06 - New vgui for the spawn redeem protection! - Increased redeem protection minimum time from 3 to 5! Also, you are now fully protected when this mechanism is active! (100% damage reduction!) - Fixed a bug where you couldn't pass above 200 health vials for the medic achievment (level 1->2) - Ywa: The following commands have been removed from Admin Group: !ammo+,!hp+. The following commands can't be used on self: !redeem (fixed from Panel) and !swep. - Fixed small issue where the player would see that his class is "Medic" at the beginning of the round. [clientside] - Fixed Lady Luck upgrade. Added a new "Roll The Dice" option. Triggers faster for people with lady luck. Description: You regenerate full health for 1 minut e. (Regeneration rate at: 1 health per 0.5 seconds) - Assisting now gives you greencoins! - Restricted redeeming when there is only a human or none. In other words, you won't be able to redeem because of the "frag/brains" you get from inflicting damage on the last human. This does not affect admin commands. - Added simple unstuck script! (It's experimental, so sometimes it fails, but you can try again ) - Nailing: The maximum nails for each prop is 1. Nailed props (to the world) will now be frozen until the nail breaks. - Added mapping support for WeaponSpawnPoints -> "zs_weapondrop"! - New effect for healthbar. - Added new maps: zs_raunchyhouse_final,zs_villagehouse_final and zs_deadhouse (Ported by Ywa) - Modified the headcrab mass so it doesn't push couches like it's SUPERMAN! - Wraiths now gib instead of doing that buggy ragdoll animation! - Added Half life 2 shotgun to the M1014 comeback slot. - Fixed Chem Redeeming Bug. - Tweaked Chem Zombie. It now does low damage if the player suicided and high damage if the player was killed by a human! - Winners will now receive 10 greencoins! - Blessed Fists and Gordon Freeman upgrade won't stack with the Berserker damage bonus anymore! - Lowered Crowbar damage for Gordon Freeman upgrade from 83 to 48. - Fixed an issue where the bars at the beginning menu (class menu) would go beyond their maximum value. [clientside] - Hopefully fixed the bug where the zombie class selection menu buttons would be inactive instead of active. (red instead of green) - The crosshair will now turn red when facing an enemy.
  4. Deluvas

    Lockerz

    Holy crap!
  5. Almost any Sci-Fi serial out there! Also, i like Brainiac, too (that's why i got so many brains in Zombie Survival XD)
  6. 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..
  7. Did you fix that one? That's not my problem ..it's Garrys! :< I can't fix that.
  8. No more waiting to redeem and then propkill
  9. 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!
  10. TF2 needs hot admins. End of discussion
  11. 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".
  12. 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!
  13. Deluvas

    Epic fail!

    Intergalatic-universal fail!
  14. .. 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
  15. Hey mr Dusty... have you read the patch 3.02 notes? I don't think so ...
  16. 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.
  17. Simply LOL @ Emra!
  18. Maybe an onslaught gamemode like the one in UT3? :> EDIT: I smell brain smoke!
  19. LOL!
  20. 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)
  21. Simply, purely , really, just, truly LOL!
  22. 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. .
  23. 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.
  24. 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!
  25. 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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