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Mr. Green Gaming

NECROSSIN

Greens
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Posts posted by NECROSSIN

  1. Question about the wraith : When you're disguised and attack someone, does it remove the disguise effect or do you remain "human" ? (if it's like in TF2 with the spy, when you attack you become spy again).

    You keep the 'human' form.

    Might add an ability to remove it by clicking secondary attack second time.

    Also here how it looks :o:

    2012-02-24_00003_af2a.jpg

  2. More stuff:

    • Imported dynamic spawn system for zombies from zs3. So zombies can spawn in group of other zombies.
    • Also reworked shitload of bugs with crows/spectating.
    • Reworked Ethereal Zombie. Primary attack is still same and zombie is still shivering, but constantly emits sobbing sounds. Secondary attack lets you 'take an appearance' of random human, but with default ethereal's animations. Also when disguised ethereal deals 50% more damage. (still might add small confusion efefct for nearby humans when player starts disguising)
    • Added info bars for weapons in skillshop. Damage/Accuracy/RoF for ranged weapons and Damage/Reach/Speed for melee weapons. Also changed prices
    • Fixed killcam being a bitch sometimes
    • Added ability to turn on/off clientside hands (f4 menu). For ones who dont like left handed css weapons.
    • Fixed bug with TMP/UMP and something else where players could not equip weapons when it was out of ammo
    • Greatly increased accuracy for Annabelle and enabled ricochet effect for it

    2012-02-25_00002_ec29.jpg

  3. Some people will like it:

    • Imported updated prop dragging from zs3. Now cading should be easy as hell :o
    • Fixed so called 'long arms bug' for zombies. Zombies no longer can hit you from insane distance
    • Removed Ethereal's teleportation (need to replace it with something)
    • Reworked clientside hands so they should no longer crash player if he switched weapons very often
    • Changed Fast Zombie's actual size to fit the model
    • Imported thirdperson mode for zombies (C button)

    About Ethereals:

    Since they no longer can teleport, I have a small idea how to make them a bit useful.

    When player presses alt attack - Ethereal will 'disguise' as human (NOTE: it looks like a human model with Ethereal's animations)

    Of course it will not work when player is alone, unless humans are really blind.

    But when horde strikes again - its hard to tell is that a zombie or just a human.

    Still thinking about should Ethereal drop his disguise when he attacks or not. Ideas?

  4. hey guys know on pufu's video on the update is all the guns left handed or is it just him?,cause it looks retarded :)

    Sadly its a side effect of incorrect compatibility of clientside hands with flipped css models. Still searching for a possible fix for that (non CSS models are right handed)

  5. Ugh. Did more changes meanwhile:

    • Finished new Mobile Supplies
    • Fixed ~70% of all weapons after merging to a new weapon's base
    • Hopefully fixed some weird crow bugs
    • Removed hint and info messages from chatbox
    • Hints and other info stuff now will be displayed on top on user's screen (can be turned off via F4 menu)
    • Tweaked human's HUD a little
    • Reworked Skillpoints system. Points now stored in player:Frags(), so the can viewed via scoreboard and from server info.
    • Reworked the way how player gets Skillpoints for assists. Each zombie now have static amount of skillpoints as a reward. Assist will get 50% of them.
    • Players now will be rewarded with 2500 XP for surviving (counts when there are >8 players)
    • Explosives now have manual detonating. Also you cant have more than 4 or 5 (cant remember) max explosives on a ground.
    • Decreased headshot damage from 200% to 130% because of new weapon's stats (balance)
    • Shotguns no longer have ironsights.
    • Changed music on endround for humans and zombies.
    • Totally reworked endround screen (IW inspired :o) to fit the new style.
    • Disabled custom chatbox at the end of round, since players can easily see default one.

    2012-02-20_00003_a867.jpg

    Some of things in todo list:

    • Fix zombie's arms
    • Add dynamic spawning for zombies (one where you can spawn on teammates)
    • Add ability for humans to spawn on teammates too (at the beginning or after redeeming)
    • Remake Medkit
    • Remake Green-Shop
    • Add unnail ability for hammer
    • Greatly improve barricading
    • Add more perks
    • Add ability to turn off HUD
    • Add cinematic mode
    • Add some neat secret stuff
    • Add more hats/suits
    • Fix huge dumpster full of bugs

  6. Uh. After huge wall of exams did some changes:

    • Imported melee base from latest released zs, so melee weapons are not bitchy anymore. + they have swing delay
    • Same goes to usual weapon's base, so a bit better ironsights and etc. Also no more ammo limit.
    • Finally got the global FOV thingy working (the one in actual garry's mod options)
    • Greatly decreased zombine's running speed. Tts almost equal to human's speed now.
    • Added new 3D messages instead of ols ones (ones that like 'Wave X has begun' and etc)
    • Hopefully fixed annoying 0 health bug.

    Also I think that Explosives will be changed to manual detonating.

    2012-02-04_00002_67e8.jpg

  7. [4] = {"weapon_zs_melee_sledgehammer","weapon_zs_turretplacer"},

    [5] = {"_adrenaline","weapon_zs_deagle","weapon_zs_turretplacer"},

    Why you unlock turret so early?

    Its gunna be turret spam, or only one person will be able to place turrets cuz the maps are soo shitty and either too small for 2 turrets (like pub) or a map with only 1 decent cading spot

    As Pufulet noted, its not an actual tree of unlocks (this one is for testing purposes only)

  8. About how much time it will take before I'll upload zs on server:

    • I still need to add (remake) few tools: medkit, add pack of boards and probably something else
    • Need to actually add more good perks
    • Rework some minor gui elements
    • Deal some balancing for zombies
    • Actually spead unlocks and perks over ranks
    • Add more stuff in green shop (not upgrades)

    So meh...

    Also, recoded Mobile Supplies once again because ammo regeneration was removed:

    Player now can spawn only one stationary box that has a timer for each player (time is ~1-2 mins). When mobile supplies recharges - player can refill a bit of ammo for equipped weapon (1-2 clips).

    If there are multiple crates - they will share same timer (per player)

    2012-01-10_00003_e3c5.jpg

    2012-01-10_00004_2d34.jpg

  9. this discussing is just going around circle so lets stop it. My answer to your question is:

    the goal of zombie survival is having fun and its fun (atleast for me) when i fight the zombies whit couple of good skilled players. its boring to sit in the cade whit 10 people for 20mins and only sometimes get kill or two. And if its fun for you to sit in a cade whit many peoples do it, cause you wont see me in there

    New zs hopefully is going to be more fast-paced (in action terms). Zombies have less respawning time right now, in balance that humans can repair barricades and carry much more ammo and stuff.

    That was one of fun factors in classic zs :o

  10. well the starting zombies need to have some fun too otherwise they leave and its not my problem if most of the people choose commando class and decides to follow me like brainless dolls and think that i will make every cade for them.

    there are usually more than one place to cade in maps but you just have to use your brains to find them.

    and being selfish is tactic believe it or not

    there are not many good supports at the moment but hopefully people will learn to use them in time

    and if your smart enough you learn from your mistakes and know what to do to survive

    Amen.

    -----------

    Perks are not supposed to be overpowered, they are for humans only and should not contain chances or some gamepbreaking stuff (like get more sp and such)

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