-
Posts
916 -
Joined
-
Last visited
-
Days Won
15
Posts posted by NECROSSIN
-
-
Congratulations, Darkstar!
-
Straight from Facepunch:
(late or not but its still interesting)
http://enterbf3.com/images/psm3_5.jpg
http://enterbf3.com/images/psm3_6.jpg
http://enterbf3.com/images/psm3_7.jpg
http://enterbf3.com/images/psm3_8.jpg
http://enterbf3.com/images/psm3_9.jpg
http://enterbf3.com/images/psm3_10.jpg
-
Awesome video ,this already gives me new ideas for TF2 poops
*Scene where medic walks out of hospital with doves*
*1 second later*
*Scene where spy kills medic from "Meet the spy"*
On topic:
Great video
-
-
Thanks to Clavus (he updated the server), so holtypes are fine now.
Also fixed small F4 menu bug and enabled swimming animations for humans.
Report about any unnoticed bugs (if they are still here).
-
Forgot this video:
-
We just travelled back in time.
-
Make sure that you have 'Download all files from server' in Options.
Also try these 2 commands:
cl_allowdownload 1
cl_downloadfilter all -
I'll just leave it there:
-
Uploaded small update on SVN/Server:
- Fixed a bug when new animations for Elites were appearing when player was a zombie.
- Added new sounds for Normal Zombie.
- Changed berserker's healing a bit.
- Added poison gasses on zs_deadhouse
- Fixed a bug when new animations for Elites were appearing when player was a zombie.
-
Small SkillShop progress:
http://cloud.steampowered.com/ugc/540642470597979976/6E383AEC63C4A999A2A4C3AEA8DD901B38E5C791/
Also here are some ideas that possible will be implemented at next updates:
- When player gets nessesary amount of brains (3 or 4) he will have 1-2 minutes to redeem. When timer runs out - player will stay as a zombie the whole round.
- Berserker's health gaining will be greatly reduced and it will no longer use coefficients. Instead berserker will get some kind of damage resistance perk (like the medic).
- When player gets nessesary amount of brains (3 or 4) he will have 1-2 minutes to redeem. When timer runs out - player will stay as a zombie the whole round.
-
Uploaded new update on SVN/Server:
- Fixed infamous 'godmode' bug.
- Raged zombines no longer can gain health from gibs.
- Poison Zombies no can heal only 3 poison zombies at once.
- Slightly increased max amount of ammo for USP.
- Added some more poison gasses on chaos system.
- Changed cade kit a bit to prevent skycading (
).
- Slightly reduced infliction requirements to get Boom Stick.
- Added speed boost ability for zombies on some more big maps.
- Lasthuman bonus damage now depends from amount of zombies on the server.
Also skillshop is currently WIP so stop asking when its done
- Fixed infamous 'godmode' bug.
-
New medkit didnt worked good at zs :/
Gotta change it back to usual one in next update, but I'll keep the ability to refill it from crate.
-
Thanks guys, but I think that Deluvas deserved these appreciations much more than me
-
Damn, I almost forgot to post a changelog:
- Re-added beats sounds.
- Votemute and votegag should work fine now (use !mutevote and !gagvote)
- Added a message with voting results (Need to tweak it for different resolutions)
- Added poison gasses on zs_clav_chaossystem
- Re-added beats sounds.
-
There is nothing bad at getting lots of skillpoints.
-
Uploaded new huge update on SVN
Here we go:
- Added Skill Points and SkillShots (Bulletstorm style). Skill Points are avalaible only for earning atm and some more SkillShots will be enabled later.
- Added small map randomizer. Sometimes (very rare) it will shuffle map cycle.
- Added ability to see amount of health instead of text on healthbar (watch F4 menu).
- Remaded Mobile Supplies a bit. Now you have 2 modes: for primary weps and pistols.
- Fixed some bugs in turret's behavior.
- Fixed magnum ammo was not regenerating when player was holding melee weapons or other stuff.
- Increased crossbow damage during Last Human mode.
- Added small info panel for zombies (Can be accessed via !classinfo).
- Slightly increased annabelle's accuracy.
- Increased shotgun damage a bit.
- Removed invisible prop from zs_sewers_final.
- Added locations for crates and zombies spawns for some (possibly) upcoming maps.
Cave Johnson, we've done here.
- Added Skill Points and SkillShots (Bulletstorm style). Skill Points are avalaible only for earning atm and some more SkillShots will be enabled later.
-
*Invisible prop stuff*
Removed it.
-
Woah...
Balance is nearly perfect atm
Anyway gotta upload new update soon:
- Removed almost all armor from zombine's head and added some more on his body.
- Zombine's rage now activates much faster than usual.
- Decreased poison zombie's speed (really a bit).
- Slightly increased health for poison zombie.
- Poison zombies will have bigger delay between healing from poison aura.
- Added new passive ability for lvl 5-6 Commando:
- Upon a successful headshot you will have 34% chance to gain some ammo for your current weapon.
[*]Fixed small bug when zombine's grenade animation was not working since last updates.
[*]Decreased health for cades a bit.
[*]Replaces cades with smaller ones.
[*]However you will get 1 more plank in cade kit.
[*]Upgraded zombie detection for turret (it shoould be much better now).
[*]Increased turret's range from 500 up to 600.
- Upon a successful headshot you will have 34% chance to gain some ammo for your current weapon.
- Removed almost all armor from zombine's head and added some more on his body.
-
But he is a 'headcrab zombie'!
So his missing head = headcrab
-
It occurs only during lagspikes
-
Please dont make this again
-
Uploaded new update on SVN:
- Added turrets for lvl 5-6 engineers (chance to spawn is 33.333%).
- Increased damage for all weapons once again.
- 'Fixed' timeleft timer.
- Added Alyx Gun for Medic (15 kills to earn it).
- Hopefully fixed 'SetHull' error.
- Changed zombie's spawns and crate locations on some maps.
- Fixed headshot icon's position being messy sometimes.
Added [classified] Rifle.
- Added turrets for lvl 5-6 engineers (chance to spawn is 33.333%).
-
Fine. Then turret will be avalaible for engineers.
Big ZS Topic (aka ZS Changes)
in Zombie Survival
Posted
It begins...