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Mr. Green Gaming

NECROSSIN

Greens
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Posts posted by NECROSSIN

  1. If you do any damage to a prop it goes red as if it is about to break but after a while it goes back to normal colour and is fine. Not a but problem but quite decieving.

    That happend when the prop was nailed, right?

    Because now when you are nailing a red prop its possble to repair it a bit.

    No the props were nailed but i attacked a nailed prop like 20 seconds into the game and it suddenly appears red but that wears off after little bit and they go back to normal colour. It's not the nailing red prop thing it's literaly attack a nailed prop and it appears red as if it's going to break but its only taken a tiny amount of damage.

    Hmm.. I'll take a look at this bug

  2. If you do any damage to a prop it goes red as if it is about to break but after a while it goes back to normal colour and is fine. Not a but problem but quite decieving.

    That happend when the prop was nailed, right?

    Because now when you are nailing a red prop its possble to repair it a bit.

  3. Let me just say a few things here..

    FUCK-NO to anti-vent camps (you want an awesome zombie survival game to look like a fucking fps shooter where everyone is costantly moving?)

    FUCK YES to standard zombie spawn (you have no fucking idea how annyoing it is if a zombie fucking spawns within you while you just finished your cade)

    Plus, Necrossin freaking survived the server and that's how you thank somebody by just saying "no, you can't do that"?

    How would you know it's a bad or good idea..you never play the damn game...

    Wow man, that makes no sense.

    You look like a idiot now :V

    He did survive the server, although I don't like the anti-vent camp idea.

    What's so idiotic about it?

    That you said that people shouldnt tell NECROSSIN what to do

    While you say CAPS LOCK FUCK NO TO ANTI VENT CAMPS

    <3

    rofl

    I told ya that I disabled anti vent camp for a while

  4. Uploaded on SVN with some changes:

    • Disabled anti-vent camp (:()
    • Supply crates will give you only ammo and health (except UNLIFE mode)
    • Some maps will not use random spawn system for zombies (mostly house maps)
    • Tweaked nailing system a bit
    • Added some new spawnpoints for zombies on zs_dump_v1, subway cargo and subversive part 3
    • Changed some kills/weapons requirements
    • Added spawnpoints for zombies and supply crates on zs_cabin_v2 and cs_market_2 maps

  5. Multiple standard zombie spawns = win ? :)

    If you volunteer for manually placing spawn-points in the map cycle maps, yeah..

    :o

    Well, here is my solution:

    Now its possible to enable/disable random spawn for each map (in options)

    For example:

    ["zs_clav_chaossystem"] = { Name = "Chaos System", Size = BIG, RandomizeSpawn = true }

    And then just use this (in player spawn code):

    if not USE_RANDOM_SPAWN then return end
    if TranslateMapTable[ game.GetMap() ].RandomizeSpawn != true then return end

    Simple but effective :monocle:

  6. Okay in this topic I'll need your suggestions about the stuff that needs to be fixed/tweaked.

    Current suggestions about: Supply Crates

    Current Supply Crate's status: Players cant get weapons from supply crates (only ammo and health)

    My idea how to tweak it a bit: Players cant get weapons until there will be big amount of zombies

    Post your suggestions here please :)

  7. -snip-

    Watch the 'ZS Suggestions' topic

    -----------------------------------------

    By the way here is a current kills/rewards thingy for each class:

    Medic:


    • 10 kills - Deagle, Five-Seven, Dual Elites
      15 kills - Glock, Magnum
      35 kills - SG553 rifle
      75 kills - Crossbow

    Commando:


    • 5 kills - Glock, Deagle, Magnum
      20 kills - AUG, Galil, AK-47, M4A1
      35 kills - Famas
      45 kills - Combat Grenades
      75 kills - M249

    Berserker:


    • 15 kills - Axe
      25 kills - Glock, Magnum
      35 kills - Crowbar
      55 kills - Katana
      75 kills - M249

    Engineer:


    • 15 kills - Glock, Deagle, Dual Elites, Magnum
      35 kills - Pulse Rifle
      75 kills - M249
      (need to add one more rifle/smg)

    Support:


    • 15 kills - Glock, Deagle, Five-Seven, Magnum
      25 kills - TMP, UMP, P90
      45 kills - MP5, HL2 Smg
      75 kills - M249

    Shotguns will be added back later

    P.S.: Dont forget that bullet damage is pretty big so its should be balanced with the amount of bullets

  8. Im planning a pretty big update at this thursday:

    • Added new rewarding system for each class (i'll post details later)
    • Supply crate no longer will give you weapons (only ammo and health)
    • Increased time for ammo regeneration
    • Sligtly increased time for supply spawn
    • Disabled random zombie spawm
    • Added new special weapon for berserker: Katana
    • Added new special weapon for medic: Crossbow
    • Added new special weapon for Commando: Combat Grenades
    • Decreased requirements for lvl 0-2 berserker
    • Tweaked requirements for lvl 2-4 berserker
    • 'Sliced' ammo count for weapons
    • Nerfed damage system
    • Tweaked first zombie's amount
    • Increased damage for Poison Zombie
    • Slightly decreased damage for Normal Zombie
    • Slightly increased delay between healing for poison zombie's aura
    • Re-Added Anti vent camp
    • Decreased walking speed for player if he is holding Pulse Rifle
    • Disabled shotguns for a while (does not affect Comeback and Last Man Stand upgrades)
    • Increased knockback effect for M3 again :/
    • Fixed small headcrab's bug (camera offset)
    • Tweaked rage for zombine
    • Slightly increased damage resistance for zombine

    Some pics:

    Anti vent camp and crossbow:

    zsstormierv10011.jpg

    zsstormierv10014.jpg

    Going to upload it on SVN as soon as i'll check everything (today or tomorrow)

  9. Uploaded small update on SVN:

    • Changed damage and recoil for some weapons
    • Now you will get m249 at 50 kills and shotguns at 75 kills
    • Increased damage for fast zombie (for claws) and decreased pounce damage
    • Moved Title Editor field in F4 menu
    • Tweaked damage system a bit

  10. Uploaded new update on SVN:

    • Fixed few bugs where Support was not able to level-up using hl2 smg and hl2 shotty
    • Added Rage ability for zombine, however zombine cant gain health from poison zombie when his 'rage' is activated and he also cant use howler's protection
    • Enabled ability to destroy default doors

  11. Fresh update on SVN:

    • Tweaked damage scaling system (now with 99% more teamwork!)
    • Implemented Clavus' SWEP Construction Kit's code into weapon's base
    • Engineers now cant put mines near cades
    • Slightly increased health for first 2 zombies
    • Increased health penalty for suiciders and for other guys who like to die at the round start
    • Slightly decreased damage for Axe and Crowbar (because of damage scaling)
    • Slightly increased health gaining for berserker
    • Increased recoil and slightly decreased damage for m249
    • Tweaked ironsights for Dual Elites
    • Slightly decreased damage and rate of fire for Pulse Rifle
    • Ethereals now cant move while attacking
    • Increased amount of ammo for M3 at the player's spawn
    • Tweaked design for cade kit

    zsvillagehousefinal0063.jpg

  12. Part of the friends code is included @ SVN version actually. But it's not finished & currently disabled. I'm sure NECROSSIN will look at it.

    :o

    First of all I need to fix important things

    By the way uploaded few small changes on SVN:

    • Descreased Ethereal's scream effect
    • Holding down left mouse button will make ethereals visible (against ethereal's attack spamming)
    • Added small effect for Green's hat
    • Added some useful interface onto medkit (I know that text is pixel'ish a bit - thanks to cam.Start3D2D :( ):

    zsvillagehousefinal0061.jpg

  13. Uploaded some changes on SVN (however they are not on the server yet):

    • Increased knockback effect for M3 Shotgun
    • Slightly increased recharging time and recoil for Pulse Rifle
    • Slightly increased health and damage for Headcrab
    • Increased cooldown (4 seconds) between spits for poison headcrab
    • Health gain for berserker now depends on how much damage was done
    • Fixed 'Natural Immunity' upgrade
    • Added few changes for the commando's perk (that allows you to see zombie's health)

    That's all for now :monocle:

  14. Uploaded few changes on SVN:

    Fixed Cade Kit against exploiting (once again)

    Increased default barricade health from 250 to 350

    Added small chat command "!mine" that allows you to check the mine's owner (could be useful if someone trying to destroy the barricade)

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