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Posts posted by NECROSSIN
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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.
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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
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
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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
- Disabled anti-vent camp (
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Multiple standard zombie spawns = win ?
If you volunteer for manually placing spawn-points in the map cycle maps, yeah..
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 endSimple but effective
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Dispenser for ammo regeneration, trololo.
Take it serious, because I cant release update without any good suggestions and such...
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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
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-snip-
Watch the 'ZS Suggestions' topic
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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
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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:
Going to upload it on SVN as soon as i'll check everything (today or tomorrow)
- Added new rewarding system for each class (i'll post details later)
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*waiting for NECROSSIN*
I'm not responsible for shop and sql
(because I didnt touched them)
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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
- Changed damage and recoil for some weapons
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I'll take a look at this problem
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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
- Fixed few bugs where Support was not able to level-up using hl2 smg and hl2 shotty
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Possible solution against grenade spammers:
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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
- Tweaked damage scaling system (now with 99% more teamwork!)
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Tried making something simple but styleish.
*awesome picture here*
post your thoughts.
I can change the Mr Green to L4G / Left4green if needed.
I can add a link to the forums.
But first post what you think about this "Beta" pic.
Looks very nice
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In old zs cade kit was always a 'magic bazooka' that could create planks from air - so this is the only exception in ZS' weaponry and atmosphere (pulse rifle too).
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I'll just leave it there
:
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Uploaded few more changes to SVN:
- Added Dual Elites
- Increased 'round start' time
- Changed few models for medic and berserker
Also last uploaded update was almost a week ago so....
- Added Dual Elites
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Good luck Damien!
I know that you will be an awesome admin on ZS.
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My friend did indeed switched account...
Now how im supposed to fix the problem?
Log back to your account.
This ^
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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.
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
):
- Descreased Ethereal's scream effect
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But what is up with the server crashing at the end of every round?
That was already fixed by Deluvas
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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
- Increased knockback effect for M3 Shotgun
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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)
Big ZS Topic (aka ZS Changes)
in Zombie Survival
Posted
Hmm.. I'll take a look at this bug