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Mr. Green Gaming

NECROSSIN

Greens
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Everything posted by NECROSSIN

  1. There is nothing bad at getting lots of skillpoints.
  2. 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.
  3. 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.
  4. But he is a 'headcrab zombie'! So his missing head = headcrab
  5. It occurs only during lagspikes
  6. Please dont make this again
  7. 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.
  8. Fine. Then turret will be avalaible for engineers.
  9. Well turret is almost finished (SWEP for it too), so all I have to do is to tweak some features: Curret damage per bullet: 4 Current max amount of ammo: 200 Current spot range: 500 units Current turret's health: 200 Turret will ignore headcrabs, however headcrabs can't damage turret (Maybe there will be an exception for red poison spits) And so on At first update turret will be avalaible only for SuperAdmins or Admins who have lvl 5-6 engi. I do this just to make some combat testing and such (and to check the balance too) So on second update turret will be avalaible for all lvl 5-6 engineers. Also Alyx Gun will be avalaible for all Medics (somewhere in rewards tree ). Full changelog will be posted soon. And a small picture of turret in action: http://cloud.steampowered.com/ugc/540638652535918660/CBD6647B5979A73E14263B6D3BC2AADF854B4C2E/
  10. It's not funny anymore.
  11. Well here goes all info about current turrets: They will be avalaible only for lvl 5-6 engineers. Turret health will be ~150-250. Damage per turret's bullet ~3-4 Maximum amount of ammo for turret ~140-200 Turret will scan only 90-110 degrees in one direction (so you can sneak behind it as zombie and destroy). Turret will slowly recharge ammo if there are no zombies around. However if you will turn turret off - recharging speed will be increased in cost that turret will not be able to shoot. Turret will not detect headcrabs (or ethereals). Distance limit between turrets will be ~900-1400 units. Current turret's spot range is 500 units. Humans will not be damaged by turret, however turret's owner will be (50% less damage).
  12. Working on a fix right now. ------------------------ Uploaded on SVN, it should fix all clientside errors
  13. New update on the server: Unlocked 1st April's event
  14. Going to upload new update on SVN soon: Fixed headcrab's collision. You can jump over headcrabs as human and you dont need to crouch as headcrab anymore. Increased damage for red poison spit (for poison headcrab). Increased grenade's damage (now 4x more power). Animated class icons at human's spawn menu . Delay for poison aura will be twice as long during lasthuman. Fixed headshot icon. Slightly increased damage for USP. Updated headshot effect (now with 70% more fresh brains). Increased damage for M3 Shotgun. Slightly increased bullet damage for all weapons one more time. Fixed 'X% increased mine damage' perk because it was not working. Fixed bugged killicons for grenade and c4. Added few exploit boxes on zs_rooftop_b1. Added few exploit boxes on zs_nastierhouse_v3. Added few exploit boxes on zs cargo map. Changed supply crate's locations on some maps. 'Fixed' ammo regeneration timer. When there are 10-15 seconds left until next ammo regeneration - timer will be flashing red Decreased fast zombie's damage again (in horde). Applied violence for humans too . And few more things: I made an Alyx Gun pistol for Medic, however it needs some balancing. So if it will be possible- Alyx Gun will be included in update below^. Turret. Yes. The turret. Not the old one. I have an idea to make it as usual HL2 floor turrets, so it cant defend all 360 degrees of space. And ammo will be limited with ability to slowly recharge it. Oh and awesome screenshot: http://cloud.steampowered.com/ugc/540637749929339448/0C5B9899547F196038FA7ABE66E7325B94B7438B/
  15. Finished singleplayer. Pretty optimized, good graphics, awesome soundtrack and at least a good story.
  16. Ahem... Uploaded new update on SVN (should be avalaible on the server today): Changed accuracy for some weapons, that makes ironsights more useful. Enabled ironsights for Pulse SMG because of this^. Added ability to switch between 'huge' BC2 styled weapons and usual ones (Press F4 and you will see it above class list). Added small panel that shows 'rewards-for-kills' tree for each class. Press F2 to check it out. Added new menu for human's classes. Actually fixed bug where human's class menu was showing weird or wrong requirements for each class. Added few more exploit boxes on zs_lighthouse.
  17. Uploaded new update on SVN: Added option in F4 menu that allows you to quickly switch human's class instead of typing !hclass ... Probably fixed unstable grenades (I hope ). Actually increased damage for all weapons (except melee), however reduced maximum amount of ammo that you can carry for each weapon (Going to tweak this addition during the next updates so dont complain about it ). Added supply's spawnpoints & exploit boxes for zs_glacier. Fixed bug where door had full hp after it was breaked. And few changes from update that were applied few days ago (they are on the server already): Fixed "Dudes! Let's place all c4 in same place" bug. Increased speed of ammo regeneration for Mobile Supplies. Re-added small anti-suiciding system. Added few exploit boxes on zs_dump. Changed spawnpoints on zs_trainstation.
  18. Happy Birthday, Clavus!
  19. !ban 0 Mr.Darkness "Don't mess with code unless you know what does it do"

  20. (Kills/Weapons) Medic: 5 = Deagle/5-7/Elites 15 = Glock/Magnum 35 = Sg552 75 = Crossbow Commando: 5 = Glock/Deagle/Magnum 20 = Combat Grenades 30 = AUG/Galil/AK-47/M4A1 45 = Famas 75 = M249 90 = Shotguns Berserker: 5 = 5-7 15 = Axe 25 = Glock/Magnum 35 = Crowbar 45 = Sg552 75 = Katana Engineer: 5 = Glock/Deagle/Elites/Magnum 25 = Pulse Smg 45 = Pulse Rifle 75 = M249 90 = Shotguns Support: 5 = Glock/Deagle/5-7/Magnum 20 = TMP/UMP/P90/Mac10 45 = MP5/HL2 SMG 75 = M249/M3 90 = Shotguns
  21. Each class has different rewards and amount of kills to get them. Tell me the name of class - I'll tell ya rewards 'tree' for him.
  22. You can't anymore

  23. Actually this. But who knows, maybe there will be a good old turret again...
  24. Wait a second... Really type !levelstats in chat, because class menu is bugged.
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