Guest AleksCore Posted January 14, 2016 Share Posted January 14, 2016 (edited) Delete zs_surfacing please. Zombies can't get out from own spawn. They simply can't surface. Only normal zombie class can. Edited January 14, 2016 by AleksCore Link to comment
Guest AleksCore Posted January 14, 2016 Share Posted January 14, 2016 (edited) And perks reset every map, at least for support class I should re-select it every round. And medics lose ammo too fast, because first, second and med kit ammo its all the same ammo, which spent too fast. Edited January 14, 2016 by AleksCore Link to comment
Pufulet Posted January 14, 2016 Share Posted January 14, 2016 And perks reset every map, at least for support class I should re-select it every round. And medics lose ammo too fast, because first, second and med kit ammo its all the same ammo, which spent too fast. Why would you want the inconvenienceof selecting them every game? Medics generally have more ammo including the new perk. Removed zs_surfacing. Link to comment
Guest AleksCore Posted January 14, 2016 Share Posted January 14, 2016 (edited) No, sorry, you got it wrong. My english sucks It wasn't a suggestion. I mean there is bug with perks. Sometimes all my support perks are deselected. Happened only for support class My english is shitty and I don't really want to improve my skills. It's hard to describe things for me. Sometimes I'm just lazy to report bugs. About medic: I think it's silly that medic lose med kit ammo when he shoot using rifle or pistol. And if I shoot with pistol - I lose ammo for rifle Edited January 14, 2016 by AleksCore Link to comment
NvC_DmN_CH Posted January 14, 2016 Share Posted January 14, 2016 Hey its kinda buggy when you carry an item you collide with it (when moving forward). maybe you can make it no collide to you but to leave it colliding with the others. With the new medic perks you can rapidly heal others with +1 health. Every time you heal him a medkit sound is played. It's nice when healing without the perk, but when its faster with the perk enabled its annoying - You hear it every half second. You can make it to play another less annoying sound when this perk is enabled. Howlers aren't very useful, I think. Their only ability is to scream in small radius the players are desoriented. Increasing it will be good. Uhmm... "Create a new endgame screen." This one is really original, I think you'd better keep it as it is now. Well that's all. Link to comment
Braindawg Posted January 15, 2016 Share Posted January 15, 2016 The current endgame screen is from the old game mode and half of the information and details listed don't pertain to anything currently. most of the hints are outdated (eat flesh to heal, most assists, etc.)Definitely needs revision in the future after the big gameplay balancing stuff is changed imo Link to comment
Pufulet Posted January 18, 2016 Share Posted January 18, 2016 (edited) Added Necrossin's endgame screen and is currently set to allow 5 maps to vote for. This may receive further changes.Diverse AmmoAmmo drops are no longer a generic SMG box that give ammo to the current weapon.An undead, map placed or ammo pack will randomly (this may be altered to suite that human attacker) drop an ammo of any typeThe ammo types are:Pistol box (pistol)SMG box (smg)AR2 clip (assault rifle)AR2 Combine Ball (pyro)Shotgun shells (buckshot)Health vial (medical)Mini hl2 ammo crate (currently for grenades/c4 if in equipped but will be changed to give ammo to everything).Ammo pack can pickup any of these and throw it down again for something else.Mobile supplies still gives the equipped tool/weapon ammunition.Added "Energiser" tier 3 Engineer weapon. Essentially the pulse rifle but slower and deals significantly more damage. Priority Todo List: [High Priority]Fix some text not scaling on the new loadout screen.Fix a frequent issue where the loadout screen would consume fps.[Medium Priority]Add a long term leveling system (prestige or some other bonuses and perks).[Low Priority]Add BoomstickAdd health vial entityReplace all health vials with a vial that stores medical ammo.Do something with batteries.MOUSE2 to throw stuff at zombies while holding them.RELOAD to unnail props while holding the hammer.Add further leveling of some sorts (prestige).Update game time mechanics:Disable redemption after warm up time + 12 minutes (add message "all chances at redemption are over)" Edited January 18, 2016 by Pufulet Link to comment
Pufulet Posted January 18, 2016 Share Posted January 18, 2016 - Updated scoreboard. - Added ammo pack bonus to Support. - Several other minor changes. - Disabled visual effect for weapons and ammo. Link to comment
Pufulet Posted January 19, 2016 Share Posted January 19, 2016 (edited) Priority Todo List: [High Priority]Fix some text not scaling on the new loadout screen.Fix a frequent issue where the loadout screen would consume fps.[Medium Priority]Upgrade leveling systemAdd a prestige button to loadout screen (where we display what level and class you are) to set level to 0 when max level.Separate each class to use it's own levels (might need to work with Ywa on this).Add a command to transfer old levels to current class as xp (10,000 per old level).Scale down XP requirements with new levels.[Low Priority]Add Boomstick (need a cool model from Braindawg).Do something with batteries.MOUSE2 to throw stuff at zombies while holding them.RELOAD to unnail props while holding the hammer.Check if Commando can still see zombie health.Fix railgun not passing through fellow humans.Make all pulse weapons use the same base.Move !commands to /commands.Update game time mechanics:Disable redemption after warm up time + 12 minutes (add message "all chances of redemption are over)"Make all notifications use the standard message (hazard/bio symbol icon and some text, refer to weapon pickup).Update barricading systemDamage done to be spread randomly amongst nails.Fix being able to place multiple nails in the same spot.Repair the nail that you're targetting? Edited January 22, 2016 by Pufulet Link to comment
Pufulet Posted January 20, 2016 Share Posted January 20, 2016 - Fixed an endscreen font not existing. - Increased damage of elites, barreta and alyxgun by 1. Link to comment
NvC_DmN_CH Posted January 20, 2016 Share Posted January 20, 2016 (edited) Endscreen now is: - empty- doesnt show useful information- doesnt have any background, just a text with stats and the votemap section. Some people say its bugged and it isnt meant to look like this. Now it looks worse than before. Restoring the old one or repairing the current should be done. Edited January 20, 2016 by NvC_DmN_CH Link to comment
Pufulet Posted January 20, 2016 Share Posted January 20, 2016 Please post a screenshot of what you see. Link to comment
Pufulet Posted March 2, 2016 Share Posted March 2, 2016 An update on current development: I code for my work placement so I don't want to code in my spare time. I finish my placement at the start of July. Chances of me doing development are slim until then. I haven't abandoned this mod. Ywa 1 Link to comment
Greens Duby Posted March 2, 2016 Greens Share Posted March 2, 2016 The mod has moved on. Doing updates on this version of the mod is pointless, especially since the server is at 0 players 24/7, but do as you wish. Link to comment
Pufulet Posted April 20, 2016 Share Posted April 20, 2016 (edited) Hi Guys, I've been having discussions on the current mod and its future and have came to the conclusion that moving to the new base is the right thing to do now. The current mod has allowed me to experiment with gameplay and what I deem a green zombie survival. This knowledge and experience will be used for a new base but keeping what has always made this server unique. Some initial points that would change from the new base: Remove arsenal and resupply crate. Disable bosses. At wave end a headcrab canister or something will come crashing down (depending on surface or underground map) for supplies. This will be very similar to the old supply crates. Undead dropping ammo. Dynamic zombie spawns everywhere (similar to killing floor). Human classes, each with their own leveling and xp. (similar system to what the mod currently has, it will be revised) Let me know what your thoughts are on all the above. Edited April 20, 2016 by Pufulet Link to comment
Pufulet Posted April 29, 2016 Share Posted April 29, 2016 Created a flare gun using Braindawg's model. Player must be looking upwards and at the skybox to fire. Shoots a bright flare really high into the air that gradually falls down. When the flare begins going down a headcrab canister is launched at that position. An important mechanic that I have added to 3.0. The canister will destroy anything that is about 64 units (25% more than the player width) away from it. Using the canister will cause it to open up and ammo and weapons (number and type will depend on wave) will fall out of it. This will all be up for grabs. Anyone can then use it to gain a suitable weapon from it once it has been opened. Just hit USE again. I will need to upload a video clip because I was impressed by the whole visuals. Link to comment
Greens Duby Posted April 29, 2016 Greens Share Posted April 29, 2016 Looks interesting enough, I don't see it fitting in with normal survival mode though. BUT, we could make a Salvage Sub Gamemode like I've done with Arena mode. Instead of Supply crates. Some sort of Support weapon can be created like this for players to scavenge for weapons and ammo. We could make maps for it which are open to make it have more of a purpose. Maybe even create a new zombie class for this. Just some food for thought. Link to comment
Pufulet Posted April 29, 2016 Share Posted April 29, 2016 This is part of the mod that I'm building from 3.0. I don't have any intentions to intervene with your own project. Link to comment
Pufulet Posted April 29, 2016 Share Posted April 29, 2016 The official green zs is there, I'm just working on this as a hobby and one day maybe get this hosted by the community. Link to comment
Pufulet Posted July 1, 2017 Share Posted July 1, 2017 For any of you who still care, I released an update of the following changes: Various undead classes are more resilient. Updated how speed/falling is handled. Overall should feel better. This covers damage and how fast you can run. Updated several weapons. Updated several class perks. Fixed the bug where c4 could get secondary ammo. Ammo pack now throws 1 unified ammo type that grants ammo to the player's current held weapon. Double HP should be applied properly to the first zombies now. Scaled SP requirements for new tiers to be harder to obtain. All pistols are more effective to balance the change above. Quad_Tube, Braindawg, Psychopeti (HUN) and 1 other 4 Link to comment
Pufulet Posted July 5, 2017 Share Posted July 5, 2017 (edited) Hefty Update: Rebuilt human and zombie HUD. Rebuilt weapon selection system, try to carry as much as you want. Added a weight system. Rebalanced ALL weapons. New accuracy system in place. Several bug fixes. Minor performance increase and improved efficiency of mod. Updated proximity mines. All humans now start with fists. Any bugs or comments on the new changes please let me know. Edited July 5, 2017 by Pufulet Psychopeti (HUN), Braindawg and r0cK 3 Link to comment
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