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Mr. Green Gaming

Live Zombie Survival development tracking (changelog)


Ywa

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Posted

the majority of the people bitching and moaning haven't even played Mr. Green ZS recently 

 

like

 

get on the server with 1-2 other friends and wait for players to join.  It's a pretty fun gamemode. 

Posted (edited)

Weekend Priority Todo List (may get updated by friday):

 

  • Weapons
    • Add Rail Gun (braindawg).
    • Update Alyx Gun model (braindawg).
    • Update barreta model (braindawg).
    • Add Pulse Shotgun (braindawg).
    • Update Infernus tracer.
    • Increase Deagle damage from 24 to 25.
    • Increase P228 damage from x to x + 1.
    • Increase Mac10 damage from 8 to 9.
    • Update chainsaw (braindawg).
    • Update medkit model to use official viewmodel.
  • Bugs
    • Fix certain tools and weapons showing the model inside the player (todo with world model).
    • Fix notification messages barely showing.
    • See if zombine animation code is correctly executed now that rage has been modified.
    • Fix heartbeat of humans not showing correctly sometimes.
    • Fix F1 menu still having bad scaling.
    • Failed to load sound "weapons\melee\frying_pan\pan_hit-04.wav"
    • Investigate missing music from spawn.
  • Quality
    • Rob's Colourmod!
    • Switch undead to use human font for consistency.
    •  
Edited by Pufulet
Posted

- Players now spawn with random colours.
- Fast Zombies are now slower when attacking.
- Howler is slower when attacking.
- Ghast can now transform back into ghast form.
- Ghast is slower when attacking.
- Updated several viewmodels of the undead.
 

Posted

Weekend Priority Todo List (may get updated by friday):

 

  • Balance
    • Lower Berserker "Vampire" health leech from 10% to 7.5%.
    • Lower Berserker "Vampire" health from kill penalty from 90% to 80%.
    • Give Berserker base +10% damage resistance.
  • Bugs
    • Fixed Zombine crouching with grenade.
    • Fix Commando "Whatever it's called" not giving the +20% clip size.
    • Fix F1 menu scaling.
Posted (edited)

  • - Fixed Zombine playing incorrect animations when holding a grenade.

- Fixed Berserker damage resistance being incorrect.

- Berserker now receives 5% of damage done with melee weapons to health.

- Updated Berserker Vampire perk.

Edited by Pufulet
Posted (edited)

General quality improvement of the mod and game flow.

  • - Fixed Grenades and Ammo pack not showing ammo count.
  • - Fixed F1 menu scaling.
  • - Players that receive a weapon drop will automatically get that weapon in their inventory and the old one will be removed (needs further updating to compare power of weapon to current).
  • - Several weapons have been buffed.
  • - Pulse weapons now share the same stats apart from accuracy, walkspeed and firerate.
  • - Fixed being able to spam grenades with alt fire.
  • - Fixed a material error.
  • - Potential optimisations.
  • - Potential fixes for smoothness when zombies die.
  • - Increased distance required for dynamic spawning from humans.
  • - Fixed certain messages not staying on the screen long enough.
Edited by Pufulet
Posted

Next weekend's priority todo list:

 

  • Weapon Drops
    • Only switch to improved weapons.
    • Transfer ammunition on switch.
    • Set certain starter weapons to not be allowed to drop (plank, knife etc.).
    • Weapon tier system to properly balance out when weapons drop?
  • Balance
    • +15 units speed to zombine on rage.
    • (damage resistance on rage?)
    • Behemoth health to 2000.
  • Barricading
    • 100 nail health, remove bonuses from levels.
    • Support perk for 140 health with different material on nails.
    • Add a better visual for health of nails.
  • Weapons
  • Bugs
    • fix Behemoth not playing attack animation.
  • Features
    • Behemoth warcry? (buff all nearby undead)
Posted

  • - Players will not get their weapon swapped if the drop has a lower DPS. Instead that weapon will drop to the floor and the player will then get given bonus ammunition.

Posted

Started designing a new loadout menu from scratch. Nothing worth showing off yet but will properly function and bring certain changes to perks no doubt as well.

Posted (edited)

Good. I always thought that all of the perks which have not yet been unlocked should also be visible in the menu. It makes it easy for a new player to understand that they unlock perks as they level up,

Edited by Cheeseman
Posted

Spent most morning on saving and loading the new perk system.

 

  • The mod will remember each class' selected perks which are saved when you spawn.
  • Locked perks will tell you at what rank they will unlock.
  • 4th row perks including the option for none will be global gameplay changers for you. Currently you have the option of receiving double SP at the cost of not receiving SPfor damaging the undead.

 

http://images.akamai.steamusercontent.com/ugc/574565690969837878/9260E74B148192AB49997908AABE04044E9B8AAA/

Posted (edited)

The initial update is ready for release and I'm currently waiting for Braindawg to send me the updated icons for all perks. Expect it saturday.

 

http://images.akamai.steamusercontent.com/ugc/574566418097690645/4D98B47F12168A9E1F2FC05538012EEC958736B8/

 

A new class and perk system designed from scratch.

All perks have been revisited and redesigned.

All weapons are more accurate and have their accuracy system closer to how CSGO does it.

Normal zombie does 25 damage.

Ability to pick a global perk which allows you to get significantly more SP from kills but not from damage (for the old veterans).

More perks can and will be added in the future easily.

Disabled invisible shadows from players, weapons and props to we should notice an fps boost.

Edited by Pufulet
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