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p3lb0x
Forum Moderator
Joined: Fri Feb 02, 2007 3:53 pm Posts: 1896 Location: in my little gay bunker
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Re: Zombies '09
Stop spamming random crap guys :]
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Mon Jul 20, 2009 10:28 am |
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wutangfan1990
Joined: Sun Apr 29, 2007 6:11 pm Posts: 543 Location: The hood
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Re: Zombies '09
For whatever reason the activities in this mod, while active, crashes the game any time I try to access a skirmish match on any map.
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Mon Jul 20, 2009 6:42 pm |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: Zombies '09
Guys, if the activities don't work for you drop 'em. The next version will proper have activities and AI for the zombies, so they don't try to claw at you from ten meters away.
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Mon Jul 20, 2009 7:06 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Zombies '09
I've got a few times where my actor die because some blood/gib free fell onto him. Makes me question if the blood particles too sharp or too heavy.
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Tue Jul 21, 2009 10:30 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: Zombies '09
The Decaying Soldat wrote: I've got a few times where my actor die because some blood/gib free fell onto him. Makes me question if the blood particles too sharp or too heavy. It's probably because they're moving at warp 9.
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Tue Jul 21, 2009 10:38 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Zombies '09
Winterous wrote: The Decaying Soldat wrote: I've got a few times where my actor die because some blood/gib free fell onto him. Makes me question if the blood particles too sharp or too heavy. It's probably because they're moving at warp 9. I wonder how long would it take for a drop of blood to reach warp 9 just by free-falling. Seriously. I've never seen blood from other actors killing other actors, even when they move at high speeds.
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Tue Jul 21, 2009 11:19 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: Zombies '09
The Decaying Soldat wrote: Winterous wrote: The Decaying Soldat wrote: I've got a few times where my actor die because some blood/gib free fell onto him. Makes me question if the blood particles too sharp or too heavy. It's probably because they're moving at warp 9. I wonder how long would it take for a drop of blood to reach warp 9 just by free-falling. Seriously. I've never seen blood from other actors killing other actors, even when they move at high speeds. Yeah, some weird stuff happens when you have a particle physics game. Maybe there was too much stuff around, and you got killed due to computer struggle, I dunno,
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Tue Jul 21, 2009 11:21 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Zombies '09
They obviously did not reach warp 9, just normal bullet speed. Even then, blood shouldn't kill, at least blood from every other mod doesn't do that.
Unless you tell me it's intentional for this mod.
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Tue Jul 21, 2009 11:24 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Zombies '09
It'd be pretty good if, in addition to green gas being infectious, blood and gibs has a small chance of infection as well... Sir, entering gravitational field of star: target in jump distance. Activate warp engines, front shields to maximum, RAM AT WARP 9. Hehehe, this game is so much more fun if you make the gibs heavier and pretend all of them are tiny space ships trying to ram you...
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Tue Jul 21, 2009 11:30 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: Zombies '09
411570N3 wrote: Hehehe, this game is so much more fun if you make the gibs heavier and pretend all of them are tiny space ships trying to ram you... ... I think we should all refrain from doing this
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Tue Jul 21, 2009 12:03 pm |
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wutangfan1990
Joined: Sun Apr 29, 2007 6:11 pm Posts: 543 Location: The hood
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Re: Zombies '09
SOOOOO, when can we expect an update on this? I also find your AR to be disturbingly like a bolter; a good thing in every way.
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Tue Jul 21, 2009 7:33 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Zombies '09
update coming soon. in fact, i might release a slightly pruned beta once i get the drop slug able to land properly and shoot back into space. in any case, the guys getting killed by zombie gore is sort of intentional, since the zombies are meant to be harbouring a virus that produces corrosive waste. mostly, they just exhale a noxious gas (which i havent got around to putting infection on yet, but will). oh, they also have really high blood pressure due to everything being put into overdrive. the bloated zombie and proximity mine have both had a major buff in the new version, btw. and the bloated has scarily aggressive AI. oh, and look forward to less menu clutter due to randomly spawned docile and raging zombies. wutangfan1990 wrote: I also find your AR to be disturbingly like a bolter; a good thing in every way. eh, just an air burst rifle with a fair bit of ammo, but im glad you like it. i might put infection on the blood, but its likely that will cause lag. maybe if i do a specialised script that casts rays..
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Tue Jul 21, 2009 9:26 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Zombies '09
Geti wrote: update coming soon. in fact, i might release a slightly pruned beta once i get the drop slug able to land properly and shoot back into space. in any case, the guys getting killed by zombie gore is sort of intentional, since the zombies are meant to be harbouring a virus that produces corrosive waste. mostly, they just exhale a noxious gas (which i havent got around to putting infection on yet, but will). oh, they also have really high blood pressure due to everything being put into overdrive. the bloated zombie and proximity mine have both had a major buff in the new version, btw. and the bloated has scarily aggressive AI. oh, and look forward to less menu clutter due to randomly spawned docile and raging zombies. wutangfan1990 wrote: I also find your AR to be disturbingly like a bolter; a good thing in every way. eh, just an air burst rifle with a fair bit of ammo, but im glad you like it. i might put infection on the blood, but its likely that will cause lag. maybe if i do a specialised script that casts rays.. Air burst rounds my ass, more like bunker busting ( hit then boom ) rounds! Erm, about the blood, isn't that for the boomers, techies, and super zombies? I personally love the oozings and gas that escape the zombies' mouths, especially when I use it to locate the ones above me. Oh, and the high blood pressure should made the zombies spurt blood.
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Wed Jul 22, 2009 6:24 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Zombies '09
have you shot them? Oo;; they spurt quite a lot of blood. i might make some secondary spurts, but the idea is they heal quickly enough to not lose all their blood. in light of that, i should probably make the blood stop draining faster working on wound aesthetics now, i felt it was kind of ugly having a flesh micro gib each and every wound, so i'll add another randomisation particle. i'll prune down a release version after that, probably.
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Wed Jul 22, 2009 6:30 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Zombies '09
Geti wrote: have you shot them? Oo;; they spurt quite a lot of blood. i might make some secondary spurts, but the idea is they heal quickly enough to not lose all their blood. in light of that, i should probably make the blood stop draining faster working on wound aesthetics now, i felt it was kind of ugly having a flesh micro gib each and every wound, so i'll add another randomisation particle. i'll prune down a release version after that, probably. Add more randomizing particles so that you can have gibs, spurt clouds, acid, and you may like it. And are you going to fix the death of a five foot fall problem.
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Wed Jul 22, 2009 7:25 am |
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