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 Zombies '09 
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Data Realms Elite
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Post Re: Zombies '09
Yeah, like a super fat zombie is going to be able to walk.
Oh, and are there any crawler like zombies in the making?


Sun Aug 09, 2009 2:39 am
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Post Re: Zombies '09
I didn't think my idea for the witch was a ripoff I thought it was pretty original >_> that and even if I wanted to the L4D mod is dead.
I was reading and I saw vomiting zombies like in MrEvilPoni's would be in...well I did the sounds for that go ahead and use it if you want, I can also make any zombie sounds you need (you should make them randomly moan to add to the scare factor.)


Sun Aug 09, 2009 3:54 am
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Post Re: Zombies '09
Foa wrote:
Yeah, like a super fat zombie is going to be able to walk.
Oh, and are there any crawler like zombies in the making?

the virus causes the bone structure to expand. the superbloat is going to be a very big actor.
and yes/no. not in the making, but in the pipeline. expect both a useless crawling cause it has no legs zombie and a scaryfast antwolfhumanroar zombie, at some point.


Sun Aug 09, 2009 6:10 am
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Post Re: Zombies '09
I'd like to report a bug.

Whenever a Molotov goes off, it crashes my game. I'm on the current mac build.


Sun Aug 09, 2009 7:53 am
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Post Re: Zombies '09
It's probably just your game. Everything works fine for me. Are you running a lot of mods? Do you have a lot of Lua going on? Too much Lua at one makes the mac version hang and then crash.


Sun Aug 09, 2009 10:31 am
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Post Re: Zombies '09
shadow717 wrote:
It's probably just your game. Everything works fine for me. Are you running a lot of mods? Do you have a lot of Lua going on? Too much Lua at one makes the mac version hang and then crash.


The only active mod I have is Zombies 09. And no, I can set off a molotov while nothing lua-related is going on and I still crash.

EDIT: After a bit more testing I've found out that it's not the molotovs that cause the crashing, it's the corpse rockets. A lot of the time they just start skidding along the ground, eventually crashing the game.


Sun Aug 09, 2009 5:34 pm
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Post Re: Zombies '09
im trying to fix the corpserockets currently, though their shape is.. annoying to work with to say the least. hopefully ill have a version that can deliver living cargo AND not dig huge trenches working soon. that and the dropslug tweaks are all that is holding back a release, really. that and the humans currently suffer browncoat syndrome, look tough, feel about as strong as a wet paper bag. <_<


Sun Aug 09, 2009 9:55 pm
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Post Re: Zombies '09
Geti wrote:
im trying to fix the corpserockets currently, though their shape is.. annoying to work with to say the least. hopefully ill have a version that can deliver living cargo AND not dig huge trenches working soon. that and the dropslug tweaks are all that is holding back a release, really. that and the humans currently suffer browncoat syndrome, look tough, feel about as strong as a wet paper bag. <_<


Hey, i love droprockets, they are cool and the trenches they dig give a nice feeling of "piece of crap" rocket :P


Mon Aug 10, 2009 9:18 am
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Post Re: Zombies '09
I like it when the corpserockets don't dig into the ground but skid on the ground then letting the zombies out to eat me ^^ I would like that to be a feature not a error to be removed I know with Lua you could it come down at a angle and after skidding for a bit opening up then fall apart (the way they look I don't think there should be no EXPLOSION when it scuttles but it just fall apart, since it's just scraped together then goes through RE-ENTRY after all :P )


Mon Aug 10, 2009 8:59 pm
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Post Re: Zombies '09
the corpserocket angle has been shallowed off a lot. some of the fire might be removed from the explosion but there will at least be some smoke, too keep it interesting.. oh, also, most of the crashes in relation to the engineer have been fixed. this means you can crush/dig/explode them without negative repercussions (other than the possibility of getting hit by some explosive debris).

however, bad news, my moniter has crapped itself; until its fixed i wont be able to do much work on this due to not being able to see what im typing/drawing.


Mon Aug 10, 2009 9:37 pm
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Post Re: Zombies '09
I think the sences that are around don't "fit" the mood this mod is trying to set soooo I am working on this JUST for the mod :D

Image


Wed Aug 12, 2009 4:30 am
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Post Re: Zombies '09
ahh, the old aitf soldier... :)
that looks cool, but we will be making some scenes (especially skirmish maps, due to this mod lending itself to skirmish happily) officially. allen is currently drawing up some concepts.
the BG on the tunnel in that shot is really nice though, where is it from?


Wed Aug 12, 2009 5:38 am
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Post Re: Zombies '09
Any news on the update, Geti?


Wed Aug 12, 2009 6:02 am
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Post Re: Zombies '09
coming literally as soon as my new moniter comes. i cant do very much without some kind of output from my computer.
here is a list of updates (+) and todo(-), * denotes will get done:

+HE grenade
+some gore tweaking (minor)
+one billion corpserocket tweaks
+dropslug polishing (unfinished, see below)
+buffed shotgun, now has a knockback and generally feels more powerful.
+lowered FABAR reload time by 1 second.
+completely resprited AITF soldiers (alpha and beta) and introduced some randomisation on the appearance
+new resistance actor :D field medic, random gender and heads
+engineer doesnt crash anymore when smushed. as a bonus, it either explodes or shoots a crazyrocket out when it dies.
+rudimentary infection.

- * (maybe) good gibs on the resistance <_< seriously, its dissapointing killing them now..
- * the corpserockets kill the ♥♥♥♥ out of their cargo. this is fun, but useless. if i can, ill fix it.
- * drop slug does a some stupid terrain fall though bull♥♥♥♥ thing. this is a pain in the ass.
-zombie AI is still pretty poor
- * one of the tunnels is one px off alignment. D:<
-rocks need some dithering around the edges to remove the whole outline thing.
-fire that looks like fire on the molotov when it explodes in midair.
-proximity detonation on the HE Grenade (maybe)
-tools still feel wimpy.
-fun healing tools for the medic.
- * infection script needs to not only spawn red team actors.
-engineered complete zombie needs like +100 goodness. currently its boring, even with Thunder toes crazyzombiehead.

thats kinda it off the top of my head. seriously, youll love the shotgun, and the new AITF look.
if allen or roon could get some shots of the new AITF guys, shotgun and grenade doing their thing (preferably with some exploding zombies) that would be wonderful


Wed Aug 12, 2009 9:36 am
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Post Re: Zombies 09
Foa wrote:
The Decaying Soldat wrote:
Here are a few typee examples... Crawlers ( Slowww ) , Hunters ( really tricky to hit ) , Basilisks ( Paralyzing Eyes ) , Berserkers ( They cut you up! HARD ) , Spitters ( Acid Spit ) , Howlers ( Piercing scream ) , Mercy ( Kills the incapacitated ) .

Ooh, ZOMBORGS!!!

Someone's been reading Zombie Hunter


Wed Aug 12, 2009 9:53 am
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