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Orglar
Joined: Wed Dec 10, 2008 3:21 am Posts: 116
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Re: Zombies '09
I notice that engineer cannons also crash the game a lot. They'll shoot the cannon and it all goes just fine until the round blows up, at which point the game locks up and I have to force the process to quit. D:
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Sat Aug 15, 2009 5:23 pm |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: Zombies '09
The Decaying Soldat wrote: Cave modules are beautiful, just beautiful, need more. New resistance suits are great. Glad you like those, they were hell to make (More will come, they just don't have mats, bgs, etc.). The Decaying Soldat wrote: Though I cannot find the female soldier anywhere. The medic turns into either a male or a female unit (Both with two random heads). Also, currently the inventory transfer script doesn't work for them, so you will loose the weapons you bought with them. Also, when the trenchmen are done, they'll have 16 heads and 2 torsos for each gender.
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Sat Aug 15, 2009 5:27 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
Good job on the female scream. Scared me at the first time.
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Sat Aug 15, 2009 5:58 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
you can thank roon for that one. im glad the dropslugs are working for most people. it might pay to do a clean install, those who are having trouble. 411570N3 wrote: The remaining 5 decimal place percentage consists of the actor still being on top of the ship when it lifts off due to terrain. i might delay lift off a bit more to give the unit more time to gtfo. also noted on the shotgun kickback, ill see what i can do. The Decaying Soldat wrote: EDIT: Just found that it lags in skirmish sometimes. Keeps popping out a line says something about error, valid 'parent' not found or something. Also I find the greatest threat are incoming corpse rockets and engineer cannons. The regular zombies can't even get close. Hope the AI will fix this in the future. hmm, ill look into the parent issue. do you have any idea what weapons are in use at the time? also, the ai should fix that in the future. ive just been lazy with it up till now, so hopefully mail can get something as agressive as the bloated's ai going on with the other zombies. Morbo!!! wrote: Do you have modified gravity by any chance? heck no. i have vanilla gravity, and they work on all my base skirmish maps. no idea whats ♥♥♥♥ with yours. ill fix the reload on the deagle, too. its the most wip weapon in the pack.
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Sat Aug 15, 2009 10:47 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
A quick update. thanks to Mail, the medic's inventory now works. Everyone cheer for him.
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Sat Aug 15, 2009 11:37 pm |
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Allen
Joined: Wed Apr 30, 2008 10:10 am Posts: 214 Location: Seattle, WA
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Re: Zombies '09
hey, nobody even told me that we dropped the release! Kickass, though.
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Sun Aug 16, 2009 12:09 am |
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Morbo!!!
Joined: Sun Dec 09, 2007 3:08 pm Posts: 481 Location: Islamic Republic of Bradistan, Yorkshire, England
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Re: Zombies '09
I'm loving all the new features. I reinstalled CC and the drop slug works as it should now. I prefer having only engineered and complete zombies because at the moment the other zombies only serve as cannon fodder. I've made my own modifications to some of the weapons and created another one from it. The FABAR is VERY satisfying to use. Perhaps you could make an anti-armour weapon using the airburst code? I'd love to see that because most other rockets' particles don't hit the actual target, they tend to deflect off it.
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Sun Aug 16, 2009 12:15 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
im thinking i might just apply a (modified) airburst script to the engineer cannon to make them more dangerous up close. the current damage curve is hilarious Code: damage | /--__ |<safe> / --__ +-------------------->range also sorry allen, should have pm'd you.
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Sun Aug 16, 2009 1:10 am |
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Morbo!!!
Joined: Sun Dec 09, 2007 3:08 pm Posts: 481 Location: Islamic Republic of Bradistan, Yorkshire, England
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Re: Zombies '09
I hope you modify the jetpacks on the resistance troops. Generic yellow sparks and the ever-present thrust sound bore me a lot. Something simple like the Unitech commanders, like just modifying the colour and sound would suffice. Preferably not brown sparks though
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Sun Aug 16, 2009 1:18 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
The molotov is ridiculous awesome. Just add some fiery bits to the rising smoke and add flaming effects to the black ember things and it'd be perfect. Though you might want to add another particle that only catches fire on actors, so that the actor catching on fire mechanism is more reliable. Also, are there any plans currently to add a weapon based on it? Because this is the best fire in CC I have seen so far.
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Sun Aug 16, 2009 1:32 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: im thinking i might just apply a (modified) airburst script to the engineer cannon to make them more dangerous up close. the current damage curve is hilarious Code: damage | /--__ |<safe> / --__ +-------------------->range also sorry allen, should have pm'd you. So being directly infront of the cannon's barrel is more dangerous than being on the opposite side of opposite side of the map, only because you are behind the shooter... brilliant. Oh and I was on Map Pack 3: (2P) Snow Cave, are there any variables that could of halted it's departure? We need a fire weapon, or a fire/gas weapon, you get raped, and set on fire... .
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Sun Aug 16, 2009 1:36 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
Also, the green gas now produces zombies sometimes. You should probably have the spawning zombies GetsHitByMOs = 1 for about half a second so they don't always die in the gas that spawned them.
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Sun Aug 16, 2009 1:52 am |
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Allen
Joined: Wed Apr 30, 2008 10:10 am Posts: 214 Location: Seattle, WA
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Re: Zombies '09
Teaser-snippits of some final/semi final art (that last one is sprited already) And some sketches (100% not-final) Stay tuned.
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Sun Aug 16, 2009 3:33 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
411570N3 wrote: The molotov is ridiculous awesome. Just add some fiery bits to the rising smoke and add flaming effects to the black ember things and it'd be perfect. Though you might want to add another particle that only catches fire on actors, so that the actor catching on fire mechanism is more reliable. Also, are there any plans currently to add a weapon based on it? Because this is the best fire in CC I have seen so far. i will be working on the fire. the black ember things are placeholders. there are definitely plans to make at least 2 weapons/tools based on this. a flamer for the resistance, and the plasma arc digger for the engineer zombie. in other news, roon is away for the week, so not much spriting will get done on the actors side. hopefully i can find time to get all the trenchmen sprites copied out.
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Sun Aug 16, 2009 3:44 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
The parent thing? Well I'm playing it on 'death', so lots are going on. Can't actually find the source of such lagging. Check blood effects or the engineer actors and weapons maybe. Those things seem to be the top suspects.
As for the functioning of the engineer, the cannon shouldn't be too powerful. They are already annoying as hell, a minimum range weakness serve them well. Though a flamer weapon would be more fitting.
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Sun Aug 16, 2009 5:05 am |
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