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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: Zombies '09
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Sun Oct 11, 2009 8:34 pm |
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Toby
Joined: Sun Oct 11, 2009 7:28 pm Posts: 7 Location: Malmo, Sweden
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Re: Zombies '09
Point.blank wrote: To install a mod: extract the .rte folder (usually in a .zip/rar file) to you cortex command directory (normally C:/program files/Data realms/Cortex command/), and start up cortex command. I'm pretty sure there's a help topic for this kind of thing, isn't there? I was actually intelligent and figured it out myself! Thanks anyway. PS: I just bought the game today actually.
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Sun Oct 11, 2009 9:57 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
Anyways, here is how to make the zombies 09 activities run.
Go into your Missions.rte directory, and open the index.ini. Put a double slash on the line, before the phrase that contains, the phrase skirmishactivities.ini.
Here is a warning, whatever you do, do not get near a dead zombie until it's body becomes static, I've had a few encounters of getting mauled by a headless zombie before it settled.
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Sun Oct 11, 2009 10:05 pm |
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zeno39
Joined: Fri May 30, 2008 9:38 pm Posts: 260 Location: Some Crack House
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Re: Zombies '09
It would help to have a diagram of what your trying to say cause most people coming here not knowing what to do probably wont understand what you just said.
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Sun Oct 11, 2009 11:03 pm |
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1nfernal
Joined: Wed May 20, 2009 10:06 am Posts: 163 Location: Sweden
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Re: Zombies '09
Welcome to the forums Toby, and be aware that this mod does cause your game to crash sometimes, read through the thread if you haven't done so already before posting anything about crashes
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Mon Oct 12, 2009 4:26 pm |
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NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
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Re: Zombies '09
both sides are not balanced, obvious and heavily unbalanced, how any human can resist being more weak that vanilla stuff?!
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Sat Oct 17, 2009 1:32 pm |
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war_man333
Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
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Re: Zombies '09
You guys seriously need a banner soon.
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Sat Oct 17, 2009 2:28 pm |
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NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
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Re: Zombies '09
very nice warman, I doubt it don't be used
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Sat Oct 17, 2009 4:32 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
Wow, very nice. I'll assume you dont have issues with me using it. also oh dear you found some of the unused sprites.. I think a zombie egg sac brain will be in order after the current contest.
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Sat Oct 17, 2009 9:01 pm |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: Zombies '09
Oh those are fun to sprite. I'll draw some when I'm done with the cannon.
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Sat Oct 17, 2009 9:25 pm |
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zeno39
Joined: Fri May 30, 2008 9:38 pm Posts: 260 Location: Some Crack House
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Re: Zombies '09
So it's been a while since a said anything here sooo hows things coming along. Any new theories or concepts you would like to discuse?
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Mon Oct 19, 2009 12:17 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
Currently, all my time is taken up by undead contest entry creation and exam revision <_< so not really. I did have some ideas for the backstory to the resistance, and came up with some pretty bleak scenes in the trenches (trenchies addicted to various substances, beating down a lost zombie with a shovel whilst tripping, some of them being as young as 15, etc) and i've designed a few zombies for the contest that will likely get transfered to this mod once the contest is over, but i cant really discuss them openly on the forums because of the whole anonymity clause..
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Mon Oct 19, 2009 1:03 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
zeno39 wrote: So it's been a while since a said anything here sooo hows things coming along. Any new theories or concepts you would like to discuse? well, i've got some head dresses and other random crap hanging around.
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Tue Oct 20, 2009 10:21 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
Geti wrote: Currently, all my time is taken up by undead contest entry creation and exam revision <_< so not really. I did have some ideas for the backstory to the resistance, and came up with some pretty bleak scenes in the trenches (trenchies addicted to various substances, beating down a lost zombie with a shovel whilst tripping, some of them being as young as 15, etc) and i've designed a few zombies for the contest that will likely get transfered to this mod once the contest is over, but i cant really discuss them openly on the forums because of the whole anonymity clause.. For extra bleakness: -The narcotic substance is green gas. Get the dosage wrong and the entire colony's screwed. Also, probably bad for your lungs. Really bad. -Trenches are just like real world war trenches, except with more rotting, and the fact that rotting corpses may become your enemy. -Why stop at 15? Desperate area give infants growth hormones just to get a soldier on the line as quick as possible. Permanent mental stunting implied. So anyway, perhaps you could give zombies a small chance to only be pretending to be dead when bled to death: -The body doesn't settle. -When an enemy next gets within striking range after a certain time limit it respawns, deleting the body (Lifetime = 0? I don't know Lua, sir). -Attempting to move will automatically make it respawn after a certain time limit. -Shooting the body after the time limit automatically makes it respawn Just for that extra paranoia fuel. I don't put these into my other posts. I swear. Honest. Also, don't look behind you.Though you might want to add a ultrasonic signature tool that adds a small 3 pixel wide glow to the SpriteOffset of Actors with Health < 0 for players to buy so they can avoid that. Ultrasonic signature to justify the times when it'll pick up actors that are just genuinely not settling. Alternatively the player can take some extra bullets after each kill to try and gib the body so that it won't get back up.
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Tue Oct 20, 2009 11:40 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
Its almost 12 here, so I'm about to go, but some responses: -Green Gas being a Narcotic: Maybe, i suppose we're going to be having other gases too, and it would be available to soldiers quite easily (taken from mines, grenades, bodies, etc) however its meant to be infectious so i dont know. i was just picturing a trenchie doing a line before going into battle, and smoking being quite a large part of the trenchman culture. -Growth Hormones and Stupid Chillun: Nah, the resistance really cant afford to send mentally ill equipped soldiers into battle, except in the case of the soldiers inside the tin can suit (they're meant to be on a mixture of stimulants and angry pills) so weirdly swollen stupid children wouldnt make much sense. i can see 14 happening, maybe 13 in the faster developing (unlikely due to poor diet) but anyone below that would barely be able to fire a PDC for the recoil, let alone any of the larger guns. -Aftertouch Takedowns: Have you noticed that the zombies will still try and kill you if you're close to them and you blow off their head? I suppose i could go the step further and introduce re-life. Maybe.
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Tue Oct 20, 2009 11:53 am |
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