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 Zombies '09 
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Joined: Wed Mar 10, 2010 8:36 pm
Posts: 345
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Post Re: Zombies '09
I deleted the enemys from the skirmish activities and if i kill one of them with the auto equipped claws then it crashes.


Sun Mar 21, 2010 1:28 am
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Joined: Tue Jul 20, 2010 4:28 am
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Location: Under a giant mustache.
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Post Re: Zombies '09
This is... Perfect... It's the best mod i ever played! Tested it for now about 3 days and I've got to say that you did a pretty well-done job :shock: ! still some errors and questions:

1 - If we could control the Corpse Rocket it should do it... it just crash, without any possibility to control it...
2 - I asked myself: when do the Vomit zombies attack is going to be finished?
3 - When you transform an ally of an ennemy into a zombie, it will appear as an ennemi zombie, wathever you do.
4 - the basic zombies are too fragiles... zombies are supposed to be already dead... only a couple of shot and they burst... :'( :???:



Finally: pretty Well job, but some more stuff to do...
Info: i'm from Quebec so sorry for the bad english... i can test anything you give me, just PM ( And Free :D )!
And Finally: It is My First Post! :D Yayyyyyyy!


Tue Jul 20, 2010 5:19 am
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Joined: Fri May 15, 2009 10:29 am
Posts: 4107
Location: Russia
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Post Re: Zombies '09
What do you think is easier to kill of these two:
-Armored elite soldier from the future
-Rotting corpse with a reanimated body.
So, waht you htink is easier to kill?

Also, corpse rocket is not supposed to be controllable.


Tue Jul 20, 2010 12:19 pm
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Joined: Sun Jul 13, 2008 9:57 am
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Location: some compy
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Post Re: Zombies '09
Well, the team that was originally working on this with me has moved on to other things (or, more accurately, roon has disappeared, me and allen are working on other things on and off) and I've got only part of Zombies '10 done. There's no intention to update this, sadly, so any bugs that're hanging about will likely stay hanging about. If I get working CC at any point in the next 6 months (removing wine and reinstalling didn't help, unless I missed some configs somewhere, but .wine got a smack in the face and the binaries themselves got removed, so pleh) I'll likely do a Z'10 release for fun. (maybe I'll even paint up the rest of the tunnels)

I'm very glad this still makes people happy though, I put a lot of work into it back in the day (hohoho pipesmoking one year ago nostalgia etc), and even though it's really not my best work, it's just about the only mod I've released and it's got quite a bit of emotional weight considering it's only one and a half meg of images, sounds, and text. It's a buggy mess, but it's my buggy mess, so I'm glad someone's labelled it "BEST MOD I'VE PLAYED". rantrantrant.
Thank you.


Tue Jul 20, 2010 1:10 pm
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Joined: Thu Jul 15, 2010 1:52 pm
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Post Re: Zombies '09
I. F♥♥♥ing. Love. This. Mod.


Tue Jul 20, 2010 1:31 pm
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Joined: Wed Jan 07, 2009 10:26 am
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Location: That quaint little British colony down south
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Post Re: Zombies '09
There really ought to be a moderator sanctioned sticky in order to direct new members to exceptional quality mods such as this and others. Not only would this cut down on threads asking for such lists, but would expose new members to the aforementioned exceptional quality encapsulated within the mods.


Tue Jul 20, 2010 3:34 pm
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Post Re: Zombies '09
I agree with you, 411570N3... good mod such this one are not always easy to find ;) (Forgot to say that i never play without it ^^' )

Heuuu, for the bug i don't know what you're all talking about ^^' i've got no bug since i've got the game...?



RE: Can'T wait to see vomit and witch and Dismembered Zombie, and the tongue attack, also! Lizard, I've got to ask you: have you already seen a zombie movie? even the more stupid and basic zombie are really tough. let say that getting something already dead unusable is really hard ( Like: Bam, Bam, Bam, Bam, Bam, Bam, RUNNNNN!!!). so continue the good work, guys i can't wait for Zombies '10!!! ;)


Tue Jul 20, 2010 4:34 pm
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Joined: Fri May 15, 2009 10:29 am
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Post Re: Zombies '09
yeah I have, about 1/3 of them, but have you ever seen the effects of a bullet on rotten flesh?
It's nasty I tell ya.


Tue Jul 20, 2010 5:03 pm
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Post Re: Zombies '09
This mod was designed more towards the feel of the "infected" from the 28 * later series but obviously not quite as fast and furious. Regardless, the ones for '10 are pretty difficult to kill with body shots using the weapons I'm going to give you (though testing with the TABAR was.. horrible), which are basically all nerfed in a way that makes gameplay stressful (single shot .22 wooo impracticality!), but as I said, I can't work on it without working CC, so until I bash wine into working there's not going to be any development.

Oh, just for the record, Z'10 is a totally different direction to this mod. In this one, the zombies are like interplanetary bastards who devour worlds and turn them into hives, and the AITF are basically some mercenary group who dislike the zombies and run around killing them. On each world there's new-age castles set up everywhere which have a sort of medieval system, with trenchies holding the front line and medics by their side as they try to protect the sanctum. Problem is, that's a massive load of content to produce (we're like halfway through, and development has stopped). I might produce a standalone game geared around this universe at some point, but yeah, that's the story here.
In '10, it's set in a more modern day setting. There's guns that are looking old and a bit out of shape today in it (a .22, a 12GA shotgun, there's a 9mm pistol planned, and possibly a battle rifle) and unarmoured, civilian style survivors holding down a bunker. The zombies are horrifically resilient to anything but headshots, and I'm liking going to introduce an ammo system for the guns. It doesn't have much back story, but the focus will be on producing a solid scripted mission with waves of zombies and maybe reinforcement air drops ("oh noes, running out of ammo" is a problem in a game that doesn't support melee combat). The zombies will also be able to "resurrect" new zombies from any large flesh deposits on the ground, meaning you'll pretty much literally have to shred the corpses. I might make a blowtorch or something for doing that.
There's a crapton of work to do, but I'm not really prepared to subcontract it out :P So I'll try to get wine working so I can show you what's going on it in so far.
411570N3 wrote:
There really ought to be a moderator sanctioned sticky in order to direct new members to exceptional quality mods such as this and others. Not only would this cut down on threads asking for such lists, but would expose new members to the aforementioned exceptional quality encapsulated within the mods.
This is a really good idea. There'd likely be some bickering about who's mods go onto the list, but it annoys me when I direct a friend to CC, they play with mods, and they bring back all these names of small random packs but don't know about things like crobotech. I'm not against small packs, but it's crobotech.
PvtVain wrote:
I. F♥♥♥ing. Love. This. Mod.
Glad to hear it :)


Tue Jul 20, 2010 9:30 pm
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Post Re: Zombies '09
i loved this mod, still do, and just the other day i was thinking about requesting a ammo thing, your post geti, has saved me and moders, alot of time. thank you.


Tue Jul 20, 2010 9:44 pm
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Joined: Wed Apr 30, 2008 10:10 am
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Location: Seattle, WA
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Post Re: Zombies '09
just to chime in here, i'm really glad you guys liked the mod, and while i can't take credit for much it makes me happy to be a part of something that people enjoyed playing. Cheers.

Geti and i are working on a game project loosely based on an old song with a classical spanish guitar. I hope that's vague enough.

also: warmest regards to datarealms, despite my recent absenteeism. I'm "back", whatever meaning that is meant to carry.


Wed Jul 21, 2010 12:42 am
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Data Realms Elite
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Joined: Wed Sep 05, 2007 4:14 am
Posts: 3966
Location: Canadida
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Post Re: Zombies '09
Personally, I have never unistalled this mod, ever since I DL'ed it, I NEVER STOPPED PLAYING WITH IT!


Wed Jul 21, 2010 1:54 am
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Joined: Tue Jul 21, 2009 4:36 am
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Location: The place where asses go to be bad
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Post Re: Zombies '09
These fit in so well with Crow's Brutality Mod, even though the engineers are way overpowered with it.


Wed Jul 21, 2010 2:16 am
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Joined: Wed Sep 05, 2007 4:14 am
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Post Re: Zombies '09
Joe wrote:
These fit in so well with Crow's Brutality Mod, even though the engineers are way overpowered with it.

I thought so.


Wed Jul 21, 2010 2:34 am
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Joined: Sat Mar 13, 2010 5:52 am
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Post Re: Zombies '09
I'm still trying to figure out how to change Z'09 stuff to match brutality. Such as bullet trails and quick bleedouts.


Wed Jul 21, 2010 4:16 am
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