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 Left 4 Dead : The Survivors 
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Post Re: Left 4 Dead : The Survivors
Ringwall wrote:
Not to mention, there are alot of different regular zombies that could be made, all just copies of each other with different sprites.
Oh I don't I'd be able to manage that, as the coder.
I think I may have to make every one you sprite have it's own slightly different attributes.


Tue Dec 16, 2008 4:54 am
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Post Re: Left 4 Dead : The Survivors
If all the heads and bodies were the same size, couldn't you just copy from a base zombie actor and replace the sprites? Like the Ronin, in theory. There would be a lot of copying going on for you to get individual different parts, but there's no need for every zombie to be coded from scratch to be unique.


Tue Dec 16, 2008 5:48 am
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Post Re: Left 4 Dead : The Survivors
Azukki wrote:
Ringwall wrote:
Not to mention, there are alot of different regular zombies that could be made, all just copies of each other with different sprites.
Oh I don't think I'd be able to manage that, as the coder.
I think I may have to make every one you sprite have it's own slightly different attributes.


Hot damn. This is gonna be a big mod. (especially since the sound folder I'm packing is about 20mbs already)


Tue Dec 16, 2008 6:33 am
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Post Re: Left 4 Dead : The Survivors
OMG 20 mbs . Why so much ??? You are using templates , arent you ? This is the huge minus of templates . Just look in my mood . Its have big chosement and low size . And most of my sounds are unique . Only one way to make everything smaller is to convert sounds from .wav to .ogg .


Tue Dec 16, 2008 2:04 pm
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Post Re: Left 4 Dead : The Survivors
Of course, there are alot of sounds in there that likely won't be used in the mod anyways- ie: zombie warnings (boomer!)


Tue Dec 16, 2008 10:59 pm
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Post Re: Left 4 Dead : The Survivors
grenade wrote:
OMG 20 mbs . Why so much ??? You are using templates , arent you ? This is the huge minus of templates.

Whuh? Those are just the sound files. Not even part of the mod yet.
And no, I'm not using templates. And large filesizes is only a problem with the templates because users of them don't delete what they don't use.

The problem at hand is the professional quality of the sound files he's taking from the game.
For example, 'HWEH' is 31KB, while 'AAAUUGHHH-AUT graw' is 156 KB

Ringwall, after you send me those, I'll lower their quality [which lowers filesize] to CC standards, the difference hopefully shouldn't be very noticeable audibly, but it should make the filesizes more reasonable.


Tue Dec 16, 2008 11:29 pm
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Post Re: Left 4 Dead : The Survivors
Alrighty then, 'sounds' good to me. (har har har)

Didn't get the chance to upload the sounds today though :-(
However, I will be able to upload them sometime this week.

Oh yeah, finally finished Louis.

EDIT: Scream.... tried sending you Louis twice now and both times this garbage internet has booted me off. It's only 33kb! I swear if I get disconnected again I'm gonna start chewing on this phone cord.


Wed Dec 17, 2008 2:04 am
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Post Re: Left 4 Dead : The Survivors
I feel the mod needs to get some activity soon, before it's entirely forgotten.

Sorry about the huge delay. While waiting for Francis sprites I more or less did nothing. Ringwall took a long time to send them due to technical issues.

So, I ask you all, how do you like the sound of the following, and what do you think could use some changes before I try to polish it all up and make a first release?

Survivors

The survivors have FG arms that don't gib by means of wounds. This gives them a reliability in that they rarely will be unable to use weapons.

-Bill, he has an advantage of wound damage resistance. When he's wounded, it does less damage, and his parts have higher gibwoundlimits.
This is loosely based on that he has combat experience, and might be able to deal with gunshots better or something. (How? no idea)

-Francis, he has an advantage of resistance falling, and impacts with other objects.
This is loosely based on that he's a biker, and is prepared for that kind of thing a bit more, maybe.

-Zoey, she has an advantage of higher running speeds.
This is based on more or less nothing. I just needed an advantage, and she's "half" their size, so she might as well be nimble.

-Louis, he has an advantage of high jumping ability.
Cause them white boys just can jump like a There's no serious reason.

Weapons

-Pistols, they are realistically based on .45 m1911s, which is what the L4D pistols are based on.
Unrealistically, they have a magazine capacity of 15, as they do in L4D.
In L4D, the pistols have reliability in their infinite ammo. Well, most everything in CC has infinite ammo, and there's no simple ammo carrying system.
So to reflect this reliability of L4D pistols, they just about never get dropped or broken.
They also have the advantage of dual wield. Which means in CC they are found in shield categories.

Since breaking guns, which is common in CC, is a bit too big of a deal for l4d-like gameplay, I made the guns gib recursively. Anything that would regularly break the weapons, instead makes it gib into an identical copy of that weapon. Basically, you drop it, and just have to pick it back up, instead of losing it forever and needing to replace it.

-SMG, the smg is based on an Uzi in L4D, so for the moment, I'm using a lightly modified Ronin Uzi for this mod.
I don't like that, personally. Anyone that has any ideas as to how to make the Uzi more special, please share your thoughts.

-Pump Shotgun, the pump shotgun I made for this mod has very little spread, and not many particles.
It's not particularly interesting, and I will consider suggestions with high regard if anyone has any ideas as to how to make it more special.

-Assault Rifle, the assault rifle in l4d is a M16, so for the moment, I'm using a lightly modified Ronin M16 for this mod.
I don't like that, personally. Anyone that has any ideas as to how to make the M16 more special, please share your thoughts. Maybe a M203?

-Auto shotgun, the autoshotty I made for this mod is a wide spread shotgun that uses air resistance heavily, so it's power depends a lot on it's range. This is the only weapon that I'm particularly satisfied with, and not planning on changing further much.

-Hunting rifle, the hunting rifle is a custom made device, but it's far too much like a Ronin long rifle in function. And that's boring. So if anyone has ideas as to how to go about specializing it, shoot.

Health Devices

The survivors have FG arms that don't gib by means of wounds. This means they won't crash the game if they overdose. If you use multiple L4D healing items with general actors, the game will crash.

-First Aid Kit, the first aid kit does not hinder movement like in L4D. But rather, they will be scarce/expensive.
You just 'fire' the device, and it gibs itself, leaving a break wound. It instantly heals 50 health, and slowly heals 30 more.

-Pain Pills, the pain relief pills do nothing for the long term, but when you use them, (they're used just like first aid) they instantly heal 50 health, and over the course of a minute, that same 50 health fades away. This means you can only use them to sustain yourself.
Unlike in left 4 dead, the pain pills' effects wearing out can kill an actor. In L4D, it can only decrease health to 1. This mean it's even more urgent to get first aid.

Bombs

Neither of the bombs are currently done, and they likely won't be included in the initial release. The pipe bomb explosion looks crappy at the moment, and the molotov both looks and functions crappily.

-Molotov. Fire in CC cannot light things on fire. But, it can spread out along a surface, and burn, doing damage to anything passing through it, and stay there for a tactically usefully long time. Which is what the CC L4D Molotov will do.

-Pipe Bomb. Currently there is no way to make AI be particularly attracted to a bomb and run towards it. The closest I could manage was to make people sometimes shoot it if they noticed.
So, the CC L4D pipe bomb is a pretty regular bomb. When I say pretty, I mean both rather, and it's got the glowy red trail/beep thing going on.
The explosion is concussive and fragmentary, and the blast can annihilate zombies well.
The pipe bomb does have the odd feature of an elevated explosion. Wherever the pipe bomb goes off, the explosion occurs somewhat higher than that. Without this, the concussive blast was generally messed up by grass.



So, suggestions, please. Especially for the Uzi/M16. But if everything is sounding good, or I just don't get much feedback, I'll just release this as described.


Sun Jan 25, 2009 12:35 am
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Post Re: Left 4 Dead : The Survivors
give me the sounds you will use and i will convert them to .ogg

pm me and post here cus i may miss the pm but i never miss this thread :3


Sun Jan 25, 2009 8:17 pm
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Post Re: Left 4 Dead : The Survivors
ProjektODIN wrote:
Great, another "mod suggestion" to use CC as a platform for replicating a different game. I see this as being almost as successful as the Halo and Command & Conquer ports!

Stop using the game this way. Make up your own original content.

kthx :]

On the bright side, your actor sprite looks nice, but its going to get totally destroyed once someone has to take it apart to make it fit into the game's way of drawing units.

I actually agree, I'm tired of all these people going, "Oooh let's make CC into this game!"

Why would I want to play left 4 dead in CC when I can just play left 4 dead? I'd much rather see some original content here.


Sun Jan 25, 2009 10:21 pm
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Post Re: Left 4 Dead : The Survivors
I some what Agree. I like the idea of making the actors. especially Bill and the zombies. But a game mode is just silly. although. I would like more games like the zombie cave. I really like how CC handles zombie killing ( the epic gibbing system)


Sun Jan 25, 2009 11:01 pm
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Post Re: Left 4 Dead : The Survivors
Well, the result would be something like a mix between the two games, with gameplay elements of both. While it's not original in concept, there could be some new things incorporated, for example, recursively gibbing guns that are dropped instead of broken, that's a new and unique feature for CC, and not a directly ripped concept from L4D.

As of right now, it's just Left 4 Dead based content anyways, not a big campaign project.
To be honest there's no way it will have even a single mission anyways, unless we get one of the three or whatever people that know lua well enough to create a big project to help us, and I'm sure they would rather do their own projects. Or I could learn Lua, but I've been unsuccessful in that venture so far, and for the time being I don't have the time to do that. Maybe in summer, but I'll be honest, I don't know if I'll have the interest and determination even then though.

If I tried entirely to recreate Left 4 Dead over the CC modding medium, I agree, that would be lame. But I mean to also bring in new elements to it. I'm just at a loss as to how I would go about making some things such as weapons unique, and am asking for the ideas and opinions the people who would be interested in this mod.
If this got to a mission state, I would avoid recreating No Mercy, or Blood Harvest, or some existing L4D mission, but rather it would be a new one like them. Like something that would seem like a recreated DLC campaign, but one that never existed.

If we ever get to that point though, think of the possible missions as being more zombie cave like missions, with more depth and complexity, and styled like L4D.
If we made an unofficial "Zombie Cave 2: Defense of the Dead", it would likely be less original, but possibly better received because I wouldn't be trying to make CC into another game. Which doesn't make much sense, when making new content involves more new and unique stuff than adding on to existing vanilla stuff. Prison escape is a great mission, an absolutely marvelous prime example of Lua's possible uses, but the only one-up in creativity over a possible L4D mission is that they thought "Hey what if coalition imprisoned some ronin guys and you played as the cool looking one and escaped from their base?" It's just piecing together a circumstance from availible content. But don't get me wrong, kudos to TheLastBanana for his excellent work in making the mission have fun gameplay and excellent lua implementation.


But if that's truly the opinion of the masses, we probably won't go far, due to lack of interest. But I am going to get to a first release, at least, for those that did show interest.
And if I don't make the smoker tongue device for this purpose, I'll probably try to make the effect at some point anyways, as it sounds quite fun.
So, people, ideas for changes from how I described the mod in my previous post. Please.



ShadoWKilleR255 wrote:
give me the sounds you will use and i will convert them to .ogg

pm me and post here cus i may miss the pm but i never miss this thread :3

I'm capable of converting them myself, although it would be a bore and a hassle with the methods I'm experienced in and have availible.
I would be converting everything one by one, if I did it the way I know how to.
But I think I can use SUPER to do a mass conversion, so I'll try that first.
If that doesn't work, I'll send them to you, if you have a mass conversion technique you're experienced in and have availible.
Thank you for offering your help.


Sun Jan 25, 2009 11:22 pm
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Post Re: Left 4 Dead : The Survivors
Why is Louis a lefty?


Mon Jan 26, 2009 3:39 am
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Post Re: Left 4 Dead : The Survivors
Lambda wrote:
Why is Louis a lefty?

That would actually be an achievement to have a 'lefty' actor that uses his bg hand primarily.
Even though technically CC AHumans are all ambidextrous and switch their primary hand in use whenever they turn around.

But anyways, those are just mock up poses, they were put together directly from the sprites.

Here's some up-to-date screen caps of the mod.
Image
Again, incapacitation and Shadow Echelon will not be in this mod.
And Bill won't use the coalition revolver cannon particularly regularly, nor pose flawlessly when he does consistently.
And I just implemented the new medpack sprite.

Image
Also feel free to comment on the sprites. I'm particularly wondering if the Auto/Pump Shotgun/Hunting Rifle/Pistol are too dark? Needs moar outline?
Would custom Uzi/M16 sprites be highly preferred?


Mon Jan 26, 2009 6:27 am
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Post Re: Left 4 Dead : The Survivors
Weapons could be more fat .


Mon Jan 26, 2009 1:59 pm
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