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 Zombie Defense -fixtastic- 
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Joined: Mon Jun 01, 2009 4:12 am
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Post Re: Zombie Defense -fixtastic-
Thanks for the support and imput guys :)

At the moment, I am on a 2 and a half day vacation up in the mountains with no internet access except at a cafe, so untill later tomorrow, don't expect frequent updates.

However, I have tinkered and tinkered and have come up with some new updates in this version:
Attachment:
File comment: Update
Zombie Defense.rte.zip [469.64 KiB]
Downloaded 444 times


This one includes better weapon upgrades (including a grenade every 2 levels), a little less lag, but with more zombies, and some bug fixes (now you can actually win).

Couldnt figure out how to change the material of the bunker. I tried putting an extra material code in materials.ini and changing the color of HouseMat.bmp to correspond with it, but it only had the opposite effect and everything turned to ashes when walked on.

If someone could figure that out or fix that, that would be great =]

I also found that the zombie's barf weapon sometimes "poisons" the player which gives the effect of them losing health until they usually die. Havent found out why or how, but I want to get that fixed as well.
At first I thought it was the health bonus or the tommy gun, but that was disproved over several tests.
Check it out and see for yourselves, Im pretty sure its the spewers.

Now that I have the files for the UndeadApoc bosses working, Ill try to work on some boss battle(s) and all your suggestions (keep the ideas coming) :)

EDIT:
How would I make it 2-Player Co-Op?

Also, How do you make it a .rar file? I only know how to send it to a zip folder :0


Fri Jun 19, 2009 6:57 pm
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Post Re: Zombie Defense -fixtastic-
From my knowledge, you would need WinRAR to do that. After you get it, right-click (assuming you use a PC, and not a Mac) and select 'send to Zombie Defence.rte.rar'. This will put it in your cortex command folder in .rar form.

I don't think that the 'vomit poisoning' comes from the vomit, rather, it seems to destroy limbs (my left arm blew up), weapons (the Lazer rifle went soon after that) and your hopes of reproducing (ok, maybe not that...) just like the Crab Hammer (viewtopic.php?f=61&t=14876), meaning that there are too many actors on the scene. Instead of increasing the spawn speed every level, try having them spawn closer and closer to the bunker, and then having them spawn there as soon as you kill one.


Fri Jun 19, 2009 8:38 pm
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Post Re: Zombie Defense -fixtastic-
7zip works too.

Oh, put an MOID check to cap the spawns instead of a arbitary number.


Fri Jun 19, 2009 8:45 pm
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Joined: Mon May 18, 2009 11:48 pm
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Location: The swamps of Stuporia!
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Post Re: Zombie Defense -fixtastic-
What material are you trying to change the bunker to?

It's currently made of concrete with a metal frame (that I know of).


Sat Jun 20, 2009 12:55 am
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Post Re: Zombie Defense -fixtastic-
Can someone help, I can't get hardly any of the scenes, including this one, to work. I'm always missing some sort of actor or object and crash before CC completely loads.


Sat Jun 20, 2009 1:10 am
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Post Re: Zombie Defense -fixtastic-
This one should work as a standalone. What kind of error are you getting? Could you quote the error?


Sat Jun 20, 2009 1:15 am
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Post Re: Zombie Defense -fixtastic-
I've sceencapped it.
Here
Image


Sat Jun 20, 2009 1:20 am
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Post Re: Zombie Defense -fixtastic-
Are you running Build 22 or Build 23?


Sat Jun 20, 2009 1:30 am
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Post Re: Zombie Defense -fixtastic-
22


Sat Jun 20, 2009 1:37 am
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Post Re: Zombie Defense -fixtastic-
You're going to need B23 for this mod. Most mods now require it.


Sat Jun 20, 2009 1:40 am
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Post Re: Zombie Defense -fixtastic-
The reason for that is because in Build 22 lua is only used for missions, but in this mission, lua is also used for actors.

You get errors for other missions because you likely downloaded a version that has been converted for use in Build 23. Preset names and folder locations are different, which will cause errors if you run it in Build 22.


Sat Jun 20, 2009 1:45 am
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Post Re: Zombie Defense -fixtastic-
madmax wrote:
22


Stop using outdated cracks, or stop expecting mods released now to work FOR your old cracked builds.


Sat Jun 20, 2009 2:02 am
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Post Re: Zombie Defense -fixtastic-
Now this version is quite exciting. I like it. It really makes you panic when zombies are entering your bunker from both sides. Also, you are certainly better off with a flamer than a tommy gun fighting the same amount of Zeds. Health bonus is nice too.

Now the cons:
-Not too fond of the laser rifle. The auto pistol works better.
-Heavy sniper rifle. I don't find the use of that too.

All I did was flame the Zeds, and auto pistol the zeds. The flamer is the only weapon that's worth all the reload time, aside form the auto pistol.

And the mauler shotgun? That isn't quite useful either. And it takes way to long to reach the mauler shotgun's level.


Sat Jun 20, 2009 3:54 am
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Post Re: Zombie Defense -fixtastic-
I find that hard to do as well, which is why I modify the weapon load-out:
Starting: Auto Pistol
Level 1: Auto Shot Pistol
Level 2: flamer
Level 3: lazer rifle (modded to have shorter reload, 60 ammo)
Level 4: Auto Shotgun
Level 5: Riot shield + Blaster pistol (protect against zombie barf)

Also, some weapons (like the lazer rifle) just go through the Z-legs, and bounce off the Z-torso. I understand it means that they don't crush each-other, but is it possible to have them take damage in those areas too?


Sat Jun 20, 2009 1:56 pm
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Post Re: Zombie Defense -fixtastic-
i got to 269... first try,, or was it 259... who cares.
Boss would spice it up, and divide it in to two missions, easy and hard.


Sat Jun 20, 2009 3:01 pm
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