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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
Roon3 wrote: Hey, I wanna post some spoilers too. The Decaying Soldat, still looking too plain? I've got tons of other stuff sprited, all waiting for their code. Yeah! Now we're talking! Looks excellent, with all those stains and rusts. Allen's concepts are superb too. I'm so looking forward to the finish product of these.
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Tue Aug 04, 2009 8:19 am |
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1nfernal
Joined: Wed May 20, 2009 10:06 am Posts: 163 Location: Sweden
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Re: Zombies '09
Me want release nao! No but seriously, from what you're giving us, this mod is going to get a hell lot more awesome than it already is (which by the way is a lot too). This looks real neat by the way, I like the visor
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Tue Aug 04, 2009 10:27 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
release once i get some more beta soldier done, and once im really happy with the drop slug.
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Tue Aug 04, 2009 10:39 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
If you manage to get the drop slug working properly then I do believe some sort of award for epic is in order. Though it's your vision that you are making, might I suggest a small spikes each with AEmitter emitting lifetime 1, emmission velocity 0, sharpish particles on the top and bottom? This would give the landing and relaunching movements a minorly offensive effect...
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Tue Aug 04, 2009 11:20 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
have you been hit by it? its a pretty heavy craft. whatever it lands on or launches up into is up there in the "♥♥♥♥" level of dead.
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Tue Aug 04, 2009 11:33 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: have you been hit by it? its a pretty heavy craft. whatever it lands on or launches up into is up there in the "♥♥♥♥" level of dead. So I'm assuming that is the reason why those guys got blended... Make the shotgun stronger, at most, one fourth of the one round actually injures a door.
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Tue Aug 04, 2009 6:44 pm |
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Toes from Europe
Joined: Wed Feb 14, 2007 9:34 pm Posts: 883 Location: America
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Re: Zombies '09
Your concepts and stuff are pretty cool. I'll have to get around to DLing and trying this out sometime. My only gripe is the spiky hair on some of the zombies and concepts and what not. It looks really out of place
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Tue Aug 04, 2009 6:45 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
Foa wrote: Make the shotgun stronger, at most, one fourth of the one round actually injures a door. that part of it is intended for balancing, its intended as a weapon to damage unarmoured targets, and as such the shells contain mostly low diameter shot for low piercing but a nice spread, which is effective on zombies. i might include some more of the heavier shot for use on doors, but to be honest you should be breaking in with an explosive.
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Tue Aug 04, 2009 9:05 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
So, I should claymore it, the claymores are unreliable in planting, and orientation.
Erg, I am very disappointed by my computer, it can't stay logged in, or hold cookies, what so ever.
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Wed Aug 05, 2009 3:14 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
Foa wrote: So, I should claymore it, the claymores are unreliable in planting, and orientation. no, you should use the grenades coming next version. and i cant find a way to keep the mines from not settling <_<
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Wed Aug 05, 2009 6:41 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
Oooh, I wonder how they are triggered? Proximity, timer, impact... or a combination of any two or three.
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Wed Aug 05, 2009 7:01 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: Zombies '09
is the complete engineered zombie meant to have erratic way-point setting?
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Wed Aug 05, 2009 7:39 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
Exalion wrote: is the complete engineered zombie meant to have erratic way-point setting? hahah, no, the current version of the AI is hugely lazy. ill be slowly working on it to make it "notshit" over the course of development. the version of the AI in the beta thats floating around is a little better, but still sure as hell not good. Foa wrote: Proximity, timer, impact... or a combination of any two or three. at the moment its just timer, but im going to introduce some proximity detonation aswell i think. im just not sure if that will make the HE mine kinda redundant.. the grenade is a blast to use though. cheap thrills, i suppose. it isnt quite as powerful as the mine, which i like.
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Wed Aug 05, 2009 9:30 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Zombies '09
The soldiers should have a higher gibimpulselimit(?).
They die too easily.
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Thu Aug 06, 2009 7:18 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
Yeah, the troopers need rigidity.
Highlight below to see silly suggestions. So, Proxim → Timer would be like really close proximity trigger, or it triggers by timer. Timer → Proxim... questionable to actually implement. Impact → Timer = Hits something, then it counts down Timer → Impact, yeah, you use it on the Molotov Cocktail. Impact + Proxim → Timer... no, just, no.
Yet these are silly ideas.
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Thu Aug 06, 2009 7:39 am |
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