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 Zombies '09 
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Post Re: Zombies '09
in the mail, purchased.


Thu Aug 13, 2009 5:34 am
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Post Re: Zombies '09
Post for bump for update.
enjoy, and post every detail you like and dislike.
copied from OP:

The newest version contains a pretty massive update to the resistance and a million and one fixes, as well as creating a few new problems. A few notes:
-From here on in, crazy ♥♥♥♥ is going to start happening, however i still want there to be polish everywhere. if you find something that needs more work, bug me about it. The ones im most aware of are the AWP in general and the resistance gibs, but im sure theres more buried away/staring me in the face.
-I need some sparkle mages help in getting a non-crashy drop slug script pieced together (it currently crashes when the drop slug is taking of and is gibbed, due to some aemitter hacky stuff), as well as an AI script for the zombies that doesnt suck and a better inventory handler for the medics (or just a solution to the lost of their first inventory item.. Anyone interested in some part time work and betas would be heavily appreciated.
-a few placeholder sprites are sitting around, the most notable is the one for the Deagle MkII, as well as the frag grenade sprite. these will be updated likely in an intermediate release of the 0.9 version, which will be beta 4. im getting really sick of the 0.8.x series, its time to move on.
Aside from that, there isnt much else to say. Enjoy the angrier, messier zombies, safer craft and prettier human actors.

Italics for important.


Sat Aug 15, 2009 6:13 am
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Define crazy. Becuase there is regular crazy, and AMAGADBADGERSINMAHPANTS crazy.


Sat Aug 15, 2009 6:23 am
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Post Re: Zombies '09
Highlights in this version:
Female units that don't suffer from the infamous 'Sandra Syndrome'.
Randomness, expect to see tons more in later updates.
Resistance, lots of it.
Working craft.
Fudge hand pixeled bunker module caves (Damn it, those were hell).
Basic zomborg AI...
And much more!

(Is this version any different from yesterdays beta?)


Last edited by Roon3 on Sat Aug 15, 2009 8:07 am, edited 1 time in total.



Sat Aug 15, 2009 7:26 am
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Post Re: Zombies '09
yes, this has a much better drop slug and some corpserocket tweaks.


Sat Aug 15, 2009 7:38 am
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I notice that the drop slugs are a lot crashier now. There's almost a 50% chance of a crash when a drop slug lands. :|


Sat Aug 15, 2009 8:25 am
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Post Re: Zombies '09
that shouldnt happen Oo;;
its only when theyre taking off and get gibbed, due to lua attached aemitters.

-Re: define crazy?
well, much more randomisation and scripting, mounted weapons that work more interestingly than other ones to date, super zombies, incapacitation and better gore, to list a bit of the more taxing stuff to work on :P


Sat Aug 15, 2009 10:03 am
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Post Re: Zombies '09
The drop slugs need to lift off on their own.
The new updates have taken their place, and increase the joy.

My post quality is down, and the ability for my computer to stay logged is on the death watch.


Sat Aug 15, 2009 10:29 am
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Post Re: Zombies '09
Foa wrote:
The drop slugs need to lift off on their own.

they do. or is it not working cause of some wierd error? cause my drop slugs are shooting themselves off into space happily :-o


Sat Aug 15, 2009 11:33 am
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Post Re: Zombies '09
Geti wrote:
Foa wrote:
The drop slugs need to lift off on their own.

they do. or is it not working cause of some wierd error? cause my drop slugs are shooting themselves off into space happily :-o

Mine just die... :C

Well, I tried using the reactor, many accelerators, some jump pads, a complete zombie, and one bomb, no revival.


Sat Aug 15, 2009 2:23 pm
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Post Re: Zombies '09
Not sure if this has been mentioned yet, not gonna look through 15 pages, but the zombies' AI is pretty much defunct. If they're a long distance away from an opposing target, they'll just stand there, even when being shot at. They'll only start moving once they're within a certain radius.


Sat Aug 15, 2009 3:01 pm
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Post Re: Zombies '09
Yes, the AI is a WIP. Geti is looking for someone to take care of that though.


Sat Aug 15, 2009 3:08 pm
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Post Re: Zombies '09
Geti wrote:
Foa wrote:
The drop slugs need to lift off on their own.

they do. or is it not working cause of some wierd error? cause my drop slugs are shooting themselves off into space happily :-o

Do you have modified gravity by any chance? Out of every time I've used the drop slug, it's either died on impact or not been able to take-off.


Sat Aug 15, 2009 3:15 pm
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Post Re: Zombies '09
Close to 100% of my drop slugs are working... and I must say, they do their job splendidly. The remaining 5 decimal place percentage consists of the actor still being on top of the ship when it lifts off due to terrain. The modified deagle is lovely too, but you might want to tone down the shotgun knockback a little bit: when a dummy or actor with similar weight is coming towards you from above, the result of a shotgun blast is occasionally them flying off the top of the map.


Sat Aug 15, 2009 3:41 pm
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Post Re: Zombies '09
GREAT update! Drop slug is awesome now, the way it leaves behind some scrap/landing gear when it takes off. Corpse rocket now doesn't dig trenches, good. Cave modules are beautiful, just beautiful, need more. New resistance suits are great.
The reload on the deagle can be tuned down a bit.

Simply a great update, makes this mod more playable in skirmish.

Though I cannot find the female soldier anywhere.

EDIT: Just found that it lags in skirmish sometimes. Keeps popping out a line says something about error, valid 'parent' not found or something. Also I find the greatest threat are incoming corpse rockets and engineer cannons. The regular zombies can't even get close. Hope the AI will fix this in the future.


Sat Aug 15, 2009 5:05 pm
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