Zombie Mod - CVARS

Hi, working on the engine and cvars atm. I'm wondering what you guys would like to see enabled and disabled when it comes to cvars.

Please say which cvar - enable/disable - why?

Cheers
Comments
28
cg_humanaim 1 enabled
noclip ON
unlocked r_ambientscale
it would help to see enemies easier, especially when in the far
Parent
What is the actual CVAR for this? cg_ambient ? Can't find it in ETMAIN, was it not an ETPRO thing?
Parent
r_ambientScale imho ;)
Parent
zombie games are about the scare factor, the whole point is that you sometimes get surprised cause you dont see a zombie whos coming? :/ lock ambientscale at a low value (high value makes the models white/bright which I think is silly in a zombie game)
Parent
I'm not expert but imho this is not horror game but survival game. You need to kill as much as possible and I don't even think there is any scare factor but dunno, it depands on Danje :P. As far as I know any zombie games these days aren't scary and it's mostly about shooting huge amount of zombies and stick with a team to survive... :)
Parent
unlock everything but ensure admins can restrict things again if they require
actually in this case i wouldn'T mind having restricted cvars. otherwise it would just be the same as in etpro where ppl want to go to "the special server" and not to others, this way you keep em populated evenly more or less (yes i know that counts for alot of things and yes i know customizations are overall a good thing, but imo this time they're not necessary)
Parent
Can you describe what your Zombie Mod would be like?
What are the objectives etc?
KILL ALL DA ZOMBIES OFCOURSE OMG
Parent
Force most r_ settings to their default value (for instance gamma and dynamic lights) to create a darker atmosphere. Find a mapper and make him turn the necessary default maps into night maps.
This equals forcing players to set their hardware brightness to the maximum when they want to play this mod, and that's no good. Any competitive gamer will gladly sacrifice atmosphere for performance.
Parent
Looking for someone to do the maps.
Parent
supply_pro

it's supply with some other stuff (stones are different, etc) and night.
Parent
pictures of this mod would be appreciated
as far as I know it looks like normal ET and he's looking for someone that can do art work, maybe KRP zombies?
Parent
KRP's IT-qualifications are limited to usage of fraps & paint
Parent
atleast those skills are masterd pretty damn good.
Parent
r_ambientscale enabled ; )

cheat now ; <
maybe force at least cg_atmosphericeffects(?) to one, doesn't cost that much of performance (c'mon ppl) and some rain in maps might be a nice change. not sure if you want to keep fog forced, but same as above, it would make for some more sudden encounters

you indeed shouldn't force r_ignorehwgamma and r_gamma to certain values, opponents should be somewhat viewable, and lets be honest, in dark places you can't see anything on default settings, when close to the opponents anyway. so as long as you don't have some flashlight (which imo would make it much more entertaining, you might want to look into it if you consider using ETXreal, which i'd appreciate even more)

do you plan on using the/a skillsystem too? would actually kinda like that one. maybe you'd have to create your own though, because some of the ET skills would just not make much sense vs AI or would be a bit too powerful

disable b_pronedelay, annoys, and doubt any AI is going to complain about someone being unhit ;)

disable b_shove if you do not intend to have something like a timer on it to push back zombies (and then maybe even only smaller ones)
don't disable b_simpleitems if you don't intend to have fairly visible item models (even in the dark - as long as you don't have a flashlight that is^^)

will this be LMS? if so you can force b_stickycharge to 0 to not have ppl on publics use other ppls lifes just so they got back charge. also it might help you balance easier if missions will (guess they will) have a timer

maybe you'll have to redo the compass and/or force cg_drawcompass to 0, or will you actually have a commandmap? i mena, in zombie AI levels you usually don'T have one since a) you don'T need it by good mapdesing and b) it gives away too much?!

maybe force cg_fov 90 so you wouldn'T have everyone ruin your well thought design to have a greater angle just because, thats what i assume it is, it has many close encounters and thus this one might give you an edge.

also cg_shadows 1, also for reasons of atmosphere and design!?

r_intensity 1
r_overbrightbits 1
r_mapoverbrightbits 1

r_showsky 1 maybe, if you want some to attack from above outside, so they're not as easy to spot
Thanks for this, I'll take a look over what you've mentioned tonight.

Appreciated.
Parent
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