Zombie Mod - default cfg
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15 Feb 2012, 15:24
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Journals
Hi, reworked some more of the engine, disallowed some more cvars, and now I'm working on the graphical engine.
I am after someone with skills willing to help in config editing who can work with me to create 2 config files. 1 for high graphics, the other for low settings.
Some things are forced such as shadows, and I've increased the graphical power of entities being displayed at a distance.
Still small things to add and remove to the code, still awaiting files from mapper & modeller.
Sorry if frame rate seems slow, I'm using FRAPS to record and screenshot things.
Small video of my current config for mod.
I am after someone with skills willing to help in config editing who can work with me to create 2 config files. 1 for high graphics, the other for low settings.
Some things are forced such as shadows, and I've increased the graphical power of entities being displayed at a distance.
Still small things to add and remove to the code, still awaiting files from mapper & modeller.
Sorry if frame rate seems slow, I'm using FRAPS to record and screenshot things.
Small video of my current config for mod.
Allies vs. Axis (Zombie vs. Humans) or some kind of survival mode..?
Once I can get 1 map and 1 player model sorted I'll get it released on the server for 64man war. Someone will like to port it for BOTS so there could always be survival mode.
Basically you have 2-3 lives, survive as long as you can and collect as many KUDOS as possible.
Added a KUDOS draw system which displays the KUDOS when you kill a player (similar to MW3 drawing of XP). Working on a health draw, so when you shoot a ZOMBIE it displays how much health you've minused from the character.
+ many more things like shooting underwater, physic adjustments etc..
i suck at coding but i'm quite handy with photoshop so if you need anything shopped, let me know and i can try to fix it for u
(i really find the artwork to be thrilling - just so you dont get me wrong^^)
e: for the mapping thing i had to miss out on - you should really try more or less either maps like braundorf adlernest and maybe even beach (or maybe some custom maps liek funbeach or hydrodam) nor maps which still offer some cover while trying to approach on the open field, e.g. boxes fallen trees and the likes (which you barely have on fuel dump second stage)
e2: at least the brightness you got alright already :)
you keep on talking about ur zombie mod but i still dont really know what will be in it.
but i think tj are too fast here