ET:Zombies!
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12 May 2012, 15:17
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Journals
#zombiemod.et @ Quakenet PLEASE
Hi,
It's been a while since I made a journal about ET:Zombies. We're still developing ET:Zombies & have introduced new things since the last compile. I managed to find some other bugs which are still existing in other mods.
Anyhoo, we're still well in development, the sound pack is 100% complete, 1 map is complete, 2 others are not so complete.
We have most things working (that we've worked on).
I've introduced classes for the zombies (meathead, sneaker, professor pain, grabber & YOUCHOOSE?) which will in the end all have special abilities (quite obvious by class names).
We're wanting to make all these things customisable by the server admin, including the pk3's.
Spawn at your death position. 100% correct, no bugs & you always spawn @ the floor, not midair.
More weapon choice for the humans (swipe has been finished, just needs the model now).
Spitting acid is almost done also, so much code involved in this, put it this way....
ethr is using the same method as the flamethrower which the .c file has alone 1249 lines of code.
Improved the skillpoints (light weapons, sniper skills etc..) which will have rewards for doing so.
Zombies now emit a roar/moan.
Watchers (spectators) can go through all surfaces (not using the noclip method)
Globalised a few things like sprites.
Dead bodies give off shadows (hello FPS) (realistic)
Players can now see who needs a revive through walls. This is a basic example of what we're using, this will be expanded soon.
Cleaned up ALL of the console messages. The timestamp now produces JUST the time, no more cgnotify & skipnotify spam messages. Also kill messages.
Fixed the gun position (not based on FOV) now it looks right. The FOV toggle forces the correct FOV & gun position (not based on gun_x etc..)
Smoke generation not FPS dependant (causing clients with lower FPS to draw less sprites per frame) which could be used to cheat.
Added bonus points for kills as a human. +2 for every kill (which will be expanded per level based using rank system)
Drop weapon now bug free, and pistol can be dropped & right model now.
The zombies can now GRAB players (if using the grabber class), similar to the push function except we're using VectorSubtract to grab the player and calling victim->client->freeze (server dependant)
Flashlight code there, just need entity (nitrox doesn't want one :D)
Not much to show sorry....
but meh
Medic revive atm:
Hi,
It's been a while since I made a journal about ET:Zombies. We're still developing ET:Zombies & have introduced new things since the last compile. I managed to find some other bugs which are still existing in other mods.
Anyhoo, we're still well in development, the sound pack is 100% complete, 1 map is complete, 2 others are not so complete.
We have most things working (that we've worked on).
I've introduced classes for the zombies (meathead, sneaker, professor pain, grabber & YOUCHOOSE?) which will in the end all have special abilities (quite obvious by class names).
We're wanting to make all these things customisable by the server admin, including the pk3's.
Spawn at your death position. 100% correct, no bugs & you always spawn @ the floor, not midair.
More weapon choice for the humans (swipe has been finished, just needs the model now).
Spitting acid is almost done also, so much code involved in this, put it this way....
ethr is using the same method as the flamethrower which the .c file has alone 1249 lines of code.
Improved the skillpoints (light weapons, sniper skills etc..) which will have rewards for doing so.
Zombies now emit a roar/moan.
Watchers (spectators) can go through all surfaces (not using the noclip method)
Globalised a few things like sprites.
Dead bodies give off shadows (hello FPS) (realistic)
Players can now see who needs a revive through walls. This is a basic example of what we're using, this will be expanded soon.
Cleaned up ALL of the console messages. The timestamp now produces JUST the time, no more cgnotify & skipnotify spam messages. Also kill messages.
Fixed the gun position (not based on FOV) now it looks right. The FOV toggle forces the correct FOV & gun position (not based on gun_x etc..)
Smoke generation not FPS dependant (causing clients with lower FPS to draw less sprites per frame) which could be used to cheat.
Added bonus points for kills as a human. +2 for every kill (which will be expanded per level based using rank system)
Drop weapon now bug free, and pistol can be dropped & right model now.
The zombies can now GRAB players (if using the grabber class), similar to the push function except we're using VectorSubtract to grab the player and calling victim->client->freeze (server dependant)
Flashlight code there, just need entity (nitrox doesn't want one :D)
Not much to show sorry....
but meh
Medic revive atm:
ZOMBIES CANT SHOOT GUNS, THAT IS ALL I ASK.
We have the zombies finished already :P.
https://www.dropbox.com/s/k1c83yhnqn5tshh/Z_ETZ_VSAYS.pk3
http://www.youtube.com/watch?v=Gzb7BanTuXw
Here's a little preview from the recording session.. http://vocaroo.com/i/s03LrHza6810
I just have 1 questen!!? Will it be compatibile with iOS 5.0.1?? (the one I am currently useing)
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