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Zombie:Reloaded 1.0.6


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mbalex
Member
Join Date: Aug 2007
Old 10-16-2007 , 11:06   Re: Zombie:Reloaded 1.0.5a
Reply With Quote #281

i think there is a problem with humans win when a human dies before a zombie spawned. the winning condition should only fire if the mother zombie spawned and round still hasnt ended.
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sumguy14
Senior Member
Join Date: Apr 2006
Old 10-16-2007 , 18:31   Re: Zombie:Reloaded 1.0.5a
Reply With Quote #282

Yeah i know what the problem is with the round restarting if a human dies, just need to add a simple check.

(And yeah, 1.0.5a is the most stable)
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mbalex
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Join Date: Aug 2007
Old 10-17-2007 , 06:42   Re: Zombie:Reloaded 1.0.5a
Reply With Quote #283

and btw, i can't compile your stuff because the includes are using \ whereas under linux i have to change them to / .
you know if you can change them to / and see if compile-windows doesnt complain?
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sumguy14
Senior Member
Join Date: Apr 2006
Old 10-17-2007 , 19:41   Re: Zombie:Reloaded 1.0.5a
Reply With Quote #284

I'm pretty sure I can change the \ to / and windows will be fine (damn linux )
I'll do that for next version
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r4mZeS
Member
Join Date: Sep 2007
Old 10-18-2007 , 10:12   Re: Zombie:Reloaded 1.0.5a
Reply With Quote #285

sumguy14 thanks for your Great Work!
No bugs right now

And I have some little questions...
I wished to ask you, when you will add some additions in your mod?
All ppl, who playing on my ZM:R testing server, speak everyone, that there are no some useful additions (as in ZM from c0ldfyr3)

1. A flying away head of the zombie after certain quantity of shots. It is possible to make it in ZM:R?
2. To replace a mode zr_headshots_only (Zombies will only take damage via headshots) on similar, as in ZM from c0ldfyr3. It is possible to write 2 variables, for example:
// If enabled, zombies heads get blown off on headshot deaths.
zombie_headshots "1"
// Amount of headshots before a zombie's head comes off. 0 means on death only.
zombie_headshot_count "8"
Damage its put both, in a body and in a head, but after five hits in a head zombie should die.

And why zombie to fly away back at shooting with shotgun worse than from a Double Beretta? It can be configured somehow? Tell me please.
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mbalex
Member
Join Date: Aug 2007
Old 10-19-2007 , 11:14   Re: Zombie:Reloaded 1.0.5a
Reply With Quote #286

feature request 1 (easy to implement i guess)

1. players should be able to moan on request (to scare people)
2. players should be able to roar on request (to taunt people)
3. players should be able to scream on request (to show their scared)

of course you need to set the sounds first in a per class way.

feature request 2 (idea)


ever wanted to turn around the hunted/hunter? make a random percentage where the zombie can't infect people, everyone except (insert mother zombie count here) will change to zombie. and now the surviving humans have to hunt the zombies down. zombies should be able to do damage, but not that much.
after some time zombie's will be able to infect other people, and then the humans have to fight back as it were in normal mod.

feature request 3 (dont even know if its technically possible)

add glow as a possible attribute for zombie classes. i would take a normal terror or human model, and then make him glow. he would act as a spy for the zombies and still be deadly. the only way is too see his glowing and shot him. otherwise other classes would look cool too with a green glow.
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igi2
Member
Join Date: Sep 2007
Old 10-19-2007 , 18:28   Re: Zombie:Reloaded 1.0.5a
Reply With Quote #287

feature request 2 - if will be, so only cvar not default

Good Ideas
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sumguy14
Senior Member
Join Date: Apr 2006
Old 10-19-2007 , 20:43   Re: Zombie:Reloaded 1.0.5a
Reply With Quote #288

Feature request 1, I can do, but it will involve a spam protection with it.

Feature request 2, that is possible, I will think about that.

Feature request 3, source doesn't really have good glowing support (unlike 1.6) so this isn't easily possible, if not impossible.
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mbalex
Member
Join Date: Aug 2007
Old 10-21-2007 , 09:01   Re: Zombie:Reloaded 1.0.5a
Reply With Quote #289

InitModelData -> must be in MapStart or better after ConfigsExecuted

otherwise people wont be able to download the model data etc.. after the first mapchange. the downloadtable is resetted after each mapchange.

i just figured it out because right now it isn't downloading the model data but of other plugins which have their download table build after mapstart i download all their stuff.

bye mb
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sumguy14
Senior Member
Join Date: Apr 2006
Old 10-21-2007 , 21:22   Re: Zombie:Reloaded 1.0.5a
Reply With Quote #290



I knew that... will be fixed next update
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