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Biohazard v2.00 Beta 3b (Zombie Mod)


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NiHiLaNTh
Way Past Expiration
Join Date: May 2009
Location: Latvia
Old 04-21-2012 , 11:21   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #3871

Quote:
Originally Posted by yokomo View Post
I have made a patch for this mod, feel free to try and give feedback, this is not an official patch. Game mod is still the same, i just update the stock and using a better API.
Code:
Changes (21 April 2012): First and last haha
- Using cs team changer API by Hattrick http://forums.alliedmods.net/showthread.php?t=163555
- Using player model API by Connor
- Using ham zbot API by Connor (now support cs1.6 server with csbot)
- Using cs maxspeed API by WiLS
- Using cs v/p model by WiLS
- Using non-laggy flashlight by Connor http://forums.alliedmods.net/showpost.php?p=1692761&postcount=4
- Using non-laggy NVG code by Fai http://forums.alliedmods.net/showthread.php?t=181953
- Change all fakemeta stocks into cstrike/fun/engine.
- Added custom player model for human
- Added custom knife model for human
- Remove some code, sorry forgot what i've deleted.
Wow some of this will be added to my future release. Totally forgot about the API.
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yokomo
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Join Date: May 2010
Location: Malaysia
Old 04-21-2012 , 11:33   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #3872

Quote:
Originally Posted by NiHiLaNTh View Post
Wow some of this will be added to my future release. Totally forgot about the API.
Yeah that API is very recommended to be use for mod that have massive model/team changes. Nice to see you also updating this mod. I also use that API into my custom ZP4.3fix5a, but zp code are too big, happy converting
__________________
Team-MMG CS1.6 Servers:
✅ MultiMod -- 103.179.44.152:27016
✅ Zombie Plague -- 103.179.44.152:27015
✅ Zombie Escape -- 103.179.44.152:27017
✅ Klassik Kombat -- 103.179.44.152:27018
✅ Boss-Battle -- 103.179.44.152:27019

Last edited by yokomo; 04-21-2012 at 11:34.
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NiHiLaNTh
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Old 04-21-2012 , 11:42   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #3873

Yeah, I want to add some new features to the existing ones, but I dont want to create something similar what Dias made.
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Last edited by NiHiLaNTh; 04-21-2012 at 11:42.
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yokomo
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Old 04-21-2012 , 12:15   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #3874

Quote:
Originally Posted by NiHiLaNTh View Post
Yeah, I want to add some new features to the existing ones, but I dont want to create something similar what Dias made.
It would be great if you add a menu like ZP for example.

Main menu:
1. Choose weapon
2. Choose Zombie Class
3. Buy Extras

0. Exit
__________________
Team-MMG CS1.6 Servers:
✅ MultiMod -- 103.179.44.152:27016
✅ Zombie Plague -- 103.179.44.152:27015
✅ Zombie Escape -- 103.179.44.152:27017
✅ Klassik Kombat -- 103.179.44.152:27018
✅ Boss-Battle -- 103.179.44.152:27019
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NiHiLaNTh
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Join Date: May 2009
Location: Latvia
Old 04-21-2012 , 12:40   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #3875

Extra items are so Zombie-plague like -.-
I was thinking about new buy menu like this:

Spoiler

There will be 2 weapon obtain modes avaiable - default Biohazard(everything's for free) and everything's for money(custom money system used), though the menu structure will be the same...
And of course an API to this system.

P.S. Oh I understood a lil bit incorrectly.....You are talking about game menu? Yes - it's alreay added.
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Last edited by NiHiLaNTh; 04-21-2012 at 12:41.
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yokomo
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Old 04-21-2012 , 13:05   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #3876

Yup i was talking about game main menu. This is easier so no need to type in chat anymore.
__________________
Team-MMG CS1.6 Servers:
✅ MultiMod -- 103.179.44.152:27016
✅ Zombie Plague -- 103.179.44.152:27015
✅ Zombie Escape -- 103.179.44.152:27017
✅ Klassik Kombat -- 103.179.44.152:27018
✅ Boss-Battle -- 103.179.44.152:27019
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resident_evil
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Join Date: Apr 2012
Old 04-27-2012 , 06:58   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #3877

hi,i want a link for the bioclasses 1.4 biohazard 1.95 .. i searched everywhere but couldn't find it .. i like the 1.95 couse the 2.0 is f***ed up .. pls if someone has it upload it here .. or give me link .. I WANT DO DOWNLOAD IT SO BAD ... pls .. thx in advice
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GuskiS
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Join Date: Aug 2007
Location: Latvia
Old 04-28-2012 , 09:56   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #3878

Quote:
Originally Posted by yokomo View Post
I have made a patch for this mod, feel free to try and give feedback, this is not an official patch. Game mod is still the same, i just update the stock and using a better API.
Code:
Changes (21 April 2012): First and last haha
- Using cs team changer API by Hattrick http://forums.alliedmods.net/showthread.php?t=163555
- Using player model API by Connor
- Using ham zbot API by Connor (now support cs1.6 server with csbot)
- Using cs maxspeed API by WiLS
- Using cs v/p model by WiLS
- Using non-laggy flashlight by Connor http://forums.alliedmods.net/showpost.php?p=1692761&postcount=4
- Using non-laggy NVG code by Fai http://forums.alliedmods.net/showthread.php?t=181953
- Change all fakemeta stocks into cstrike/fun/engine.
- Added custom player model for human
- Added custom knife model for human
- Remove some code, sorry forgot what i've deleted.
Could you add gl_fog 1 force support? And when zombie turns on the nightvision, it sets gl_fog to 0. It could be defined by cvar, like bh_forcefog.
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yokomo
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Old 04-28-2012 , 10:18   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #3879

Custom nightvision doesn't effect gl_fog, it only change light level on player. And will restore it back when nightvision is off. Also gl_fog is a client-side cvar, so i can't block it from changes. If it was a server-side cvar we can use a module by Arkshine (Cvars Utility), it was an efficient module for cvar management.
__________________
Team-MMG CS1.6 Servers:
✅ MultiMod -- 103.179.44.152:27016
✅ Zombie Plague -- 103.179.44.152:27015
✅ Zombie Escape -- 103.179.44.152:27017
✅ Klassik Kombat -- 103.179.44.152:27018
✅ Boss-Battle -- 103.179.44.152:27019
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GuskiS
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Join Date: Aug 2007
Location: Latvia
Old 04-28-2012 , 16:09   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #3880

Yea, but there are plugins that force client-side cvar. Like when they enter in server. And I'm aware that nightvision changes light level, but it could be useful with that cvar change. Like when NVG is off, plugins forces gl_fog 1, when NVG is on, it forces gl_fog 0. Here is an example plugin which I'm using for everyone to force the fog.

EDIT: Also, your edition doesn't end round until all CT are dead, why so? I need it to end when roundtime limit lasts.
Attached Files
File Type: sma Get Plugin or Get Source (bio_checkfog.sma - 671 views - 928 Bytes)

Last edited by GuskiS; 04-29-2012 at 12:13.
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