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ZombieMod for CS:S (Beta Testers Required)


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Spinner
Member
Join Date: Nov 2004
Location: Michcigan
Old 04-25-2006 , 22:01  
#321

Zombies can push and pull objects by pressing E near the object.
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awuh0
Senior Member
Join Date: Apr 2005
Location: /dev/null
Old 04-25-2006 , 22:24  
#322

Quote:
Originally Posted by Spinner
Zombies can push and pull objects by pressing E near the object.
Thats because you have turbo physics on.
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Spinner
Member
Join Date: Nov 2004
Location: Michcigan
Old 04-26-2006 , 00:04  
#323

Quote:
Originally Posted by awuh0
Quote:
Originally Posted by Spinner
Zombies can push and pull objects by pressing E near the object.
Thats because you have turbo physics on.
That Is correct.
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Dustin
Member
Join Date: Sep 2005
Location: Finland
Old 04-26-2006 , 09:38  
#324

Quote:
Originally Posted by c0ldfyr3
He hasn't replied to any of my emails.
Uhm.. so? What gives you the right to use em without proper credits given to him in any case? They are from HL2 yes but they were not source compatible before before he made them compatible and surely there was no separate head models which were created by him.
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c0ldfyr3
AlliedModders Donor
Join Date: Aug 2005
Location: Ireland
Old 04-26-2006 , 10:16  
#325

Quote:
Originally Posted by Dustin
Quote:
Originally Posted by c0ldfyr3
He hasn't replied to any of my emails.
Uhm.. so? What gives you the right to use em without proper credits given to him in any case? They are from HL2 yes but they were not source compatible before before he made them compatible and surely there was no separate head models which were created by him.
He included no license with the package, thats what. And if you have gotten to see one of the zombiemod download packages, and noticed the lack of credits to anyone then you might get your little mind around the answer to your question.
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Dustin
Member
Join Date: Sep 2005
Location: Finland
Old 04-26-2006 , 23:28  
#326

Oh but there is a licence with zombiehorde package, inside README-ZH.txt

---CLIP---

[license]

Hate this stuff, but here goes....

This software is provided as is for free. You may redistribute this plugin, so long as this text file accompanies it.
You may not take credit for this plugin nor may you take money for it in any way.

This software has been tested extensively on Windows XP and Linux FC3, Linux FC4 and Debian 3.0 and only with CS:S.
You may try operating zhplugin with other OS's, plugins/mods, but be surprised if it doesn't crash or do _weird_ things

Please post bugs/problems on the forums at www.zombiehorde.com. The correct forum is the Plugins/zhplugin forum.
Posts in any other section will be deleted without explanation.

I take no responsibility for the consequences of your use of this software - no warranty of any kind is implied or assumed.

---/CLIP---

and no i havent seen any download packages of your plugin.
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c0ldfyr3
AlliedModders Donor
Join Date: Aug 2005
Location: Ireland
Old 04-27-2006 , 10:52  
#327

I had read that before and TBH that isn't really a license. Im not redistributing his package, and he doesnt even say who actually made the models. Do you have issues with me or something?
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Dustin
Member
Join Date: Sep 2005
Location: Finland
Old 04-27-2006 , 15:53  
#328

Quote:
Originally Posted by c0ldfyr3
Do you have issues with me or something?
Nah, just with the plugin content ;)

You are using NeMod as a base of your plugin and that is a different thing but im sorta interested about the stuff you have taken from zombiehorde to improve your own zombiemod. I remember the non-moving (animated) models which gave a lot of errors to the console too so i guess you took the short way to success which is imo, bad idea. Friend of mine was requested to fix the models you used to use on your mod by lex, but he said no since he was in dev team of zombiehorde.
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c0ldfyr3
AlliedModders Donor
Join Date: Aug 2005
Location: Ireland
Old 04-27-2006 , 19:48  
#329

The short way to fix my mod, are you crazy?

I included those models because I am a coder and only a coder. I coded the plugin and that's all I want to do. There is a cfg file for models, which allows server admins to use whatever models they wish. If I wanted to "Take the short way" I would have recompiled the models and changed their names and paths, instead I left them as ZH. And when I release the mod, it will have a ZH model license, so all will be well and your self appointed headache will have no grounds.

Now, stop cluttering my beta thread with off topic replies please.
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SauceHelmet07
Junior Member
Join Date: Apr 2006
Old 04-27-2006 , 20:22  
#330

Hey cold,

zombie_version "0.9.7 y"

The models seem to be back as if we are on version J or H. They drag their feet upon the ground. Also, were there more changes to version Y then just the .dll file? That's all I updated.
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