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1  Zombie Master / Release and WIP / [BETA RELEASE] zm_echo_mainstreet_b2 on: December 21, 2009, 10:13:40 pm
ZM_ECHO_MAINSTREET



Download Link (FPSBanana):
http://www.fpsbanana.com/maps/120247

Quote
ZM_ECHO_MAINSTREET
Beta #2

This map has been throughly tested thanks to the Convict Gaming community (http://convictgaming.com/) and their support. Thanks again guys. =)

-- story --
A group of survivors have found refuge in a warehouse. Unfortunately, they are running out of time as a horde of zombies are fast approaching their position. They decide to escape any way they can and as quickly as possible, however the street they are on is completely blocked off, making a quick getaway impossible. One of the survivors mentions the possible existence of a service elevator which may pave the way for their escape. Collectively, the survivors agree to do what it takes to find this elevator, even if it ends up costing them their lives...

-- developer notes --
Plenty of zombie spawns and traps for the zombie master. The map is quite balanced and fun to play as long as you know what you're doing. Expect the first round to be rather confusing, but I've done my best to ensure the latest objectives are always printed on the screen.

Have fun and enjoy!
- .£cho
2  Zombie Master / Source code discussion / An apology. on: December 13, 2009, 08:31:07 pm
It appears my original thread was locked, so I guess I'll say what I feel the need to say here in a new topic if that's okay. If not, either just delete this or move it to the appropriate section I guess. Thanks.

I'd just like to say I'm sorry for letting my little project fall through. As I was approaching completion, things came up regarding Situation Outbreak (formerly known as ZombieMod: Source) that took up most of my time and prevented me from finishing what I had promised to complete. Thing have since calmed down, however I see that Tanner has already released an unofficial patch, so I really don't see the need for me to continue developing mine.

That's really all I have to say for myself at this time. I'm sure many here don't give a rat's ass and are displeased that I even came back to type these few paragraphs, but whatever, I just felt this apology was necessary.

Locked.
3  Zombie Master / Source code discussion / Re: Grey-Echo's Kiddie Korner - Splinter ZM Source Code Development on: July 03, 2009, 10:07:58 pm
These are the bugs I still need to fix:
- Prevent exploding barrel griefing.
- Fix banshees being able to inflict massive amounts of attacks and damage.
- Prevent crouch jumping on props from killing the client.
- Fix immolators detonating because of other zombies.
4  Zombie Master / Source code discussion / Re: Grey-Echo's Kiddie Korner - Splinter ZM Source Code Development on: June 27, 2009, 11:24:19 pm
Thanks, But still not on topic ><

So~ Grey, buddy, pal.

Can we get two versions of your 'update'? One with bugs fixed and NO features added and one with features and all that other stuff?
No, but all the features I've added are disabled by default and only server operators will be able to enable them, so there's not much to worry about in that regard.

Made some progress this week, but still not as much as I had hoped. I should still be ready for a release next Friday/Saturday, though.
5  Zombie Master / Source code discussion / Re: Grey-Echo's Kiddie Korner - Splinter ZM Source Code Development on: June 22, 2009, 04:21:00 am
I haven't had too much time to work on this project as of late because of other obligations, but I'll do my best to get a majority of the fixes done this week so that by the end of next week everything will be set for a speedy release. My thanks goes out to those who have at least made an attempt to keep this thread on-topic.

To clear things up, I will not be adding any more new features. This release really is about fixing bugs, and that's all I intend to do from here on out. I'm sorry if that disappoints anyone, but I tried to make that as clear as possible when I started this. Sure, I added a couple of new optional features that are disabled by default, but those were just some initial ideas I came up with to try and get the ball rolling. Now that I have what I believe to be a solid list of fixes to work on, I think we're good. If anyone has another bug to report though besides the ones that have already been mentioned, feel free to post it here though and I'll add it to my list for this week.

Thanks again for your help and patience, everyone.
6  Zombie Master / Source code discussion / Re: Grey-Echo's Kiddie Korner - Splinter ZM Source Code Development on: June 19, 2009, 01:21:03 am
If you don't want me to do anything, then hell, I won't do anything. Might as well just release the shit as it is then, considering most of you don't want anything done other than the bug fixes. I'll just fix those bugs, and get this out so I don't have to deal with you people anymore. Tongue
7  Zombie Master / Source code discussion / Re: Grey-Echo's Kiddie Korner - Splinter ZM Source Code Development on: June 18, 2009, 01:55:16 am

How about this then:

E = Pickup Object
E + left-click = Throw Object
E + right-click = Drop Object
Fists + left-click = Push Object
Fists + right-click = Pull Object

Yes, we'd lose the melee capability, but in its place, every player gets a crowbar when they spawn. That way, people can still break shit, and it will add another similarity with HL2 so that new players will still feel somewhat comfortable playing ZM. I see this as a decent compromise that doesn't result in the loss of any functionalities.
8  Zombie Master / Source code discussion / Re: Grey-Echo's Kiddie Korner - Splinter ZM Source Code Development on: June 17, 2009, 01:33:56 pm
So let me get this crystal clear:

You'd rather have a clunky, awkward, unintuitive control scheme which severely handicaps one of the most important features than cycle through one more weapon?
What exactly is being handicapped under my latest system? If anything, your idea handicaps the very features you've been discussing. Are you talking about the punch attack? That's the only thing that's missing under my idea, and it wouldn't matter anyway since there are plenty of other melee weapons to choose from and players could be provided with one at the start.
9  Zombie Master / Source code discussion / Re: Grey-Echo's Kiddie Korner - Splinter ZM Source Code Development on: June 17, 2009, 12:56:59 am
You know, you could just delete what you've done and reset it, right?
I understand that, but I see my solution and others' as being better than Ajunk's, simply because, as I mentioned, it rids of a weapon right from the beginning of a round without a loss of features. So far, most of the ideas have been based around what I've already implemented.
10  Zombie Master / Source code discussion / Re: Grey-Echo's Kiddie Korner - Splinter ZM Source Code Development on: June 16, 2009, 11:47:54 pm
Address my point please.
But that would prevent them from being able to use those "carry" weapon functions I moved over to the fists, no? I don't see how that fits into what we've been discussing. If you're talking about scrapping all of the other ideas and using yours, it still doesn't address the fact that the player starts out with two weapons, the fists and the "carry" weapon. So far the other ideas that have been presented remove the need for at least one right from the start, which makes them superior in my mind.
11  Zombie Master / Source code discussion / Re: Grey-Echo's Kiddie Korner - Splinter ZM Source Code Development on: June 16, 2009, 08:01:40 pm
As of now, E uses Valves original pickup code.

Wrong. E calls for Valve's original pickup code, yes, but that code has been altered. I have the code right in front of me. Here's what it looks like in 1.2.1:

Quote
   //TGB: don't use playerpickup, instead, switch to carry and fire secondary
   CBaseCombatWeapon *carry = pPlayer->Weapon_OwnsThisType( "weapon_zm_carry" );
   //T
   if ( carry == NULL)
   {
      //CHL2MP_Player *pHL2MPPlayer = static_cast< CHL2MP_Player * >( pPlayer );
      //if ( pHL2MPPlayer )
      //   pHL2MPPlayer->GiveNamedItem("weapon_zm_carry");
      pPlayer->GiveNamedItem("weapon_zm_carry");
      carry = pPlayer->Weapon_OwnsThisType( "weapon_zm_carry" );
   }

   if ( carry )
   {
      DevMsg("Switching to carry\n");
      //switch

      CBaseCombatWeapon *pLastWeapon = pPlayer->GetActiveWeapon();
      //LAWYER:  The following will come in handy if we need to filter out a specific weapon:  && !( stricmp( pLastWeapon->GetClassname(), "weapon_zm_carry" ) == 0 )
      if ( pLastWeapon )
      {
         pPlayer->Weapon_SetLast( pLastWeapon->GetLastWeapon() ); //LAWYER:  Remember the last weapon!
      }


      if ( pPlayer->Weapon_Switch( carry ) )
      {
         DevMsg("Firing secondary on carry\n");
         //fire secondary
         carry->SecondaryAttack();
      }
      else if ( carry == pPlayer->GetActiveWeapon() )
         carry->SecondaryAttack();
   }
   else
      DevMsg("You don't have the carry weapon!\n");
12  Zombie Master / Source code discussion / Re: Grey-Echo's Kiddie Korner - Splinter ZM Source Code Development on: June 16, 2009, 12:47:24 am
...which means one does not have to switch back or be switched back to the previous weapon he or she was using.

I addressed that. The player is still carrying around a weapon they don't actually need with my modifications. It's just one less thing the player and/or the code has to deal with, since when you press E in 1.2.1 you are switched to the "carry" weapon and *sometimes* switched back to your previous weapon when you are done (I've run into instances when I've had to switch manually even though I shouldn't have to as well, which is also annoying).
13  Zombie Master / Source code discussion / Re: Grey-Echo's Kiddie Korner - Splinter ZM Source Code Development on: June 16, 2009, 12:06:53 am
Perhaps I'm still not explaining myself well enough. Sorry about that.

When a player presses E, as I understand it, they are automatically switched to the "carry" weapon. This is very inefficient. Why not remove this switch the "carry" weapon altogether and incorporate its primary functions - push and pull - into the fists weapon? That way, when a player presses E, they are using Valve's original pick-up code, which means one does not have to switch back or be switched back to the previous weapon he or she was using. It would also mean the player would have one less weapon to deal with without the loss of any features, since the push and pull functions can easily be implemented into the fists (I've already done pull).
14  Zombie Master / Source code discussion / Re: Grey-Echo's Kiddie Korner - Splinter ZM Source Code Development on: June 15, 2009, 08:26:59 pm
As some of you have said already, the fists are sort of obsolete in themselves now that there are other melee weapons to choose from, so how about the physical attack is removed altogether and replaced with this?

E = Pickup Object
E + left-click = Throw Object
E + right-lick = Drop Object
Fists + left-click = Push Object
Fists + right-click = Pull Object

This seems like a much easier system to me, perhaps even easier than the current system, and yet it still removes the need for the "carry" weapon. Tell me what you think. If it's such a big deal that a melee weapon is being removed, perhaps a crowbar could be given to players by default. This might help new players as well, since we all know how to use a crowbar.
15  Zombie Master / Source code discussion / Re: Grey-Echo's Kiddie Korner - Splinter ZM Source Code Development on: June 14, 2009, 09:09:33 pm
It's slightly different really, I combined fists and melee while you combined fists and pull&push (or that's how I understood it).
No right, and I meant to acknowledge that, I just mean the general idea is similar in that you are also moving around weapon functions. But yeah, post more when you have the time and I'll take a look.
16  Zombie Master / Source code discussion / Re: Grey-Echo's Kiddie Korner - Splinter ZM Source Code Development on: June 14, 2009, 07:58:56 pm
snip

The first portion of what you said is exactly what I've implemented for the fists, except that left-click is attack and right-click is pull (still sorting out a button for push). I realize this may seem a bit disorganized, but it removes the need for another weapon.

Along the lines of your second idea, I could have different melee weapons be one-hit kills against certain zombie types. It could make the game quite interesting, actually. I'm against doing this for guns though, because then everyone would use certain guns in certain situations and a round might become really uninteresting.

Nice ideas though. I like them, Shambie. Would anyone else care to weigh-in?
17  Zombie Master / Source code discussion / Re: Grey-Echo's Kiddie Korner - Splinter ZM Source Code Development on: June 14, 2009, 03:51:10 pm
poop
You've still proven to me that you are not capable of comprehending a sentence in its context, however, you've also proven to me that I haven't been explaining things as well as I should be, so allow me to be perfectly clear instead of correcting you like I have been throughout this entire thread. You deserve that much, I suppose.

I'm fully aware that the "carry" weapon served a clear purpose, and I don't need to have played the game for years and years to know that, considering the source code for its function is pulled up right in front of me at the moment. It's primary purpose was to push and pull objects, thus making it much easier to barricade yourself into a room. Yes, it had other functions as well, but these are the ones I am choosing to focus on.

Now, the fists weapon served a single purpose in 1.2.1, and that was to attack zombies, just like any other weapon.

When I said "the "carry" weapon was just another weapon you had to cycle through when navigating to your weapon", I wasn't referring to the fact that it was pointless to have and that it served no purpose, I was referring to the fact that it has now been rendered obsolete, since its primary functions have been implemented into the fists weapon, which is why I used past tense. I'm sorry if that wasn't clear to you.

But my reason for doing this is clear: now you have one less weapon you have to deal with, since everything has been consolidated into one weapon. That's what I was refering to when I said it was "one less weapon you had to cycle through." Again, I'm sorry for the mix-up.
18  Zombie Master / Source code discussion / Re: Grey-Echo's Kiddie Korner - Splinter ZM Source Code Development on: June 13, 2009, 06:41:50 pm
You taking away the ease of functionality between the two. One's used solely for melee while the other is used solely for moving, and by combining them you're fucking up the controls for each by removing the number of buttons you can use.

Now address my previous question, why are you combining them?
Ajunk, if you really want the answer to your question and aren't just trying to be an ass, flip back a couple of pages and go look for yourself, because I've already answered your question at least twice and I'm done quoting myself since you don't seem to be reading or comprehending my responses anyway.

Don't worry, you won't hear any complaints later. See, how it's gonna go is you do this stupid crap now and we complain now, and then nobody plays your version because you aren't listening, so nobody complains then.
Honestly, I'm not trying to get people to play this version of ZM, I just thought I'd try to be helpful, so it's really not a big deal.
19  Zombie Master / Source code discussion / Re: Grey-Echo's Kiddie Korner - Splinter ZM Source Code Development on: June 13, 2009, 12:04:57 pm
As I've said, the use button has been modified to act exactly like the carry weapon, in that it is now just as reliable as the carry weapon was in terms of picking up and dropping objects. Likewise, the fists are now just as reliable as the carry weapon was in terms of pulling objects. I realize that this wasn't "broken", but now it's a much simpler, logical system: use picks up, drops and throws, fists attack, push and pull - whereas before it was use picks up, drops and drops unreliably, carry weapon also picks up and drops but somewhat more reliably and also pushes and pulls objects, and the fists only attacked. It was much too complicated.

bloop

I'm not trying to make it look like I've done more than I actually have. I just thought people would like to know exactly what I've done so far so that I don't hear any complaints about it later. I'd rather just get them out of the way now, frankly. Thank you for reading everything I've had to say though. Oh, and thanks for your list.
20  Zombie Master / Source code discussion / Re: Grey-Echo's Kiddie Korner - Splinter ZM Source Code Development on: June 13, 2009, 02:25:51 am
Couldn't have said it any better. Thanks for clearing that up, Tanner. Hopefully they'll understand now. lol
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