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Zombie Master  |  ZM2  |  General Discussion (Moderator: McViolent)  |  Topic: [RELEASE: v1.0.1b] Zombie Master 2 « previous next »
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Author Topic: [RELEASE: v1.0.1b] Zombie Master 2  (Read 96897 times)
Scrap.est
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Posts: 6953


Gigglfarting


« Reply #240 on: September 12, 2010, 09:25:25 am »

Clicking the limited spawn orb could select all zombies spawned through it. Should be a fast solution as you are probably close to the orb.

The faster they fester the quicker they muster.
dude I am in the gifted program. I am probably more intelligent than you hell I am more intelligent than you. Come one you and 90% of the ZM forum are trolls
Marphy Black
The Best Forum Member
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Posts: 3586


Let's go kick some civilian ass!


« Reply #241 on: September 12, 2010, 10:43:27 am »

Perhaps some interface support could help, a "select zombies spawned here" kind of button.
Now that I think about it, I feel that this could actually be a very useful option for all spawns. As I'm sure many have experienced, it is often necessary for the ZM to clean up his zombies left behind in previous areas as the survivors move on to new ones. However, if you have zombies present in both the current and preceding areas, this becomes a particularly frustrating task as you either have to manually track down every last remaining zombie in the past area or grudgingly bite the bullet and select all + expire units. However however, if the ZM could easily select the zombies created through particular spawns, then this task would be a simple matter of heading back to previous spawn orbs and making a few clicks. You're a genius, BKU!

Clicking the limited spawn orb could select all zombies spawned through it.
I think a button would be more appropriate. I'm not a fan of games automatically performing certain actions for you as if to immediately assume that's what you want to do.
« Last Edit: September 12, 2010, 10:50:30 am by Marphy Black »

"You are what I eat,
So much flesh, so much meat...
"
http://steamcommunity.com/id/Revenant100
Boler
Poster

Posts: 363


os.getcwd()


« Reply #242 on: September 12, 2010, 02:08:09 pm »

I would like to formally ask if the source code for this version is going to be made availible after release. I understand if not (honestly I wouldn't blame you either), but if I get skilled enough to actually work on mod code it's something I look foward to.
Couch Radish
Poster

Posts: 30


« Reply #243 on: September 12, 2010, 04:28:46 pm »

There should also be a button which jumps you to a zombie spawn, and to a survivor. It's difficult when you lose track of survivors and can't find them.

And for the spawn thing, maybe we should just skip the limited spawn and just stick with the other spawn? The one where if you use up the population amount, it has to recharge before being usable again?

Also, I thought of being able to spend a large amount of points (maybe 5000) as ZM to build a spawn wherever you want it. It would be slower than regular spawns, and would have only one spawn point. Good for if people are camping in a small area.
C.Mong
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Posts: 293


cinnamong


« Reply #244 on: September 12, 2010, 04:37:11 pm »

Only if there is a brush entity to not allow it to be placed where the brush entity is.
That idea would also break all of the older ZM maps, so I don't think it's a very good idea to begin with.
Soduka
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Posts: 680



« Reply #245 on: September 12, 2010, 05:02:55 pm »

In the vast majority of instances, if you have 5000 points laying around you probably aren't doing your job.
Eric Fing
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Posts: 4


« Reply #246 on: September 12, 2010, 05:59:56 pm »



But seriously, I can't wait to see how this goes.  unibrow
Yeah, he is awesome. :awesome:
Sir. Micky Boy
Poster

Posts: 394


Dancing at dusk in the hi-beams.


« Reply #247 on: September 12, 2010, 08:04:57 pm »

Yeah, he is awesome. :awesome:
No shut up you.
Boler
Poster

Posts: 363


os.getcwd()


« Reply #248 on: September 12, 2010, 09:43:03 pm »

No shut up you.
Well isn't this a friendly little get together.
MoarToast
Poster

Posts: 174

Some uneducated, overopinonated knobend


« Reply #249 on: September 12, 2010, 09:50:30 pm »

Question for Tanner that I'm sure has been asked before, Will the issue with certain props launching players (usually to their death) if they walk over them still be in ZM2? This is a problem I found to be especially annoying in some maps where a door will get knocked down and launch me or someone else when trying to walk over it.
« Last Edit: September 14, 2010, 12:44:17 am by MoarToast »

McViolent
Moderator
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Posts: 7555



« Reply #250 on: September 12, 2010, 11:01:04 pm »

Question for Tanner that I'm sure has been asked before, Will the issue with certain props launching players (usually to their death) if they walk over them? This is a problem I found to be especially annoying in some maps where a door will get knocked down and launch me or someone else when trying to walk over it.
No, this has been fixed in OB.
Sn1pe
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Posts: 19


Powerful Wizard IRL


« Reply #251 on: September 13, 2010, 12:28:38 am »

What's this about me now?
-Mythic-
Build Tester
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Posts: 1354


Dangerous like a fire in a nursing home.


« Reply #252 on: September 13, 2010, 04:43:02 am »

Whoah, that was close. Snipe almost read the posts before they were deleted.

<br />You post on a forum where one person openly admits to stalking two people and is possibly a pedophile, a Sinophobe who constantly refers to himself in third person, and a Canadian.<br />
Secone
Build Tester
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Posts: 4695



« Reply #253 on: September 13, 2010, 06:28:51 pm »

What? I missed something here.
-Mythic-
Build Tester
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Posts: 1354


Dangerous like a fire in a nursing home.


« Reply #254 on: September 13, 2010, 10:02:05 pm »

I kid, I kid.

<br />You post on a forum where one person openly admits to stalking two people and is possibly a pedophile, a Sinophobe who constantly refers to himself in third person, and a Canadian.<br />
UnInvincible
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Posts: 4856


SANTA SHAMBLER SEIZURE!


« Reply #255 on: September 13, 2010, 10:03:35 pm »

I'm pretty sure nothing happened. Stupid people posted off-topic stuff because they're excited about Sn1pe being involved, Sn1pe is confused, and instead of helping -Mythic- is an ass and pretends people were talking about him.

my game keeps crashing as it loads, (i have all the expansion packs including the apartment life) and i am hearing that it might possibly be a custom content problem? how do i remove custom content?
MoarToast
Poster

Posts: 174

Some uneducated, overopinonated knobend


« Reply #256 on: September 14, 2010, 12:42:58 am »

I think we should probably get back on topic now.

Is there any plans to re-animate some of the character animations for weapons later in development? Such as maybe putting in a proper reload animation for the Shotgun, Rifle and Revolver, giving the rifle shooting animation a few more frames, having the fists' animations be consistent with the view model animations, or having a lighting animation for the Molotov? I imagine there probably is, but I just wanted to check.

Sn1pe
Poster

Posts: 19


Powerful Wizard IRL


« Reply #257 on: September 14, 2010, 05:27:22 pm »

I can do those yeah, shouldn't be too hard.
Citizen_001
ZM2 Developer
*****
Posts: 3913


Male_07


« Reply #258 on: September 15, 2010, 12:00:44 am »

having the fists' animations be consistent with the view model animations
This.

I've always wanted world model animations to be changed to fit what you are doing. Also as far as I've seen I don't think there any player model reload animations for any gun.

If you can make a decent-looking punching animation though Sn1pe, you would be a god.

Edit: Oh and as for the idea of limited spawns, that sounds like one of the best suggestions I've heard so far and support it fully.
« Last Edit: September 15, 2010, 12:04:02 am by Citizen_001 »

1200+ hours in Source SDK, and the Source engine is still a mystery.


Quote from: Dinner
The first time you see him he comes onto you so hard.
MoarToast
Poster

Posts: 174

Some uneducated, overopinonated knobend


« Reply #259 on: September 15, 2010, 12:10:16 am »

I've always wanted world model animations to be changed to fit what you are doing. Also as far as I've seen I don't think there any player model reload animations for any gun.

There are for the Pistol, Mac 10 and Revolver, but their all default HL2 DM Pistol reload animations to my knowledge, which is just silly for the revolver.

Although fists would be the best thing of all things. I understand that the original devs were bound by the limitations of their animating skills/limitations of the Source engine, but having the Crowbar animation for fists just looks ridiculous.

Speaking of fists, Is there still going to be the strange Melee swing sound loop that was in ZM? I never really understood why Melee weapons would play the swinging soundclip twice whenever you use them.

EDIT: I also wonder if/think Tanner should switch the Gravity gun animation for the regular GMod/HL2DM unarmed animation for Carry. I doubt making an entirely new Carry animation would help much, since objects just float in front of you due to Source limitations.

Another Edit
: I've recently come up with something for more non-linear objective maps.

Would there be any way to put in a simple Objective arrow at the top of the hud to guide players to each objective, and to designate where the objectives are as well as what objectives come first/last?

Take a map like zm_docksofthedead for example.

Say the first objective is to get a gas can, the arrow would point towards what direction the gas can is and will keep pointing at it until it is taken to the truck and hits a trigger, which then makes the arrow switch to pointing towards the next objective.

For the more non-linear maps, there could be an option to manually switch what objective the arrow points at.

This is simply an idea to help some maps give players a better sense of direction if the map designer chooses to do so, I understand there are probably some problems with this, even if you can make objective markers track physics objects, there are probably limitations that restrict this kind of thing.

As I said, only an idea. I find a lot of otherwise nice maps ruined by people who can't read the giant loading message telling them to press F1 to read the map instructions, or maps that have no instructions at all. Therefore resulting in everyone running in circles until the map ends.

I recall Tanner saying something about pointing objectives out with HUD hints, so that may be generally the same thing.
« Last Edit: September 15, 2010, 02:26:59 am by MoarToast »

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Zombie Master  |  ZM2  |  General Discussion (Moderator: McViolent)  |  Topic: [RELEASE: v1.0.1b] Zombie Master 2 « previous next »
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