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Zombie Master  |  Zombie Master  |  General Discussion  |  Topic: Flashlight - battery? « previous next »
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Author Topic: Flashlight - battery?  (Read 5103 times)
gaysatanantichrist
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Posts: 1935


[fag nag]


« on: November 06, 2008, 11:23:51 am »

So I played a lot of zm_exodus (or what ever the name is). Nice and challenging map, but very dark. Somewhere I read that the flashlight now got a battery but didn't notice anything until yesterday. I was in the last underground room where the ladder is up to the trains.

Suddenly, my flashlight went off. I couldn't turn it back on properly so I found out the batterycomment was true... But uhm - no hud inlay to show how long the battery works?

Does it recharge? Mine just flickered and went off... How exactly does it work, and how long does it take?

Werewolf
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Posts: 1601


Sealed Suit > Gasmask


« Reply #1 on: November 06, 2008, 01:21:59 pm »

Eleven real time minutes.

I think you're taking the whole serial killer thing way to far.
Flaming Monkey
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Posts: 2086



« Reply #2 on: November 06, 2008, 01:23:53 pm »

It also doesn't work submerged in water.

And I Marauder. Me scared big bright in sky, it make hot.
gaysatanantichrist
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Posts: 1935


[fag nag]


« Reply #3 on: November 06, 2008, 03:41:26 pm »

Oh so no recharging - after 11 minutes it's off for the whole round? Hms.

goatfetus
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Righting wrongs through penetration


« Reply #4 on: November 06, 2008, 03:44:49 pm »

Well what maps are there that you actually need the flashlight on for 11 minutes?

Remember Remember the 10 of December
gaysatanantichrist
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Posts: 1935


[fag nag]


« Reply #5 on: November 06, 2008, 03:46:04 pm »

Vitale is not equal useful.

And it's often useful to have it on. (So I get very easy up to 11 minutes Tongue)

Werewolf
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Posts: 1601


Sealed Suit > Gasmask


« Reply #6 on: November 06, 2008, 04:31:15 pm »

I find it's often not that useful to have it on that long. Most maps are either light, or not dark enough to need it.

I think you're taking the whole serial killer thing way to far.
scot
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Posts: 136

AKA: scotland 4 ever


« Reply #7 on: November 06, 2008, 04:40:36 pm »

Most flashlights last for 10 hours.

I can't think of anything smart to say :{
Werewolf
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Posts: 1601


Sealed Suit > Gasmask


« Reply #8 on: November 06, 2008, 04:42:36 pm »

Most flashlights last for 10 hours.

Most dead people don't get up an eat people.

I think you're taking the whole serial killer thing way to far.
Angry Lawyer
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Posts: 6272


Doctor Monocular


« Reply #9 on: November 06, 2008, 05:52:12 pm »

The flashlights in ZM aren't new out-of-the-packet.

-Angry Lawyer

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you just do what generations of rockers have done before... stay mildly drunk the whole time
LokiFoki
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Posts: 1630


░▒▓█▓▒░ ░▒▓█▓▒░


« Reply #10 on: November 06, 2008, 06:43:49 pm »

Also flashlights eat up some fps (because they are dynamic lights) so it might save ~5fps if only half of the team has got the lights on.

-zm_darkride  65% finished

do what loki foki said
Werewolf
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Posts: 1601


Sealed Suit > Gasmask


« Reply #11 on: November 07, 2008, 01:19:27 am »

Also flashlights eat up some fps (because they are dynamic lights) so it might save ~5fps if only half of the team has got the lights on.

Indeed.

Though some indicator of "HOW MUCH FLASHLIGHT I HAS?" would be nice so I don't have to tell the newbies their flashlights aren't bugged when they flicker out and die.

I think you're taking the whole serial killer thing way to far.
V
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Posts: 1267


This visage, no mere veneer of vanity...


« Reply #12 on: November 07, 2008, 03:19:00 am »

We need both a flashlight meter and an oxygen meter to tell how long we can go underwater.

People should not be afraid of their governments.  Governments should be afraid of their people...
Ajunk
Build Tester
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Posts: 13995


ಠ_ಠ


« Reply #13 on: November 07, 2008, 05:05:08 am »

Just like in real life!

You're all the most fucking heartless people
McViolent
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Posts: 7428



« Reply #14 on: November 07, 2008, 05:27:01 am »

Also flashlights eat up some fps (because they are dynamic lights) so it might save ~5fps if only half of the team has got the lights on.
Actually the local player flashlight is a Projected Texture that brightens the area of which the texture is and the other clients' flashlights are dynamic lights and beams. Though the Dynamic Light approach is better than Projected Textures if you want to save FPS. You can do that with "r_newflashlight 0" in the console.
« Last Edit: November 07, 2008, 05:29:10 am by Tannerbondy »
gaysatanantichrist
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Posts: 1935


[fag nag]


« Reply #15 on: November 07, 2008, 08:54:02 am »

Actually I'd enjoy a flashlight / oxygen meter.

Laserhead
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Unicorn Meat Production Manager


« Reply #16 on: November 07, 2008, 08:58:13 am »

It would be amazing if the flashlight flickered as it failed. Imagine the panic a survivor would go through in a dark room surrounded by zombies...

Quote from:  Pi Mu Rho
Angry Lawyer is alive and well and probably in your mother's bedroom
Marphy Black
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Let's go kick some civilian ass!


« Reply #17 on: November 07, 2008, 01:22:26 pm »

It would be amazing if the flashlight flickered as it failed.
It does.

"You are what I eat,
So much flesh, so much meat...
"
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Fedoraman
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Posts: 472


~ Capt. Injustice ~


« Reply #18 on: November 07, 2008, 04:19:34 pm »

And one the light goes out...


...People die.

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Complaints on me not being banned.
General Hate.
timmeh
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Posts: 145



« Reply #19 on: November 08, 2008, 07:01:07 am »

In case any of the developers read this, would it be possible to let the mapper change the length of the flashlight batter on a per-map basis?  Only reason I ask is that some maps don't take anywhere near 11 minutes to complete, and some would take that long and be dark enough to require the constant use of a player's flashlight.

Just an idea.  Feel free to shoot it down if it sucks.

zm_farmhouse

Quote from: Funky Biscuits
It's a fact that what you think is an opinion.
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