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Messages - cat

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1
Milk Carton General / Re: Patch/Update info
« on: August 20, 2012, 07:40:53 PM »
Updated changelog.

2
Milk Carton General / Official "Post your gun thread"
« on: August 15, 2012, 02:42:25 PM »
Official post your gun thread
Post your favorite weapon configurations.

3
Milk Carton General / Patch/Update info
« on: August 15, 2012, 02:40:02 PM »
Milk Carton Patches


BETA 1.1
13/8/2012
----------------------------------------------------
Gameplay changes
----------------------------------------------------
-Changed heavy barrel stats (-3rec, was -1rec)
-Removed accuracy penalty for glaser ammo
-Added + AP level to armor piercind ammo, P++ rounds, certain larger calibers
-Decreased armor cost (300/600 was 500/1000)
-Increase recoil penalty for standard frame (+1rec)         
-Added suppressors
-Lowered special ammo cost (20-30%)
-Increased .22 damage to 16 (was 8)
-Added accuracy bonus to match grade ammo, also increased cost
-Increased accuracy resolution to 5 levels (was 3)
-Decreased rate of fire for standard frame
-Decreased heavy frame cost (-100$)
----------------------------------------------------
Fixes
----------------------------------------------------
-Fixed magazine upgrade cost (buy menu accidently calculated 2x of the price listed)
-Fixed audio bug (weapon sounds from other players now play correctly)                  
-Fixed glaser HP modifier not working (thx Lordguy)
-Fixed player speed not being set properly after switching from crowbar to GSPistol (thx braindawg)



WIP BETA v1.2
(Not released, this list will get larger as I add more to it)

[NEW]   -Hit indicator. Shows what your last shot hit (damage, distance, bodypart)
[NEW]   -Death indicator. Shows what killed you (type of ammo used)
[NEW]   -Fall damage. Very increased. Falling from 3m+ will seriously hurt and 6m+ will kill you.


4
ZMBE General / Re: Developer update thread
« on: July 25, 2012, 06:01:27 PM »

//Developer Update

CLIP LOADER

Accessability sucks!
Far too long have game design mantras like „easy to learn, hard to master“ oppressed the hardcore gaming crowd. ZMBE 2 is going to throw accessability out of the window and replace it with confusing hardcore depth in gameplay.
ZMBE 2 gives  the player a choice. Be smart, be stupid.
Therefore, ZMBE 2 will be the first zombie-themed FPS mod that allows you to be stupid with your gun. Mess up your reload, forget to press the slide catch, reach for the wrong magazine, have your gun jam in the wrong moment or even experience it having a last fatal stoppage that literally breaks the gun.


Skeptic player: Reach for the wrong magazine? What could that be?

In ZMBE 2 each pistol comes with 5 magazines. Instead of the bag of bullets featured in HL2, each magazine is realistically simulated. When magazine 1 is empty you can press any of the keyboard keys associated with the magazine slots (keys 1 to 5) to load a new one. Obviously in the heat of battle it might happen that you press the wrong button and load an empty magazine and look like a lama when you get bitchslapped to hell.

Skeptic player: Well this is all nice and hardcore, but other games, like Red Orchestra did this already. What is so hardcore about ZMBE 2?

ZMBE 2 is even more hardcore because it goes a bit further than that. I think a screenshot should help explaining it:

That's it. The first FPS game (that I know of) that lets forces you to reload the actual magazine. After merrily blasting away your 5 loaded magazines you need to find a quiet corner or barricaded room to reload them, bullet by bullet.

5
ZMBE General / Re: Developer update thread
« on: July 15, 2012, 11:55:52 AM »
//Developer update
Spent the last two weeks working on a top secret feature that is going to change zombie fps games for- evah. It is going to be so hardcore that even the dayz developers might go "What the f#*%?!"

Reveal is going to be early next week probably.

6
ZMBE General / Re: Gun jam probability poll
« on: June 26, 2012, 09:02:32 AM »
Far Cry 2 is one of my favorite games.

7
ZMBE General / Re: Developer update thread
« on: June 26, 2012, 09:02:04 AM »
Don't worry about this, there are mechanisms to balance out nearly invulnerable zombies. As in: Players learning to aim for the weak spots.

8
ZMBE General / Re: Developer update thread
« on: June 24, 2012, 06:15:36 PM »

//Developer Update

->Helmet hitboxes
Some zombies in ZMBE 2.0 wear protective armor in form of vests and/or helmets. The usual method for that in every HL2-based game is to have one hitbox for the head which also acts as the helmet hitbox for the purpose of hitlocation. Which totally sucks if you want hardcore damage modeling. I want players to be able actually hit parts of the head which are not protected by the helmet, and therefore I modeled a new set of hitboxes which protect the top and backside of the head, but not the face.

->Armor and Helmets
The current aim is to have the "base" zombie, internally referred to as "Zombleton" spawn with randomized levels of armor. Right now it is No armor, Vest, Vest and helmet. Also note that the zombie master has no influence over this.

The basic damage plan is this (assuming a Makarov pistol is used):

Zombleton health: 100

Damage per shot (hit location):
Head: 100
Chest: 25
Limbs: 15

Vest: 0
Helmet: 0

So if you face a zombie wearing an armor vest and helmet you will be stuck with either landing 7 limb shots or one very well aimed shot into the face.

9
ZMBE General / Re: Developer update thread
« on: June 23, 2012, 12:59:57 PM »

//Developer Update

->New ZM Power: Curse Weapon
As you can see on the screenshot, a new special power, depicted by the broken gun graphic, will be available for the ZM. The base concept is to influence the gun jamming feature as the zombie master. Several possible ways to do it I am currently thinking of:

-Curse Weapon variant 1
Jams the gun on the next shot. If precisely timed it could cause instant death to a player if he happens to be in close combat.

Curse Weapon variant 2
The weapon will not necessarily jam on the next shot, instead its reliability will decrease permanently, making jams occur far more often than they would normally. This variant gives the option for the affected survivor to counter the attack by using another weapon (if available).

Curse Weapon variant 3
Same of both above but with either an area effect or affecting every player on the server.

10
ZMBE General / Critical Hit Damage Poll
« on: June 17, 2012, 03:05:00 PM »
//Critical hit system
Based on random possibility, each shot has the chance of causing much more damage.
Vote and post your opinion.

12
ZMBE General / Re: Developer update thread
« on: June 12, 2012, 05:25:42 PM »


//Developer Update

-> Splatter fx
Spent the last 5 days on the particle system with the goal to enhance gore and splatter fx. Happy with how it works so far. Also worked a bit on custom sounds. When a zombie dies from a headshot it will emit a wet, crunchy sound effect (which I mixed out of several sound files I specifically purchased for that purpose).

->Weapons
The weapon sound effects also have been enhanced. These will be the meatiest, most hard-hitting sound effects ever to be emitted by a Makarov pistol in a video game.

->Zombies
Next to do is to hook the basic zombie up with different types of armor and have it spawn out of the control of the zombie master. The zombie master only has to spawn several of these and will get a random selection of different armor levels.


13
ZMBE General / Re: Developer update thread
« on: June 10, 2012, 08:39:07 AM »


And you people thought the mod is dead!
Anyway, screenshots of the enhanced fx. These are rough tests with placeholder particles. You can expect  a huge mess spraying out of gunshot wounds on zombies.

14
ZMBE General / Re: Developer update thread
« on: September 26, 2011, 10:57:21 AM »
Quote
Any updates?
I don't want to be pushy, but if you could check in every week or so, my nerves would be settled.
You dont need to post any real updates, but inform us your still working on it. Im half scared to death this mod might die.

I am working on it. Spent too much time on it to simply drop it all. The problem is that it is sort of stop and go because I got other things to take care of too.

15
ZMBE General / Re: The General Ideas Thread
« on: September 26, 2011, 10:55:56 AM »
I have not completely worked that out but I plan to have a straight shot to the head to kill any humanoid zombie, unless there is a helmet in the way. Wether that is too easy depends on the animation and the speed of the zombie, which I am working on right now. A fast twitchy zombie would be hard to hit in the head.

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