Dead Matter - Open World Crysis 2 Zombie Survival Madness!
303 replies, posted
[QUOTE=Johnny Guitar;38859648][IMG]http://i.imgur.com/afFfz.png[/IMG]
they said 24gb was overkill[/QUOTE]
holy moly mah holy dolly
Whaa? What is using so much memory?
God damn man what is your computer setup.
Well I couldn't sign up to the forums as it thinks I am a spammer or something. I sent a message through that "Contact us" page. Guess trying this out will have to wait a couple days / the 25th.
Looks pretty cool though!
[QUOTE=Leintharien;38860893]Well I couldn't sign up to the forums as it thinks I am a spammer or something. I sent a message through that "Contact us" page. Guess trying this out will have to wait a couple days / the 25th.
Looks pretty cool though![/QUOTE]
email [email]tom@shinfo.com.au[/email]
Signed up on the forums, looks like I have a reason to install Crysis 2 again.
Damnit, looks like I have a reason to buy Crysis 2 after all.
Oh well fuck. Have to wait 8 days
Make a cannibal plot just like The Road
[editline]17th December 2012[/editline]
[QUOTE=PredGD;38860191]holy moly mah holy dolly
Whaa? What is using so much memory?[/QUOTE]
leak
[QUOTE=fritzel;38861845]Make a cannibal plot just like The Road
[editline]17th December 2012[/editline]
leak[/QUOTE]
That or [sp]The Walking Dead[/sp].
Just signed up on the forums. Good to see something nice coming out of CryEngine 3 for once.
Signed up to the forums. Do I have to do anything else to gain access to the alpha or is it going to be open for facepunchers?
[QUOTE=12kTeddy;38862286]Just signed up on the forums. Good to see something nice coming out of CryEngine 3 for once.[/QUOTE]
The Modding SDK is a world of pain for doing anything besides Crysis 2 adding campaigns. The reason the update is delayed is because of bugs I am wrestling against. If the mod SDK had less bugs, the mods life would easily be extended.
Also it's pretty much confirmed we'll be doing a game, and take our good time with it. However if there is going to be a game I won't ditch mod support, I will also convert any community made maps over to a dead matter mod map.
Exciting times, I think if I play my cards right I could win lots of people over.
[QUOTE=Johnny Guitar;38862510]The Modding SDK is a world of pain for doing anything besides Crysis 2 adding campaigns. The reason the update is delayed is because of bugs I am wrestling against. If the mod SDK had less bugs, the mods life would easily be extended.
Also it's pretty much confirmed we'll be doing a game, and take our good time with it. However if there is going to be a game I won't ditch mod support, I will also convert any community made maps over to a dead matter mod map.
Exciting times, I think if I play my cards right I could win lots of people over.[/QUOTE]
This is probably a stupid question but if you plan on making a game, would it stay on the Cry engine? I think this has loads of possibilities.
[QUOTE=All0utWar;38868128]This is probably a stupid question but if you plan on making a game, would it stay on the Cry engine? I think this has loads of possibilities.[/QUOTE]
they have a freesdk, so yes
I thought a commercial version of a game on the Cryengine would require buying a licence which would be so expensive that it would break the bank of anybody who isn't part of a big company.
you can make a free game, for free
[editline]17th December 2012[/editline]
[URL="https://docs.google.com/open?id=0B6aouttPkPP4a0h3ZzdINWVFNWc"][IMG]http://deadmatterga.me/wp-content/uploads/2012/12/download.png[/IMG][/URL]
[COLOR=#00ff00][SIZE=4][B]Pass: Nil/B][/SIZE][/COLOR]
[SIZE=1](Giving this password to non alpha testers is a ban worthy offense).[/SIZE]
​Evening gentlemen,
This is the Release thread, take all problems you may be having to our bug thread and our technical support thread. That can be found here [URL="http://deadmatterga.me/forum/forumdisplay.php?11-Technical-Support"]here.[/URL]
It's going to be buggy, it's probably being to be glitchy but this is good because I need to know what to fix!
Also, I haven't implemented a lot of systems because I need to know if the fundamentals such as zombies work, as well as barricades and food (You can barricade the house you spawn at)
Keybinds for the mod are
[B]I[/B] to open inventory
[B]Right[/B] arrowkey to navigate inventory
[B]Up[/B] arrowkey to use current item
[B]b[/B] for binoculars.
[B]F2[/B] to place a sleeping bag (Takes 30 seconds)
[B]7,8,9,0[/B] to place guard points.
[b]F8[/b] for debug (if crysis hud and nanosuit arms show up + any animation screw ups)
Patch notes:
7,8,9,0 set a spot for Ai that you recruit to gaurd. They will defend and stand at this point, 0 is specifically for the medic who will have a purpose in healing later on he teleports around at the moment since I don't have a specific character model for him. These can be changed at any time, any current recruited Ai will navigate to a newly established point.
Friendly recruiting, if you wander around and see a flare being shot in the air check it out!
Sleeping, F2 sets up a sleeping bag (Takes 30 seconds to set up), it advances time and saves your character (May be broken)
Inventory has gained minimal functionality, you eat and drink from here. It also notifies you if you are in possession of binoculars. View keybinds for more info on how to use this.
Weapon spawns temporarily removed
AI recreated on a much more stable base, however if bugs are there... report them and I will try my darn best to fix them.
AI handle vehicles much better
Power Kick, Power Jump and suit menu have been disabled. Thanks sparrowsjourney to reminding me constantly that they have been enabled -.-
Parkour system created, not yet implemented.
Randomized Weapon system created, not yet implemented.
File size optimized
New geometry in preparation for the 'New Horizon' patch.
Implementation of moodlets, press the inventory key to visually see your health, food and water levels.
Thank you all for the bug reports, there are probably more bugs yet minor bugs persisting so please report them. I will only nab game breaking bugs this week and anything that doesn't require a whole recreation. The next 'horizon' update will hopefully be this Friday, if we are lucky. I can get more feedback and bugfix all weekend and then public Alpha on Christmas. Thanks to Shinfo for making this update not only be awesome but look awesome.
To load a save, use the 'Continue Game' Option in the main menu
To install, make sure you are running the latest version of Crysis 2.
[B]If you purchased VIA Origin place the DeadMatter folder here:[/B]
64BIT
C:\Program Files (x86)\Origin Games\Crysis 2 Limited Edition MASTER\Mods
32BIT
C:\Program Files\Origin Games\Crysis 2 Limited Edition MASTER\Mods
[B]If you purchased VIA Steam Place the DeadMatter folder here:[/B]
64BIT
C:\Program Files (x86)\Steam\steamapps\common\Crysis 2 Limited Edition MASTER\Mods
32BIT
C:\Program Files\Steam\steamapps\common\Crysis 2 Limited Edition MASTER\Mods
These are the most common install directories, with a little exploration I am sure you can find yours. If you can't, please post in the Technical Support thread with the method you used to buy Crysis 2
[B]To Run Dead Matter[/B]
Run Crysis 2
Go to Mods
Select Dead Matter
Press Load
Crysis 2 will restart and will load the mod
[B]To Play Dead Matter[/B]
Load the Mod using instructions above
Play mod campaign
select the map (1 for now)
Choose Difficulty
Play.
[URL="https://docs.google.com/open?id=0B6aouttPkPP4a0h3ZzdINWVFNWc"][IMG]http://deadmatterga.me/wp-content/uploads/2012/12/download.png[/IMG][/URL]
[B]Pass: Nil[/B]
[SIZE=1](Giving this password to non alpha testers is a ban worthy offense).[/SIZE]
[SIZE=4][B]Also party in TS3: 66.150.214.207[/B][/SIZE]
woops, I didnt mean to hit ctrl v
my bad
How do you "recruit" an AI? I found a guy who fired a flare but he's just standing there.
[QUOTE=PopLot;38874085]How do you "recruit" an AI? I found a guy who fired a flare but he's just standing there.[/QUOTE]
There should have been 4 zombies clawing at him, kill them all and he will get recruited. Also, set the place where you want NPC's to go before recruiting, it's stupid I know and hopefully in the next while it will get better
I'm thinking of having l4d style closet survivors, but then the flare doesn't work :(
[QUOTE=Johnny Guitar;38874164]There should have been 4 zombies clawing at him, kill them all and he will get recruited. Also, set the place where you want NPC's to go before recruiting, it's stupid I know and hopefully in the next while it will get better
I'm thinking of having l4d style closet survivors, but then the flare doesn't work :([/QUOTE]
I killed them all, but he's just standing there on top of the truck. Maybe it's because I didn't set his waypoint first. Also, what purpose does the marine at the start serve? Can he be recruited?
Edit
Just tried it again, this time hitting guard buttons before I killed the zombies - that particular guy isn't working.
[IMG]http://i557.photobucket.com/albums/ss19/Insomnia4705/Crysis2_2012_12_18_16_47_09_114_zps775b2e86.jpg[/IMG]
That zombie is a spy.
Damn, there not moving at all?
I'll look into it, I think I'll implement a small menu that allows you to place a point.
Whats the verdict so far guys?
[QUOTE=Johnny Guitar;38874510]Damn, there not moving at all?
I'll look into it, I think I'll implement a small menu that allows you to place a point.[/QUOTE]
There was a guy on the truck I'm standing on in the screenshot (the immovable guy was the exact same setup) and he moved, but only to the ground, after which he stayed still. Also, the zombies ignored him, and he ignored them.
I also noticed a pathfinding issue for the zombies: there's a point on the ground near the truck such that if you stand there, the zombies will lose sight of you, despite you being in the open. I have some fraps of it.
[editline]18th December 2012[/editline]
[QUOTE=WillerinV1.02;38874519]Whats the verdict so far guys?[/QUOTE]
It's fun to explore, but aside from that there isn't much to do in this build. The zombies are pretty terrifying at melee ranges because one touch from them and you're all but dead.
I'm off to home in 45 minutes, can't wait to try this.
Well, I tried it. And so far, I like it. It has LOADS of potential to become something much more bigger. The level design is amazing, how the map is so big and isn't entirely EMPTY. I can see a lot of work was put into the environment. I know its just pre-Alpha or Alpha or what-not, but the Inventory is bugged/broken and I didn't see any flares (but maybe that's just me) if you stick with it... This has the high potential of becoming something BIG. Great job so far.
dammit johnny guitar you just made me bought crysis 2 to try your glorious mod
now keep on like that bro
:D
video anyone
pls
[B][U]EDIT:[/U][/B]
Just realized there's videos out today that aren't exclusive to FP. Whoops.
Looks pretty similar to WarZ at the moment, not sure if that's a core design similarity or because of it's current development state.
Way to early to form any contention on it though, because whatever I see as feedback is most likely something that hasn't been implemented yet but in consideration.
[QUOTE=NoobieWafer223;38875971]Well, I tried it. And so far, I like it. It has LOADS of potential to become something much more bigger. The level design is amazing, how the map is so big and isn't entirely EMPTY. I can see a lot of work was put into the environment. I know its just pre-Alpha or Alpha or what-not, but the Inventory is bugged/broken and I didn't see any flares (but maybe that's just me) if you stick with it... This has the high potential of becoming something BIG. Great job so far.[/QUOTE]
What about it is bugged, I really need more then bugged/broken to recreate and fix
Damn, I want to try this, and I have a brand new rig to do so. When this makes it a bit further, I'll be happy to invest my time into it.
[QUOTE=BigBoom;38876877]video anyone
pls
[B][U]EDIT:[/U][/B]
Just realized there's videos out today that aren't exclusive to FP. Whoops.
Looks pretty similar to WarZ at the moment, not sure if that's a core design similarity or because of it's current development state.
Way to early to form any contention on it though, because whatever I see as feedback is most likely something that hasn't been implemented yet but in consideration.[/QUOTE]
Except WarZ is utter shit and the developers are asshats.
I have pressed every button to try to pick up binoculars, including the default f for vanilla Crysis. What do?
edit: Turns out pressing F on the binocs swaps my game between night and day but doesn't pick them up. Only 1 or 2 of my items show in my inventory at a time as well as pressing the up arrow on Chinese food seems to make me drink water. Ammo checks would be nice too. Correct me if I'm wrong in any of this, having a ton of fun at any rate.
Well, I've been playing for a while, heres a list of bugs/glitches/problems I've encountered;
Powerkick is still useable.
Cars are not drivable (I'm not sure if it's intended to be like this, or if they are useable, how the fuck do I enter them? :v:)
Need something that allows us to see ammo.
I found a survivor with an LMG on a container, I shot the zombies around him and he just jamp down and started running straight forward for as long as I followed him.
Zombies can talk.
Not sure if food is working properly.
Picking up the binoculars in the house at the spawn, makes the game switch between night and day, and leaves the binoculars unpickupable.
Placing a sleeping bag actually places a suitcase or something called binoculars (same is in the house at the spawn), which can also be used to change between day and night.
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