• Vein
    1,001 replies, posted
[QUOTE=deaded38;38364586]I didn't actually mean they were dumbfucks or whatever. I was just stating that I find it extremely irritating that people are joining your server because the hostname is different. You can get the exact same roleplay in another zombie roleplay server. I'd like to know what's so different in your server from another zombie roleplay server. I'm just saying people are biased as fuck. I could run a server just as well (if not better) than you, but you'll end up getting over-populated because of your hostname and no one will play on my server. It makes things unbalanced as one server contains all the roleplayers that enjoy zombie roleplay. Sorry if it came out that way, but it just irritates the shit out of me. [editline]8th November 2012[/editline] That's exactly what I thought. You can call something "The Walking Dead RP", but it's really no different from any other zombie roleplay. It's just a ploy to get massive amounts of biased players.[/QUOTE] girls, girls, break it up
[QUOTE=Verdict;38367855]Since we aren't allowed to continue this conversation here, please add the owner's Steam to speak with him about it. I've stated above, it isn't some generic zombie roleplay with military running around and arresting people and powergaming all over. It's based off of the Walking Dead, as I've stated above, but it's not made to attract people to our server instead of yours. I am very, very sorry if it appears that way, but it's more of the plot line, not to win over players.[/QUOTE] Most zombie roleplay servers don't have military. They have some sort of authority, but there's not a huge emphasis on it. I actually don't own a server at the moment, but I did when there was another server claiming to be a Walking Dead roleplay server. Which, by the way, was also over-populated. I understand your hostname isn't intended to attract players. It just angers me that people will join your server solely because of your hostname when your server is just like the other zombie roleplay. It's not your fault you have too many players - it's the players' fault.
I think if you want a playerbase then just name the gamemode vein as it is called here as a lot of people have heard of vein and will be happy to see it on the server list. Also I'd barely regard this as an RP gamemode so naming it "The Walking Dead RP" is a very big over statement. This is like zombie survival with roleplay elements. Don't get me wrong the features of the gamemode are groundbreaking and I've not seen some of them anywhere else but I still wouldn't class it as the conventional RP server. More on topic - How many players would you expect max on a server (Don't say 64 because thats a typical answer) As I think anything over 32 would make the server too crowded and too populated by zombies so it would probably lag like hell.
It depends on the map. One I'm working on, rp_vein_rooftops, takes 15 minutes to walk from one end to the other. It'd be good for 64 players. rp_vein_corn or rp_vein_mercy, however, would be good for < 16 players.
I seem to be having this problem with the gamemode. When I play a map in single-player, no zombies are spawning. The lua console gave the the idea that the problems were in the sv_think.lua and sv_zombie.lua files. Updating those files did nothing. Do you think you could help?
[QUOTE=deaded38;38369922]Most zombie roleplay servers don't have military. They have some sort of authority, but there's not a huge emphasis on it. I actually don't own a server at the moment, but I did when there was another server claiming to be a Walking Dead roleplay server. Which, by the way, was also over-populated. I understand your hostname isn't intended to attract players. It just angers me that people will join your server solely because of your hostname when your server is just like the other zombie roleplay. It's not your fault you have too many players - it's the players' fault.[/QUOTE] People enjoy it, so stop complaining, it isn't going to change. Let's get back on topic.
Looks to be coming along wonderfully. The feel I've got from it so far fits perfectly as "Epidemic XProject Zomboid" Just don't become the PZ devs.
[QUOTE=Das Pirate;38397624]Looks to be coming along wonderfully. The feel I've got from it so far fits perfectly as "Epidemic XProject Zomboid" Just don't become the PZ devs.[/QUOTE] Too late, Disseminate moved to Hong Kong for a year.
>Plays >Gets a man-rection
[QUOTE=racerfan;38395737]I seem to be having this problem with the gamemode. When I play a map in single-player, no zombies are spawning. The lua console gave the the idea that the problems were in the sv_think.lua and sv_zombie.lua files. Updating those files did nothing. Do you think you could help?[/QUOTE] Does the map have a navmesh provided? Have you installed the modules properly as in the readme? [editline]10th November 2012[/editline] [QUOTE=Steven :D;38399937]Too late, Disseminate moved to Hong Kong for a year.[/QUOTE] What [editline]10th November 2012[/editline] I really want to fix the map editor soonish because otherwise there really aren't any items, and without items everyone gets blurry screens. Any suggestions on how to make it more usable than individual arrows? I don't want to use the physgun because it's too much of a hassle to get prop placement perfect, especially when you have props colliding and black-holing.
I played it just now after anxious months of waiting, and here's what I have to say: Seems like it has amazing potential, but IMO is currently a heavy WIP.
Yeah, the walking dead server has preetttyyy bad admins.
I think rp_silenthill would be awesome with vein.
[QUOTE=KatNotDinner;38406382]I think rp_silenthill would be awesome with vein.[/QUOTE] Not with original silenthill. If you're gonna use that map, you should decompile map and add more area like basement.
[QUOTE=The Doctor MD;38400962]>Plays >Gets a man-rection[/QUOTE] man-rection? you mean erection, because women don't get those, unless there is something you ain't tellin us ;) [QUOTE=Disseminate;38402500]Does the map have a navmesh provided? Have you installed the modules properly as in the readme? [editline]10th November 2012[/editline] What [editline]10th November 2012[/editline] I really want to fix the map editor soonish because otherwise there really aren't any items, and without items everyone gets blurry screens. Any suggestions on how to make it more usable than individual arrows? I don't want to use the physgun because it's too much of a hassle to get prop placement perfect, especially when you have props colliding and black-holing.[/QUOTE] do what darkrp does, don't let props collide when they are being moved about by the physgun, in addition to that you could also not let the prop have collisions if it's inside another prop. besides gkids like to be able to build.
Just been playing this on a server, it's pretty amazing! I've got a suggestion though, not being able to see the other players name until you know their name ICly, like in OA. Also, character descriptions would be nice. It's just that since I always play HL2 RP servers that use OA, not having the two previous points just seems odd to me.
I don't know if this is planned, but being abled to drop items definitely needs to be added in. I found some "scrap electronics", and got pretty excited, and decided to place my newly found electronics on a table. I thought "throw out" meant like, throw out of my inventory or something, but it ended up deleting it... Now I'll never be able to craft an iPhone with my lever and scrap wood! BLAST!
[QUOTE=Vasey105;38412518]I've got a suggestion though, not being able to see the other players name until you know their name ICly, like in OA[/QUOTE] No. Character descriptions are found in F2. [editline]11th November 2012[/editline] [QUOTE=Psycho8x8;38412578]I don't know if this is planned, but being abled to drop items definitely needs to be added in.[/QUOTE] The reason this doesn't exist is because not only is it laggy, but it's also exploitable. I can't guarantee items can't be duplicated without sacrificing usability, and in a gamemode like this, items are key.
[QUOTE=Disseminate;38413148]No. Character descriptions are found in F2. [editline]11th November 2012[/editline] The reason this doesn't exist is because not only is it laggy, but it's also exploitable. I can't guarantee items can't be duplicated without sacrificing usability, and in a gamemode like this, items are key.[/QUOTE] well seemingly it is also key to rely on others not only yourself, how would you be able to exploit a well scripted item drop? I mean it's really simple to make it un-exploitable. I don't really play gmod rp anymore but i can imagine there would be a huge turn off when it comes to not being able to drop and share items? I mean even in my eyes that seems highly necessary.
[QUOTE=LauScript;38413496]well seemingly it is also key to rely on others not only yourself, how would you be able to exploit a well scripted item drop? I mean it's really simple to make it un-exploitable. I don't really play gmod rp anymore but i can imagine there would be a huge turn off when it comes to not being able to drop and share items? I mean even in my eyes that seems highly necessary.[/QUOTE] I believe you can trade items, so sharing them with others is possible. As long as you can trade, I don't see why you need to be able to drop items.
[QUOTE=Grombrindal;38414396]I believe you can trade items, so sharing them with others is possible. As long as you can trade, I don't see why you need to be able to drop items.[/QUOTE] yeah me and disseminate had a ridiculously long convo relating item dropping. But like i told him, trading can eliminate item dropping but people are still going to be nazis about not having it, he doesn't think it's worth it to put it in and he's worried about lag/items falling under the map/exploits. But I personally don't find any of those factors a problem at all, i mean i don't care for item dropping and i do think trading is plenty, dropping items does have its roleplay/gameplay value and it's going to be a turn off to people not being able to drop items. It's not a huge issue but like i said you might as well add it in so people can't be like "omg u cnt reload and u cnt drop items wtf back to kooroomekascript". but he seems pretty fixed on not adding it so they'll just have to deal with it
[QUOTE=Disseminate;38402500]Does the map have a navmesh provided? Have you installed the modules properly as in the readme? [/QUOTE] I installed it correcty, and I was using the Mercy Hospital map included with the gamemode.
What are the errors
[QUOTE=rebel1324;38408143]Not with original silenthill. If you're gonna use that map, you should decompile map and add more area like basement.[/QUOTE] I think it's good because of the houses. Adds apocalyptic feel, like in moies where people survive in cities full of zombies. Also, dropping is not needed. Just a tading system. As long as I'm able to share items, I'm fine.
[ERROR] gamemodes/vein/gamemode/sv_navigation.lua:1: Couldn't load module library! 1. require - [C]:-1 2. unknown - gamemodes/vein/gamemode/sv_navigation.lua:1 3. include - [C]:-1 4. unknown - gamemodes/vein/gamemode/init.lua:16 I've double-checked, and the dll module is quite definitely there in lua/bin...
Small update to fix some bugs with settings. Garry's error stats page is invaluable. The module's an old version (do an svn update and replace the module), or not in garrysmod/garrysmod/lua/bin
Guys, update on the only populated server running Vein because of its hostname... It was pretty decent, actually. The owner seems like a pretty cool guy and whatnot. The only complaint I had was that there is this rule that they call ramboing, which is basically trying to attack a group of more than two zombies. They also make it so you can't run passed them, either. I have some problems with that considering half of the whole map will sometimes become inaccessible because of a massive swarm of zombies and you can't do a damn thing about it. In my opinion, it restricts roleplay. Maybe you want to clear out an area? Maybe you're insane and don't realize how dangerous it is? Maybe you're trying to prove you're a man? I don't know. I also had a problem with one of the players who had said, "go kill those walkers" or something to that effect. I then proceeded to kill a few zombies and continued into the parking garage. At that point, I noticed he was typing something. I asked, "What are you typing?" and he replied saying he didn't know. A few moments later, I was kicked for "ramboing". So yeah, that was kind of a dick move. The server does need some work, but other than that, it was enjoyable.
uh the entire point of the perma-death in vein is because if you attempt to go after zombies, you'll likely die (using a melee weapon - or no weapon at all!) and as such should remove the need for "oh no if you tried doing that irl you'd die" because [I]you'd actually die ingame[/I] at least that's what its supposed to be, if you properly generated the navmesh etc
[QUOTE=Disseminate;38457142]uh the entire point of the perma-death in vein is because if you attempt to go after zombies, you'll likely die (using a melee weapon - or no weapon at all!) and as such should remove the need for "oh no if you tried doing that irl you'd die" because [I]you'd actually die ingame[/I] at least that's what its supposed to be, if you properly generated the navmesh etc[/QUOTE] I don't think that's why they have that rule, though. I think their thought is that any sane person wouldn't go after more than two zombies for any reason whatsoever. Which is wrong since there might actually be a logical reason to kill zombies. Ever seen the third season of The Walking Dead? The first thing they do is kill the zombies in the prison to become safe. And even if the reason isn't logical, there is such a thing called insanity. On top of that, what seems illogical to one person may be logical to another. It limits your choices in who you want your character to be, hence limiting roleplay not only for yourself, but potentially to others as well.
[QUOTE=DeltaPhantom;38421744][ERROR] gamemodes/vein/gamemode/sv_navigation.lua:1: Couldn't load module library! 1. require - [C]:-1 2. unknown - gamemodes/vein/gamemode/sv_navigation.lua:1 3. include - [C]:-1 4. unknown - gamemodes/vein/gamemode/init.lua:16 I've double-checked, and the dll module is quite definitely there in lua/bin...[/QUOTE] This is an error on every server running Vein, which is why most shut down. I've spoken with several server owners as well, and when you try placing the navigation file into the FTP, the server does not launch. It is a faulty file.
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