I'm definitely not adding vehicles, this is more of a straight up FPS and vehicles don't really have a place in it.
Unless you get some more maps for this gamemode, I can't see this taking off.
[QUOTE=.FLAP.JACK.DAN.;35883248]Unless you get some more maps for this gamemode, I can't see this taking off.[/QUOTE]
Yeah, there's like a thousand zs, zm, ze maps which could be used and redead still only has like 1 map that is worth playing. The reason everyone stopped playing is because there wasn't a selection of maps to play.
If you could get it working on 20 or so maps I could see playing it again.
It needs large city-scale maps with nodes, which are hard to come by. If you know of a mapper who has made a RP map then chances are it can be ported over to work with ReDead fairly easily.
new menu stuff
[IMG]http://i.imgur.com/cYQ6a.jpg[/IMG]
So i got more shit done.
- Zombie ragdolls now always spawn, no more glitches where a zombie just disappears on death.
- Zombie ragdolls are now a little more randomized so now they don't all fall down the exact same when they die. More random movement.
- Tidied up the base npc code a bit.
Not what i planned to work on but at least i got that bug fixed.
Will you be doing some public testing on Gmod 13? I remember playing in GMod 12 with you before you had gotten it.
I don't think it's possible to host servers in gmod13. I'd certainly host a beta server if i could.
[QUOTE=twoski;36268839]I don't think it's possible to host servers in gmod13. I'd certainly host a beta server if i could.[/QUOTE]
Really? I'm seeing about 19 servers on the list, a couple are dedicated.
Interesting, for a long time my server browser wouldn't bring any servers up. I'll try and get a dedi up today.
More changes:
- I've added more explosives that randomly spawn around the map. Propane tanks and gas cans are now a more common sight.
- More blood effects for the knife.
- Optimized a bunch of small things.
Halos. A way better improvement on my old stuff.
The halos on teammates fade when you get near them so they aren't super annoying.
[img_thumb]http://i.imgur.com/kEQrn.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/TDfWy.jpg[/img_thumb]
The antidote has a green halo.
[img_thumb]http://i.imgur.com/OV7kJ.jpg[/img_thumb]
Any item that can be interacted with (picked up or +USEd) will have a halo when you look at it, just like how L4D did it.
[img_thumb]http://i.imgur.com/E29wY.jpg[/img_thumb]
Zombies get red outlines.
[img_thumb]http://i.imgur.com/YZsNF.jpg[/img_thumb]
A few thoughts:
- I dunno if i should make the player outlines color coded based on health. Should i?
- Someone mentioned to me that they liked how every prop in the original ReDead could be picked up an interacted with. Should i do this again? If i did, what other props would even be worth adding?
[QUOTE=twoski;36317897]
A few thoughts:
- I dunno if i should make the player outlines color coded based on health. Should i?
- Someone mentioned to me that they liked how every prop in the original ReDead could be picked up an interacted with. Should i do this again? If i did, what other props would even be worth adding?[/QUOTE]
I love the idea of halos representing player health but unless you have someway to help teammates other than dropping items for them I think it is a largely unnecessary feature.
And did you ever end up getting that dedicated server up?
Running into problems with my linode so it isn't up yet. I'll post an IP when it is.
I tend to agree with you regarding teammate health indicators. I was thinking it would be more useful for the player zombies though since they want to focus injured players.
I just had a cool idea run through my head while i was taking a crap. Someone here posted a suggestion that there should be a missions. I like that idea a lot, but i don't want the missions to detract from the main gameplay (killing waves of zombies while fighting off infection, then ending with a helicopter escape).
So i think i'll have randomly occurring missions. They are more of side quests that benefit players in minor ways. Some ideas i came up with:
- Random field researchers/scientists. Your radar will suddenly pick up radio signals from a scientist in the area. Helpless fellows that have had their research team overwhelmed. Keep them alive and they will administer health packs to nearby allies. If they die, they drop random special items.
- Hostile survivors. A group of 2-4 surviving citizens will spawn. They are potentially infected and pose a threat to everyone so your team is instructed to shoot on sight. These NPCs will drop weapons and supplies when killed.
- Special infected. Or rather, a single powerful zombie that is harder to kill. Perhaps with some sort of special ability. Would give a cash bonus to everyone who helps kill it.
There's 3 possible scenarios right there. A message would appear when the event occurs to let the players know that they should start searching. Any other ideas for side quests?
[QUOTE=twoski;36321834]Any other ideas for side quests?[/QUOTE]
Supply drop with either weapons or a zombie inside of it.
Zombies having halos makes it way too easy to avoid them.
This is somewhat unique and cool. Awesome work!
Can't wait to try it out.
And yes, you can setup garrysmodbeta servers just like you do with hldsupdatetool and garry's mod 12 servers.
Instead of [B]-game garrysmod[/B] use [B]-game garrysmodbeta[/B]
[QUOTE=TCB;36331178]Zombies having halos makes it way too easy to avoid them.[/QUOTE]
As a zombie, humans have red halos.
Looks amazing..
Cant wait to play this, i hope it has some really kick ass end songs for it!
[QUOTE=TCB;36331178]Zombies having halos makes it way too easy to avoid them.[/QUOTE]
Humans can't see halos on zombies, if that's what you mean. Zombies can see humans through walls though, just like in L4D.
[QUOTE=skullorz;36329155]Supply drop with either weapons or a zombie inside of it.[/QUOTE]
That seems kind of... weird. Why would they supply drop a box full of zombies?
Also, i've finished my first rendition of fire.
It started out as a gigantic yellow wall.
[img_thumb]http://i.imgur.com/0mFZh.jpg[/img_thumb]
then it evolved into this.
[img_thumb]http://i.imgur.com/cid3y.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/RKDeQ.jpg[/img_thumb]
it's relatively cheap on resources so lots can be spawned at once. I'm planning to add an incendiary grenade for the specialist to buy.
Also, there's a community-made map project in the works which will be useful for this gamemode.
[url]http://www.facepunch.com/showthread.php?t=1191050&p=36355422#post36355422[/url]
Loved the original ReDead gamemode since day one, was awfully optimized though. this looks way cleaner. i would say it would be worth adding a bunch more items, maybe that can be used to build things like a trap or build a homemade grenade or something like that. the halos look great by the way.
Lots of changes being made.
- Added 2 new items in loot category, briefcases and suitcases. When opened, they give a random amount of cash. Sometimes they give a large amount.
- Added incendiary grenades for the specialist.
- Removed sniper tracers.
- Removed custom bullet shell effect.
- Fixed shotgun reload bugs.
- Fixed bugs with zombie ragdolling.
- Burnt zombies now have charred corpses.
Next on my agenda, i plan to do mini quests.
[img_thumb]http://i.imgur.com/nVlTe.jpg[/img_thumb]
[QUOTE=twoski;36334773]
That seems kind of... weird. Why would they supply drop a box full of zombies?
[/QUOTE]
Not what they would do, what they accidentally did.
I got the scientist NPC coded. He follows you around and it's kind of annoying because he gets in your face at the worst times. He's going to die a lot.
[img_thumb]http://i.imgur.com/SNEmw.jpg[/img_thumb]
He heals nearby allies periodically, and also drops useful items when he dies. So there's kind of an incentive to accidentally shoot him in the face.
[img_thumb]http://i.imgur.com/UDv9I.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/lXpkl.jpg[/img_thumb]
The event system i have in place is super modular, so i can add more easily.
[lua]
local EVENT = {}
function EVENT:Start()
local spawns = ents.FindByClass( "info_evac" )
local evac = table.Random( spawns )
local ent = ents.Create( "npc_scientist" )
ent:SetPos( evac:GetPos() + Vector(0,0,10) )
ent:Spawn()
for k,v in pairs( team.GetPlayers( TEAM_ARMY ) ) do
v:Notice( "A surviving field researcher has been sighted", GAMEMODE.Colors.White, 5 )
end
end
function EVENT:Think()
end
function EVENT:EndThink()
return true // true ends this event immediately
end
function EVENT:End()
end
event.Register( EVENT )[/lua]
The gamemode itself is really good, however it lacks maps. I've been wondering if there is anyone who is willing to re-node maps to work on this mod. that would be really cool.
I am not happy with the current inventory. It's ugly as fuck and takes up the entire screen.
[img_thumb]http://i.imgur.com/x3197.jpg[/img_thumb]
So here's what i want to do with the Q inventory. Pardon my shitty paint skills...
This is the buy menu:
[img_thumb]http://i.imgur.com/qpPWK.jpg[/img_thumb]
This is the inventory:
[img_thumb]http://i.imgur.com/Mhzuh.jpg[/img_thumb]
Takes up much less of the screen and is much simpler and easier to use. Now i just have to actually make it. It'll also be partially transparent.
I also altered how airdrops work. Before, they took a flat 20 seconds to deliver. Now they take 15 seconds, plus 0.5 seconds per item you've ordered. So a big order is going to take longer to deliver.
Maybe make the inventory a black opaque overlay rather than a white one? White is cool and all, but most GUIs simply darken the screen space used instead.
[editline]19th June 2012[/editline]
[IMG_thumb]http://i.imgur.com/nViy4.jpg?1[/IMG_thumb]
[IMG_thumb]http://i.imgur.com/jSqm3.jpg?1[/IMG_thumb]
[QUOTE=twoski;36334773]Humans can't see halos on zombies, if that's what you mean. Zombies can see humans through walls though, just like in L4D.
That seems kind of... weird. Why would they supply drop a box full of zombies?
Also, i've finished my first rendition of fire.
It started out as a gigantic yellow wall.
[img_thumb]http://i.imgur.com/0mFZh.jpg[/img_thumb]
then it evolved into this.
[img_thumb]http://i.imgur.com/cid3y.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/RKDeQ.jpg[/img_thumb]
it's relatively cheap on resources so lots can be spawned at once. I'm planning to add an incendiary grenade for the specialist to buy.
Also, there's a community-made map project in the works which will be useful for this gamemode.
[url]http://www.facepunch.com/showthread.php?t=1191050&p=36355422#post36355422[/url][/QUOTE]
Lots can be spawned at once? Won't the loads of yellow large explosions be laggy?
[editline]19th June 2012[/editline]
[QUOTE=hydral1k;36402953]The gamemode itself is really good, however it lacks maps. I've been wondering if there is anyone who is willing to re-node maps to work on this mod. that would be really cool.[/QUOTE]
Hey, aren't you that guy that owned that old Toksin + server with "Garry Newman" as a superadmin?
I'm still not sure if it's really him....despite that custom spray he made of himself.
[QUOTE=RandomPerson15;36407911]Lots can be spawned at once? Won't the loads of yellow large explosions be laggy?[/quote]
that first screenshot was a glitch, there are no large ugly yellow walls of flame.
[QUOTE=t h e;36404203]Maybe make the inventory a black opaque overlay rather than a white one? White is cool and all, but most GUIs simply darken the screen space used instead.
[editline]19th June 2012[/editline]
[IMG_thumb]http://i.imgur.com/nViy4.jpg?1[/IMG_thumb]
[IMG_thumb]http://i.imgur.com/jSqm3.jpg?1[/IMG_thumb][/QUOTE]
I like it but I don't like how its on the side and all clustered. I like the original inventory system. maybe make the icons bigger and the windows opaque
[QUOTE=RandomPerson15;36407911]Hey, aren't you that guy that owned that old Toksin + server with "Garry Newman" as a superadmin?
I'm still not sure if it's really him....despite that custom spray he made of himself.[/QUOTE]
no that was my cousin billy bob junior the 5th of switzerland.
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