Just an idea, but have you thought of changing the zombie gib system to a more l4d2 style? Rather than blowing whole arms off you could inflict more gaping wound style hits, and maybe add meat chunks on the ground from each hit? just an idea.
I know you already have chunks created after blowing zombies away, but i was thinking more fleshy kinda chunks, like soggy mince meat rather than big smooth clean red shapes.
[QUOTE=danielb677;36557731]Just an idea, but have you thought of changing the zombie gib system to a more l4d2 style? Rather than blowing whole arms off you could inflict more gaping wound style hits, and maybe add meat chunks on the ground from each hit? just an idea.
I know you already have chunks created after blowing zombies away, but i was thinking more fleshy kinda chunks, like soggy mince meat rather than big smooth clean red shapes.[/QUOTE]
I could do a particle effect for it i suppose. Blowing limbs off would be a bit trickier since limbs look shitty when you remove them, heads look at least somewhat alright.
[QUOTE=twoski;36558780]I could do a particle effect for it i suppose. Blowing limbs off would be a bit trickier since limbs look shitty when you remove them, heads look at least somewhat alright.[/QUOTE]
Killing floor made it work, so I'm sure you can to!
[QUOTE=danielb677;36572745]Killing floor made it work, so I'm sure you can to![/QUOTE]
Killing floor is a completely different engine with a built in gore and such.
Only the Source engine verisons of L4D have that, Garry's mod's Source build doesn't.
Watch the dev blog video where they show how the gore in L4D2 works, it's pretty neat. I'm not sure i can pull that off. Someone made a decent gore mod for gmod a while back, i'll take a look at it and see if there's anything worth looking into.
Love this gamemode, hope to see it on gmod servers soon!
[QUOTE=THATCAKEISASPY;36573191]Killing floor is a completely different engine with a built in gore and such.
Only the Source engine verisons of L4D have that, Garry's mod's Source build doesn't.[/QUOTE]
No that's not what I meant, he said severed heads and limbs don't look good in game, I said killing floor didn't did it because I personally like the gore system.
[QUOTE=danielb677;36646177]No that's not what I meant, he said severed heads and limbs don't look good in game, I said killing floor didn't did it because I personally like the gore system.[/QUOTE]
Right.
He said gore didn't look good in Garry's Mod. You said it looked good in Killing Floor. He said it's a different engine.
I think we all understand the situation.
[QUOTE=AeroSinthetic;36657678]Right.
He said gore didn't look good in Garry's Mod. You said it looked good in Killing Floor. He said it's a different engine.
I think we all understand the situation.[/QUOTE]
Indeed we do. I thought he ment dismemberment looked bad in any game. My mistake.
Progress has slowed to a halt since for some reason i can't load redead in the current gmod beta version. It just freezes the game when its initializing the map.
[QUOTE=twoski;36814513]Progress has slowed to a halt since for some reason i can't load redead in the current gmod beta version. It just freezes the game when its initializing the map.[/QUOTE]
Well shit.
I'll comment out some code and see if that helps i guess.
I am looking for melee weapon models that use CS:S hands, if anyone finds any please post them. I also wanna make a flashlight SWEP too.
Okay, ReDead works with update 24 for whatever reason. Now it's riddled with timer errors and there's no stack traces. Chopping off my dick would be more pleasurable than fixing all these errors.
I'm still working on this, it's just a goddamn hassle because every update in the beta seems to break something else. Now weapon FOVs are fucked up, i'm getting AI errors like crazy and my SENTs are invisible.
I'm also working on the new GUI for inventory/shop so it's just a big mess right now.
I'm glad to see that this has been revived.
Hope this works fine in the time of the release for GMod 13.
Maybe you should wait a bit until the beta is a little more stable before continuing development?
Just a suggestion.
i'm moving to montreal in about 3 weeks and i'm not bringing my huge super rig with me, so i'm trying to complete the bulk of the coding now.
I always enjoyed this way more than that shitty "Nox's Zombie Survival or whatever". Sure it's gotten better, but ReDead was definitely the one that should've taken off and gotten popular. Glad to see it's eing worked on.
i got scrolling working finally. time to finish up the buy menu now.
[img_thumb]http://i.imgur.com/Yw6Oo.jpg[/img_thumb]
i'm thinking the bought items will appear next to the category buttons or something. not sure yet.
Looking really good so far, and for the modding part, are categories addable?
[lua]GM.Categories = {
{ Name = "Weapons", Icon = "icon16/gun.png", Categories = { ITEM_WPN_COMMON, ITEM_WPN_SPECIAL } },
{ Name = "Ammunition", Icon = "icon16/package.png", Categories = { ITEM_AMMO } },
{ Name = "Supplies", Icon = "icon16/pill.png", Categories = { ITEM_SUPPLY, ITEM_SPECIAL } },
{ Name = "Miscellaneous", Icon = "icon16/bin.png", Categories = { ITEM_FOOD, ITEM_MISC, ITEM_BUYABLE } }
}[/lua]
This is at the top of cl_spawnmenu.lua, it's pretty straightforward. I can't think of any other category that would be needed though, those 4 seem to encompass everything.
how well are the NPCs working on the new engine? i released redead 1.05 a couple years ago that got around 13k dls or so and was thinking of picking this project back up
[editline]25th August 2012[/editline]
[QUOTE=That Ninja;37153911]I always enjoyed this way more than that shitty "Nox's Zombie Survival or whatever". Sure it's gotten better, but ReDead was definitely the one that should've taken off and gotten popular. Glad to see it's eing worked on.[/QUOTE]
the reason for redead not taking off was that the source engine handles npcs/AI extremely badly so even just having 10 smart npcs it bogged down all servers and players quite alot
The NPCs in the old redead were badly coded, it's possible to have plenty of NPCs alive at any given time now.
Garry broke SNPCs for the time being so i can't do anything until he fixes it. Until then i'm just making changes to everything else.
twoski sorry for this stupid question: but your running a server with " ReDead ? " i've seen this project a few month's ago and i think its awesome .... =D how is going ? Complete % ?
like: " test server ? "
There won't be a test server until Garry fixes SNPCs.
As for completion, it'll be ready to play as soon as GM13 ships. I'm basically just tweaking things and making small adjustments.
I don't have a lot of time to post so I will post most later but one idea I had was to let admins choose what type of zombies spawn so that if they wan't a walking dead type server they can just use the slow ones. I mainly want to disable the poisonous ones cause they just seem too unrealistic to me. I realize zombies are unrealistic but I think the poisonous ones over due it. I plan on opening a server with this once you release it but it would be cool without the poisonous zombies.
so you want reDead with out reDead
you can customize the waves easily but i personally think it's fine as it is. If you made it so there were only slow zombies then the humans would win every game.
Heres the hammer stuff
[URL="http://www.mediafire.com/?jbpf7gll5gvpa1l"]Download[/URL]
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