• Vein (2)
    263 replies, posted
[QUOTE=Johnny Guitar;39935300]the propane bomb doing something[/QUOTE] K. [editline]16th March 2013[/editline] v176 - Added a proper survival guide - Fixed electronic scrap throwing an error if found on a dead body - Added multi-use items! Check the "bandage" item to see how it's done. Clicking on one in the inventory will bring up a context menu (if the item only has one use, it works normally). - Added the ability to bandage another player with the bandage - Weapons holster upon entering a chair or bed; you can no longer unholster weapons in a chair or while asleep - If it's raining on a zombie, they don't see or hear players as well, making them easier to sneak by/avoid - Added GUI for dropdown menus/context menus - Fixed planks not positioning properly on some doors - Barricades now work slightly differently - should break planks when doors get below some points - Door health is now networked to joining players - Moved some config to a new zombies.lua config file
The hell? I'm just asking a question and I'm getting sarcastic replies. Is it removed or not?
[QUOTE=RandomPerson15;39937767]The hell? I'm just asking a question and I'm getting sarcastic replies. Is it removed or not?[/QUOTE] no, it is not removed.
[QUOTE=jack10685;39937823]no, it is not removed.[/QUOTE] Thank God....sorry, it's just that I don't take jokes or sarcasm well :/
It's an absolutely tremendous Gamemode; The only 'problem' I'm having is the 'Limitations' of the prop menu. I'm trying to place fences - but to do this I have to edit the LUA.
[QUOTE=Lethal92;39945386]It's an absolutely tremendous Gamemode; The only 'problem' I'm having is the 'Limitations' of the prop menu. I'm trying to place fences - but to do this I have to edit the LUA.[/QUOTE] just add in your own props; diss didn't want to add in every prop from hl2 and css cause its alot (or was too lazy) Its not that hard to do.
[QUOTE=Disseminate;39935588]If the modules have linux support, the gamemode does. [editline]16th March 2013[/editline] I'm avoiding physical items in the gamemode. They're laggy, easy to exploit and easy to lose, in ANY gamemode. [t]http://puu.sh/2iMbN[/t] [t]http://puu.sh/2iMdB[/t] [t]http://puu.sh/2iMek[/t] I made an OpenAura ESP a while back that showed where and what items were. You can do this in any gamemode, as scriptenforcer can be easily worked around. I then made a simple script that duplicated items that only worked because of lag: I can ask the server for the item faster than it can delete the item, thus giving me multiple copies (note that the gamemode itself had code to prevent this sort of thing). It still works in whatever the newest Conna script is. Admins are silly and items are easily lost in corners or under overhangs or similar small spaces. When items are a focal point of your gamemode (food, pain, damage, ammo, weapons etc being what they are) you absolutely cannot let this happen.[/QUOTE] lua_openscript_cl opendiss.lua :v:
This is the best thing since toasted bread. I'd really love to help see this to fruition, but I don't have a lot of cash. I've got some experience with 3D software and texturing though. Hammer editor too for that matter. If there's anything I can do, I'd be glad to help out.
server up :) 77.111.254.20:27015 Lets see how this works :D
[QUOTE=laxplayer77alt;39945415]just add in your own props; diss didn't want to add in every prop from hl2 and css cause its alot (or was too lazy) Its not that hard to do.[/QUOTE] It's laziness. There's thousands of props to sift through and I've got other things to do instead of copying and pasting model paths. :v:
Ya know I just realized that 3 of the ideas that have been added after I last played Vein were things I tried doing or RPed doing. 1. Attempted to make molotovs = molotovs added recently 2. RPed zombifying = an actual NPC will replace you..apparently. 3. RPed getting extremely sick from the rain = Getting sick is a feature now. Maybe if I play Vein again, I might see other coincidental stuff.
[QUOTE=LauScript;39880626]Rping combat is literally the stupidest thing ever. You always end up in an argument like "waaa u can't lift your gun that fast" If you rely on normal combat, no arguments, what happens happens and there is no arguimg whether what is possible or not[/QUOTE] I couldn't agree more. After years and years of serious roleplaying, and always roleplaying combat as it's typical the "right" thing to do, I've finally come to the conclusion that it really doesn't work. I'd say about 1 in 5 times it actually goes well, and that's only when one side is obviously outnumbered and has no choice but to play to lose. In a one versus one, I'd say about one in a hundred times one of either parties chooses to play to lose. And even if the person you're trying to roleplay fight against decides to powergame, it makes you look like a jackass for complaining about his powergaming, so often there's not much to do but go along with it and be powergamed.
Can it be played on Singleplayer, or is it better on Multiplayer? Also, this is a nice gamemode! (Altrough, i will play it now, i followed the gamemode trough media).
I've also got a server up. It's the only server on my box, so there should be no room for lag what-so-ever. I'm loving where this gamemode is going, I can't wait for the next release! 192.111.144.30:27015
[QUOTE=Matsilagi;40076832]Can it be played on Singleplayer, or is it better on Multiplayer? Also, this is a nice gamemode! (Altrough, i will play it now, i followed the gamemode trough media).[/QUOTE] You can play it in SP, but I got lonely.. so i'd suggest MP.
This gamemode was made quite nicely, you can see visible effort everywhere. Though playing it I got a recurring case of nothing. I could try and kill zombies and die, or I could completely ignore them and nothing would happen, you might want to make zombies just a tiny bit more dangerous.
[QUOTE=>>oubliette<<;40118645]This gamemode was made quite nicely, you can see visible effort everywhere. Though playing it I got a recurring case of nothing. I could try and kill zombies and die, or I could completely ignore them and nothing would happen, you might want to make zombies just a tiny bit more dangerous.[/QUOTE] it is automatically set so that the first hour of having your character (spending an hour in game), zombies don't attack you unless you strike first (so you can get ready for an onslaught).
[QUOTE=jack10685;40120645]it is automatically set so that the first hour of having your character (spending an hour in game), zombies don't attack you unless you strike first (so you can get ready for an onslaught).[/QUOTE] No, it's not. The only thing that happens in the first hour is that you a) cannot be infected, and b) cannot die permanently.
hello i like your vein bye!! :D :D
Running Server: [Working on Customization(s)] IP: 46.4.33.27:27031 Apologies for 'advertising'.
[QUOTE=Disseminate;40121336]No, it's not. The only thing that happens in the first hour is that you a) cannot be infected, and b) cannot die permanently.[/QUOTE] ehh, close enough. I was almost right.
v177 - Bugfixes, particularly with newbie protection + death/zombification - Added new whitelisted props: Barricades / Fences, Building Debris, Garbage Detail, Industrial / Construction - Moved playermodels & music into their own config files - Added precacheing to inventory items: should reduce lag when first opening inventory - Fixed bugs with character models: females were buggy as hell, as were custom models
For everyone's info, NextBot is going to revolutionize Vein's AI. - I'll be able to detect damage with ease: think knocking back zombies, or flinch gestures, like right clicking in L4D - No nodes: Any map ever will be able to run Vein with no nodes... and depending on how well coded it is, I might be able to remove the navigation module - linux servers will be available, and any map usable from the get go, zero configuration! - Less lag: Right now the cap's at 100 zombies iirc, if this happens the cap would probably be able to be raised to 1000 - the limit would no longer be ping, but the players' graphics card. - I will be able to add planned AI features like zombie avoidance areas and what have you. - More intelligent zombies will be coded. They'll be able to look for players and forget about them if another player runs by, for example. - Since there are no nodes, zombies will be able to walk in/to places they couldn't before. For example, they can walk off a bridge they spawn on and die, or if there's a bug where Vein spawns a zombie in a countertop or something, they can just climb off. - I can detect when zombies get stuck, i.e. in a prop or weird areas of the map, and remove/relocate/fix them. - I will be able to make NPC survivors that are realistic. This is a big one that I've wanted to do for a long time. Some will be hostile, some will be friendly, maybe even trading with you? Hell, I could make quests that friendly NPCs hand out! Who knows what the future holds.
Hell, I could make quests that friendly NPCs hand out! YES YES YES JESUS YES go on sweet prince in your knight horse
[QUOTE=Disseminate;40196088]For everyone's info, NextBot is going to revolutionize Vein's AI. - I'll be able to detect damage with ease: think knocking back zombies, or flinch gestures, like right clicking in L4D - No nodes: Any map ever will be able to run Vein with no nodes... and depending on how well coded it is, I might be able to remove the navigation module - linux servers will be available, and any map usable from the get go, zero configuration! - Less lag: Right now the cap's at 100 zombies iirc, if this happens the cap would probably be able to be raised to 1000 - the limit would no longer be ping, but the players' graphics card. - I will be able to add planned AI features like zombie avoidance areas and what have you. - More intelligent zombies will be coded. They'll be able to look for players and forget about them if another player runs by, for example. - Since there are no nodes, zombies will be able to walk in/to places they couldn't before. For example, they can walk off a bridge they spawn on and die, or if there's a bug where Vein spawns a zombie in a countertop or something, they can just climb off. - I can detect when zombies get stuck, i.e. in a prop or weird areas of the map, and remove/relocate/fix them. - I will be able to make NPC survivors that are realistic. This is a big one that I've wanted to do for a long time. Some will be hostile, some will be friendly, maybe even trading with you? Hell, I could make quests that friendly NPCs hand out! Who knows what the future holds.[/QUOTE] Can you make that when i baricading an door that Func_doors and Func_rotating_doors gets blocket by the baricades ? i mean that the doors dont go trough them. that would be fine. and when i barricade from side A and someone use the door from side B BUT use it so it gets open to side B that the door dosnt open because you barricade the door from the other side (A) ? and my other wish is can you make that zombies crawl trough windows like in this video ? [url]http://youtu.be/pTLNG54z_FI?t=1m1s[/url]
I can't do func_door/func_door_rotating. This is because prop_door_rotating props all have the same general size and shape, and func_doors/func_door_rotating might be too big or unwieldy etc for barricade props. I don't understand the second bit about side A vs side B. I can't do crawling because the zombies don't have crawl animations.
[media]http://www.youtube.com/watch?v=xKP2W45DtDQ[/media] As you can see the pinnacle of AI is here
[QUOTE=Disseminate;40209922][media]http://www.youtube.com/watch?v=xKP2W45DtDQ[/media] As you can see the pinnacle of AI is here[/QUOTE] Can't wait to take a look at the code!
Keep up the awesome work Diss! I can't wait to see nextbot implemented.
I know this is a stupid question, but how often do you find items in containers? Am I supposed to tweak the scripts, because I looked around and it looked in order. I searched high and low in tons of containers and they were all empty. Sorry for the stupid question.
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