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40oz
 Official Sponsor

Joined: 03 January 2004
Posts: 1797
10 June 2009 17:27 (UK time)

ZOMBIES

Ah great another zombie mod. We really just aren't that original.

Okay this is the scoop. Upon your travels to your vacation to to the beach, you manage to stream across an eerily silent town. It's almost like a ghost town. You arrive at a gas station to fill up your pickup.

CRASH

The windows of the adjacent building shatter! Guess what's behind em? A bunch of dirty rotten bloody mentally unstable cannibals we know as zombies! In a panic you pull the nozzle out of your gas tank, trying to unlock your door, fumbling with the keys desperately trying to escape. You get in, start the engine and floor it. Desperately seeking out shelter, you arrive at the town shopping mall where you can hide, get emergency supplies and build a safehouse. Once inside the doors lock shut behind you. Don't as me why. The only way to get out is to kill 1000 zombies. Again, don't ask me why.

To the left of you, is a sports store. You make a dash to the entrance. In front of you lies shelves. Golf Clubs, Baseball bats, Basketballs, Hockey Sticks, Bowling Balls, etc. Take your pick. They are ALL weapons. Across from the sports store is an internet cafe. Chairs, tables, laptops, computer monitors... ALL weapons.

Okay so if you can't tell already, the theme of this mod is to slay zombies with anything and everything you can get your hands on. No matter how deadly or unorthodox it is. Some weapons are much more handy than others. (Sports equipment is more durable and easy to use, Trash cans and cash registers are fatal one hit kills but have a long rate of fire because they are heavy, etc.) The player has a limited inventory, only being allowed to hold four weapons at a time. Weapons get 'destroyed' after being used long enough so that the player will have to go to new stores to pick up more weapons. There are well over 100 weapons in the entire mod. Among the 100+ weapons, less than 10 of them are firearms. Some more hard to find than others. Objects that are way too large for the player to lift, such as soda machines, crates, tables, etc. can also be used to move in front of doorways to create barricades and block the passage of zombies. The mod consists of 9 maps (or "plazas"), all plazas have more than one exit which allows the player to access parts of the mall in varying directions. If you leave a plaza, you have the option to turn around and go back to the plaza you were just in. The entire mall is free roam, there is no one-set path for you to take. Similar to Ravagers of Time, but a little more organized. The player thrives off of snagging food from food courts and various concession stands to replenish health. The player will have to kill as many zombies as humanly possible all at the expense of the wares scattered around the shopping mall.

Progress on this mod started about a year ago. It was not intended to be this involved at the time. I was working on it on my own and dropped it for a long period of time. I later had hope to revive it, and started working with Parasait and Arezey to make it 10x better than I initially had in mind. We were planning the scripts and gameplay abilities at the time. I made a bunch of sprites and weapons and such. Only to get bored of the work and delay working on it again.

Two days ago Arezey reminded me of the mod and we gained interest to continue working on it. LOTS of progress was made in the past two days. Currently our biggest hurtles are assigning varying properties to all the weapons and projectiles, making them behave the way they should in real life. We need to get our 9 maps done, and we need to write our scripts.

Currently, about 55% of the mod is done. Maps and scripts being a majority of what's left.

The mod team consists of Arezey, Parasait, and I.

We don't have a set release date, but I intend to get as much work done on this as soon as possible so as not to drop this project on hiatus again. We are eager to get this thing finished. If you have any questions concerning gameplay mechanics and scripts, feel free to ask, the three of us will be happy to explain.
*Papercut
Pro-Murder.
Legalize Crime.


Edited: 10 June 2009 17:30


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hirmuolio

Joined: 11 November 2008
Posts: 41
10 June 2009 19:07 (UK time)

I can't believe what i'm reading here :-O. 100+ weapons... Amazing. And over half done. I hope you get it ready soon.
linkkivaa


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ParaSait

Joined: 26 June 2007
Posts: 1304
10 June 2009 19:15 (UK time)

This project has been going on for ages. It's about time we announced it ;)

Also I can tell you that this mod will almost completely work on advanced, intensive scripts, like interconnection of many maps as if it were one map! Also, a real-time day & night system will be implemented.

See it as some sort of "experimental" mod. And it's going to ROCK :D


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mp
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Joined: 06 February 2005
Posts: 668
10 June 2009 19:35 (UK time)

d(^^,) sounds like fun, and it'll be definitly the most awesomenessest mod ever for m2 (^^,)(^^,)
heh 100 weapons, incredible :choc
益田ペティックス / Masuda Petikkusu / PetiX

   Meteor FE mp ver    - An updated MeteorFE by me.
   MPSF                  - Masuda Petikkusu / ParaSait forum.
   MPSIRC             - MPS forum's irc channel.
   CubeRace        - If you want some wtf (an old game by me).


Edited: 10 June 2009 19:36


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40oz
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Joined: 03 January 2004
Posts: 1797
11 June 2009 03:14 (UK time)

I'm not even joking either. I spent hours just looking around in my basement and in local shopping centers looking for things that I can carry and potentially kill someone with if I tried hard enough. I'd post a screenshot or two but currently we have no maps besides some test maps for the weapons, which isn't really anything for show.

But yeah, because of the outrageous number of weapons at your disposal, replay value should be particularly high, which is what I'm aiming for.
*Papercut
Pro-Murder.
Legalize Crime.


Edited: 11 June 2009 03:21


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DarkRain

Joined: 01 March 2007
Posts: 1156
11 June 2009 05:43 (UK time)

Awesome news! I hope you will finish it soon. That was the surprise you were talking about on IRC. ;)
The Dark Age is upon us! Quake 2 mapmaker.


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Spy

Joined: 05 October 2007
Posts: 967
11 June 2009 11:39 (UK time)

Yeah right...
I was known as Naval War before.
My IRC username is Naval_War.


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arezey

Joined: 16 June 2005
Posts: 1552
11 June 2009 12:58 (UK time)

If you guys ever wondered what was that rabbits fad all about... ;P

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ParaSait

Joined: 26 June 2007
Posts: 1304
11 June 2009 13:33 (UK time)

In case you were wondering:

RABBITS = Rampage of the Angry, Bloodthirsty Beasts In The Shopping center :D


Edited: 11 June 2009 13:35


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DarkRain

Joined: 01 March 2007
Posts: 1156
11 June 2009 14:08 (UK time)

@ParaSait

:D
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40oz
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Joined: 03 January 2004
Posts: 1797
11 June 2009 15:53 (UK time)

Yeah I wasn't doing a good job keeping it all a secret, even though it was my intention not to announce it until it was somewhat near completion. But whatever, we're getting somewhere now.

A major hurtle I bumped into recently though, that I was not aware of before hand, was that objects are limited to 32 weapon mounts, which means currently the player cannot hold all the weapons I have planned for him. An email was send to James make us a patch that increases this number to something like 192 or 128.
*Papercut
Pro-Murder.
Legalize Crime.


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40oz
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Joined: 03 January 2004
Posts: 1797
12 June 2009 16:38 (UK time)

Progress has reached about 60% now. there's still some hurtles to climb. We managed to find a workaround for our weapon mounts limit, so relying on James to patch Meteor 2 is no longer a necessity.

I added a few extra weapons to make use of some good sounds I found.
*Papercut
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Legalize Crime.


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DarkRain

Joined: 01 March 2007
Posts: 1156
13 June 2009 07:11 (UK time)

@40oz

Awesome! Keep up the great work. ;)
The Dark Age is upon us! Quake 2 mapmaker.


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40oz
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Joined: 03 January 2004
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15 June 2009 22:25 (UK time)

We're not even joking about the number of weapons. Check the screenshot if you've got the slightest doubt.

Trust me, We, of the zombies development team just want to play this thing as much as you guys do.
Attached Files
 zombiesscreen.png (408.1 KB) PNG File

*Papercut
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Legalize Crime.


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Kemikls

Joined: 15 June 2009
Posts: 2
15 June 2009 22:27 (UK time)

Wow. How do you find the time to make 100+ weapons???? ah well. its gunna be worth the wait. sense ive heard how much of a fantastic modder you are.(^^,)
Call Me Pathetic...


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Canuck

Joined: 31 August 2007
Posts: 416
16 June 2009 01:02 (UK time)

Looks good. If you uploaded the original background, I could make that lettering look a little less... MS-paint-y, if you like. Sorta like this (look at the top of the 'B').
Attached Files
 NewZombieScreen.PNG (408.5 KB) PNG File




Time is a slippery fish... -- Once is happenstance, twice is coincidence, three times is enemy action. -- Elle arrętait le temps, au coin de Saint-Cathrine et Saint-Laurent... -- You weren't gonna stop for that, were you? -- The redder the light, the more the brakes! -- That's not you, you don't do that!
--
I spend fifteen days in solitary confinement
Digging a hole in the wall
There's no escape, they said you need re-alignment
--
Truthfully truthfully, I don't understand
Why the red light's turning on again




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DarkRain

Joined: 01 March 2007
Posts: 1156
16 June 2009 10:43 (UK time)

It looks great! ;)
The Dark Age is upon us! Quake 2 mapmaker.


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ParaSait

Joined: 26 June 2007
Posts: 1304
16 June 2009 10:44 (UK time)

Kemikls wrote:
Wow. How do you find the time to make 100+ weapons????
It took months, believe me ;D


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Spy

Joined: 05 October 2007
Posts: 967
16 June 2009 11:39 (UK time)

OMG, I just can't wait to play this!
I was known as Naval War before.
My IRC username is Naval_War.


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40oz
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Joined: 03 January 2004
Posts: 1797
16 June 2009 19:15 (UK time)

@Kemikls

Initially I just made a few good weapons, then saved one of them 100 times as a different filename, then changed it's properties around one by one until every one is somewhat unique.

@Canuck
Yeah that background picture is pretty bad. It's from an actual photo I found on the internet, so it's not even mine. I had planned to do a better version from scratch, still intending to do that sillhuoette style of a line of zombies in the background.
*Papercut
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Legalize Crime.


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Canuck

Joined: 31 August 2007
Posts: 416
16 June 2009 23:43 (UK time)

haha, yeah. Can't wait to play it.



Time is a slippery fish... -- Once is happenstance, twice is coincidence, three times is enemy action. -- Elle arrętait le temps, au coin de Saint-Cathrine et Saint-Laurent... -- You weren't gonna stop for that, were you? -- The redder the light, the more the brakes! -- That's not you, you don't do that!
--
I spend fifteen days in solitary confinement
Digging a hole in the wall
There's no escape, they said you need re-alignment
--
Truthfully truthfully, I don't understand
Why the red light's turning on again




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Spy

Joined: 05 October 2007
Posts: 967
17 June 2009 11:15 (UK time)

40oz wrote:
@Kemikls

Initially I just made a few good weapons, then saved one of them 100 times as a different filename, then changed it's properties around one by one until every one is somewhat unique.

@Canuck
Yeah that background picture is pretty bad. It's from an actual photo I found on the internet, so it's not even mine. I had planned to do a better version from scratch, still intending to do that sillhuoette style of a line of zombies in the background.


Hey! I could make that menuback if you want! I'm good at making menubacks ;)
I was known as Naval War before.
My IRC username is Naval_War.


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mp
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Joined: 06 February 2005
Posts: 668
17 June 2009 22:18 (UK time)

like this?:
http://www.jbserver.com/forums/attachments/13156_Outcasts.bmp
益田ペティックス / Masuda Petikkusu / PetiX

   Meteor FE mp ver    - An updated MeteorFE by me.
   MPSF                  - Masuda Petikkusu / ParaSait forum.
   MPSIRC             - MPS forum's irc channel.
   CubeRace        - If you want some wtf (an old game by me).


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Spy

Joined: 05 October 2007
Posts: 967
17 June 2009 23:42 (UK time)

@PetiX

Lol, definately not, I made that when I was 12. I can draw bette now.
I was known as Naval War before.
My IRC username is Naval_War.


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DarkRain

Joined: 01 March 2007
Posts: 1156
18 June 2009 05:40 (UK time)

@PetiX

Why haven't I seen that?
The Dark Age is upon us! Quake 2 mapmaker.


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ParaSait

Joined: 26 June 2007
Posts: 1304
18 June 2009 09:25 (UK time)

PetiX wrote:
like this?:
http://www.jbserver.com/forums/attachments/13156_Outcasts.bmp
It's... Pretty colorful in any case. :p


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ParaSait

Joined: 26 June 2007
Posts: 1304
18 June 2009 09:30 (UK time)

ParaSait wrote:
[quote=PetiX]like this?:
http://www.jbserver.com/forums/attachments/13156_Outcasts.bmp
It's... Pretty colorful in any case. :p[/quote]

@DarkRain
You did see it; You even commented on it:
Did you draw that on MS Paint?

Lol :p


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DarkRain

Joined: 01 March 2007
Posts: 1156
18 June 2009 11:05 (UK time)

@ParaSait

It seems I don't remember doing it! :D
The Dark Age is upon us! Quake 2 mapmaker.


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40oz
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Joined: 03 January 2004
Posts: 1797
18 June 2009 15:09 (UK time)

I have about fifty out of the one hundred some weapons done. I got a lot of stuff done last night. I found a way to implement blood decals. When you kill zombies, a blood splat sprite gets planted on the ground near where the zombie died. This occurs randomly. The trick was to use make blood into a powerup that can't be picked up.

I do apologise for how lousy this map looks, this is just a mockup test map that I use to test the weapons in. The final maps will looks much, much better I can assure you. Notice the blood decal sprites around all the dead zombies. In case you are wondering, Those are escalators near the top. Those are propane tanks along that top left wall, a shopping cart below them, those green circle things are umbrellas, and that's a lawn mower in the middle where the star is. All of those things can be used as driveable weapons.

Tell us how much our mod sucks.
*Papercut
Pro-Murder.
Legalize Crime.


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mp
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Joined: 06 February 2005
Posts: 668
18 June 2009 15:29 (UK time)

i love all of these 40oz-ish lil workaround tricks d(^^,)
well if you want to hear how much it sux too then the answer is just a bit. the mix of angle viewed terrain with the topdown objects is a bit weird but thats just a minor problem, still looks ok. ppl wont watch the gfx that much when they are in action, at least if the gameplay is awesome (which i assume to be true)
益田ペティックス / Masuda Petikkusu / PetiX

   Meteor FE mp ver    - An updated MeteorFE by me.
   MPSF                  - Masuda Petikkusu / ParaSait forum.
   MPSIRC             - MPS forum's irc channel.
   CubeRace        - If you want some wtf (an old game by me).


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Spy

Joined: 05 October 2007
Posts: 967
18 June 2009 15:59 (UK time)

Ok, it sucks very much! O_O Na, it's Ok.
I was known as Naval War before.
My IRC username is Naval_War.


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DarkRain

Joined: 01 March 2007
Posts: 1156
18 June 2009 17:16 (UK time)

@40oz

Great work! ;)
The Dark Age is upon us! Quake 2 mapmaker.


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Canuck

Joined: 31 August 2007
Posts: 416
21 June 2009 20:03 (UK time)

Hey, what was the workaround for the weapon-mounts limit? Cause if it makes life any simpler, you can usually overcome the limits for heath and speed and damage and that sort of stuff by just editing the file in notepad instead of in M2, it might work for the weapons as well.



Time is a slippery fish... -- Once is happenstance, twice is coincidence, three times is enemy action. -- Elle arrętait le temps, au coin de Saint-Cathrine et Saint-Laurent... -- You weren't gonna stop for that, were you? -- The redder the light, the more the brakes! -- That's not you, you don't do that!
--
I spend fifteen days in solitary confinement
Digging a hole in the wall
There's no escape, they said you need re-alignment
--
Truthfully truthfully, I don't understand
Why the red light's turning on again




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ParaSait

Joined: 26 June 2007
Posts: 1304
21 June 2009 23:01 (UK time)

@Canuck

Well, actually it doesn't work like that; It's entirely scripted.

What we infact do, is making a toolbar with buttons replacing the inventory. Whenever the player presses one of the buttons, the "weapon mode" is changed to the id of that weapon (so we can actually track which weapon he holds, allowing us to do more script trickies :p) en then take all his weapons (which is only one weapon) and then give him the weapon equivalent with the button he clicked.


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40oz
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Joined: 03 January 2004
Posts: 1797
24 June 2009 13:15 (UK time)

Canuck wrote:
Hey, what was the workaround for the weapon-mounts limit? Cause if it makes life any simpler, you can usually overcome the limits for heath and speed and damage and that sort of stuff by just editing the file in notepad instead of in M2, it might work for the weapons as well.


We tried. It causes M2 to crash on the initial loading screen.

We're working on a Demo of this mod at the moment. Hopefully we can get it released by next week. If not, the following week. But it's coming soon. Demo will feature one map, endless zombies, and a fraction of all the available weapons you will be able to use in the final release of the mod.
*Papercut
Pro-Murder.
Legalize Crime.


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DarkRain

Joined: 01 March 2007
Posts: 1156
24 June 2009 13:29 (UK time)

@40oz

Awesome! I'll be waiting for the demo impatiently. ;)
The Dark Age is upon us! Quake 2 mapmaker.


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Dthdealer

Joined: 10 March 2007
Posts: 450
25 June 2009 04:37 (UK time)

Hello all again!

This mod sounds amazing.
As a solution to using heavy objects to block doorways (if you already haven't though one up) is to make them vehicles on a waypath. To stop them turning, simply make the object model itself a invisible (pink) sprite and make the sprite that looks like the desired object (eg top view of a drink-dispenser) a weapon mount.

Possibly I could help with the menu back.
They create a wilderness and they call it peace ( Tacitus, 2nd century AD )
.: Want to turn any computer into your own by booting it off a USB stick? Get Puppy Linux :.
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Dthdealer

Joined: 10 March 2007
Posts: 450
25 June 2009 05:43 (UK time)

*attaching now* EDIT: Forum glitch: I can't edit my posts or attach files to them. Any help?
They create a wilderness and they call it peace ( Tacitus, 2nd century AD )
.: Want to turn any computer into your own by booting it off a USB stick? Get Puppy Linux :.
.: Seamonkey + Adblock Plus + Noscript + Web Developer :.


Edited: 25 June 2009 15:11


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Spy

Joined: 05 October 2007
Posts: 967
25 June 2009 15:10 (UK time)

@Dthdealer

Yup, this should be definately reported to James.
I was known as Naval War before.
My IRC username is Naval_War.


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Dthdealer

Joined: 10 March 2007
Posts: 450
26 June 2009 09:33 (UK time)

Dthdealer wrote:
*attaching now* EDIT: Forum glitch: I can't edit my posts or attach files to them. Any help?


Wait a second - how did I edit my post??? Wha?
They create a wilderness and they call it peace ( Tacitus, 2nd century AD )
.: Want to turn any computer into your own by booting it off a USB stick? Get Puppy Linux :.
.: Seamonkey + Adblock Plus + Noscript + Web Developer :.


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mp
 Official Sponsor

Joined: 06 February 2005
Posts: 668
26 June 2009 13:12 (UK time)

@currently thats impossible, tho mods (like spy) can edit lower ranked users (like your) post
益田ペティックス / Masuda Petikkusu / PetiX

   Meteor FE mp ver    - An updated MeteorFE by me.
   MPSF                  - Masuda Petikkusu / ParaSait forum.
   MPSIRC             - MPS forum's irc channel.
   CubeRace        - If you want some wtf (an old game by me).


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arezey

Joined: 16 June 2005
Posts: 1552
26 June 2009 13:59 (UK time)

You can edit your posts - the edit link is just missing. How to do it relies in changing the URL. In the URL there are post ids, and posting a new message is according to the URL like editing a post with an id -1. So you just need to change the -1 into the post you are editing. So just hit the "Quote" link, get the QuoteId= (which is your post ID), move the number from the &QuoteId= into ?PostId=, replacing the -1 there. Then just remove the &QuoteId= stub left and open the edited URL. You should see your own post now.

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DarkRain

Joined: 01 March 2007
Posts: 1156
26 June 2009 15:16 (UK time)

@arezey

That's a good idea but I think it should be fixed so that the edit button will not miss.
The Dark Age is upon us! Quake 2 mapmaker.


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Spy

Joined: 05 October 2007
Posts: 967
26 June 2009 20:19 (UK time)

@Dthdealer

Yup, I edited you're post. By the way, just re-post if you got something to add, I (Or someone)will join the posts eventually, I visit the forums often.
I was known as Naval War before.
My IRC username is Naval_War.


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ParaSait

Joined: 26 June 2007
Posts: 1304
26 June 2009 23:30 (UK time)

@Spy

Well then, will you please move everything here starting from DthDealer's "*attaching now*" post to the "bug related to the new moderating system" topic?

Arigatou gozaimasu (^^,)


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Dthdealer

Joined: 10 March 2007
Posts: 450
27 June 2009 06:31 (UK time)

Made a possible candidate for a menuback. Did the ISOMETRIC view of the original M2 ZOMBIES map (now not hosted anywhere) in GMAX. Rest done in the GIMP.

When the forums are fixed I will attach the source.

Lossless version at http://img34.imageshack.us/img34/7278/menubacks.png
They create a wilderness and they call it peace ( Tacitus, 2nd century AD )
.: Want to turn any computer into your own by booting it off a USB stick? Get Puppy Linux :.
.: Seamonkey + Adblock Plus + Noscript + Web Developer :.


Edited: 27 June 2009 11:07


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Spy

Joined: 05 October 2007
Posts: 967
27 June 2009 11:08 (UK time)

@ParaSait

I don't know, I can't really move posts to another thread.
I was known as Naval War before.
My IRC username is Naval_War.


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Dthdealer

Joined: 10 March 2007
Posts: 450
28 June 2009 09:22 (UK time)


They create a wilderness and they call it peace ( Tacitus, 2nd century AD )
.: Want to turn any computer into your own by booting it off a USB stick? Get Puppy Linux :.
.: Seamonkey + Adblock Plus + Noscript + Web Developer :.


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ParaSait

Joined: 26 June 2007
Posts: 1304
28 June 2009 12:45 (UK time)

@Dthdealer

Pretty nice image, tho the whole game takes place in a big shopping mall, not the player's lawn :p


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Spy

Joined: 05 October 2007
Posts: 967
28 June 2009 15:24 (UK time)

Hmm, yea. I think it's so that the own menuback is the best, most likely people who you ask, (Or don't) will make the menuback wrong or not the way you want. But hey, if 40oz likes this I don't wanna complain, I think it's pretty nice anyway.
I was known as Naval War before.
My IRC username is Naval_War.


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DarkRain

Joined: 01 March 2007
Posts: 1156
28 June 2009 16:10 (UK time)

@Dthdealer

Very good menuback. I like it. ;)
The Dark Age is upon us! Quake 2 mapmaker.


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40oz
 Official Sponsor

Joined: 03 January 2004
Posts: 1797
29 June 2009 01:20 (UK time)

Yeah, thanks but no thanks dthdealer, I actually did end up making the new background image about a day after i posted the screenshot of the background image, and I'm very much satisfied with it. Sorry I should have notified you earlier. They definitely make good promotion ads though haha
*Papercut
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Legalize Crime.


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Dthdealer

Joined: 10 March 2007
Posts: 450
11 July 2009 08:29 (UK time)

Any drewl-worthy updates?
They create a wilderness and they call it peace ( Tacitus, 2nd century AD )
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40oz
 Official Sponsor

Joined: 03 January 2004
Posts: 1797
12 July 2009 06:56 (UK time)

Oh yeah, I forgot you guys still wanted to play this. :p

I've been doing a lot of doom mapping lately. You can see some of my doom screenshots if you like. I'll get back into making a demo of this mod as soon as I can.
*Papercut
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Legalize Crime.


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Spy

Joined: 05 October 2007
Posts: 967
12 July 2009 21:29 (UK time)

You know that old Zombies menuback sucked even more than my Outcasts menuback! xD (No offence) I'm waiting hungrily for this mod! ;)
I was known as Naval War before.
My IRC username is Naval_War.


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DarkRain

Joined: 01 March 2007
Posts: 1156
13 July 2009 15:56 (UK time)

@40oz

I hope that you'll get it finshed soon. ;)
The Dark Age is upon us! Quake 2 mapmaker.


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PsYcHo

Joined: 06 November 2008
Posts: 7
14 July 2009 06:57 (UK time)

I guess that this mod will be the best of all what there are B-)

psycho coming!!!
All are wingbats only i´m plane


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Spy

Joined: 05 October 2007
Posts: 967
14 July 2009 11:51 (UK time)

@PsYcHo

Oh, welcome to the forums! (I'm so tired of saying that!) But you never know! I'm making a mod too, but I don't think it will be as good as this. :p
I was known as Naval War before.
My IRC username is Naval_War.


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DarkRain

Joined: 01 March 2007
Posts: 1156
14 July 2009 16:38 (UK time)

Welcome to the forums! I am also making a mod (The Dark Age). ;)
The Dark Age is upon us! Quake 2 mapmaker.


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PsYcHo

Joined: 06 November 2008
Posts: 7
14 July 2009 17:36 (UK time)

Thx Spy and Darkrain,sorry your mods im not see still,but can bee good too ;) good luck
psycho coming!!!
All are wingbats only i´m plane


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PsYcHo

Joined: 06 November 2008
Posts: 7
14 July 2009 17:44 (UK time)

And im making some meteor mods too and now i started new meteor mod Resident evil B-)
psycho coming!!!
All are wingbats only i´m plane


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Spy

Joined: 05 October 2007
Posts: 967
14 July 2009 19:05 (UK time)

@PsYcHo

Ok cool. Are you experienced in meteor modding or did you just start? It's not jsut map making you know. ;)
I was known as Naval War before.
My IRC username is Naval_War.


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DarkRain

Joined: 01 March 2007
Posts: 1156
14 July 2009 20:19 (UK time)

@PsYcHo

Thanks. Have you made Meteor mods before? Anyway, good luck. ;)
The Dark Age is upon us! Quake 2 mapmaker.


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PsYcHo

Joined: 06 November 2008
Posts: 7
15 July 2009 07:07 (UK time)

I made meteor mods before :),i use MeteorFE,but only can´t good making and using scripts only SE_GameMessage and some other,im find ScriptCommandList but cant make all of them for now,but i fast learning B-).And other i can good.(^^,)
psycho coming!!!
All are wingbats only i´m plane


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Spy

Joined: 05 October 2007
Posts: 967
15 July 2009 12:11 (UK time)

@PsYcHo

Ok, where are you from, if I may ask?
I was known as Naval War before.
My IRC username is Naval_War.


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PsYcHo

Joined: 06 November 2008
Posts: 7
15 July 2009 14:12 (UK time)

From Czech republick ;) why?
psycho coming!!!
All are wingbats only i´m plane


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Spy

Joined: 05 October 2007
Posts: 967
15 July 2009 14:46 (UK time)

@PsYcHo

Oh ok. I'm from Finland. Anyway, just ask me or anyone else if you need help with the mod! :)
I was known as Naval War before.
My IRC username is Naval_War.


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Canuck

Joined: 31 August 2007
Posts: 416
15 July 2009 17:44 (UK time)

Welcome to the machine... no, the forums! It's great that you're making a mod, I can help you out with some scripting if ya want.



Time is a slippery fish... -- Once is happenstance, twice is coincidence, three times is enemy action. -- Elle arrętait le temps, au coin de Saint-Cathrine et Saint-Laurent... -- You weren't gonna stop for that, were you? -- The redder the light, the more the brakes! -- That's not you, you don't do that!
--
I spend fifteen days in solitary confinement
Digging a hole in the wall
There's no escape, they said you need re-alignment
--
Truthfully truthfully, I don't understand
Why the red light's turning on again




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Spy

Joined: 05 October 2007
Posts: 967
15 July 2009 18:19 (UK time)

@PsYcHo

See? Everyone here is happy and helping overdosed hippie friends! (^^,)
I was known as Naval War before.
My IRC username is Naval_War.


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PsYcHo

Joined: 06 November 2008
Posts: 7
16 July 2009 05:56 (UK time)

ok thx,if i need help i certainly say it to you :)


psycho coming!!!
All are wingbats only i´m plane


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Spy

Joined: 05 October 2007
Posts: 967
16 July 2009 09:46 (UK time)

@PsYcHo

Allright
I was known as Naval War before.
My IRC username is Naval_War.


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Dthdealer

Joined: 10 March 2007
Posts: 450
25 July 2009 13:33 (UK time)

*bumps topic to re-instate community enthusiasm*
They create a wilderness and they call it peace ( Tacitus, 2nd century AD )
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ParaSait

Joined: 26 June 2007
Posts: 1304
25 July 2009 18:09 (UK time)

Heh ^^
Well to be honest we took a little break, but this project is far from abandoned (shinseina kamisama, that would be stupid after all the work we put in it yet :p)
I think we're going to continue the development if 40oz is ready.


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Erik

Joined: 16 August 2006
Posts: 374
10 August 2009 02:42 (UK time)

Zombies are a nice theme of a mod indeed ;)

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40oz
 Official Sponsor

Joined: 03 January 2004
Posts: 1797
13 August 2009 20:59 (UK time)

Here's some screenshots of some parts of the mall, minus the zombies. Scripts are still in progress, so we don't really have any visuals of the actual gameplay yet.

You guys deserve it.

Hallway leading out of Capital Square

A portion of Sunrise Square

Hardware Store


*Papercut
Pro-Murder.
Legalize Crime.


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Spy

Joined: 05 October 2007
Posts: 967
14 August 2009 13:09 (UK time)

Woohoo!
I was known as Naval War before.
My IRC username is Naval_War.


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Spy

Joined: 05 October 2007
Posts: 967
14 August 2009 13:11 (UK time)

Hey why can't I see the objects? They're invisible!
I was known as Naval War before.
My IRC username is Naval_War.


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40oz
 Official Sponsor

Joined: 03 January 2004
Posts: 1797
14 August 2009 19:57 (UK time)

I'm working on it!
*Papercut
Pro-Murder.
Legalize Crime.


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DarkRain

Joined: 01 March 2007
Posts: 1156
16 August 2009 14:24 (UK time)

Great screenshots! ;)
The Dark Age is upon us! Quake 2 mapmaker.


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ParaSait

Joined: 26 June 2007
Posts: 1304
24 August 2009 13:55 (UK time)

I will *possibly* have no internet the coming few days. If so, I'll try to get the demo script ready in the meantime, so when I come back the Zombies! Demo will be ready for release! \(^o^)/


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mp
 Official Sponsor

Joined: 06 February 2005
Posts: 668
26 August 2009 13:18 (UK time)

You dont have to make it fast, take all the time to make it (nearly) bugfree
tho would be nice to see it before m3 :D
益田ペティックス / Masuda Petikkusu / PetiX

   Meteor FE mp ver    - An updated MeteorFE by me.
   MPSF                  - Masuda Petikkusu / ParaSait forum.
   MPSIRC             - MPS forum's irc channel.
   CubeRace        - If you want some wtf (an old game by me).


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40oz
 Official Sponsor

Joined: 03 January 2004
Posts: 1797
26 August 2009 17:03 (UK time)

I'm pretty certain we'll have it before M3. I plan to spend a day or two checking to make sure all the weapon objects in the demo map give you the correct weapon, play around with the inventory, and ensure it's playability. The testing shouldn't take too long.
*Papercut
Pro-Murder.
Legalize Crime.


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DarkRain

Joined: 01 March 2007
Posts: 1156
30 August 2009 18:09 (UK time)

Great! I am looking forward to playing the mod! ;)
The Dark Age is upon us! Quake 2 mapmaker.


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ParaSait

Joined: 26 June 2007
Posts: 1304
10 September 2009 23:09 (UK time)

@40oz

Can I contact you on the irc some time? I'm currently stuck at the Z! demo script and I need your help (to tell me how it should work).


Oh and also...
@The impatient fans (^^,)

I've realised while designing the script, that if the demo script is ready then practically it won't take long to turn that into the final script (since most of the tech should already be in the demo).
Well, except day&night maybe, that *might* take a while if I didn't have enough lucky 7's :p
However, school is slowing it all down a lot (wow, 6'th year in secondary school really is a homework bomb x.X) but I promise I'll focus on it this weekend; I'll make the rest of my homework in advance tomorrow just for that. d(^^,)
In any case, it's coming! Slowly but surely!


Edited: 10 September 2009 23:17


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ParaSait

Joined: 26 June 2007
Posts: 1304
17 September 2009 21:48 (UK time)

@40oz

Heh... Sorry but there will be no die sound fix, since I just discovered there is no such thing as OnObjectTypeDie. xP

Unless the player object id is always the same? Then I could make it an OnObjectDie.


Edited: 17 September 2009 21:49


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Dthdealer

Joined: 10 March 2007
Posts: 450
18 September 2009 14:22 (UK time)

No, the player ID is generated on map load.

Try making the player object on the level itself and use SC_SetPlayerObjectId on it in OnMapStart so that the ID is a known number.

You can't use void SC_OnObjectDeath( SC_GetPlayerObjectID() ) ! I've tried similar things before.


They create a wilderness and they call it peace ( Tacitus, 2nd century AD )
.: Want to turn any computer into your own by booting it off a USB stick? Get Puppy Linux :.
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ParaSait

Joined: 26 June 2007
Posts: 1304
18 September 2009 16:49 (UK time)

@Dthdealer

Thanks, great idea!


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me_mantis[keens]

Joined: 26 September 2003
Posts: 1008
22 September 2009 08:14 (UK time)

@ ParaSait

This wouldn't work in MP.
Cuz if you respawned, then you'd hafta get anther object. It'd be messy.

Also, I was somewhat zombie today.
Attached Files
 Eye_widescreen.jpg (136.2 KB) JPEG Image File


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ParaSait

Joined: 26 June 2007
Posts: 1304
22 September 2009 19:16 (UK time)

@me_mantis[keens]

Almost nothing will work in MP. For example, what am I going to do with the exit position based start position? :)
Really, this mod isn't designed for MP at all cause of the very big script dependance. And scripts were always a bit wonky in MP anyway :S


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me_mantis[keens]

Joined: 26 September 2003
Posts: 1008
22 September 2009 23:24 (UK time)

well, I guess I'll just give up playing computer games then. =P

The mod does look fun though. Almost as fun as a mod where you'd get to be a zombie and fight the zombie bashing police force.

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ParaSait

Joined: 26 June 2007
Posts: 1304
26 September 2009 12:56 (UK time)

Well, I finally got myself into working on the scripts again :)
But umm...

@40oz
... I really need an onObjectTypeDie, otherwise I can't make scripted kill count and count the total zombies :S
The best thing we could do is ask James to implement that feature, I guess.
JAAAAAMES!


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me_mantis[keens]

Joined: 26 September 2003
Posts: 1008
26 September 2009 20:50 (UK time)

I know watcha 'r' talking about.
In Ravagers of Time, I just made it so you'd pick up an XP for each thing you'd take out.

Could you do this, and tally the number of zombies you collect?

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ParaSait

Joined: 26 June 2007
Posts: 1304
26 September 2009 22:40 (UK time)

Meh, I don't think so. Cause you're simply not going to have time and room to pick up "kills" (especially on the later days in the game). (^^,)
Besides, it's kind of unlogic there is an onObjectTypeEnter, but no onObjectTypeDie anyway ~X( I think onObjectTypeDie is an absolutely required feature in the next version. (Also for future mods)


Edited: 26 September 2009 22:43


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Dthdealer

Joined: 10 March 2007
Posts: 450
27 September 2009 04:09 (UK time)

Pride and Prejudice and Zombies

Make the zombies drop a powerup, and then make the powerup's sprite all magic pink and bigger than the screen (1024x1024 would be perfect). The second it is dropped it gets picked up by the player unless they killed the zombie at range.

WOOT! edit works!
They create a wilderness and they call it peace ( Tacitus, 2nd century AD )
.: Want to turn any computer into your own by booting it off a USB stick? Get Puppy Linux :.
.: Seamonkey + Adblock Plus + Noscript + Web Developer :.


Edited: 27 September 2009 04:13


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Dthdealer

Joined: 10 March 2007
Posts: 450
27 September 2009 04:21 (UK time)

BTW I can run diction and aspell on the briefing files if you want before you release.
They create a wilderness and they call it peace ( Tacitus, 2nd century AD )
.: Want to turn any computer into your own by booting it off a USB stick? Get Puppy Linux :.
.: Seamonkey + Adblock Plus + Noscript + Web Developer :.


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ParaSait

Joined: 26 June 2007
Posts: 1304
27 September 2009 12:42 (UK time)

@Dthdealer

Post #1: Awesome, great idea! That should do it d(^^,)
Post #2: Briefings? Heh... well, the very short how-to-play maybe. :p


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Spy

Joined: 05 October 2007
Posts: 967
28 September 2009 01:15 (UK time)

Step on it! Stop putting things before this project, or it will never finish. Same is happening to me with Carnage Galore. It starts to feel like you're slacking on the job, but oh well that's just me.
I was known as Naval War before.
My IRC username is Naval_War.


Edited: 28 September 2009 01:16


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DarkRain

Joined: 01 March 2007
Posts: 1156
28 September 2009 18:31 (UK time)

@Spy

I hope you will finish Carnage Galore soon. ;)
The Dark Age is upon us! Quake 2 mapmaker.


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ParaSait

Joined: 26 June 2007
Posts: 1304
30 September 2009 16:24 (UK time)

Bad News!

So you see, my laptop went defect; Problem with my screen. :(
That means basically that the Zombies! script will be delayed with 2-3 weeks (till my screen's fixed).
Sorry people.


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DarkRain

Joined: 01 March 2007
Posts: 1156
30 September 2009 18:20 (UK time)

@ParaSait

No problem! We can wait a little longer. ;)
The Dark Age is upon us! Quake 2 mapmaker.


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Dthdealer

Joined: 10 March 2007
Posts: 450
01 October 2009 07:57 (UK time)

@DarkRain

*murderous glance*
They create a wilderness and they call it peace ( Tacitus, 2nd century AD )
.: Want to turn any computer into your own by booting it off a USB stick? Get Puppy Linux :.
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Spy

Joined: 05 October 2007
Posts: 967
01 October 2009 13:56 (UK time)

Lol, DarkRain is over-positive. Well fine, but after it's fixed, no more delays.
I was known as Naval War before.
My IRC username is Naval_War.


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DarkRain

Joined: 01 March 2007
Posts: 1156
01 October 2009 19:24 (UK time)

@Dthdealer

:D
The Dark Age is upon us! Quake 2 mapmaker.


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ParaSait

Joined: 26 June 2007
Posts: 1304
02 October 2009 08:45 (UK time)

Don't worry, I'm gonna try to get the draft and the script from my hard disk; My screen still kinda works but it's really undoable to work on my computer for a long while. But just putting files on my usb stick should do it.
I'll finish the script at my dad then, it doesn't need that much work anymore. The problem though, is that I will not be able to test it there. So as soon as it's ready I'll mail it to 40oz and discuss the errors & bugs on the irc whenever he's there.


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me_mantis[keens]

Joined: 26 September 2003
Posts: 1008
03 October 2009 22:14 (UK time)

the giant sprite powerup thing is genius.=)

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40oz
 Official Sponsor

Joined: 03 January 2004
Posts: 1797
04 October 2009 05:44 (UK time)

Dthdealer wrote:
Pride and Prejudice and Zombies

Make the zombies drop a powerup, and then make the powerup's sprite all magic pink and bigger than the screen (1024x1024 would be perfect). The second it is dropped it gets picked up by the player unless they killed the zombie at range.

WOOT! edit works!


That is one godly idea.
*Papercut
Pro-Murder.
Legalize Crime.


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Spy

Joined: 05 October 2007
Posts: 967
04 October 2009 09:42 (UK time)

Kinda like my idea of hacking the map by putting huge sprites of magic pink, that appear black in the map. ;) But hey, don't the powerup make a pickup sound?
I was known as Naval War before.
My IRC username is Naval_War.


Edited: 04 October 2009 09:43


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ParaSait

Joined: 26 June 2007
Posts: 1304
04 October 2009 15:05 (UK time)

Spy wrote:
But hey, don't the powerup make a pickup sound?
Yep, it does: blank.wav :D


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Dthdealer

Joined: 10 March 2007
Posts: 450
05 October 2009 07:41 (UK time)

Thanks 40oz and me_mantis

Best of all the sprite will be only 100 kb big. I just checked by making it in the GIMP.
They create a wilderness and they call it peace ( Tacitus, 2nd century AD )
.: Want to turn any computer into your own by booting it off a USB stick? Get Puppy Linux :.
.: Seamonkey + Adblock Plus + Noscript + Web Developer :.


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arezey

Joined: 16 June 2005
Posts: 1552
05 October 2009 07:41 (UK time)

Dthdealer wrote:
Make the zombies drop a powerup, and then make the powerup's sprite all magic pink and bigger than the screen (1024x1024 would be perfect). The second it is dropped it gets picked up by the player unless they killed the zombie at range.


o_o

That's so crazy that it could even work. But M2 should still have a OnObjectTypeDie... :-/


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Dthdealer

Joined: 10 March 2007
Posts: 450
24 October 2009 02:33 (UK time)

*bump*

Any news or updates? My mouth is still watering from when this mod was announced..
They create a wilderness and they call it peace ( Tacitus, 2nd century AD )
.: Want to turn any computer into your own by booting it off a USB stick? Get Puppy Linux :.
.: Seamonkey + Adblock Plus + Noscript + Web Developer :.


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Spy

Joined: 05 October 2007
Posts: 967
24 October 2009 14:05 (UK time)

ParaSait told me that he left the rest of the script to arezey. C,mon everyone would like it ready! Stop slacking off, and do your job. (If you're slacking off)
I was known as Naval War before.
My IRC username is Naval_War.


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DarkRain

Joined: 01 March 2007
Posts: 1156
25 October 2009 14:47 (UK time)

I am waiting for this mod impatiently too. ;)
The Dark Age is upon us! Quake 2 mapmaker.


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Spy

Joined: 05 October 2007
Posts: 967
03 November 2009 18:28 (UK time)

Jesus, is this mod even gonna finish? If arezey keeps slacking off real fat like that it'll never be done!
I was known as Naval War before.
My IRC username is Naval_War.


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DarkRain

Joined: 01 March 2007
Posts: 1156
04 November 2009 18:42 (UK time)

@Spy

I am waiting impatiently for this mod too. But I'm sure Arezey does his best. Maybe he has been busy recently.
The Dark Age is upon us! Quake 2 mapmaker.


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