oc_waking_dead
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- prop_physics
- Posts: 128
- Joined: Fri Jan 05, 2007 11:34 pm
- Location: Bill Gate's bathroom
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- npc_combinegunship
- Posts: 782
- Joined: Tue Nov 07, 2006 12:03 am
- Location: Parent's Basement
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Well, currently the release date is Halloween, but I wouldn't mind doing a quick beta on Sunday sometime.Tono-Tako wrote:release date, beta, something?
i want coop zombie action.
I'm planning on including a lot of custom weapons - it mainly comes down to if I have the time to code them all. I'm going to try to get W0rf0x's scripted weapons in, and possibly one or two others on the forums. I'd like to use a bunch of CS:S weapons -> does anybody have scripted weapons for those? It'd be a lot easier and faster if someone knew the values of the refire/damage/etc of all the CS weapons.advice: use custom models for weapons, hl2 weapons are boring, use custom ones bspzipped, or scripted weapons.
get this map featured!
Send me your scripts!!
EDIT: Bah! I go to download CS:S so I can check out their models, and whaddya know, steam says it can't process my request! Grr....
Current projects: Return to City 17 and Rising Dead
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
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- npc_combinegunship
- Posts: 785
- Joined: Tue May 30, 2006 10:28 pm
- Location: Half-LIfe series Fan
dont use css weapons, cause people who dont have it, will have errors!DaMaN wrote:Well, currently the release date is Halloween, but I wouldn't mind doing a quick beta on Sunday sometime.Tono-Tako wrote:release date, beta, something?
i want coop zombie action.
I'm planning on including a lot of custom weapons - it mainly comes down to if I have the time to code them all. I'm going to try to get W0rf0x's scripted weapons in, and possibly one or two others on the forums. I'd like to use a bunch of CS:S weapons -> does anybody have scripted weapons for those? It'd be a lot easier and faster if someone knew the values of the refire/damage/etc of all the CS weapons.advice: use custom models for weapons, hl2 weapons are boring, use custom ones bspzipped, or scripted weapons.
get this map featured!
Send me your scripts!!
EDIT: Bah! I go to download CS:S so I can check out their models, and whaddya know, steam says it can't process my request! Grr....
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- npc_combinegunship
- Posts: 782
- Joined: Tue Nov 07, 2006 12:03 am
- Location: Parent's Basement
- Contact:
Well, I was planning on bspzipping 'em...Tono-Tako wrote:dont use css weapons, cause people who dont have it, will have errors!DaMaN wrote:Well, currently the release date is Halloween, but I wouldn't mind doing a quick beta on Sunday sometime.Tono-Tako wrote:release date, beta, something?
i want coop zombie action.
I'm planning on including a lot of custom weapons - it mainly comes down to if I have the time to code them all. I'm going to try to get W0rf0x's scripted weapons in, and possibly one or two others on the forums. I'd like to use a bunch of CS:S weapons -> does anybody have scripted weapons for those? It'd be a lot easier and faster if someone knew the values of the refire/damage/etc of all the CS weapons.advice: use custom models for weapons, hl2 weapons are boring, use custom ones bspzipped, or scripted weapons.
get this map featured!
Send me your scripts!!
EDIT: Bah! I go to download CS:S so I can check out their models, and whaddya know, steam says it can't process my request! Grr....
Last edited by DaMaN on Fri Oct 26, 2007 11:19 pm, edited 1 time in total.
Current projects: Return to City 17 and Rising Dead
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
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- npc_combinegunship
- Posts: 782
- Joined: Tue Nov 07, 2006 12:03 am
- Location: Parent's Basement
- Contact:
Tono-Tako wrote:oh... then go ahead...
Only trouble is i've gotta script 'em all
Oh well, we'll see how that goes. I've got most of the weekend to blow on this map.
EDIT: Ok, well I've added a few CS weapons. Unfortunately, the main difference between them all seems to only be the bullets they use and the rate they fire. (No "damage" property in scripted weapons yet.) It's ok, just that most of the weapons do the same damage to zombies, so... yea. Oh well. m249 still rocks.
(Actually, i've found the deagle to be most effective... go figure.)
EDIT2: Anyone know if it's possible to add in a custom melee weapon? It'd be so awesome to have a katana in the map... (If possible, in addition to a crowbar?)
Current projects: Return to City 17 and Rising Dead
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
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- npc_combinegunship
- Posts: 782
- Joined: Tue Nov 07, 2006 12:03 am
- Location: Parent's Basement
- Contact:
Another quick update to give:
I've got a bunch of new scripted weapons ("new" is a relative term) that are going into the map. Lots of neat stuff.
I would love to add a few custom melee weapons (like the katana), but I have no idea how I would go about doing that. If anyone knows how to do it or knows that it's impossible, let me know!
I spent a lot of time today working on the map, and it looks like it's going well - expect a late-sunday-night-or-later beta. Some parts haven't been working so I've cut them. *snip*. Other parts are working, so I kept 'em in.
My current progress has been updated on the first post.
Finally, ideally I'd like to get some voice acting. Let me know if you're interested, and I'll PM you the lines and context. (Mainly I'm looking for a few short 10 second clips to advance the storyline a little.)
I've got a bunch of new scripted weapons ("new" is a relative term) that are going into the map. Lots of neat stuff.
I would love to add a few custom melee weapons (like the katana), but I have no idea how I would go about doing that. If anyone knows how to do it or knows that it's impossible, let me know!
I spent a lot of time today working on the map, and it looks like it's going well - expect a late-sunday-night-or-later beta. Some parts haven't been working so I've cut them. *snip*. Other parts are working, so I kept 'em in.
My current progress has been updated on the first post.
Finally, ideally I'd like to get some voice acting. Let me know if you're interested, and I'll PM you the lines and context. (Mainly I'm looking for a few short 10 second clips to advance the storyline a little.)
Current projects: Return to City 17 and Rising Dead
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
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- prop_physics
- Posts: 128
- Joined: Fri Jan 05, 2007 11:34 pm
- Location: Bill Gate's bathroom
- Contact:
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- npc_combinegunship
- Posts: 782
- Joined: Tue Nov 07, 2006 12:03 am
- Location: Parent's Basement
- Contact:
Hot damn!! Who needs humans now?!? (aside from the mapper of course ). This is great! A little dry, but I can use it as a work-around for now.
Example:
http://192.20.225.55/tts/speech/78fcb44 ... b13cf7.wav
(I think the link's broken now, but it was a voice from the text-to-voice communication that said "Help, I'm trapped in a text-to-voice factory!")
I'll still keep some spots open if people really want to be a voice in the map .
Last edited by DaMaN on Sun Oct 28, 2007 7:56 pm, edited 1 time in total.
Current projects: Return to City 17 and Rising Dead
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
Also, check out my Blag: http://daman-amappersworld.blogspot.com/