Zombie HORDE - The mappack project! (11 / r27) 14/12/2015
- fr blood
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RE: Zombie HORDE - The mappack project! (8a / r6)
Ok Mr.man here is your weapon flaregun.wad, I edited it from the Western Shotgun in Realm 667 ( it's the best skin I found in my view, because the sprites of the real flaregun from all wads I seen are already used by the jackguns ).
The weapon's name is Flaregun, his number is 27855, added to slot 0 as you said, when you take it, you get 2 ammo ( it's the max ), zombies can't take it, the missiles do domage to zombies and not to humans, you need shot it to the sky to make the missiles drop his giant flares.
The only problems is, you can't see the ammo because of the new HUD options of the wad, if you want see it, deal it with Xsnake.
And if you want hear the jacksgun sound, load this file with zombie horde's files.
The weapon's name is Flaregun, his number is 27855, added to slot 0 as you said, when you take it, you get 2 ammo ( it's the max ), zombies can't take it, the missiles do domage to zombies and not to humans, you need shot it to the sky to make the missiles drop his giant flares.
The only problems is, you can't see the ammo because of the new HUD options of the wad, if you want see it, deal it with Xsnake.
And if you want hear the jacksgun sound, load this file with zombie horde's files.
Last edited by fr blood on Tue Jun 18, 2013 5:44 pm, edited 1 time in total.
RE: Zombie HORDE - The mappack project! (8a / r6)
I LUV U *.*fr blood wrote: Ok Mr.man here is your weapon flaregun.wad, I edited it from the Western Shotgun in Realm 667.
The weapon's name is Flaregun, his number is 27855, added to slot 0 as you said, when you take it, you get 2 ammo ( it's the max ), zombies can't take it, the missiles do domage to zombies and not to humans, you need shot it to the sky to make the missiles drop his giant flares.
The only problems is, you can't see the ammo because of the new HUD options of the wad, if you want see it, call it to Xsnake.
If you want hear the jacksgun sound, load this file with zombie horde.
Gratz on 500 posts! >.<
edit 1: oh, big bullet lol. NP, this looks awesome, thanks!
hmm, is there a possibility, that you can make it give light? and can you also make the light smaller?
Last edited by Mr.Man on Tue Jun 18, 2013 6:00 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (8a / r6)
The only problems is, you can't see the ammo because of the new HUD options of the wad, if you want see it, call it to Xsnake.
If you want hear the jacksgun sound, load this file with zombie horde.
Same problem with BAR, sadly. (But i'm going to make a text with RELOAD when there is 5 ammo or less in clip)
And btw, when you pick up a BAR in ZE19/ZE25, it dissapears in the next map.
Anyone knowns a solution on this? Becouse it stayed in some old versions... and the code from the BAR didn't really Change.
Code: Zh-Mappack8a.pk3 > Ze19 *V.number* .wad > DECORATE > Actor AutomaticRifle
If you want hear the jacksgun sound, load this file with zombie horde.
Same problem with BAR, sadly. (But i'm going to make a text with RELOAD when there is 5 ammo or less in clip)
And btw, when you pick up a BAR in ZE19/ZE25, it dissapears in the next map.
Anyone knowns a solution on this? Becouse it stayed in some old versions... and the code from the BAR didn't really Change.
Code: Zh-Mappack8a.pk3 > Ze19 *V.number* .wad > DECORATE > Actor AutomaticRifle
Last edited by Stiff on Wed Jun 19, 2013 7:03 am, edited 1 time in total.
RE: Zombie HORDE - The mappack project! (8a / r6)
Might be because xsnake programmed it like this. i mean, it should be normal that you carry it on, maybe he programmed all of your weapons to drop on map change.Stiff wrote:
Same problem with BAR, sadly. (But i'm going to make a text with RELOAD when there is 5 ammo or less in clip)
And btw, when you pick up a BAR in ZE19/ZE25, it dissapears in the next map.
Anyone knowns a solution on this? Becouse it stayed in some old versions... and the code from the BAR didn't really Change.
Code: Zh-Mappack8a.pk3 > Ze19 *V.number* .wad > DECORATE > Actor AutomaticRifle
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RE: Zombie HORDE - The mappack project! (8a / r6)
I suppose you are talking about dynamic lights, yeah I can make it, it's easy.Mr.Man wrote: hmm, is there a possibility, that you can make it give light? and can you also make the light smaller?
Here is the new link : flaregun.wad
The problem is from the side of dynamic lights, there is a limit, so if you want to see something like that, you need turn the side to the max from zandronum OpenGl options.
[spoiler]

RE: Zombie HORDE - The mappack project! (8a / r6)
Thanks alot blood. I'm figuring out how to mod weapons at the moment, so that i can at my twist to it.fr blood wrote:
I suppose you are talking about dynamic lights, yeah I can make it, it's easy.
Here is the new link : flaregun.wad
The problem is from the side of dynamic lights, there is a limit, so if you want to see something like that, you need turn the side to the max from zandronum OpenGl options.
[spoiler][/spoiler]
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RE: Zombie HORDE - The mappack project! (8a / r6)
Might be because xsnake programmed it like this. (c) dutch boi
Nah he didn't (i hope), and else... FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU
it should be normal that you carry it on, maybe he programmed all of your weapons to drop on map change. (c) dutch boi
Nah i only have 1 weapon
But if he really made this, i am going to ARGUE!!!!!!! :D
Nah he didn't (i hope), and else... FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU
it should be normal that you carry it on, maybe he programmed all of your weapons to drop on map change. (c) dutch boi
Nah i only have 1 weapon
But if he really made this, i am going to ARGUE!!!!!!! :D
Last edited by Stiff on Wed Jun 19, 2013 12:36 pm, edited 1 time in total.
RE: Zombie HORDE - The mappack project! (8a / r6)
i see no different reason why it woulnt, otherwise it would be a st00p1t glitch. AND DONT YOU CALL ME DUTCH BOI D:<
oh btw, i retextured the pickup sprite to make it fit the flaregun. I also asked stiff to make the bulp smaller and to give it light (i did that before you(blood) came with the update :L).
edit 1: with allw eapons, i mean all bars, ssg's that you get btw. Its the same thing witht he radio, it only stays that map.
oh btw, i retextured the pickup sprite to make it fit the flaregun. I also asked stiff to make the bulp smaller and to give it light (i did that before you(blood) came with the update :L).
edit 1: with allw eapons, i mean all bars, ssg's that you get btw. Its the same thing witht he radio, it only stays that map.
Last edited by Mr.Man on Wed Jun 19, 2013 2:47 pm, edited 1 time in total.
RE: Zombie HORDE - The mappack project! (8a / r6)
http://www.youtube.com/watch?v=rH0PKApA6kQ
here is a video of me using the flaregun. I will fix the red bulp and probably add more colours. The video also has 2 secrets, and i'm challenging you guys to find out what it is ;D
[spoiler]0:56 at the end of the cave
1:54 when you get into the controll room, to the left
in case you wonder, YES, they dissapear when you get in sight.[/spoiler]
here is a video of me using the flaregun. I will fix the red bulp and probably add more colours. The video also has 2 secrets, and i'm challenging you guys to find out what it is ;D
[spoiler]0:56 at the end of the cave
1:54 when you get into the controll room, to the left
in case you wonder, YES, they dissapear when you get in sight.[/spoiler]
Last edited by Mr.Man on Thu Jun 20, 2013 2:44 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (8a / r6)
Wow it looks like creepy :X
In my side I'm going to finish ZM14 for this weekend before the new update.
In my side I'm going to finish ZM14 for this weekend before the new update.
RE: Zombie HORDE - The mappack project! (8a / r6)
new update? well that was quick...fr blood wrote: Wow it looks like creepy :X
In my side I'm going to finish ZM14 for this weekend before the new update.
RE: Zombie HORDE - The mappack project! (8a / r6)
I guess it's up to Konar to use the latest builds or not. Personally, I don't mind.Edward-san wrote: Hi people. Did you guys try the mod with the latest zandronum beta build?
It's extremely important because that is the version closer to the v1.1 release. It will come out near if you have tested it with a public server and found no problems.
RE: Zombie HORDE - The mappack project! (8a / r6)
Today i've encountered a weird glitch. The texture of 2 sectors didnt load, and i'm not able to fix it for some reason. I had this before, and i was able to fix it by simply lower the sector. I did that in this one, but it didnt work. NOTE: video contains the glitch and an update for my map.
[spoiler]http://www.youtube.com/watch?v=rXjGeABXypw[/spoiler]
Edit: after some editing... i got it fixed :l
[spoiler]http://www.youtube.com/watch?v=rXjGeABXypw[/spoiler]
Edit: after some editing... i got it fixed :l
Last edited by Mr.Man on Sat Jun 22, 2013 1:06 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (8a / r6)
Nice mod, i like it
- fr blood
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RE: Zombie HORDE - The mappack project! (8a / r6)
Hellow, my exams are finish, and for begin I put this one here : ZM14
Xsnake, I think the overlapping problem is supposed to be fixed, and I've added more buildings, to fill the holes of the maps.
I let you enjoy the Kameleon :D.
Xsnake, I think the overlapping problem is supposed to be fixed, and I've added more buildings, to fill the holes of the maps.
I let you enjoy the Kameleon :D.
Last edited by fr blood on Sat Jun 22, 2013 1:59 pm, edited 1 time in total.
RE: Zombie HORDE - The mappack project! (8a / r6)
Nice map, got pretty shooked up by "mysty" xD. i did see a overlap on the door in the tower with the 3d floors, and di you ask ibm if you could use the rain? :bfr blood wrote: Hellow, my exams are finish, and for begin I put this one here : ZM14
Xsnake, I think the overlapping problem is supposed to be fixed, and I've added more buildings, to fill the holes of the maps.
I let you enjoy the Kameleon :D.
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RE: Zombie HORDE - The mappack project! (8a / r6)
It's him who helped me to add rain in my map.Mr.Man wrote: Nice map, got pretty shooked up by "mysty" xD. i did see a overlap on the door in the tower with the 3d floors, and di you ask ibm if you could use the rain? :b
Edit : Sorry but my english is shit, what do you mind about overlap ?
Edit :
I've an other update for ZE17.
- Added a funny secret.
- Added some details.
And for actually ZE14, I need more precision for the overlap ( bcose of my english :/ ).
Last edited by fr blood on Sat Jun 22, 2013 3:46 pm, edited 1 time in total.
RE: Zombie HORDE - The mappack project! (8a / r6)
ach jonge toch :DClanWor777 wrote: Nice mod, i like it
RE: Zombie HORDE - The mappack project! (8a / r6)
You mean zm14? :Pfr blood wrote:It's him who helped me to add rain in my map.Mr.Man wrote: Nice map, got pretty shooked up by "mysty" xD. i did see a overlap on the door in the tower with the 3d floors, and di you ask ibm if you could use the rain? :b
Edit : Sorry but my english is shit, what do you mind about overlap ?
Edit :
I've an other update for ZE17.
- Added a funny secret.
- Added some details.
And for actually ZE14, I need more precision for the overlap ( bcose of my english :/ ).
the tower in the map with the 3d floors in it, the door has an overlapped 3dfloor and normal floor. and for ze17, i keep spawning halfway in the map. Is that normal, and if yes, why?
Xrg, SHADDAP
edit 1: tall tower, i think there were 2 of them in the map. the first one has a flarebox in it, the other one 3d floors.
Last edited by Mr.Man on Sat Jun 22, 2013 5:03 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (8a / r6)
For ZE17, normally you spawn at begining with the last upgrate I've put.Mr.Man wrote: You mean zm14? :P
the tower in the map with the 3d floors in it, the door has an overlapped 3dfloor and normal floor. and for ze17, i keep spawning halfway in the map. Is that normal, and if yes, why?
And for ZM14 it's now fixed, thanks :)
Edit : Removed all weapons, because only armory can give weapons.
Edit : From my side I think these 2 maps are finished, so I'm gonna start to imagine a new story for others maps.
Last edited by fr blood on Sun Jun 23, 2013 1:57 pm, edited 1 time in total.