NLOWZSP - Requires Help

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Llewellyn
Forum Regular
Posts: 578
Joined: Mon Jul 02, 2012 7:12 am

RE: NLOWZSP - Requires Help

#41

Post by Llewellyn » Wed Jul 18, 2012 3:07 am

I can help with any complicated Decorate or ACS hacks if ya want.
I've just been making random experimental gamemodes for the past couple days using gross hacks because of just how feature-incomplete modding is in the grand scale of things. It seems that any cool effect or object literally REQUIRES a horrible hack of some sort.

User avatar
Conmon
 
Posts: 74
Joined: Sun Jun 17, 2012 5:45 pm

RE: NLOWZSP - Requires Help

#42

Post by Conmon » Wed Jul 18, 2012 3:17 pm

If anyone can help think/code a way to keep the game from getting laggy, that would be very helpful - maybe spawning/removing zombies (except like boss fight characters) depending on where players are in relation to it. Also, I need to change the zombie spawners - they should be all over the place, but they shouldn't spawn as much as they do. There needs to be plenty of zombies during the day, none spawn at dusk, they spawn a lot at dark, and hardly at all at dawn. As it is right now, they spawn nonstop throughout the whole day, and by night I can't imagine anyone surviving with what little ammo there will be ingame. (Unless you used cheat codes!!! ... which I did..)

Llewellyn
Forum Regular
Posts: 578
Joined: Mon Jul 02, 2012 7:12 am

RE: NLOWZSP - Requires Help

#43

Post by Llewellyn » Wed Jul 18, 2012 5:10 pm

Conmon wrote: If anyone can help think/code a way to keep the game from getting laggy, that would be very helpful - maybe spawning/removing zombies (except like boss fight characters) depending on where players are in relation to it. Also, I need to change the zombie spawners - they should be all over the place, but they shouldn't spawn as much as they do. There needs to be plenty of zombies during the day, none spawn at dusk, they spawn a lot at dark, and hardly at all at dawn. As it is right now, they spawn nonstop throughout the whole day, and by night I can't imagine anyone surviving with what little ammo there will be ingame. (Unless you used cheat codes!!! ... which I did..)
Basically what you should do is place the spawners around the map and categorize them by TID (the ones in this area are 10000-10100 etc) then you can have the script figure out which areas players are in and spawns zombies accordingly in those areas only. Assign spawned zombies with TIDs that have to do with the area they spawn in. Then when players leave certain areas, you can slowly kill off the zombies with certain TIDs until a maximum is established (like 10 or whatever in each area) so that way if a player runs into an area there isn't ZERO zombies, and zombies can start spawning again.

Have the script that does your day/night time set a global variable like "Time = 5" the higher the number more zombies will spawn. So Afternoon would be 0, midnight would be 5.
Then your zombie Spawner script will change the maximum number of zombies in each area like this or something:

Code: Select all

for (int x = 0; x < NumberOfAreas;++x)
if (AreaHasPlayers(Area[x]))
	ActiveZombies(Area[x],5*Time);
else
	ActiveZombies(Area[x],2*Time);
Last edited by Llewellyn on Wed Jul 18, 2012 5:13 pm, edited 1 time in total.

User avatar
Dark-Assassin
Maintenence Crew
Posts: 968
Joined: Fri May 25, 2012 4:25 am

RE: NLOWZSP - Requires Help

#44

Post by Dark-Assassin » Wed Jul 18, 2012 6:29 pm

Hece wrote:
Ivan wrote: They both look like they need more work, the angle seems off on shovel and on bottle... his thumb seems to have "gotten into" that bottle, somehow.
I agree, but my skills aren't there yet.

but the thumb is just twisted magically around the neck :33
Image
See?

But yeah it's not that good.
The thumb isn't twisted, it's missing.
That is a finger.
❗ Don't message me for technical or moderation support.
❔ Use the relevant support channels instead.

User avatar
Conmon
 
Posts: 74
Joined: Sun Jun 17, 2012 5:45 pm

RE: NLOWZSP - Requires Help

#45

Post by Conmon » Thu Jul 19, 2012 12:39 am

I'm not sure I like that bottle too much anyways... I can make some sprites myself - I was thinking of using a less saturated version of the Action Doom 2 whiskey bottle.

User avatar
Ænima
Addicted to Zandronum
Posts: 3579
Joined: Tue Jun 05, 2012 6:12 pm

RE: NLOWZSP - Requires Help

#46

Post by Ænima » Thu Jul 19, 2012 12:46 am

New idea: Item combination.

Example: If a player has in his inventory a bottle and a gas jug, he can make a molotov. (It's assumed that he tears a piece of cloth from his shirt, and he's a smoker/toker so he always has his trusty lighter with him.)

Btw I mixed a few sounds for you to use. I noticed that most of the guns share sounds (bad ones too). I'll send those when all of them are ready.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
Image

User avatar
Conmon
 
Posts: 74
Joined: Sun Jun 17, 2012 5:45 pm

RE: NLOWZSP - Requires Help

#47

Post by Conmon » Thu Jul 19, 2012 4:54 pm

Ænima wrote: New idea: Item combination.

Example: If a player has in his inventory a bottle and a gas jug, he can make a molotov. (It's assumed that he tears a piece of cloth from his shirt, and he's a smoker/toker so he always has his trusty lighter with him.)
So, would it be automatic? Like as soon as you pick up the bottle it makes a molotov? Or do you have to find a workbench to make one?
Ænima wrote:Btw I mixed a few sounds for you to use. I noticed that most of the guns share sounds (bad ones too). I'll send those when all of them are ready.
:sad: Alright!

User avatar
Ænima
Addicted to Zandronum
Posts: 3579
Joined: Tue Jun 05, 2012 6:12 pm

RE: NLOWZSP - Requires Help

#48

Post by Ænima » Sun Jul 22, 2012 3:20 am

Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
Image

User avatar
Conmon
 
Posts: 74
Joined: Sun Jun 17, 2012 5:45 pm

RE: NLOWZSP - Requires Help

#49

Post by Conmon » Sun Jul 29, 2012 4:47 pm

Alright, it's been effing forever, but I'm finally back on my Doom computer, and I've started mapping again. About 10-15% of the map is done! Also, I've changed the player walk/run/sidestep speeds to more realistic values, and fixed the machete so it actually has range now (before, the range of the weapon was about 25, now it's 65).

User avatar
Frits
Forum Regular
Posts: 298
Joined: Fri Jun 01, 2012 9:04 pm

RE: NLOWZSP - Requires Help

#50

Post by Frits » Sun Jul 29, 2012 6:42 pm

You should get some better sounds for the zombies as well. In the sounds the zombies make in the topic video are rather funny instead of scary.

Except for that bitching, looking nice.

Mentlegen
New User
Posts: 7
Joined: Fri Jul 06, 2012 11:15 am

RE: NLOWZSP - Requires Help

#51

Post by Mentlegen » Mon Jul 30, 2012 9:12 am

Conmon wrote: Alright, it's been effing forever, but I'm finally back on my Doom computer, and I've started mapping again. About 10-15% of the map is done! Also, I've changed the player walk/run/sidestep speeds to more realistic values, and fixed the machete so it actually has range now (before, the range of the weapon was about 25, now it's 65).
.....holy...crap......MORE MAP.......WOOOO! :razz: :razz: :razz: :razz: :razz: :razz:

BoxcarRacer
New User
Posts: 8
Joined: Sat Jul 07, 2012 9:30 am

RE: NLOWZSP - Requires Help

#52

Post by BoxcarRacer » Wed Aug 01, 2012 6:13 am

Conmon wrote: Alright, it's been effing forever, but I'm finally back on my Doom computer, and I've started mapping again. About 10-15% of the map is done! Also, I've changed the player walk/run/sidestep speeds to more realistic values, and fixed the machete so it actually has range now (before, the range of the weapon was about 25, now it's 65).
That's really awesome!

Virtue
 
Posts: 82
Joined: Wed Aug 01, 2012 1:52 pm
Location: UK

RE: NLOWZSP - Requires Help

#53

Post by Virtue » Wed Aug 01, 2012 2:17 pm

Frits wrote: You should get some better sounds for the zombies as well. In the sounds the zombies make in the topic video are rather funny instead of scary.

Except for that bitching, looking nice.
I have some decent zombie sounds, well, they are readily available, theyre from Diablo II and a half life mod called They Hunger (a zombie mod)

Tosen
 
Posts: 39
Joined: Fri Jun 01, 2012 8:45 pm
Location: Playboy Mansion

RE: NLOWZSP - Requires Help

#54

Post by Tosen » Mon Aug 06, 2012 4:48 am

I dont want to be an unoriginal idiot by telling you to rip sprites, but these sprites might be useful to rip:


http://spriters-resource.com/pc_compute ... heet/30646
http://spriters-resource.com/pc_compute ... heet/30721
http://spriters-resource.com/pc_compute ... heet/43193

Theres probably tons of other sprites you can find on that site.

User avatar
Conmon
 
Posts: 74
Joined: Sun Jun 17, 2012 5:45 pm

RE: NLOWZSP - Requires Help

#55

Post by Conmon » Wed Aug 08, 2012 6:14 pm

Tosen wrote: I dont want to be an unoriginal idiot by telling you to rip sprites, but these sprites might be useful to rip:


http://spriters-resource.com/pc_compute ... heet/30646
http://spriters-resource.com/pc_compute ... heet/30721
http://spriters-resource.com/pc_compute ... heet/43193

Theres probably tons of other sprites you can find on that site.
The first one if I remember correctly is already in NLOWZSP - not as a zombie but as one of the psychopaths you encounter in the city. I might put the second one in as like a forest zombie or something, but I don't know how I feel about that last one...

Tosen
 
Posts: 39
Joined: Fri Jun 01, 2012 8:45 pm
Location: Playboy Mansion

RE: NLOWZSP - Requires Help

#56

Post by Tosen » Wed Aug 08, 2012 10:13 pm

Like I said those are just a few I pulled off that site theres probably tons more lying around there

Post Reply