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 Zombies '09 
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Post Re: Zombies '09
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zombie brain initial design.


Sun Nov 15, 2009 2:35 am
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Post Re: Zombies '09
Geti wrote:
[img]-Snip-[/img]
zombie brain initial design.

I have an idea for reviving the static, but it needs some lua, and AEmitters.

If person dies, spawn an unstaticable AEmitter that is triggered by the necro.


Sun Nov 15, 2009 2:47 am
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i have a better one, that just requires them to be made of flesh or similar, and scanning terrain pixels. i'll see if i can implement it now actually..


Sun Nov 15, 2009 3:03 am
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Post Re: Zombies '09
Geti wrote:
ProjektTHOR wrote:
2010 is coming up. Can we expect an update : ]
hahah, i laughed at the tag. yes, thats kind of a good excuse for a release date. zombies'10 is pretty close to zombies1.0 if you get my drift ;)

Sooo it's the fourth of 2010 is it too soon to ask when 1.0 or "Zombies'10" is coming?


Mon Jan 04, 2010 11:04 pm
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Hah. Well, as I've been away for 6 days without internet and I'm about to have another 2 weeks of that (much to my disgust) it probably is. I will release a bugfix version when it's done though, before we start adding new content. If you're lucky, and I'm motivated, I'll put the seeder in there as well.

STILL NEED SOMEONE TO DO THE AI FOR THESE GUYS, I DON'T HAVE THE TIME AT THE MOMENT PM ME IF YOU DO.


Mon Jan 04, 2010 11:36 pm
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Geti wrote:
Hah. Well, as I've been away for 6 days without internet and I'm about to have another 2 weeks of that (much to my disgust) it probably is. I will release a bugfix version when it's done though, before we start adding new content. If you're lucky, and I'm motivated, I'll put the seeder in there as well.

STILL NEED SOMEONE TO DO THE AI FOR THESE GUYS, I DON'T HAVE THE TIME AT THE MOMENT PM ME IF YOU DO.

The colossus looks very reminiscent of another entity, is it based off of the Necromantic Colossus.


Tue Jan 05, 2010 12:51 am
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Foa wrote:
The colossus looks very reminiscent of another entity, is it based off of the Necromantic Colossus.
SOMEWHAT INSPIRATION
I modified it for my means though, and added my own touches. It's a shame I didn't finish it in time actually, I might revisit it some time.


Tue Jan 05, 2010 3:04 am
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Very simple question, yet noone in this thread has answered it. Do the zombies in this mod infect enemy actors to make them zombies as well?

If so, awesome. If not, where can I get a mod that does that?


Tue Mar 16, 2010 4:01 am
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Post Re: Zombies '09
Koiro wrote:
Do the zombies in this mod infect enemy actors to make them zombies as well?

No, they do NOT infect enemy actors. That would be simply too unfair for the enemy team.

Koiro wrote:
where can I get a mod that does that?

Try Maxwelldoggums' Infecting zombies (viewtopic.php?f=61&t=15385),
Mail2345's Infectious zombies (viewtopic.php?f=61&t=14745),
or Mail2345's Zomborgs, which come with the mission (viewtopic.php?f=24&t=15580&hilit=zomborg).

All three of them are evil, in their own special way. Oh, and try looking at the thread DIRECTLY BELOW. No, I'm not angry, but try using the search button. Works wonders.


Tue Mar 16, 2010 4:17 am
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Zombies '10 however, there is both infection and resurrection.


Tue Mar 16, 2010 4:29 am
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Post Re: Zombies '09
Used the search button. But apparentally two searches in five minutes is WAY TOO MUCH for the server to handle. Or something. But every time I try to enter a new query I get 'You may not initiate a search so soon.'

EDIT: Forgot to add, I found Zombie cyborgs. and it's scary :0


Tue Mar 16, 2010 5:23 am
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So progress report on Zombies '10's development, Alpha, Beta~ eh?


Tue Mar 16, 2010 7:15 am
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Uh, complete overhaul.
Currently dumping all the content in this one and forking the idea of the zombies into something more fun.
Basically, weapons you'd expect to find on a farm nowadays, .22 rifles and 12GA shotguns, I might put a proper hunting rifle in there too. The shovel will likely make a reappearance with a bit more "whack", as will a tweaked molotov and frag grenade, as I'm mostly happy with them. I'll probably be removing my dependance on propriety sprites (SNK and Capcom) and we boiling down the zombie and resistance actors to more succinct forms. as of now, I only have planned 2-3 zombies and 1 type of resistance unit.
Gore system is more over the top than ever, though I have yet to reimplement organs and splash gibs.
Currently waiting on some sprites from contrary to go much further on the actors, might post some screencaps when I can be bothered, but I need to migrate the weapons and such so I'll get that done first.

Basically, it's all about balance and gameplay, as well as polished content. There will be scripted maps, probably a skirmish activity (If I can work out a pausible craft, I don't want corpserockets as I'm trying to keep map size down so it'll run on cheaper computers) and a lot of fun, hopefully. I don't want to bog myself down with 5 units on each side each with specialised this and that as I don't have time, with school, friends, this, my own games, a DF mod, music, art, and misc life stuff eating into that resource pretty heavily.


Tue Mar 16, 2010 8:26 am
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Post Re: Zombies '09
Geti wrote:
If I can work out a pausible craft

Could always go the route of invisible ships, or lua'd spawns.


Tue Mar 16, 2010 8:41 am
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Post Re: Zombies '09
You could make it spawn an animation of a hand extending from the earth, before a flash of light reveals the units.
Or a crypt type bunker module where all ordered zombies will appear.


Tue Mar 16, 2010 8:45 am
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