No offense, but why do you want to help if you dont like doing it?
Sarcasm man, I love this work. Some of those are going to require some ingenuity.
I've been finishing up school, lacabra. Music majors have to perform in front of the music professors for their final so I was practicing pretty hard. School's done and I'm not doing much so you guys should have yourselves a shotgun sound tonight if I'm diligent enough.
For footsteps do you want different sounds for different surfaces? I can't imagine stepping on sand would sound like stepping on marble would sound like stepping on wood, etc. A list of surfaces would be pretty rad if you want that.
You guys have made some amazing progress on this thing
Sorry I haven't been around to help but the past 3 months have been a clusterfuck
Can't wait to help beta test it though
Well, I personally thought the map looked spectacular, but Lord knows there have been many decisions with Shotgun Sunrise I wasn't sure about that turned out wonderful. Keep on truckin' is all I've got to say.
I didn't have much of an idea what I was going for when I began it so it ended up kinda more basic and whatnot than I want. Prototype map basically. The new one will be prettier, more detailed, make more sense and be more fun to play.
Given you're redesigning the map, will there be at least one point that encourages doing a jump with the truck into a huge group of zombies? Because that would be cool.
what about powering down a hill with a truckful of cowboys, booze, and guns, slamming on the nitrous and jumping into the back carriage of a moving train
what about powering down a hill with a truckful of cowboys, booze, and guns, slamming on the nitrous and jumping into the back carriage of a moving train
I am in the most time-consuming but fun stage of the mapmakin', I know the layout pretty much by heart and get to think of plausible excuses for it and make it pretty instead of just being a bunch of boxes.
Howdy folks. A new update is up on the FTP. SS_Update_10-06-2008.zip
Round intermissions and Auto-teams
During the first 15 seconds of a round, players will automatically be placed into either the Rescuer or Survivor teams. The first player will always be a Rescuer. Players will then alternate between Survivor and Rescuer until 2 survivors have been added. All players thereafter will be Rescuers. Players entering the game after the intermission is over will be placed into the Rescuer team and will be spawned into one of the available truck seats.
Lose conditions
The game now check if there are any players left on the Rescuer team. If all players are Survivors, a 15 second timer will start. If at least one player becomes a Rescuer before the timer expires, the timer will be reset. If not, the round is a loss. The map will then change to the next one in the cycle (mapcycle.txt in the root of the mod folder). Lose conditions are not checked until there is at least one player either on the Rescuer or Survivor team.
Primary Weapons
Players must now choose between the Shotgun and Winchester. Players cannot pick up both weapons, but may drop one to pick up another.
Winchester Zoom
The Winchester now has an alt-fire that zooms your view a bit. Hold down the alt-fire button to zoom.
Weapon selection
When players initially spawn, they will be presented with a weapon selection ui where they can choose between the Shotgun or Winchester. This menu can be brought up again with the "showpanel weaponselect" command in the console (you can bind it to a key). Players may change their primary weapon selection at any time, but the weapon will not be swapped until a truck supply box is used or the player respawns as a Rescuer.
Cowboy and Survivor models
The code now uses the new Cowboy and Survivor models created by Rem (models/cowboy1.mdl and models/survivor1.mdl). These models and their skins (no skin for the survivor model yet) are in the update.
Bots
Testing bots can now be spawned into the game using the "bot" console command. These bots don't do much. They will stop moving once they take damage. If they are killed, they will not respawn. Bots will be teamed according to the auto-team rules.
KupotheAvengerDestroyer of Cakeand other deserts.Registered Userregular
edited June 2008
So when's the alpha (or beta?) launch? anytime soon? i do love me some zombie fraggin cowboy themed violence and the progress you guys have made is amazing.
There may be a few other things I want to change, but compressing to .mp3 from 48khz, 24bit WAV made it impossible to hear the footsteps when the dude runs away.
I also need to find another hosting site that doesn't cut it short. Any suggestions?
I've been feeling pretty useless lately. All the major models seem finished with the exception of a new zombie model... which was being worked on by someone else who went MIA. So not really sure what the deal is there.
fuck it, I'll work on painting a new skin on that cowboy.
There may be a few other things I want to change, but compressing to .mp3 from 48khz, 24bit WAV made it impossible to hear the footsteps when the dude runs away.
I also need to find another hosting site that doesn't cut it short. Any suggestions?
I dig it where it's at. Since you're going with the repeating overall theme idea (which I think is a sweet idea) I think it'd be cool to hear the main jingle in a fast, upbeat (yay, we're running over zombies and it's FUN) type of song.
Posts
Sarcasm man, I love this work. Some of those are going to require some ingenuity.
I've been finishing up school, lacabra. Music majors have to perform in front of the music professors for their final so I was practicing pretty hard. School's done and I'm not doing much so you guys should have yourselves a shotgun sound tonight if I'm diligent enough.
For footsteps do you want different sounds for different surfaces? I can't imagine stepping on sand would sound like stepping on marble would sound like stepping on wood, etc. A list of surfaces would be pretty rad if you want that.
Sorry I haven't been around to help but the past 3 months have been a clusterfuck
Can't wait to help beta test it though
I would like to try to paint a face for that model though.
Wanna buy me a 360?
i mean so gigantic that your table will groan under its immense weight
have you considered using two and linking them up to have a field of vision more akin to a spider than to a human?
have you?
but i have considered using eight and linking them up to have a field of vision more akin to a spider than to a human
Given you're redesigning the map, will there be at least one point that encourages doing a jump with the truck into a huge group of zombies? Because that would be cool.
i am having trouble finding a place for it
what about that
stop reading my mind
I never asked for this!
I am in the most time-consuming but fun stage of the mapmakin', I know the layout pretty much by heart and get to think of plausible excuses for it and make it pretty instead of just being a bunch of boxes.
Just to show that we're still doing stuff, here's Slapdash's latest post from the other forums! How rad's that?
my giger counter exploded
my skin is melting
it's pretty seriously fucking rad
Battlenet: Judgement#1243
psn: KupoZero
I put together a fairly final cut of my interpretation on the menu music!
http://media.putfile.com/Campfire-Menu-Music (putfile)
fyi, putfile cuts it short by about 20-30 seconds.
(for some reason it's giving me a Diablo vibe)
edit: oh my god that ending
I think this is love
There may be a few other things I want to change, but compressing to .mp3 from 48khz, 24bit WAV made it impossible to hear the footsteps when the dude runs away.
I also need to find another hosting site that doesn't cut it short. Any suggestions?
fuck it, I'll work on painting a new skin on that cowboy.
I dig it where it's at. Since you're going with the repeating overall theme idea (which I think is a sweet idea) I think it'd be cool to hear the main jingle in a fast, upbeat (yay, we're running over zombies and it's FUN) type of song.