Improvements I'd like to suggest: Zombie saloon girls, first and foremost. Second, let players activate their use key to drop crates/booze/generators/tnt, instead of having to switch weapons. This is many a cause of tnt suicides. The axes, while functional, should probably be switched to small hatchets instead of two-handed fireaxes because of the way the models hold them (in one hand). Currently, the scoreboard is pretty useless, since there's no way to have a positive score and the rescuer/survivor tally is noted on the bottom of the screen. Maybe have points given for rescuers whenever they successfully retrieve the crate/booze/generator? Also, because of the way the zombies waddle when they move, I could never reliably get headshots. Do headshots do more damage, or is that just years of FPS tradition affecting my viewpoint?
I agree completely with the limed parts. Also I'm getting many of the bugs as well, pink and black textures, glowing crate and fast zombies in the underground, etc.
I play this since the release,and just now i realised that the truck has a honk! Awesome. Keep on the good work :P Oh yeah,more maps and zombie saloon girls plz.
[snip] Second, let players activate their use key to drop crates/booze/generators/tnt, instead of having to switch weapons. This is many a cause of tnt suicides.
Whoops! This should have been documented! Can't believe we forgot to add this to they keybinds menu.
bind a key to "impulse 105" - this will allow you to drop primary weapons and objectives. If you drop your primary, you can pick up a different primary off of the ground. TNT can be dropped just like any other picked up item with the +use key or thrown with +ATTACK1 ( left mouse ).
As for the scoreboard stuff - that will come later. We'll most likely give points per zombie killed and objectives retrieved. We may even work on some per-round titles and ratings for driving, headshots, favorite weapons, team killers, etc.
"physics" bugs where you become floaty and can jump over stuff - I believe this is related to the the speed changes that happen when you pick up/drop objectives. They're getting out of sync between client and server which causes the calculations to get all out of whack.
graphics glitches with purple/black checks and shiny stuff - all caused by cubemap issues in the map. You can supposedly rebuild these from the console. Not something I'm familiar with. Lacabra might shed some light on this.
[snip] Second, let players activate their use key to drop crates/booze/generators/tnt, instead of having to switch weapons. This is many a cause of tnt suicides.
Whoops! This should have been documented! Can't believe we forgot to add this to they keybinds menu.
bind a key to "impulse 105" - this will allow you to drop primary weapons and objectives. If you drop your primary, you can pick up a different primary off of the ground. TNT can be dropped just like any other picked up item with the +use key or thrown with +ATTACK1 ( left mouse ).
As for the scoreboard stuff - that will come later. We'll most likely give points per zombie killed and objectives retrieved. We may even work on some per-round titles and ratings for driving, headshots, favorite weapons, team killers, etc.
"physics" bugs where you become floaty and can jump over stuff - I believe this is related to the the speed changes that happen when you pick up/drop objectives. They're getting out of sync between client and server which causes the calculations to get all out of whack.
graphics glitches with purple/black checks and shiny stuff - all caused by cubemap issues in the map. You can supposedly rebuild these from the console. Not something I'm familiar with. Lacabra might shed some light on this.
Ah, will get right on that keybinding, thats lovely. Also the truck has a horn? What keybinding is that?
[snip] Second, let players activate their use key to drop crates/booze/generators/tnt, instead of having to switch weapons. This is many a cause of tnt suicides.
Whoops! This should have been documented! Can't believe we forgot to add this to they keybinds menu.
bind a key to "impulse 105" - this will allow you to drop primary weapons and objectives. If you drop your primary, you can pick up a different primary off of the ground. TNT can be dropped just like any other picked up item with the +use key or thrown with +ATTACK1 ( left mouse ).
As for the scoreboard stuff - that will come later. We'll most likely give points per zombie killed and objectives retrieved. We may even work on some per-round titles and ratings for driving, headshots, favorite weapons, team killers, etc.
"physics" bugs where you become floaty and can jump over stuff - I believe this is related to the the speed changes that happen when you pick up/drop objectives. They're getting out of sync between client and server which causes the calculations to get all out of whack.
graphics glitches with purple/black checks and shiny stuff - all caused by cubemap issues in the map. You can supposedly rebuild these from the console. Not something I'm familiar with. Lacabra might shed some light on this.
Ah, will get right on that keybinding, thats lovely. Also the truck has a horn? What keybinding is that?
Just press the right mouse button when on the truck.
I told you LaCabra, dumb people, such as Lagnar, don't know how to merge or overwrite files/folders
I think it would be a good idea to put some installation and update instructions in the OP.
Woah woah woah. I know exctally how to do it, as before the patch from yesterday I was playing no problem. I imagine the last 0.01% of the patch was not downloaded properly or something so im using a mirror for it.
So far everyone I've heard of complaining about this had extracted the rar to their shotgunsunrise folder, which is wrong.
I told you LaCabra, dumb people, such as Lagnar, don't know how to merge or overwrite files/folders
I think it would be a good idea to put some installation and update instructions in the OP.
Woah woah woah. I know exctally how to do it, as before the patch from yesterday I was playing no problem. I imagine the last 0.01% of the patch was not downloaded properly or something so im using a mirror for it.
So far everyone I've heard of complaining about this had extracted the rar to their shotgunsunrise folder, which is wrong.
The problem is it's difficult to accurately explain to people who've never done it before.
You can always take the ShotgunSunrise folder you extracted from the patch and put its contents into the steam\steamapps\sourcemods\ShotgunSunrise folder. If things aren't overwriting, something is wrong.
I told you LaCabra, dumb people, such as Lagnar, don't know how to merge or overwrite files/folders
I think it would be a good idea to put some installation and update instructions in the OP.
Woah woah woah. I know exctally how to do it, as before the patch from yesterday I was playing no problem. I imagine the last 0.01% of the patch was not downloaded properly or something so im using a mirror for it.
So far everyone I've heard of complaining about this had extracted the rar to their shotgunsunrise folder, which is wrong.
The problem is it's difficult to accurately explain to people who've never done it before.
You can always take the ShotgunSunrise folder you extracted from the patch and put its contents into the steam\steamapps\sourcemods\ShotgunSunrise folder. If things aren't overwriting, something is wrong.
There are instructions right there on the rar assuming people are using winrar. There's comments.
I also believe I have invented Shotgun Sunrise golf. Those bottles of booze on the railing on the drug store ledge rebound back after they're launched off. The axe sends them pretty far.
I tried rebuilding the cubemaps via "buildcubemaps" but the process hangs and crashes before finishing (it chokes on still frame of the final railroad tracks). Any idea what might be the cause?
I love this game enough to want to make a map for it, but I'm confused as to why the cubemaps are acting up in certain parts of ss_shotgun.
So have there been any thoughts of taking a page from Valve's playbook and only sending zombie height information when height changes?
Also I just switched my web server over to business-class cable for everything, instead of business-class DSL for serving plus consumer cable for downloads. So I now have like 1.5 mbit/sec upload instead of 640 kbit/sec, for $20 less per month. I want to put up another dedicated Shotgun Sunrise host.
For people running servers, how much bandwidth per player are you seeing, and for how many zombies on the map? Maybe I can support extra zombies -- I don't know.
mspencer on
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XBL Michael Spencer || Wii 6007 6812 1605 7315 || PSN MichaelSpencerJr || Steam Michael_Spencer || Ham NOØK QRZ || My last known GPS coordinates: FindU or APRS.fi (Car antenna feed line busted -- no ham radio for me X__X )
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80 MAX? I DEMAND 200!
I agree completely with the limed parts. Also I'm getting many of the bugs as well, pink and black textures, glowing crate and fast zombies in the underground, etc.
this would be cool
Whoops! This should have been documented! Can't believe we forgot to add this to they keybinds menu.
bind a key to "impulse 105" - this will allow you to drop primary weapons and objectives. If you drop your primary, you can pick up a different primary off of the ground. TNT can be dropped just like any other picked up item with the +use key or thrown with +ATTACK1 ( left mouse ).
As for the scoreboard stuff - that will come later. We'll most likely give points per zombie killed and objectives retrieved. We may even work on some per-round titles and ratings for driving, headshots, favorite weapons, team killers, etc.
"physics" bugs where you become floaty and can jump over stuff - I believe this is related to the the speed changes that happen when you pick up/drop objectives. They're getting out of sync between client and server which causes the calculations to get all out of whack.
graphics glitches with purple/black checks and shiny stuff - all caused by cubemap issues in the map. You can supposedly rebuild these from the console. Not something I'm familiar with. Lacabra might shed some light on this.
Ah, will get right on that keybinding, thats lovely. Also the truck has a horn? What keybinding is that?
Just press the right mouse button when on the truck.
right click mouse.
post here if people want it up, as I would like to see how it handles more than eight people with a bajillion zombies
I'd rather see how it handles 8 people with a bajillion zombies.
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
The setting is right there in the Create Server dialog, several servers I've been on cranked it up to 400 and it was awesome
So far everyone I've heard of complaining about this had extracted the rar to their shotgunsunrise folder, which is wrong.
seems to work fine from what I saw last night
too bad it doesn't seem to spawn more than a hundred near anyone
http://www.youtube.com/watch?v=_ThwY_NfEKQ
The problem is it's difficult to accurately explain to people who've never done it before.
You can always take the ShotgunSunrise folder you extracted from the patch and put its contents into the steam\steamapps\sourcemods\ShotgunSunrise folder. If things aren't overwriting, something is wrong.
then we'll crash it
Not HD yet. Similar to the other video above me. But has more awesome. Maybe.
What is the CVAR to adjust this? I'd like to be able to increase the number on the fly or default it in my server.cfg for my dedicated server setup.
default is 50, no matter what cabra says
An awesome slideshow.
I guess that makes sense.
It's 90 if your server's not dedicated jackass
edit: that is, if you start it through the create server dialog
repoast
but, id like to say that this game is super awesome
thank you guys
I love this game enough to want to make a map for it, but I'm confused as to why the cubemaps are acting up in certain parts of ss_shotgun.
I'll do some more comprehensive testing on it when I get home, but I figured I'd make poast about it until then.
Also I just switched my web server over to business-class cable for everything, instead of business-class DSL for serving plus consumer cable for downloads. So I now have like 1.5 mbit/sec upload instead of 640 kbit/sec, for $20 less per month. I want to put up another dedicated Shotgun Sunrise host.
For people running servers, how much bandwidth per player are you seeing, and for how many zombies on the map? Maybe I can support extra zombies -- I don't know.
XBL Michael Spencer || Wii 6007 6812 1605 7315 || PSN MichaelSpencerJr || Steam Michael_Spencer || Ham NOØK
QRZ || My last known GPS coordinates: FindU or APRS.fi (Car antenna feed line busted -- no ham radio for me X__X )