English Zombie Plague 2D Suggestions (V1)

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20.10.09 08:23:49 pm
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Redefinder
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Why is survivor mode declined?What about bug report?
20.10.09 08:27:17 pm
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SQ
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redefinder has written:
Why is survivor mode declined?What about bug report?

Bug report...
Yes, its true. I will do something about it.
Anyway, I think you wont need respawn function anymore, because knockback bug will be fixed.

Survivor mod canceled because people wont play it, no one likes to be zombie.
To make them all zombies at once, its not fair!
21.10.09 01:39:51 am
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playa slaya
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Blazzingxx has written:
1. Playa Skaya using my saves/loads.
And new saves system will be better.


You spell playa slaya wrong and what about my suggestion do you like?
21.10.09 06:35:30 pm
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leoska
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Create so that it was possible to do in a config how many the zombie 1 it it becomes a little boring.
IMG:https://pp.userapi.com/c639325/v639325546/16590/N8rFaOx_ZXc.jpg
21.10.09 06:49:55 pm
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SQ
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Leo7755 has written:
Create so that it was possible to do in a config how many the zombie 1 it it becomes a little boring.

You mean configuration about how many zombies should be at start?


@playa slaya
playa slaya has written:
What about my suggestion do you like?

1st. X-Virus - accepted with some changes.
Suggestions Board has written:
√ Survivor item: Anti-Infection - 15 seconds. (Probably Will be Added) (By Playa Slaya)

2nd Your suggestion Declined.
21.10.09 06:58:56 pm
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leoska
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Blazzingxx, yes
IMG:https://pp.userapi.com/c639325/v639325546/16590/N8rFaOx_ZXc.jpg
21.10.09 07:22:23 pm
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SQ
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Leo7755 has written:
Blazzingxx, yes

Blazzingxx has written:
34. √ Configuration: How many zombies at start. (Probably Will be Added) (By Leo7755)
24.10.09 02:42:44 pm
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Dazh-0
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Bots(Zombie):Within range then attack(Causes lag, while there are players and bots in the server, and cause the players to be kick out, this occurs even the gore level is very low)

Infected: Increase delay time, as survivors need to escape.
24.10.09 03:04:16 pm
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SQ
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@Dash-0
Bots couse lag? It's not a script problem, impossible to fix that.

Delay time will be implemented into configuration, so it's more universal.
24.10.09 03:46:14 pm
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Admir
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hmm, from my post at here, we can change zombie setting right? Can we/hoster the server can change/add more extra item?
My curse will sail against the wind and enrage the earth.
24.10.09 04:30:19 pm
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SQ
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Admirdee has written:
hmm, from my post at here, we can change zombie setting right? Can we/hoster the server can change/add more extra item?

Yes, you will able to do:
• Add zombie class, remove zombie class.
• Add items, remove items.
• Change many others settings.
25.10.09 02:18:25 am
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Lee
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The knockback can be fixed by adding a collision file for each map. (This will be automated). For example, the collision file for de_cs2d would look something like


DE_CS2D - Collision Gradient

Code:
1
0,1 0,2 0,3 0,4 0,5 0,6 0,7 0,8 0,9 0,10 0,11 0,12 0,13 0,14 0,15 0,16 0,17 0,18 0,19 0,20 0,21 0,22 0,23 0,24 0,25 0,26 0,27 0,28 0,29 0,30 0,31 0,32 0,33 0,34 0,35 0,36 0,37 0,38 0,39 0,40 1,0 1,1 1,2 1,3 1,4 1,5 1,6 1,25 1,40 2,0 2,1 2,2 2,9 2,10 2,11 2,12 2,13 2,14 2,18 2,19 2,20 2,21 2,22 2,28 2,29 2,30 2,31[b]...[/b]


Graphical Mapogram
http://pastebin.com/f71ec101c


or de_dust

DE_DUST - Collision Gradient

Code:
1
0,35 0,36 0,37 0,38 0,39 0,40 0,41 0,42 0,43 0,44 0,45 0,46 0,47 0,48 0,49 0,50 0,51 0,52 0,53 0,54 0,55 0,56 1,35 1,38 1,39 1,40 1,43 1,44 1,56 2,35 2,38 2,39 2,43 2,44 2,56 3,35 3,56 4,35 4,36 4,56 5,35 5,36 5,37 5,40 5,56 6,35 6,36 6,37 6,42 6,46 6,47 6,48 6,49 6,53 6,54 6,55 6,56 6,57 6,58 6,59 6,60 7,35 7,42 7,46 7,60 8,35 8,40 8,41 8,42 8,46 8,48 8,49 8,50 8,51 8,52 8,53 8,54 8,55 8,60 9,35 9,40 9,41 9,42...


Graphical Mapogram
http://pastebin.com/f28d53ca5


Where you can separate the string via :split(" "), and for each x,y component, using :split(",")

And then you can just check whether the player's position falls within the gradient (simple table check) and then prevent further knockback if the player is in the gradient.
25.10.09 06:35:23 am
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Night Till Death
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Blazzingxx has written:
Admirdee has written:
hmm, from my post at here, we can change zombie setting right? Can we/hoster the server can change/add more extra item?

Yes, you will able to do:
• Add zombie class, remove zombie class.
• Add items, remove items.
• Change many others settings.


will that really be awailable? sounds awesome...
and what kind of settings we will be able to add? btw Bio Zombie has been planted
25.10.09 11:06:47 am
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SQ
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@Leegao, really thanks for map codes.
I was thinking about this idea, but it's not easy to make code for each map...
With tiles loading script it makes sever much slower. (Dunno why it happens, it loads too much of data somehow)

There is another option, Zombie Plague 1.1 wont be released very soon because I'm re-scripting it as well as my all scripts.
So I think wall detection I will use from new CS2D 0.1.1.6 functions.
> Lab suggestions.

Edit:
I look through my script and as you see I use this idea.
Table for each map. which makes load system.
Code:
1
knock_back = {["1-1"] = 1,["1-2"] = 1,["1-3"] = 1}


@NTD
Zombie Plague 1.1 will have about 35 - 40 options in configuration file.
It's better to be secret for now.
edited 1×, last 25.10.09 11:35:18 am
25.10.09 08:42:07 pm
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KaiserWilhelm
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Whenever you do decide upon a system for knock-back protection, please tell us mappers the specifics as how to generate and properly format the file. That way we can get working maps right away.
Sig lines are really dumb... Python, Dos Batch, Old Skool Basic
25.10.09 08:58:39 pm
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SQ
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I said, I will improve that system.
You wont need any file within map formats.
26.10.09 01:03:20 am
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Lee
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it's actually possible to generate the collision gradient ingame and then cache it, I will post an example later

Edit:
Here's the output of the code running in lua, parses everything possible from a map including tiles, modes, collision zones, entities, and all of the metadata about the file.

Output:
http://pastebin.com/f7c0d6ee6

Code:
http://pastebin.com/f33323412

Implementation of http://unrealsoftware.de/lab_cat.php?cat=7&entry=499&filter=#entry499 could look something like this

Code:
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require "map"

current_map = Map:new("maps/"..map("name")..".map")

function tile(x,y,prop)
     local args = {}

     args.entity = current_map.entities [x] [y]
     args.tile = current_map.tiles[x] [y]
     args.mode= current_map.modes[x] [y]
     args.collision= current_map.collisions[x] [y]

     if args.collision == 0 then args.collision = false end

     if prop then
               if args[prop] then return args[prop] end
     end

     return args
end

if tile(12,30,"collision") then 
     --Custom Code Here.
end


use this to prototype for the next version, profiled at around 6,000 tiles per second and adds virtually no overhead.
edited 5×, last 26.10.09 05:34:57 am
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sparten338
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i think you should put skins like weapons skins and some zombie skins and for the hmg can you make it mg42 for me ty. but you should put the kins and lua scripe in there and it would be very cool.
26.10.09 01:24:33 pm
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SQ
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@Leegao,
Thanks, it's pretty useful stuff you posted. I'm going to check it.
By the way, this wont slow down server a bit?

@Sparten338,
I wont make any stuff which server cant transfer.
26.10.09 06:06:17 pm
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Lee
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there's a 1 second overhead at server initialization for every 6,000 tiles, and will take up approximately 245kb of memory, however it has no effects on the runtime speed of program execution.
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