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  1. #1
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    Wink Zombies Of Nightmare [FINAL RELEASED]

    Name: Zombies Of Nightmare
    Version: FINAL
    Compatibility: UT2004
    Description:
    When a player is killed a new Zombie of NightMare is created.
    When a Zombie gets killed it won't be restarted.
    The max number of Zombies in the arena is configurable,
    the Zombies' skill and starting health are configurable,
    the Zombies' damage done per second is configurable,
    the Avoid Attack Time (Time before Zombies will not attack you, since you spawn) is configurable (Advanced)
    and the Damage Type used by the Zombies is also configurable (Advanced).
    You can set the Zombies to be very aggressive as well.
    When a Zombie is killed, he drops a pickup (such as health packs, shield packs, udamages, etc..),
    according to a "dropping probabilty" wich can be set in the mutator's options (if set to 0.00 no pickup dropping is allowed).
    You can allow a "special dropping", wich means that in a configurable percent of cases
    a killed Zombie drops a "special" and also configurable pickup (XWeapons.RedeemerPickup as default).
    You can optionally allow Zombies to gib up violently and eventually explode, upon death.
    The "gibbing probability" is configurable as well as the explosion damage, radius,
    damage type, emitter and sound.
    You can optionally choose to don't score a zombie kill.
    Even more options available.

    Fixes since version 1.0:
    1)Dedicated/Listen Server bug (walkin Jacobs) is fixed and now ALL zombie models are avaible in online game!
    2)Made the Mutator a placeable class allowing the in-map binding for themed maps
    3)Now you'll see skeletons going around in the map as well...( for those who want to keep their nightmare skeletons alive! )
    4)Spawning inside an order of Zombies is no longer a problem , because they will wait a configurable number of seconds before attacking you.
    5)Added cool sounds! wow! Thanks to NulEnvoid!! (he told me were to find some great sounds from Quake)
    6)Added the support for Monster Manager suggested and made by Obscenery (aka Big O). Now you can add to the mix of monters all the zombies, too!
    7)Added new cool animations and models from DOOM3 as well (thanks EvilEngine)!
    8)Re-added Zomies Invasion Game-Type.

    Comments: Special greetings to Evil Engine, coz he made the zombies' models! and a special thank to each one who gave feedback.
    Screenshot: <Here>
    Credits: To EvilEngine and the guys who gave feedback.
    Homepage: :alien:
    Download: (All structured zips)

    |System Files|
    |New Zombies Textures|
    |New Zombies Models and Anims|

    |Monster Zombies AddOn|
    Last edited by legacy-kill4; 12-18-2004 at 06:11 PM.

  2. #2
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    Default

    Ok, guys. I've added two new very interesting options. If you want, check them out. They should solve many problems.

    Thanks again for feedback.

  3. #3

    Default yay I got first !!!

    thank you :heart: :up:
    = Buffy The Jedi Knight =

  4. #4
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    Damn this is good. Fore some strange reason i really like this mod in the map "killbillyfarm", with agressive zombies turned on of course, and the more zombies the merrier/messier

    :up: :up:

  5. #5
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    Default

    Maybe I am doing something wrong, but...

    I cannot get the zombie in invasion. And when I look in the code I don't see anything that extends Monster?

  6. #6
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    Default

    does this mean I can add all the zombies to monster manager now?

  7. #7

    Default yes me too !

    Originally posted by obscenery
    Maybe I am doing something wrong, but...

    I cannot get the zombie in invasion. And when I look in the code I don't see anything that extends Monster?
    since update this Final version my Zombi monsters is all gone :cry: :cry:
    Mr Kill4 help us :cry:
    = Buffy The Jedi Knight =

  8. #8
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    Reflex...

    For the moment, no, there is no zombie monster so there is nothing to add to Monster Manager. Unless I have made some mistake, but I am starting to get good at the whole monster thing, and I don't see it.



    Kill4...

    One last thing, while I realize that you have no package dependancy and anyone can rename your mutator so there are no download conflicts with redirect servers... It would probably be a really good idea for you to maintain the version number on the mutator (as I do with Monster Manager). The reason I suggest this is that when these server administrators have to maintain a bunch of different mutators, the last thing they need to do is try to figure out which version of the mutator they are running because they had to manually rename it. It could potentially also create conflicts with naming later on down the road (if they don't know what each other is calling it, and they wont). You can choose to do what you want obviously, but if you maintain the version it will just make everyones life a little easier (except yours, I realize that).

    And a question, are you going to release all of the different zombie models as monsters or only one? If you are only going to do one, I would like to volunteer to create a mutator that introduces all of them as monsters (but it would probably be just as easy if you do it).

    Thanks!

  9. #9
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    Well I was able to add one of them to Monster Manager with this line, just have to add the rest, since they already exsist I'm sure theres a easy way. Can I have a look at the classes?

    MonsterTable=(MonsterName="[NM] Zombie",MonsterClassName="NightMare.InvasionZombie ",bUseMonster=True,bUseGibReduction=False)

  10. #10
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    Gamertag: B B Pikachow

    Default

    [edit] Got some zombies.

    limitted to invasion though. otherwise it is very cool!

  11. #11
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    Default

    are you saying you have zombies? or your just commenting on the mutator?

  12. #12
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    Default

    I have thoroughly looked through the code and can find no monsters, therefore I don't think there are any Invasion monsters in this release.

    Maybe I am doing something wrong, or somehow the code has been encrypted so I can find them with my search (and I am not at home so I have not decompiled yet), but honestly I doubt it.

    Although, if you are running Kill4's invasion game type you probably do get his monsters (I haven't tried yet). But it doesn't mean they will work with other invasion game types. Also the Zombies Of Nightmare mutator probably works, so everytime you kill a regular monster a zombie gets spawned... Or at least I would hope so, that is how it used to work.

  13. #13
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    that doesn't make sence though, cause the monsters are there, the skins, the sounds, the movment. It's all there, so how can you say there not there? Myabe when you decrypt they will shine like the sun.

  14. #14
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    Sorry guys... but since I added the option that allows you to make zombies spawn "Invasion-like", I didn't include the monster zombie class in the latest release. As a matter of fact, if you combine that option with the unchecked Zombies don't count as score, you will get an Invasion-like zombie spawning mode, wich allows you to play invasion with the zombies without having them as monster. Let me know what you think, and if necessary, I will add again the InvasionZombie to next release, sure.

  15. #15
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    LOL way to go kill4 make it even harder for us :P how about next release include the class for all the monsters so we can add them to Monster Manager =]

  16. #16
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    Is the invasion-like spawning only for use in Invasion? I tried it in other gametypes (Elimination TE!) and it didn't seem to work. I'm assuming that this option means zombies spawning quickly in a wave, independant of player deaths. Is this correct? In any case, the option isn't saved with the others settings. It keeps reverting to Normal.

  17. #17
    Skaarj
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    Well, all i see lately are posts in reguards to Invasion. I figure I put my -2cents in....

    I dont even bother messing with a "Monster Manager" type mutator to attempt to add a zombie monster to waves. I just run regular Invasion (with some added monsters of my own choice) with the Zombies Of Nightmare mutator (and a few other mutators as well). Whenever you kill a monster, a zombie appears. I just use my own settings on how many zombies at a time, what they drop, etc.. and run it just like a regular mutator. Try it. Its fun and is how I run it on my server. :up:

  18. #18

    Default

    Woah those textures and models are very nice!

    And it sounds very good!

    Downloading...

  19. #19
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    Well... since I added the count as score option, you don't need any longer the monsterzombies to play invasion. Just uncheck the option "Zombies don't count as score", set the other options up, run an invasion map, then, when a monster dies, a zombie spawns and you can kill it scoring a point.

    What about the spawning location? Should I keep that option? or should I kill it?

    Let me know.

  20. #20
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    Default

    Monster Manager Owns!

  21. #21
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    Default

    Originally posted by kill4


    What about the spawning location? Should I keep that option? or should I kill it?

    Let me know.
    Definately keep the spawn location option, since that's the only way to get zombies on the midfield in most gametypes.

    Also, what about my question regarding the "Invasion-like" spawn option? Should zombies just be spawning in a wave, as in Invasion, but in any gametype? Or is that just for use in Invasion itself? So far, I can't tell what it does. And the setting reverts to default when the Configure Mutators window is closed.

    An informative Readme would help a lot.

  22. #22
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    Thanks Reflex!

    Kill4,
    I understand your approach, just use the death of monsters to cause the spawning of zombies, and that is cool, execept... I like to control my waves, I may want an all zombie wave (which is impossible), and the one or two other waves that have zombies mixed in with the other monsters (which is also impossible, because if you have them, you always have them). Tell me if I have not thought this through correctly.

    If I am correct, may I take the models and create monsters out of each of them? Again, I will give you and EE all the credit, I just want some cool zombies to add to my monster mix.

    Thanks!

  23. #23
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    I just uploaded a new zombie model pack, so kill4 should have these available for his mod sometime soon.
    I sent him a PM so hopefully he got it.
    A good a addition to this would be some really good gib meshes(static and animated).
    If kill4 wants to do that, I would be glad to make them as well as texture the meshes too.

  24. #24
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    Thanks EE, can't wait to see them! your stuff is always top-notch!:up:

  25. #25
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    Final version INCOMING. With EE's stuff you will see something you've never seen before guys, I'm sure.

    Well, Big O, I will make the zomie monters but I need you to send me back the code of the monsterzombie, so I can add it to the mutator. Sorry but I've lost it somewhere, I can't remember wich remote section of my hardrive contains it...

    Thanks to EE, beacause I know it's somehow impossible to upload a 13 megs file with a 56k connection, but he did. Thanks again for your hard work.

    And thanks to big o and whoever gave feedback on this and the precedent thread.

  26. #26
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    Heres a little sneak peek image of what to expect. Too bad I can't show animations in a static jpeg, but each standard anim(like walk and run) have different versions so the zombies should each have random types so not everything is alike.
    I will improve upon on these in the near future, but for now these should get everyone through this weekends scarefest.

  27. #27
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    Yikes Evil those new zombies look nasty! I :heart: them. kill4 In the next version could you add the option to spawn zombies immediately after the map loads? It would be great to have zombies to fight from the moment the match starts! Finally for the custom invasion gametype that comes with this mod could we fight zombies instead of skeletons? Zombies should be able to kick stupid skeleton's non-existant asses anyday!

    Keep up the great work this mod is shiza.

  28. #28

    Default thank you !!!

    Originally posted by EvilEngine
    Heres a little sneak peek image of what to expect. Too bad I can't show animations in a static jpeg, but each standard anim(like walk and run) have different versions so the zombies should each have random types so not everything is alike.
    I will improve upon on these in the near future, but for now these should get everyone through this weekends scarefest.
    I cant wait this will be my new pet :cry: :up:
    = Buffy The Jedi Knight =

  29. #29
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    Originally posted by EvilEngine
    Heres a little sneak peek image of what to expect. Too bad I can't show animations in a static jpeg, but each standard anim(like walk and run) have different versions so the zombies should each have random types so not everything is alike.
    I will improve upon on these in the near future, but for now these should get everyone through this weekends scarefest.
    These look a lot more creepy. More torn up and with bone exposed too and ones that looked like they died in some serious accidents instead of just decayed up. I really like animations on the lower right one.

    Curious if it's possible for you to make one that had no lower half at all and drags itself along the ground?
    Sinnthetika is pronounced: Synthetica

  30. #30
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    Kill4, I have pm'd you with the dl for the zombie code (same stuff I sent before). Let me know if you want me to do anything.

  31. #31
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    Originally posted by Sinnthetika
    These look a lot more creepy. More torn up and with bone exposed too and ones that looked like they died in some serious accidents instead of just decayed up. I really like animations on the lower right one.

    Curious if it's possible for you to make one that had no lower half at all and drags itself along the ground?
    One with entrails? Yeh I already have one like that made but it's not in the zombie pack yet.
    Maybe it could be added in later along with more zombies.
    Oh and heres another pic of one of the zombie's alt skin:

  32. #32
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    a suggestion.
    A gametype where X number of zombies spawn at the beginning of the round, and begin to hunt the players down (similar to invasion)
    but the difference is, every time a player kills a zombie, 2 spawn in its place. The players win if all the time runs out. This puts the emphasis on running away from an ever increasing number of zombies.

    This would rock for halloween

  33. #33
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    Default ATTENTION: FINAL VERSION

    I've just posted the FINAL version....well...animations for fat zombies and female zombies are missing, and for monsterzombies too, but this should be a good assay for you guys... check it out!

  34. #34
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    Default Re: ATTENTION: FINAL VERSION

    Originally posted by kill4
    I've just posted the FINAL version....well...animations for fat zombies and female zombies are missing, and for monsterzombies too, but this should be a good assay for you guys... check it out!
    So it's good, but missing three animations? Hmm...

  35. #35
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    yeah EE couldn't make them in time, but he's workin on them.

  36. #36
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    Quick question: I want to host these up on pcgamemods since I have been posting all your stuff up, so can I merge all 3 of these zips or would you want me to post them all as seperate.?
    Sinnthetika is pronounced: Synthetica

  37. #37
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    no, you can merge em. no problem

  38. #38
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    VERY cool! Someone needs to post in the original thred though, that there's a 1.0...

  39. #39
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    I love this mut but is there anyway you could make it usable in mods? I have no clue about int files, but i scewed around with it just to get it in the mut list:

    Object=(Class=Class,MetaClass=Engine.Mutator,Name= Nightmare.MutNightMare,Description="blahblahblah")

    That's what I did, but I know it needs more to make the mut actually work, that just makes it available in the mutator list.

    Could you add an int or something to make it work? I'm trying to get it to work with frag ops, if it makes a difference.

    I'll give you a cookie if you do .

  40. #40
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    I think you should install it in your UT2004\<moddir>\ instead of UT2004\


 
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