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  1. #81
    legacy-Ne><is
    Guest

    Default Try this... (*evil laughing in distance*)

    Zombie Health = 100
    Gibbing Potential = 1.0
    Exploding Zombies? = True
    Force of Explosion = 10000
    Damage of Explosion = 1000
    Radius of Explosion = 200

    I also have the 'deemer explosion animation. (Gets a little choppy when someone nukes a group of zombies, but hey, its fun...)

    Whats the explosion sound class for the 'Deemer? I only have a rocket explosion now, and I must say, it sucks weasels...

    [::EDIT::]
    I am amazed @ how you can freak out a long time veteran of this mut, Kill4. I just saw a zombie in swimming trunks... Scarier than Clowns... and Santa...

  2. #82
    Iron Guard
    Join Date
    May 2004
    Posts
    703

    Default

    Originally posted by Dead-Metal
    Heh nice pics Carbs!
    Thanks!
    Originally posted by Dead-Metal
    30 zombies max
    200-300 heath per zombie
    50% chance of gibbing
    35-50 damage per hit (depends if I want three strikes your out or two)
    zombies set to be aggressive
    zombie skill set to godlike
    bots set to godlike
    50-75 zombies max
    500 health per zombie
    0% chance of gibbing (I use it with GibLife set so bodies stay around for 0 seconds and disappear in flames rather than de-rez so all those zombies don't lag as bad)
    50 damage per hit
    Zombies not aggressive
    Zombie skill on 3

    I go for a more classic Dawn of the Dead style, as you can see.

  3. #83
    MSgt. Shooter Person
    Join Date
    Oct 2002
    Posts
    462

    Default

    I have the models pretty much ready to upload to my ftp. Would it be better to just upload the UKX becuase the textures haven't changed at all. This way it will be easier to upload for me and download for you kill4.
    Another thing I was wondering is if you are using all the skins I supplied in the texture pack for the zombies to use?
    Just curious becuase I didn't see the knarled up burned skin for the "boney" model being used.
    Last edited by legacy-EvilEngine; 11-06-2004 at 12:09 AM.

  4. #84
    Iron Guard
    Join Date
    May 2004
    Posts
    703

    Default

    This guy: []? Yeah, he's not in there.

    EDIT: The red "gutsy" one in here is, though.

  5. #85
    Skaarj
    Join Date
    Apr 2002
    Posts
    21

    Default

    Originally posted by obscenery
    That looks fine? You may want to take a look at your ut2004.log file and look for any warnings or errors...

    The zombies for invasion are basically useless right now anyway they don't do any damage. If you wait a bit there will be a new version with this fixed, and some new animations, etc...
    I tried it on a different computer and it works fine... weird... its fun to spawn a bunch of zombies for invasion... spawn a bunch extra in a wave and just face a horde of zombies and gib them into oblivion..

    Question: Did I miss something about hosting a game with this mutator? Do I need to add something to my serverpackages or something? Both computers have the mutator installed, but when the computer connects it cant see any of the zombies?

    EDIT: Nevermind I found it duh
    Last edited by legacy-Valdus Pryme; 11-06-2004 at 12:54 AM.

  6. #86
    Skaarj
    Join Date
    Oct 2004
    Posts
    11

    Default

    kill4...

    Would be nice to actually use the new version but I cant . The new Texture, Animation & System files mismatch with the ones on redirect so I guess I will have to stick with v1.2 on my server :cry: . I will keep an eye out on here just in case you surprise us server admins by renaming the files everytime you update your mutator :up: .






    PS: Actually, I have no problem editing the system files whenever you update the mutator. The problem now is the new texture and animation files. They are same names but yet, different files.
    Last edited by legacy-warring; 11-06-2004 at 06:57 AM.

  7. #87

    Default Mr Carbs your Screenshot make me cant sleep !

    it really scary screenshot ! too many Zombies !!! :cry: but I like it so much !
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version :cry:
    = Buffy The Jedi Knight =

  8. #88
    MSgt. Shooter Person
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    Jul 2004
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    144

    Default

    Well I'll rename the whole packages in the next update, when all the other problems will be solved. Wait for it :up:

  9. #89
    MSgt. Shooter Person
    Join Date
    May 2004
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    109

    Default

    Can't wait

  10. #90
    Skaarj
    Join Date
    Oct 2004
    Posts
    11

    Default

    YAY!



    rename em

    :up: :up:

  11. #91
    Skaarj
    Join Date
    Apr 2002
    Posts
    21

    Default

    Originally posted by [HEL]rsplitter
    Can't wait
    Agreed

    I figured out what was wrong when I had tried to run it on my computer at home... ended up I still had a nightmare.ini from a previous installation in there... it wasnt necessary and was actually over-riding some things and preventing the mutator from working correctly... I love the new zombie's spawn in wave option... .totally cool!

    Anyways cant wait for next verision! Keep up the great work!

  12. #92
    MSgt. Shooter Person
    Join Date
    Oct 2002
    Posts
    462

    Default

    Before I uploaded the completed zombie models I wanted to complete the legless crawling zombie.
    It only has a few animations, becuase well, something with no legs can only do so much you know. So hopefully kill4 can do something with it.
    I threw in the Trite from DOOM3 too(no time for a custom bug right now), but in the future I can always add a new spider creature seperatly and use it's animations.

  13. #93
    Iron Guard
    Join Date
    May 2004
    Posts
    703

    Default

    EE, we collectively salute you.

  14. #94
    legacy-Ne><is
    Guest

    Default



    Those disturbing dreams of my childhood are returning...

    (Mommie)

  15. #95
    Skaarj
    Join Date
    Oct 2004
    Posts
    11

    Default

    Evil Engine, Spider creatures would kick some serious butt. Make them please. Spiders are creepy bastards.

  16. #96
    MSgt. Shooter Person
    Join Date
    Jul 2004
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    144

    Default

    The legless zombie abosolutely kicks asses. Great work EE, cant't wait for it!

  17. #97

    Default mmmm I cant wait that Doom3 zombie too

    is more coming ??
    I want this one too flying allover ..
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    = Buffy The Jedi Knight =

  18. #98
    MSgt. Shooter Person
    Join Date
    Dec 2000
    Posts
    230

    Default

    Interesting.. the Chaos team didn't think they could do a spider like character in 2004.. they did the old Chrek for ut99, and numerous people begged them to remake him for 2004...

    Jarhead would be nice updated...

  19. #99
    legacy-Ne><is
    Guest

    Default Re: mmmm I cant wait that Doom3 zombie too

    Originally posted by buffytheslayer
    is more coming ??
    I want this one too flying allover ..
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    Yea. I like it, too.

    Looks like the dead Queen of Borg in Star Trek: First Contact

    (So what if I'm a trekkie?)

  20. #100
    MSgt. Shooter Person
    Join Date
    Jul 2004
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    144

    Default

    So, finally, EvilEngine has delivered to me the complete zombie's animations pack. Now final, renamed version is one step closer. You all have to thank EE for his great work, I dunno if he did upload the entire 13Megs package to the FTP with a 56k modem connection, but if he did, he's really the best. Thanks :up:

  21. #101
    MSgt. Shooter Person
    Join Date
    Dec 2000
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    230

    Default

    VERY cool. any idea how long it will take you to integrate everything?

  22. #102
    MSgt. Shooter Person
    Join Date
    Jul 2004
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    144

    Default

    I think the whole thing would take 1 week or something like that.

  23. #103
    MSgt. Shooter Person
    Join Date
    Dec 2000
    Posts
    230

    Default

    Coolness. Take your time, so there aren't any bugs to squash.

    This is one of the best UT mods to date.

    I haven't tried t yet, but I'll bet it'll make a nice companion mod to the Chaos mod.

    Hey, EE.. have you gotten your real life straghtened out yet?? Hope yer luck has improved...

  24. #104
    MSgt. Shooter Person
    Join Date
    Oct 2002
    Posts
    462

    Default

    I actually only uploaded the ukx package since the textures are the same , so it would be kinda redundant to re-upload the large UTX too.
    For the new models I put the textures in the ukx just to keep the file changes in one package instead of multiple for compatibility.
    I hope you guys enjoy.

  25. #105
    Skaarj
    Join Date
    Apr 2002
    Posts
    21

    Default

    Woohooo one step closer! Thanks EE... and you too Kill4!

  26. #106
    MSgt. Shooter Person
    Join Date
    Sep 2001
    Posts
    247

    Default

    Originally posted by gareee
    I haven't tried t yet, but I'll bet it'll make a nice companion mod to the Chaos mod.
    Yea killing Zombie monsters with melee weapons is fun But we have something else in mind for that....

    Nice work Kill4/EE!!!

  27. #107
    Skaarj
    Join Date
    Oct 2004
    Posts
    11

    Default

    Can't wait to try/see the new monsters. Guess I will be able to finally see them once the files are renamed and complete. Rock on!

    WARRING :up:

  28. #108
    MSgt. Shooter Person
    Join Date
    Feb 2004
    Posts
    496

    Default

    Yo Kill4, I have made changes to the individual monsters and the zombiemonster code, so if you don't already have a plan for fixing the existing problems with the invasion monsters let me know. I can help you integrate the code somehow.

    Otherwise, I can't wait!:up:

  29. #109

    Default me 3 I cant wait !

    really really Final version ! :heart:
    = Buffy The Jedi Knight =

  30. #110
    MSgt. Shooter Person
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    Sep 2002
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    226

    Default

    One word - CHAINSAW!!!!

  31. #111
    MSgt. Shooter Person
    Join Date
    Jan 2004
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    298

    Default

    Aye? all done?

    Is that the true FINAL version on the front?

  32. #112
    MSgt. Shooter Person
    Join Date
    Feb 2004
    Posts
    496

    Default

    If you are asking about the word FINAL on the last release of this mutator, well not exactly. There will be at least one more...

  33. #113
    MSgt. Shooter Person
    Join Date
    Jul 2004
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    144

    Default

    Guys, I need some feedback.

    I'm trying to rename the Animations and Textures packages, but when I go compiling the code, the compiler tells me that it can't find any references to SkeletalMesh'ZombiesFinalMdl.<amesh>'

    I used the directive #exec OBJ LOAD FILE="Animations\ZombieFinalMdl.ukx"

    But the compiler seems to still trying to use Zombiemdl...

    Help! :cry:
    Last edited by legacy-kill4; 11-15-2004 at 04:20 AM.

  34. #114
    MSgt. Shooter Person
    Join Date
    Apr 2004
    Posts
    50

    Default Playable zombies

    you should make a game mode where after you die you can play as one of the zombies. That would be kind of like night of the living dead. Last man alive wins

  35. #115
    Skaarj
    Join Date
    Apr 2002
    Posts
    21

    Default Re: Playable zombies

    Originally posted by Shredder
    you should make a game mode where after you die you can play as one of the zombies. That would be kind of like night of the living dead. Last man alive wins
    Last man standing with 0 zombies to start... but 1 TOUGH aggressive zombie per kill it can be pretty fun... especially when its just down to you... one other guy... and about 8 zombies running around

  36. #116
    Redeemer
    Join Date
    Mar 2003
    Location
    Iceland
    Posts
    1,990

    Default

    Now someone create a real looking and acting Shotgun with spread and I┤ll feel like in Doom 3.

    It┤s damn fun killing zombies with a Shotgun in whatever game that has those two.
    Double Barreled would be even more fun.


    What about adding random factors of health? So you can write min and max health that a zombie can have?

  37. #117
    Skaarj
    Join Date
    Oct 2004
    Posts
    11

    Default

    Originally posted by kill4
    Guys, I need some feedback.

    I'm trying to rename the Animations and Textures packages, but when I go compiling the code, the compiler tells me that it can't find any references to SkeletalMesh'ZombiesFinalMdl.<amesh>'

    I used the directive #exec OBJ LOAD FILE="Animations\ZombieFinalMdl.ukx"

    But the compiler seems to still trying to use Zombiemdl...

    Help! :cry:

    FOR ZOMBIE SAKES, HELP HIM CODERS ! ! !

  38. #118
    Redeemer
    Join Date
    Mar 2003
    Location
    Iceland
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    1,990

    Default

    I can┤t help at all.
    Wouldn┤t it just be good if you wouldn┤t rename the packages? Is that neccesary?

    But there might be a line or two in the code that you forgot to rename?

  39. #119

    Default

    yes, from a server admin's standpoint that is absolutely neccessary.

    Perhaps the texture and animation packages are referencing eacother kill4.

  40. #120
    MSgt. Shooter Person
    Join Date
    Oct 2002
    Posts
    462

    Default

    Originally posted by Bjossi
    Now someone create a real looking and acting Shotgun with spread and I┤ll feel like in Doom 3.

    It┤s damn fun killing zombies with a Shotgun in whatever game that has those two.
    Double Barreled would be even more fun.


    What about adding random factors of health? So you can write min and max health that a zombie can have?
    Yup, shotguns kick @$$.


 
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