MH-MHMDeadCity

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gopostal
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Re: MH-MHMDeadCity

Post by gopostal » Sat May 02, 2009 10:51 am

Man I'm glad I didn't quit....

Beta4 is on the server. All the major issues are fixed and most of the minor things. Zombies work exactly like they should and there are only minor BSP problems in one house. Lets work on it from here and see what happens. Removing the jets seems to have made a VAST improvement in things...

Pots I fixed your sleeping girl but im not totally happy with it. I think I'll make a full mesh that cannot be hurt ever. The mantas I need to code from scratch so tell me what you want from them and I'll do it.

The cows in the village are free roaming and fly (can also be telefragged). The cows in Bio's temple will not and are immune to anything. I think I fixed most of the little things but if you see something in your house, let me know. As we add to this from here, I'll fix things that arent perfect.

Again POTS and everyone I am sorry I got aggravated last night and left. It was childish and silly but everyone needs some air now and again. I took a short walk in the rain and it cleared my head nicely. I have several new fun ideas to add up (weapons training ftw)...

Update: Bio'e temple is nearly done. POTS your sleeping gal is now completely invulnerable to anything, deemer included. Do you want a second in the other bed? I know how to do it now and it is completely and totally unaffected by weaponry or the surrounding building.

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*POTS*
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Re: MH-MHMDeadCity

Post by *POTS* » Sat May 02, 2009 9:27 pm

ScottyD wrote:POTS your sleeping gal is now completely invulnerable to anything, deemer included. Do you want a second in the other bed? I know how to do it now and it is completely and totally unaffected by weaponry or the surrounding building.
I think maybe it's better if we totally get rid of both the mantas and the sleeping gal, because they've been causing you and other players troubles since the very first day. I really don't care about them anymore, it makes no difference to me.
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gopostal
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Re: MH-MHMDeadCity

Post by gopostal » Sat May 02, 2009 9:37 pm

Oh noes! And I was all excited to explain how I got it to work :( Anyhow they are done, so I'll just leave them?

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Scify
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Re: MH-MHMDeadCity

Post by Scify » Sat May 02, 2009 9:45 pm

You really done very very Good Job 8) 8) 8) 8)
THANKS FOR YOUR HARD WORK
" If I had a brain, I'd be dangerous!"

gopostal
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Re: MH-MHMDeadCity

Post by gopostal » Sat May 02, 2009 9:51 pm

Thanks :D

I'm glad it's finally coming together. I have a lot done for tomorrow too. A sniper area, some other little stuff.

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*POTS*
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Re: MH-MHMDeadCity

Post by *POTS* » Sat May 02, 2009 11:15 pm

ScottyD wrote: Again POTS and everyone I am sorry I got aggravated last night and left. It was childish and silly but everyone needs some air now and again. I took a short walk in the rain and it cleared my head nicely. I have several new fun ideas to add up (weapons training ftw)...
My fault, I've been too harsh with you guys, I apologize once again. I simply was shocked and frustrated because the map was messed up. I need to take a break too.

Anyway I took a look at the Beta4 off-line:

- I see you've managed to fix the zombies (they can survive the day by staying underground now) but the counter is not working, there are more than 250 zombies, they just keep on spawning.

- I've noticed you've fixed also Biomech's teleporter, but you forgot to add the TitanGun in his new house.

- The new MonsterEnd blocker is working fine and is lamer-proof.

- Found some random HOM effects in the SkyBox of the city (it looks like the one from DM-Crane) and one in Biomech's SkyBox.

- No D3D errors or frozen UT this time.

- The missing stuff in the houses has been correctly replaced.

- The new incoming fire areas with monsters are more interesting than the old ones.

- Supreme's Krall can jump on to the banister and avoid the MonsterBlockers.

- Both the cows in the village and those in Biomech's house can NOT be telefragged.

:arrow: As regards the mantas and the "doll", I might give them a try in the next release, since you've put such a big effort in making them. Anyway I think a monster blocker on the door of my house is needed, to prevent mantas from escaping.

Keep up the good work.
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gopostal
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Re: MH-MHMDeadCity

Post by gopostal » Sun May 03, 2009 12:31 am

The zombie count threw me too. It must have been supreme. It was set to 450 for some reason, but I set it back to 255. The counter will only log to that number and no higher so that's why I chose that number in the beginning. It's nice to know how many are left as you go along. Give real accomplishment feeling.
The titan gun is a server prevent fest. I saw people using it to respawn each other and that's wrong. Unless someone expressly wants it, I removed all of them.
The girl in your bed is a really neat bit of coding. It's actually a candle recoded to present as a player mesh. In-game though you'll not be able to tell anything is different other than the girl will now be totally invincible, as candles are not affected by anything.

I'll try to have the next version on by tomorrow. I have been tightening a few things up and hopefully tonight I can finish it up.

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BIOMECH
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Re: MH-MHMDeadCity

Post by BIOMECH » Sun May 03, 2009 4:00 am

*POTS* wrote: the counter is not working, there are more than 250 zombies, they just keep on spawning.
YAY! :mrgreen:
ScottyD wrote:The zombie count threw me too. It must have been supreme. It was set to 450 for some reason, but I set it back to 255.
Awwww dammit :(
Looks like it's back to the empty city...Well, that's what the academy is for right? :)
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-SuPreMe-
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Re: MH-MHMDeadCity

Post by -SuPreMe- » Sun May 03, 2009 5:15 am

yeah i set it to 450 because the map was being finished too quickly and i figured by simply adding more zombies it would lengthen the map for those who are not in the village.
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{MHM}
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BIOMECH
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Re: MH-MHMDeadCity

Post by BIOMECH » Sun May 03, 2009 5:35 am

I still want zombie filled nights forever :D
Sadly, just about every other person between England,America,Italy, and South America doesn't.
Which is majority...probably.
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gopostal
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Re: MH-MHMDeadCity

Post by gopostal » Sun May 03, 2009 6:09 am

I am totally with you and Supreme. I originally wanted to set the counter at 500, and that's when I found the limit. I'll try to rewrite the code for it and see if I can set my own limit in script.

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-HellFire-
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Re: MH-MHMDeadCity

Post by -HellFire- » Sun May 03, 2009 8:07 am

ScottyD wrote:I am totally with you and Supreme. I originally wanted to set the counter at 500, and that's when I found the limit. I'll try to rewrite the code for it and see if I can set my own limit in script.
500 will be good because we know the ''Super Weapons'' so it will be a challenge! :twisted:
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gopostal
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Re: MH-MHMDeadCity

Post by gopostal » Sun May 03, 2009 8:19 am

If I cant I'll just remove the counter and set it back to 450. Supreme had a great idea with that.

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*POTS*
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Re: MH-MHMDeadCity

Post by *POTS* » Sun May 03, 2009 9:09 am

500 zombies are fine, but the counter should be fixed according to the real number of zombies. I know players like Matt_Flash do not care about "zombie-monsters", they just want real zombies, that's why they keep on voting for all DeadCity maps but the remixed one, so the more the better.

BTW I've found two more glitches:

- a floating palm on the way to the zombie cave;
- the red carpet of my house has been accidentally removed.
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-HellFire-
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Re: MH-MHMDeadCity

Post by -HellFire- » Sun May 03, 2009 10:00 am

*POTS* wrote: - a floating palm on the way to the zombie cave;
This one? :lol: :lol:
The Supreme One wrote:
The Supreme One wrote:Hellfire is "rooted"
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