Poll

Your favorite character to play as?

Ben
6 (46.2%)
Barbara
2 (15.4%)
Tom
3 (23.1%)
Judy
0 (0%)
Cooper
2 (15.4%)

Total Members Voted: 12

Author Topic: Night Of The Living Dead v1.0  (Read 4992 times)

Phobos

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Re: Night Of The Living Dead
« Reply #15 on: November 06, 2014, 11:35:27 AM »
Some units are still a bit overpowered/underpowered. Players who can test the balance updates and provide feedback on which weapons should be buffed or nerfed can now test v1.04 to compare the new weapon values. I will possibly add more props to the world this weekend and then submit the v1.1 mod pack to ModDB. Should the hummer be faster? What other changes/additions would you like to see to the next world and side patches?

Here are a few screenshots from the low resolution mod gallery.
Edit: the most recent 1.04 compile fixes Helen Health bug which was accidentally set to 600 instead of 6000 :o
« Last Edit: November 06, 2014, 04:02:44 PM by Phobos »

Davenport

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Re: Night Of The Living Dead
« Reply #16 on: November 06, 2014, 08:03:43 PM »
What the Hack!
So, I was playing as Ben, and I managed to survive to be the only unit left on my team and I kept roaming around outside and closing all the zombies inside the house with the boards.

Eventually, the zombies began spawning in as the Rebel sides they are, and using all their incredibly OP guns to kill me dead.

Are they supposed to start spawning with their weapons like that after awhile?

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Re: Night Of The Living Dead
« Reply #17 on: November 06, 2014, 09:46:53 PM »
the military comes and attacks you after a while

Davenport

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Re: Night Of The Living Dead
« Reply #18 on: November 06, 2014, 09:49:24 PM »
Oh I didn't realize that. (First time playing!) :slap:

But yes, it was quite the surprise to turn around and find at least 40 shots coming at my face.

Phobos

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Re: Night Of The Living Dead
« Reply #19 on: November 07, 2014, 05:12:15 AM »
News: v1.09 patch almost finished. V1.1 will be finished sometime this week.
v1.1 patch will update the side, world, core, and mission, and will be uploaded as a new mod pack to ModDB once finished. The patch will also feature 2 new zombie types, one of them is a new reskinned Komari Vosa model by Sereja:

Witch
- Witches are dangerous foes who have high health and run very fast, they also have a special weapon called Telekinesis which stuns all players and zombies within the push radius. Their staff swingspeed is faster than other zombie melee at 0.5. HP=5000+500

Hellspawn
- An undead warrior summoned from the abyss, Hellspawns are very powerful zombies with higher health than Bloaters, but are the same speed as FleshEaters. A secondary special attack for them is also being devised. Their melee attack swingspeed is very fast at 0.4. HP=10,000+250



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Re: Night Of The Living Dead
« Reply #20 on: November 11, 2014, 02:44:09 PM »
looks sick the classes sound very balanced and unique based on their descriptions, gg

Phobos

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Re: Night Of The Living Dead
« Reply #21 on: November 13, 2014, 01:53:02 PM »
looks sick the classes sound very balanced and unique based on their descriptions, gg
thanks

preview of 1.1 patched minimap
http://i.imgur.com/N1DBL1c.png

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Re: Night Of The Living Dead
« Reply #22 on: November 13, 2014, 02:35:16 PM »
thanks

preview of 1.1 patched minimap
http://i.imgur.com/N1DBL1c.png
I think some people still have the minimap hidden o.o
(Maybe im wrong lol)
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Phobos

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Re: Night Of The Living Dead
« Reply #23 on: November 13, 2014, 03:46:35 PM »
I think some people still have the minimap hidden o.o
(Maybe im wrong lol)
http://nld.fcsite.cf/newMM.jpg
default value will be unhidden for next patch
« Last Edit: November 13, 2014, 04:04:02 PM by Phobos »

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Re: Night Of The Living Dead
« Reply #24 on: November 13, 2014, 04:05:25 PM »
2pro :cheers:
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Davenport

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Re: Night Of The Living Dead
« Reply #25 on: November 13, 2014, 04:25:51 PM »
I've gotten so much playtime put into this game, playing the update before the Hellspawn and Witch update. And in all that time, it hadn't occured to me until recently why I was losing so much in Singleplayer, because I always have the AI set on hard. :P I can survive until the Military comes but that's when things get rough really fast.

Phobos

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Re: Night Of The Living Dead
« Reply #26 on: November 14, 2014, 01:48:43 PM »
I've gotten so much playtime put into this game, playing the update before the Hellspawn and Witch update. And in all that time, it hadn't occured to me until recently why I was losing so much in Singleplayer, because I always have the AI set on hard. :P I can survive until the Military comes but that's when things get rough really fast.

isolated the variables to determine MP crash solution for 1.1 patch:
-> Nulling entityhover in mission LUA revealed that the HUMMER was causing MP crash
-> Test Replacing this line in the Hummer ODF and remunging world LVL
FirstPerson         = "REP\repcmspd;rep_1st_cockpit_combatspeeder"
FirstPerson         = "com\comgntrt;com_1st_weap_gunturret"
->Also noticed the archeo reference repcom mentioned in the tank and wavespawn ODFs
FirstPerson       = "archeo\archeo;all_1st_cockpit_tank"
FirstPerson             = "cis\cismttp;cis_1st_cockpit_MTT"

Apparently there are some other ODF bugs with the vehicles that should hopefully be fixable, if not they can just be disabled for MP through the CW LUA, except for the commandhover wavespawn. The Hummer appears to be buggiest for some reason.

more bugged lines that I'm sure would cause a crash:
RepMusic        = "rep_vehicle"
CISMusic        = "cis_vehicle"
« Last Edit: November 14, 2014, 01:51:43 PM by Phobos »