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Live Zombie Survival development tracking (changelog)


Ywa

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Priority Todo list for the weekend:

 

  • Weapons
    • Railgun (Braindawg)
    • Flare gun v2 (potentially another weapon) (Braindawg)
    • Katana (Braindawg)
    • Add SG552 for Commando.
  • Performance
    • Investigate zombies freezing on death and spawn.
  • Bugs
    • Fix dice just outputting player name.
    • Fix zombie menu saying Fast Zombies do 4 damage when they actually do 5.
    • Fix zombie heads not popping off on headshots.
  • Balance
    • Decrease pyro ammo given.
    • Slightly decrease sniper ammo given.
  • Visuals
    • Set material of alpha zombies to flesh.
    • Disable humans seeing any zombie notifications.
    • Combine player models for Commandos?
    • Add visual for hovering over spawn button in the human class selection menu.
  • Sound
    • Add hl2 music on startup and during certain parts?
  • Perks
    • More perks
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Add this:

Priority Todo list for the weekend:

 

  • Performance: remove func_precipitation in initpostentitymap

 

You can easily correct the wrongs a mapper has done, in lua.

Example, the younger Pufulet decided it was a good idea to have 4x func_precipitations on zs_seige_v1.

Searching for entities with class/target name containing substring: 'func_precipitation'   'func_precipitation' : '' (entindex 294)   'func_precipitation' : '' (entindex 295)   'func_precipitation' : '' (entindex 296)   'func_precipitation' : '' (entindex 297)

FPS 85 with 4x func_precipitation

 

FPS 160 when removed

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Priority Todo list carried forward:

 

  • Weapons
    • Railgun (Braindawg)
    • Flare gun v2 (potentially another weapon) (Braindawg)
    • Katana (Braindawg)
    • Pulse Rifle Mk2 (Braindawg)
    • Add SG552 for Commando.
  • Performance
    • Investigate zombies freezing on death and spawn. (disable death ui?)
  • Bugs
    • Fix dice just outputting player name..
    • Fix zombie heads not popping off on headshots.
    • Fix knife hit animation not playing.
  • Balance
    • Transfer ammunition from weapon to weapon on drops.
    • Set mobile supplies to use ammunition instead of actual swep.
    • Ability to pickup C4. (USE).
  • Visuals
    • Colour code SP bar depending on class.
    • Disable humans seeing any zombie notifications.
    • Combine player models for Commandos?
    • Update weapon selection damage with actual.
  • Perks
Edited by Pufulet
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  • - Berserker:

    • No longer dazed when hit

  • New perks

- Headcrabs do 8 damage.

- Minor changes to Berserker.

- Added new Engineer perks.

- Updated Turret and Mini Turret including the following:

  •  When placing a turret, the weapon will remain with the player.

 Players can now store turrets as ammunition and hold as many as they can.

- Fixed players not being able to place turrets and mobile supplies properly.

- Other minor changes.

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Ghoul can now create a blood spawner on the spot at the cost oh health and is slown down. You have to be on the ground and not crouching.

Updated scoreboard to now show rank.

Dice rarely showing only player name may be fixed?

Mobile supplies can now be placed slightly closer to walls and uses a wireframe model.

Added in another optimisation command thanks to Box.

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Revision 2129 by Pufulet
  • - Lowered range of ghoul flesh throw.
  • - Ghoul is slowed down further when throwing flesh.
Revision 2126 by Pufulet
  • - Lowered Turret health to 60 from 80.
  • - Slightly lowered Turret range.
  • - Turrets can now be picked up with USE and RELOAD
Revision 2125 by Pufulet
  • - Fixed Medic weapons not receiving ammo.
  • - Lowered count of flesh zombies to the initial picked ones.
  • - Normal zombies no longer slow down humans on hit.
Revision 2124 by Pufulet
  • - Fixed getting 50 ammo for turret.
Revision 2123 by Pufulet
  • - Fixed getting turrets from ammo packs.
Revision 2122 by Pufulet
  • - Updated scoreboard.
Revision 2121 by Pufulet
  • - Added ambient music.
  • - Added option to disable ambient music.
  • - Added a song to play for the initial chosen zombies.
  • - Players can not spawn for the initial 10 seconds.
  • This is to force them to actually look at the menu.
Edited by Pufulet
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Here are 4 things that I have looked into but didn't fix/add:

  • Investigate and fix freezing when zombies initially spawn and die would be great.
  • Fix up zombie swep to support bone manipulation and zombie idle animations for viewmodels.
  • Adding some sort of flamethrower (ask Braindawg for the swep model).
  • Fix turret knockback

Also latest changes:

  • - Reduced Turret damage from 5 to 3 (Turrets always go for headshots so they practically do 6 + 1 engineer base damage).
  • - Fixed zombie jump power not being set sometimes.
  • - Improved pulse pistol recharge rate.
  • - Ghast damage increased from 20 to 22.
  • - Added Railgun (Braindawg)
  • - Added a new flare gun (Braindawg)
  • - Updated flare entities.
  • - Players now receive 10% of damage done as XP (Humans only).
  • - TMP has been moved to tier 3 from tier 2.
  • - Both flare guns are on tier 2.
  • - Updated katana sounds.
  • - Preparations for Railgun (Braindawg).
Edited by Pufulet
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Priority Todo list carried forward:

  • Weapons
    • Pulse Rifle Mk2 (Braindawg)
  • Performance
    • Investigate zombies freezing on death and spawn. (disable death ui?)
  • Bugs
    • Fix dice just outputting player name.. (check the print)
    • Fix zombie heads not popping off on headshots.
    • Fix knife hit animation not playing.
  • Balance
    • Transfer ammunition from weapon to weapon on drops.
    • Set mobile supplies to use ammunition instead of actual swep.
  • Visuals
    • Colour code SP bar depending on class.
    • Disable humans seeing any zombie notifications.
    • Combine player models for Commandos?
Edited by Pufulet
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  • - Added MP5 and SG552.

- Scopes are now properly circular.

- SG552 and AUG now use their scopes.

- Defender, Glock 1 and MP5 are tier 0 weapons that you can spawn with.

- Removed Glock 3 from perks.

- Lowered Defender damage to 12->11 but increased clip size to 20->22

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  • [DOUBLE XP ACTIVATED]

- Players required for xp gaining is now 4 from 6.

- Players required for bonus xp for suviving is now 10 from 12.

- Slightly increased amount of xp given every now and then.

- Fixed seeing an initialised derma menu top left.

- Adjusted barricading system.

- Lowered Zombine grenade explosion radius slightly but increased damage done to barricades.

Edited by Pufulet
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Gonna be playing GTA5 with Rob this weekend but here's what I want to do next:

 

  • Transfer ammunition for weapon drops.
  • Show Medic some love
    • Fix medic weapons losing ammo when gaining new weapons.
    • Add more perks.
      • Battle Medic - Add +10 maximum health.
      • Anti venom - Poison zombies with medic weapons (heal them and they turn green)
      • Stun - Meleeing a zombie with a stunstick messes up their screen for a period of time.
      • Combateer - +8 damage with stunstick.
      • Tough - If struck a second time under 3 seconds, damage is reduced by 45%.
      • Overheal - Can overheal players by +10% of their maximum health.
      • Tanker - 60% of damage is returned back to the attacker.
    • Update medkit.
  • Create a weapon base for medic and engineer weapons.
  • Ability to "Prestige".
Edited by Pufulet
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Changelog from yesterday:

  • - Medical equipment no longer share the same healing cooldown.
  • - Railgun is more reliable.
  • - Fixed a dice roll.
  • - Fixed another game breaker bug.
  • - Lady luck now gives ammo for medical equipment!
  • - Fixed 2 game breaking bugs.
  • - Added 2 berserker perks
  • - Combined battlecharge and dunker berserker perks.
  • - Berserker hook is now tier 0.
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  • - Fixed combat knife hit animation not playing.

- Fixed chainsaw animation.

- Fixed wraith and ghast having flesh material.

- Updated ghoul.

- Poison puke particles updates.

- Poison puke can now go through fences.

- Ghoul and poison zombie now spit puke on death.

- Behemoth scream now disorientates humans and enrages zombies giving them health.

- Several other minor changes.

- Player data should now be saved on force change map.

- Changed some unlock times of the undead.

- Modified some undead stats.

- Increased collision box of behemoth to stop humans getting stuck.

- Updated some support weapons.

- Increased amount of ammo some starter weapons have.

- Decreased some SP values of certain weapons.

- Added about 20 maps.

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  • - Updated shotguns.
  • - Shotguns can now use ironsights.
  • - Update several support weapons.
  • - Blast Proof perk lowers explosive damage by 80%.
  • - Zombies no longer drop weapons on death.
  • - The scrap price for weapons has been modified to ((TIER * 10) + 10).
  • - Lowered commando grenade radius.
  • - Slightly lowered C4 radius and distance check.
  • - Poison puke can now damage props, 5 damage per puke.

     

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Last update for now:

  • - Behemoth health 2000 to 3000.
  • - Fixed behemoth not having its visuals (skull, red eyes and crowbar).
  • - Behemoth scaled back down due to causing humans to get stuck (Future fixing).
  • - Crouched humans do 22% less melee damage (Ultimately I need to fix the crouch exploit).
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Priority Todo List:

 

[High Priority]

  • Add 10 second dormant time for blood spawners.

 

[Medium Priority]

  • Update kill feed
    • Fix certain killicons.
    • Update killfeed display.
  • Daze ghouls and poison zombies on flesh throw instead of pre-throw.
  • Remove poison damage from ghoul and poison zombie.
  • Turrets
    • Remove ability to turn off turrets.
    • USE to pickup turret.
    • Automatically switch on/off when no ammo.
  • Fix redeeming with no proper loadout.
  • Fix fall damage scale never killing the player.

 

[Low Priority]

  • Fix damage over time always having toxic effect even when under bleed damage.
  • Add proper colour changing in the damage over time code.

 

[Low Priority (new content)]

  • Add Pulse Rifle MK2
  • MOUSE2 to throw stuff at zombies while holding them.
  • RELOAD to unnail props while holding the hammer.
  • Add further leveling of some sorts (prestige).
Edited by Pufulet
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