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Messages - TerraMurderBoss

Pages: [1] 2
1
Off Topic / Re: Forumer of the Year 2022 | Goth77 vs. Crook
« on: January 04, 2023, 05:45:18 PM »
I am surprised I even somehow got nominated despite wanting to stay hidden.

Anyway ignoring that, not important. My vote's for Gothboy77, he's a really chill guy to talk to and always showing off some neat creations of his alongside worthwhile servers to play; especially that haunted mansion puzzle of his, always loved trying to speedrun the hell out of it and the attention to detail in the build.

2
Add-Ons / Re: Item_CordaxArmorRevamp
« on: August 01, 2021, 05:26:58 AM »
Update
Sorry for the bump of this topic, but I pushed out another update that fixes some inconsistency with the armors. While also adding a balance change.
  • Balance change: Chestplate now applies a speed debuff; reducing your speed by half of the damage reduction percentage of the chestplate. Example: +30% damage protection results in -15% speed.
  • Fixed helmets and chestplates not re-applying certain avatar nodes when unequipping.
  • Fixed chestplates not hiding more secondary packs avatar nodes, rather than only just hiding armor node.

3
Add-Ons / Re: Item_CordaxArmorRevamp
« on: July 29, 2021, 03:29:15 AM »
Did you ever fix the ability to duplicate the armors by wearing it and then dropping it?

No, as I was completely unaware that bug existed since I was too focused on actually fixing the consistency of the damage reduction while cleaning up code.

4
Add-Ons / Item_CordaxArmorRevamp
« on: July 28, 2021, 11:37:58 AM »
Cordax Armor Revamp

What is this? And why are you re-uploading this?
This is a revamp of the Item_CordaxArmor add-on developed and created by Cordax. However, one day I came across a topic where Cordax requested someone to fix his code; no one being able to pick up the time to help with his script though. Until last night I got bored and decided to help him out unknowingly.

What have changed in this revamp, compared to the original:
  • Recoded the package that handled damage reduction from a literal wall of if statements to a few lines, while making the hitboxes more sensible.
  • Due to recode, I have also took the time to fix the bizarre issue where wearing a helmet while getting hit in the chest would still reduce damage. It no longer does it but now only applies damage reduction relative to where the projectile hits on the player. Example: Projectile hitting below the shoulders will use the damage reduction provided by the chestplate if one is equipped. Vice versa for the helmets.
  • The damage reduction values are now stored on the mounted armor image datablocks instead, this makes adding new armors much easier to add in the future, as well changing the damage reduction values easier to navigate to.
  • The mountpoint for the chestplate armors have been moved from 1 to 3. This is to make it better compatibility with akimbo weapons. As previously trying to use akimbos while wearing a chestplate armor would cause the armor to be unequipped forcibly.

Important note: I have been given explicit permission by Cordax (BLID: 38498) to upload this revamp to the forums. Please give credits to the original add-on to Cordax. I will only take credits for the recode of this addon (Hologlaxer, BLID: 45370).


5
Add-Ons / Re: WaW-BO1 national socialist Zombies [SLAYER]
« on: February 26, 2021, 05:54:05 AM »
Bump

(Sorry for the bump, I am aware that this thread is becoming very old, but this should maybe be the last time I update.)

This update was mainly to change a few things to make it more efficient in certain areas.
Changelog:
  • Speed cola and in general repairing barricades rate has been nerfed a bit, and you no longer repair barricades faster than the zombies breaking them. (Both at the same speed.)
  • The /NZ_Debug command has been removed, but as the result of this, the debug mode preference has been added to the minigame. This makes debugging minigame-wise rather than global-wise.
  • Increased tick rate in a certain stage in the zombies AI, in hopes that they pick up realizing they are now inside the map after climbing through the barricade better.
  • Fixed the Pack-A-Punch music not being removed when ending the minigame.

So as the usual, please be sure to download the new version and replace your current once.

6
Add-Ons / Re: WaW-BO1 national socialist Zombies [SLAYER]
« on: January 09, 2021, 05:13:53 PM »
is it just me or do zombies have a habit of shuffling around on the barricade entry brick without actively attacking me

that and when i'm around on a certain chunk of node bricks the server lags to hell

(Even though I have answered your question when you have joined my server yesterday, just gonna reply anyway.)

For the server that lags to hell, that sounds like an impossible path scenario occurring, thus it ends up trying to search every single node in the map; be sure to re-check your node connections once more and see if you might have missed anything.

For the barricade entry bricks, it may be they are placed too far away from the barricade, or something else.

7
Add-Ons / Re: WaW-BO1 national socialist Zombies [SLAYER]
« on: December 29, 2020, 04:52:06 PM »
Hey, I just stopped by to say that this is awesome, and looks really well-made.

I'm so glad to see new Slayer modes still being created! Good work.  :cookie:

Not going to lie, I wasn't expecting this from you Greek, but either way, this reply has generally made me feel proud of myself for making this gamemode. So I really appreciated the compliment :)

8
Add-Ons / Re: WaW-BO1 national socialist Zombies [SLAYER]
« on: December 29, 2020, 04:49:37 PM »
BUMP!

Sorry for the bump, but after around two months I finally decided to push another update (Though I suppose to do this a month ago.)

Update:
  • New Weapon: Monkey Bomb, modeled by Filipe, sounds rips commissioned by MonkeyFunky, coded by Hologlaxer (me)
  • Small tweak to the debugging mode, making it only display the navmesh in the chunk the player is currently in, this is to try and not destroy people's FPS on large maps.
  • All weapons within the Weapon_DWeapons and the Russian Expansion have received stat changes in terms of damage, accuracy, and clip size, along with new PAP camo, bullet trails, and names.

So please be sure to re-download from the link again to receive the new update. Happy Holidays and New Year to all of you.

9
Add-Ons / Re: WaW-BO1 national socialist Zombies [SLAYER]
« on: November 05, 2020, 05:54:04 AM »
Dude....anything even close to pathfinding being released ALONE is total boss. All of this is just too much for my happy emotions to handle. XD So thanks a bunch! Few questions: Can I have AI partners via the in-game Slayer bots? Does the pathfinding work for those AI partners? Does the pathfinding only work with your gamemode? I know these may seem like dumb questions, but I know almost nothing about Torque or coding in general.

Thanks for the compliment about my GM_NZ, I am proud to hear that I made someone day with this. Anyways I will move onto answering your questions.
  • There is no support for AI partners, this is mostly because I never consider that and even then I thought playing solo or with friends would be much more fun/challenging.
  • The pathfinding is somewhat hard-coded into the gamemode, but with a few edits I am sure you can use the pathfinding for something else.
  • And no these weren't dumb questions, so don't feel bad about it :)

10
Add-Ons / Re: WaW-BO1 national socialist Zombies [SLAYER]
« on: November 01, 2020, 04:55:51 PM »
absolutely no problem with you using my mods - if anything im glad to see them being used. glad to see you've overcome your problems with the development.

if you ever need help with modding you should join the bcc. can also post in modification help, i check here regularly.
Thanks for cutting me some slack, and perhaps I might but I will think about it. Either way, hope you enjoy the add-on.

11
Add-Ons / Re: WaW-BO1 national socialist Zombies [SLAYER]
« on: November 01, 2020, 12:12:16 PM »
wtf what an addon drop to appear out of the blue

nice job, looks like a ton of effort was put into this
Thanks, that really means alot for me Conan. Hope you ain't too annoyed about me using your Bot_Dog model though.

Yea I did put quite some time into this, the original development started way back in Jan-Feb of 2019, nearly abandoned it in August of that year due to a crash bug, which I later fixed which turned out to be an infinite loop mistake, a bit embarrassing ngl. But, I was so happy I was able to resolve that issue when I found it.

12
Add-Ons / WaW-BO1 national socialist Zombies [SLAYER]
« on: November 01, 2020, 03:27:02 AM »
WaW-BO1 national socialist Zombies
After the fall of the third reich in 1945, the world gather its peace believing that war was over.
However, they could not be any more wrong than that, rising back from the dead the national socialists are back once more.
How long and how many rounds can you survive against the national socialists, fighting an endless amount of waves of the undead;
whether it is on your own, or with fellow comrades... Good luck to you all!

Objective: The objective of this gamemode, is to survive as many rounds you can possibly can, using your own preferences customizable to your likings. Whether you want an easy challenge or a hard challenge either for yourself or for everyone.

Features:
  • Slayer Minigame Preferences for all possible tweaking and customization.
  • national socialist Zombies.
  • Barricades w/ Anti-Player invisible barrier, to prevent cheaters from leaving the map.
  • Hell Hounds.
  • All powerups: Insta-Kill, Carpenter, Nuke, Max Ammo, Double Points, Firesale, and Free Perk Bottle!
  • All 8 perk-a-colas, (Including both Solo version of Quick Revive, and Multiplayer version of Quick Revive.)
  • Pack-A-Punch.
  • Pathnodes and full-on pathfinding, pre-baked and cached over time upon minigame creation.
  • Mystery Box with server preference to include a list of whatever weapons you wish to be cycled.
  • Easter Egg music and events, along with easter egg triggering teddy bear bricks. Can you find them all?
  • Item stores and door stores.
  • Bowie Knife and Grenades.
  • Three wonder weapons: Wunderwaffe DG-2, Raygun, and Winter's Howl.
  • Revivable teammates.
  • A wide variety of node bricks, allowing players to create and build their own maps for the national socialist Zombies gamemode!
  • Ammo support for Gravity Cat's weapons, support for any other ammo systems can be added with modification of AmmoSupport.cs file (Refer to documentation)

Gamemode pictures





If you think you are ready to take on the endless waves of national socialist Zombies, then good luck soldier.
(The supported/modified weapons and documentation for this game mode is packaged with the game mode download zip.)
(For any future potential map builders, I have also included a sample map along with the documentation to experiment with.)
(This gamemode is a slayer gamemode, be sure to have Gamemode_Slayer as well to be able to use this gamemode.)

Download national socialist Zombies Package

Controls
  • Jet key is mostly used for interacting with nearly everything, jetting while empty handed will use your knife.
  • Light key while empty handed will equip grenade.

Credits (DISCLAIMER: Some are not made by me entirely, but instead modified to work with the gamemode, so please give credits to the respective creators instead.)
  • Mystery box, barricades, perk bottles, bowie knife, knife, grenade, powerups - Modelled and coded by Hologlaxer (me).
  • Teddy Bear, Wunderwaffe DG-2 & Winter's Howl - Modelled by ZeUberMedic, coded by Hologlaxer (me).
  • Raygun - Modelled and coded originally by Aware14 & Ghille, modified by Hologlaxer (me) for support of perk effects such as: Deadshot Daiquiri, Double Tap and Speed Cola, as well pack-a-punch variance.
  • Weapon_DWeapons & Weapon_DWepRussianExpansion - Modelled and coded by Gravity Cat, modified by Hologlaxer (me) for the same reasons above.
  • M1897 Trench Gun - Modelled and coded by Hologlaxer (me).
  • M1 Thompson & M1 Carbine - Modelled by Zinlock, coded by Hologlaxer (me).
  • Hell-Hounds - Originally from an addon: Bot_Dog by Canon, modified and packaged by Hologlaxer (me).
  • Helped with commissioning certain models and sounds - MonkeyFunky.

13
Game Modes / Re: WaW-BO1 national socialist Zombies [SLAYER]
« on: November 01, 2020, 03:19:51 AM »
Pretty sure this is packaged incorrectly, are you supposed to load this from within slayer or the server launcher? I'm not able to select it from the list of gamemodes but all of the content is appearing in game under the slayer gamemode tab
For every zip file within the national socialist Zombies Package, be sure you extract them into the Add-Ons file (Do not re-name GM_NZ to Gamemode_NZ, it will break some of the UI aspects). Afterward, the GM_NZ should appear in the Custom gamemode add-ons list, if so enable it (along with Gamemode_Slayer). Once you are loaded in custom gamemode, the national socialist Zombies gamemode tab should appear in the slayer minigame GUI.

Locking this topic, as I realise this sounds more like an Add-Ons rather than Gamemode moving to Add-Ons. Sorry, my first time posting something to the BLF.

14
Game Modes / Re: WaW-BO1 national socialist Zombies [SLAYER]
« on: October 31, 2020, 07:21:26 AM »
Development originally started back in Jan-Feb of 2019, nearly abandoned it due to a crashing bug which I finally solved in August of 2019; embarrassingly it was an infinite loop mistake I made.
Anyways other than that, Happy Halloween everyone!

15
Game Modes / WaW-BO1 national socialist Zombies [SLAYER]
« on: October 31, 2020, 07:20:07 AM »
WaW-BO1 national socialist Zombies
After the fall of the third reich in 1945, the world gather its peace believing that war was over.
However, they could not be any more wrong than that, rising back from the dead the national socialists are back once more.
How long and how many rounds can you survive against the national socialists, fighting an endless amount of waves of the undead;
whether it is on your own, or with fellow comrades... Good luck to you all!

Objective: The objective of this gamemode, is to survive as many rounds you can possibly can, using your own preferences customizable to your likings. Whether you want an easy challenge or a hard challenge either for yourself or for everyone.

Features:
  • Slayer Minigame Preferences for all possible tweaking and customization.
  • national socialist Zombies and crawlers.
  • Barricades w/ Anti-Player invisible barrier, to prevent cheaters from leaving the map.
  • Hell Hounds.
  • All powerups: Insta-Kill, Carpenter, Nuke, Max Ammo, Double Points, Firesale, and Free Perk Bottle!
  • All 8 perk-a-colas, (Including both Solo version of Quick Revive, and Multiplayer version of Quick Revive.)
  • Pack-A-Punch.
  • Pathnodes and full-on pathfinding, pre-baked and cached over time upon minigame creation.
  • Mystery Box with server preference to include a list of whatever weapons you wish to be cycled.
  • Easter Egg music and events, along with easter egg triggering teddy bear bricks. Can you find them all?
  • Item stores and door stores.
  • Bowie Knife and Grenades.
  • Three wonder weapons: Wunderwaffe DG-2, Raygun, and Winter's Howl.
  • Revivable teammates.
  • A wide variety of node bricks, allowing players to create and build their own maps for the national socialist Zombies gamemode!
  • Ammo support for Gravity Cat's weapons, support for any other ammo systems can be added with modification of AmmoSupport.cs file (Refer to documentation)

Gamemode pictures





If you think you are ready to take on the endless waves of national socialist Zombies, then good luck soldier.
(The supported/modified weapons and documentation for this game mode is packaged with the game mode download zip.)
(For any future potential map builders, I have also included a sample map along with the documentation to experiment with.)
(This gamemode is a slayer gamemode, be sure to have Gamemode_Slayer as well to be able to use this gamemode.)

Download national socialist Zombies Package

Controls
  • Jet key is mostly used for interacting with nearly everything, jetting while empty handed will use your knife.
  • Light key while empty handed will equip grenade.

Credits (DISCLAIMER: Some are not made by me entirely, but instead modified to work with the gamemode, so please give credits to the respective creators instead.)
  • Mystery box, barricades, perk bottles, bowie knife, knife, grenade, powerups - Modelled and coded by Hologlaxer (me).
  • Teddy Bear, Wunderwaffe DG-2 & Winter's Howl - Modelled by ZeUberMedic, coded by Hologlaxer (me).
  • Raygun - Modelled and coded originally by Aware14 & Ghille, modified by Hologlaxer (me) for support of perk effects such as: Deadshot Daiquiri, Double Tap and Speed Cola, as well pack-a-punch variance.
  • Weapon_DWeapons & Weapon_DWepRussianExpansion - Modelled and coded by Gravity Cat, modified by Hologlaxer (me) for the same reasons above.
  • M1897 Trench Gun - Modelled and coded by Hologlaxer (me).
  • M1 Thompson & M1 Carbine - Modelled by Zinlock, coded by Hologlaxer (me).
  • Hell-Hounds - Originally from an addon: Bot_Dog by Canon, modified and packaged by Hologlaxer (me).
  • Helped with Commissioning certain models and sounds - MonkeyFunky.

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