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Messages - TerraMurderBoss

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1
Add-Ons / Re: WaW-BO1 Nazi 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.

2
Add-Ons / Re: WaW-BO1 Nazi 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 :)

3
Add-Ons / Re: WaW-BO1 Nazi 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.

4
Add-Ons / Re: WaW-BO1 Nazi 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 :)

5
Add-Ons / Re: WaW-BO1 Nazi 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.

6
Add-Ons / Re: WaW-BO1 Nazi 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.

7
Add-Ons / WaW-BO1 Nazi Zombies [SLAYER]
« on: November 01, 2020, 03:27:02 AM »
WaW-BO1 Nazi 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 Nazis are back once more.
How long and how many rounds can you survive against the Nazis, 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.
  • Nazi 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 Nazi 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 Nazi 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 Nazi 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.

8
Game Modes / Re: WaW-BO1 Nazi 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 Nazi 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 Nazi 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.

9
Game Modes / Re: WaW-BO1 Nazi 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!

10
Game Modes / WaW-BO1 Nazi Zombies [SLAYER]
« on: October 31, 2020, 07:20:07 AM »
WaW-BO1 Nazi 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 Nazis are back once more.
How long and how many rounds can you survive against the Nazis, 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.
  • Nazi 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 Nazi 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 Nazi 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 Nazi 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.

11
Modification Help / Re: Navmesh / Pathfinding WIP
« on: August 04, 2020, 02:20:00 PM »
Wow mate, this is actually some impressive pathfinding navmesh you are developing right here.

So what pathfinding algorithm are you having intentions of working with for this navmesh you are currently designing;
Dajikstra, A* or some variant of these algorithms?

Either way, I can't wait to see what new comes up with this in your freetime. Keep it up!

12
Damn, someone is also now developing the Black Ops Zombies gamemode? I have to admit defeat jes00, you have put more effort to go and have actual perks machines as bricks (Aware of Filipe that modelled it) too than I did building them (Deadshot Daiquiri missing btw). Keep up the good work! I am Hologlaxer, just stuck with this name.

13
I've seen a lot of EU people, even hosting. I believe Hologlaxer hosts in the UK.
Correct, I host my server on a VPN in London, while I also live in the UK. (I am Hologlaxer, I am just stuck with this old stuffty name)

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