Author Topic: Klendathu Drop: Version 1.3, Announcement on page 10!  (Read 23162 times)

I like the city, and when are you hosting this?
making it more like a hive city (40k)

I like the city, and when are you hosting this?
Now if you like.

Now if you like.
yeah host right now for purposes of construction


VCE has a built in delay, no VCE events work until 5 seconds after you spawn.  That console command changes the limit to zero, allowing the briefing events to work.
Okay well I can get through the briefing but there is an invisible doorway (not sure if JVS is having a problem or what) and I can't get through w/o orbing. Also none of the weapons show up and I have everything enabled, and some bricks won't show up. (Sorry for late reply.)

Okay well I can get through the briefing but there is an invisible doorway (not sure if JVS is having a problem or what) and I can't get through w/o orbing. Also none of the weapons show up and I have everything enabled, and some bricks won't show up. (Sorry for late reply.)
the only thing i can think of is the following
- your JVS limit is below 5k
- your schedules are not maxed out
- you have other addons enabled

if you are doing what the OP directs you to do, there is literally no way this can run incorrectly. back up your addons, replace the current folder with the new one, and enable all of them. this should allow everything to work.

Did anything change from my story plan? Just making sure.

Did anything change from my story plan? Just making sure.
Probably some minor stuff, but no.  It's sorta an amalgam at this point.  Still good though.

also expect 1.2 out tonight or tomorrow. It includes more zombies, more guns, and generally smoother gameplay. Changelist is as follows:

- added squad mode. this selects four players (at most) to play as human. everyone else is a zombie.
- updated zapt to be compatible with V20
- minor zapt bug fixes
- incorporated T+T 2.1
- fixed bug with drop pods that would result in doors not shutting (gadgethm says: this still may happen, but definitely not as often)
- Survivor camp area has been revamped, along with the nearby terrain
- added vault area; not playable but fun to look around in
- radio shack now prevents player zombies from triggering the horde event
- Spawn weapons changed;assault now gets bullpup, sniper gets slug shotgun, SMG gets battle rifle, and support gets popgun.
- more doodads in highway zone
- more specificity as to what to do with the giant tank in highway zone
- treasure chests added
- added new transportation option in wasteland
- most pipebombs replaced with tier+tac grenades. tier tac grenades can carry multiple instances, but the pipebomb attracts zombies. grenades and grenade sacks are for more common than pipebombs.
- witch health increase

Updated OP, version 1.2 is out.  Added a changelog to OP too.

Oh and com, some of that stuff on the changelog isn't correct.  I corrected it in the OP.

Also, if someone makes a logo for me, I'll add you to Credits on OP :D
« Last Edit: January 07, 2012, 04:12:30 AM by Gadgethm »

Updated OP, version 1.2 is out.  Added a changelog to OP too.

Oh and com, some of that stuff on the changelog isn't correct.  I corrected it in the OP.

Also, if someone makes a logo for me, I'll add you to Credits on OP :D
I would love to make a logo... but i only have windows paint...

Now if you like.
Sorry i didn't come on, had to go out. I'll try to come on next time the servers up :)

asdf I would make a logo if I had access to my laptop

Anyways, I thought we were keeping the vault hidden from view and used just as a teleport location? Is that idea changed?

asdf I would make a logo if I had access to my laptop

Anyways, I thought we were keeping the vault hidden from view and used just as a teleport location? Is that idea changed?
we might have an orbital stoke blow open the side of the mountain but for now that's what we've got

we might have an orbital stoke blow open the side of the mountain but for now that's what we've got
how do the rebels even get in in the first place then, other than through the unknown main entrance