1. Post #41
    I hide under your bed
    Dennab
    July 2011
    1,877 Posts
    Halos. A way better improvement on my old stuff.

    The halos on teammates fade when you get near them so they aren't super annoying.





    The antidote has a green halo.



    Any item that can be interacted with (picked up or +USEd) will have a halo when you look at it, just like how L4D did it.



    Zombies get red outlines.



    A few thoughts:

    - I dunno if i should make the player outlines color coded based on health. Should i?
    - Someone mentioned to me that they liked how every prop in the original ReDead could be picked up an interacted with. Should i do this again? If i did, what other props would even be worth adding?
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  2. Post #42
    Gold Member
    Draze's Avatar
    April 2010
    206 Posts
    A few thoughts:

    - I dunno if i should make the player outlines color coded based on health. Should i?
    - Someone mentioned to me that they liked how every prop in the original ReDead could be picked up an interacted with. Should i do this again? If i did, what other props would even be worth adding?
    I love the idea of halos representing player health but unless you have someway to help teammates other than dropping items for them I think it is a largely unnecessary feature.

    And did you ever end up getting that dedicated server up?
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  3. Post #43
    I hide under your bed
    Dennab
    July 2011
    1,877 Posts
    Running into problems with my linode so it isn't up yet. I'll post an IP when it is.

    I tend to agree with you regarding teammate health indicators. I was thinking it would be more useful for the player zombies though since they want to focus injured players.

  4. Post #44
    I hide under your bed
    Dennab
    July 2011
    1,877 Posts
    I just had a cool idea run through my head while i was taking a crap. Someone here posted a suggestion that there should be a missions. I like that idea a lot, but i don't want the missions to detract from the main gameplay (killing waves of zombies while fighting off infection, then ending with a helicopter escape).

    So i think i'll have randomly occurring missions. They are more of side quests that benefit players in minor ways. Some ideas i came up with:

    - Random field researchers/scientists. Your radar will suddenly pick up radio signals from a scientist in the area. Helpless fellows that have had their research team overwhelmed. Keep them alive and they will administer health packs to nearby allies. If they die, they drop random special items.
    - Hostile survivors. A group of 2-4 surviving citizens will spawn. They are potentially infected and pose a threat to everyone so your team is instructed to shoot on sight. These NPCs will drop weapons and supplies when killed.
    - Special infected. Or rather, a single powerful zombie that is harder to kill. Perhaps with some sort of special ability. Would give a cash bonus to everyone who helps kill it.

    There's 3 possible scenarios right there. A message would appear when the event occurs to let the players know that they should start searching. Any other ideas for side quests?
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  5. Post #45
    skullorz's Avatar
    May 2009
    927 Posts
    Any other ideas for side quests?
    Supply drop with either weapons or a zombie inside of it.

  6. Post #46
    TCB
    I AM A FIRE LORD
    TCB's Avatar
    December 2009
    9,171 Posts
    Zombies having halos makes it way too easy to avoid them.

  7. Post #47
    My Blog
    Spencer Sharkey's Avatar
    July 2009
    1,945 Posts
    This is somewhat unique and cool. Awesome work!

    Can't wait to try it out.

    And yes, you can setup garrysmodbeta servers just like you do with hldsupdatetool and garry's mod 12 servers.

    Instead of -game garrysmod use -game garrysmodbeta

  8. Post #48
    skullorz's Avatar
    May 2009
    927 Posts
    Zombies having halos makes it way too easy to avoid them.
    As a zombie, humans have red halos.

  9. Post #49
    Gold Member
    sarge997's Avatar
    August 2008
    1,508 Posts
    Looks amazing..

    Cant wait to play this, i hope it has some really kick ass end songs for it!

  10. Post #50
    I hide under your bed
    Dennab
    July 2011
    1,877 Posts
    Zombies having halos makes it way too easy to avoid them.
    Humans can't see halos on zombies, if that's what you mean. Zombies can see humans through walls though, just like in L4D.

    Supply drop with either weapons or a zombie inside of it.
    That seems kind of... weird. Why would they supply drop a box full of zombies?

    Also, i've finished my first rendition of fire.

    It started out as a gigantic yellow wall.



    then it evolved into this.





    it's relatively cheap on resources so lots can be spawned at once. I'm planning to add an incendiary grenade for the specialist to buy.

    Also, there's a community-made map project in the works which will be useful for this gamemode.

    http://www.facepunch.com/showthread....2#post36355422
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  11. Post #51
    hydral1k's Avatar
    June 2011
    71 Posts
    Loved the original ReDead gamemode since day one, was awfully optimized though. this looks way cleaner. i would say it would be worth adding a bunch more items, maybe that can be used to build things like a trap or build a homemade grenade or something like that. the halos look great by the way.

  12. Post #52
    I hide under your bed
    Dennab
    July 2011
    1,877 Posts
    Lots of changes being made.

    - Added 2 new items in loot category, briefcases and suitcases. When opened, they give a random amount of cash. Sometimes they give a large amount.
    - Added incendiary grenades for the specialist.
    - Removed sniper tracers.
    - Removed custom bullet shell effect.
    - Fixed shotgun reload bugs.
    - Fixed bugs with zombie ragdolling.
    - Burnt zombies now have charred corpses.

    Next on my agenda, i plan to do mini quests.


  13. Post #53
    skullorz's Avatar
    May 2009
    927 Posts
    That seems kind of... weird. Why would they supply drop a box full of zombies?
    Not what they would do, what they accidentally did.
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  14. Post #54
    I hide under your bed
    Dennab
    July 2011
    1,877 Posts
    I got the scientist NPC coded. He follows you around and it's kind of annoying because he gets in your face at the worst times. He's going to die a lot.



    He heals nearby allies periodically, and also drops useful items when he dies. So there's kind of an incentive to accidentally shoot him in the face.





    The event system i have in place is super modular, so i can add more easily.

    local EVENT = {}
    
    function EVENT:Start()
    	
    	local spawns = ents.FindByClass( "info_evac" )
    	local evac = table.Random( spawns )
    	
    	local ent = ents.Create( "npc_scientist" )
    	ent:SetPos( evac:GetPos() + Vector(0,0,10) )
    	ent:Spawn()
    	
    	for k,v in pairs( team.GetPlayers( TEAM_ARMY ) ) do
    		
    		v:Notice( "A surviving field researcher has been sighted", GAMEMODE.Colors.White, 5 )
    		
    	end
    	
    end
    	
    function EVENT:Think()
    
    end
    
    function EVENT:EndThink()
    
    	return true // true ends this event immediately
    
    end
    
    function EVENT:End()
    
    end
    
    event.Register( EVENT )
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  15. Post #55
    hydral1k's Avatar
    June 2011
    71 Posts
    The gamemode itself is really good, however it lacks maps. I've been wondering if there is anyone who is willing to re-node maps to work on this mod. that would be really cool.

  16. Post #56
    I hide under your bed
    Dennab
    July 2011
    1,877 Posts
    I am not happy with the current inventory. It's ugly as fuck and takes up the entire screen.



    So here's what i want to do with the Q inventory. Pardon my shitty paint skills...

    This is the buy menu:



    This is the inventory:



    Takes up much less of the screen and is much simpler and easier to use. Now i just have to actually make it. It'll also be partially transparent.

    I also altered how airdrops work. Before, they took a flat 20 seconds to deliver. Now they take 15 seconds, plus 0.5 seconds per item you've ordered. So a big order is going to take longer to deliver.
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  17. Post #57
    Gold Member
    t h e's Avatar
    February 2011
    6,728 Posts
    Maybe make the inventory a black opaque overlay rather than a white one? White is cool and all, but most GUIs simply darken the screen space used instead.

    Edited:



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  18. Post #58

    March 2011
    143 Posts
    Humans can't see halos on zombies, if that's what you mean. Zombies can see humans through walls though, just like in L4D.



    That seems kind of... weird. Why would they supply drop a box full of zombies?

    Also, i've finished my first rendition of fire.

    It started out as a gigantic yellow wall.



    then it evolved into this.





    it's relatively cheap on resources so lots can be spawned at once. I'm planning to add an incendiary grenade for the specialist to buy.

    Also, there's a community-made map project in the works which will be useful for this gamemode.

    http://www.facepunch.com/showthread....2#post36355422
    Lots can be spawned at once? Won't the loads of yellow large explosions be laggy?

    Edited:

    The gamemode itself is really good, however it lacks maps. I've been wondering if there is anyone who is willing to re-node maps to work on this mod. that would be really cool.
    Hey, aren't you that guy that owned that old Toksin + server with "Garry Newman" as a superadmin?
    I'm still not sure if it's really him....despite that custom spray he made of himself.
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  19. Post #59
    I hide under your bed
    Dennab
    July 2011
    1,877 Posts
    Lots can be spawned at once? Won't the loads of yellow large explosions be laggy?
    that first screenshot was a glitch, there are no large ugly yellow walls of flame.

  20. Post #60
    hydral1k's Avatar
    June 2011
    71 Posts
    Maybe make the inventory a black opaque overlay rather than a white one? White is cool and all, but most GUIs simply darken the screen space used instead.

    Edited:



    I like it but I don't like how its on the side and all clustered. I like the original inventory system. maybe make the icons bigger and the windows opaque

    Hey, aren't you that guy that owned that old Toksin + server with "Garry Newman" as a superadmin?
    I'm still not sure if it's really him....despite that custom spray he made of himself.
    no that was my cousin billy bob junior the 5th of switzerland.

  21. Post #61
    I hide under your bed
    Dennab
    July 2011
    1,877 Posts
    the original inventory screen takes up way too much space and has way too much redundant information and wasted space. i'm going to add a weight indicator on the HUD so that players know if they're carrying too much.

  22. Post #62
    Your local friendly Lua helper!
    bobbleheadbob's Avatar
    July 2011
    484 Posts
    Does anyone have the old version of this game? I want to download it and fixxerup for gmod 12 but SOMEONE forgot to turn garrysmod.org back on...
    Trying to start a server here...
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  23. Post #63
    Das Pirate's Avatar
    January 2012
    24 Posts
    Oh the good ol' days of ReDead. Thank you very much for this memory <3

  24. Post #64
    I hide under your bed
    Dennab
    July 2011
    1,877 Posts
    Does anyone have the old version of this game? I want to download it and fixxerup for gmod 12 but SOMEONE forgot to turn garrysmod.org back on...
    Trying to start a server here...
    toxsin still may work. the old redead has been broken for years and is also horribly optimized.

    i've been working lots on the new inventory interface. it's going to have category toggle thingers, so you can choose what item categories are displayed.



    yellow = visible, white = not visible. The icons are placeholders.

    I'm also adding a new player class, the engineer. He starts off with less supplies, but he gets a free hammer.

    e: the new inventory is slowly evolving and taking shape.

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  25. Post #65
    hydral1k's Avatar
    June 2011
    71 Posts
    toxsin still may work. the old redead has been broken for years and is also horribly optimized.

    i've been working lots on the new inventory interface. it's going to have category toggle thingers, so you can choose what item categories are displayed.



    yellow = visible, white = not visible. The icons are placeholders.

    I'm also adding a new player class, the engineer. He starts off with less supplies, but he gets a free hammer.

    e: the new inventory is slowly evolving and taking shape.


    Looks good, will there be any planned changes with the shop menu or will that stay the same?

  26. Post #66
    I hide under your bed
    Dennab
    July 2011
    1,877 Posts
    The shop menu will function the same, i haven't began to make changes to it yet though.

    I've been messing around with the inventory screen more, i'm trying to make it take up less screen space while allowing for the HUD to still draw properly.



    The bottom left and entire right side of the screen can still draw, which is the goal of reducing the size of the inventory screen. The transparency is nice too.

  27. Post #67

    June 2011
    88 Posts
    Ahhh, I was playing toxsin not to long ago, I look forward to this,
    What other changes are to be expected other than the ones already mentioned? Zombies? Weapons? Health and infection mechanics?
    This game mode has such potential.

  28. Post #68

    March 2011
    143 Posts
    I like it but I don't like how its on the side and all clustered. I like the original inventory system. maybe make the icons bigger and the windows opaque



    no that was my cousin billy bob junior the 5th of switzerland.
    I sure hope that wasn't a joke, lol.

  29. Post #69
    I hide under your bed
    Dennab
    July 2011
    1,877 Posts
    Ahhh, I was playing toxsin not to long ago, I look forward to this,
    What other changes are to be expected other than the ones already mentioned? Zombies? Weapons? Health and infection mechanics?
    This game mode has such potential.
    I was thinking of changing some weapons to have different right clicks. Then i'd be able to add the M4A1 and a couple other guns. The M4 would be silencable instead of haaving ironsights. I'd make the experimental weapon have lasersights instead of a slight zoom.

    I don't have any new zombies planned, i do however need more ideas for my random event system i have coded. At this point in time, there's the odd random scientist that spawns on the map. I want a few more random events, like maybe an army air raid or some kind of infection event where players are at a higher risk of infection. I still need ideas here.

  30. Post #70
    skullorz's Avatar
    May 2009
    927 Posts
    I was thinking of changing some weapons to have different right clicks. Then i'd be able to add the M4A1 and a couple other guns. The M4 would be silencable instead of haaving ironsights. I'd make the experimental weapon have lasersights instead of a slight zoom.

    I don't have any new zombies planned, i do however need more ideas for my random event system i have coded. At this point in time, there's the odd random scientist that spawns on the map. I want a few more random events, like maybe an army air raid or some kind of infection event where players are at a higher risk of infection. I still need ideas here.
    Like I said earlier, supply crate with either ammo/guns or a zombie experiment.
    You know, because it was an accident.
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  31. Post #71
    I hide under your bed
    Dennab
    July 2011
    1,877 Posts
    Well there is a jar model in props_lab that i want to somehow integrate. Maybe a random crate appears on the map containing some research experiments that weren't completed, so the players have to finish them.

    I want to have a sub-mission type event where players that participate are given a cash bonus or something. I was hoping to crowdsource ideas here since that's something this forum is good at.

    - Flares are a kind of useless utility item currently, perhaps there's a way to tie them to events somehow?
    - Harvesting zombie parts or something, i dunno.
    - Maybe an item that players can ingest that makes them temporarily immune to infection?
    - Some kind of infection event where every player gets infected more easily?

    I also need a nice high res screenshot for the menu when you select this gamemode, if anyone feels up to it. Preferably something simple like a dimly lit alley with a few corpses or something.

  32. Post #72

    June 2011
    88 Posts
    Have you run out of ideas for zombies? Or you just feel there are enough?

    Also, special events such as gangs raiding the streets killing everything they see? Collecting research data for some kinda higher command? Protecting fleeing citizens? Getting Intel on randomly generated supply caches?
    Or there could be really detrimental events such as running out of the antidote. the infection becoming airborn, paramilitary groups attacking you, insane survivors

    Would you like me to elaborate on any of these ideas?

  33. Post #73
    I hide under your bed
    Dennab
    July 2011
    1,877 Posts
    I don't think i need any more zombie types... There's already enough variation to keep things interesting. Even if i found some new models for zombie NPCs, i don't think i could come up with a decent attribute to make the zombie unique.

    I've considered some of the ideas you posted.

    - Gang raids: I think this might work. My original idea was to spawn a NPC and give it a random rebel model and a weapon. They attack anything they see, and when killed they drop a random weapon. Definitely a possibility.

    - Collecting data: Kind of vague. Is the player collecting some sort of items dropped by NPCs? I considered this but i think unless i can make the inventory easier to use on the run, it'll just be too much of a hassle for players.

    - Fleeing citizens: Nah. This is a zombie apocalypse and the only way to survive is making it to the evac chopper on time. These NPCs don't stand a chance and they don't really provide any incentive to keep them alive. The scientist NPCs i coded were meant to have a short lifespan since they are just a mini-bonus health dispenser that drops things on death. Everyone loves killing scientists too so they fit well.

    - Randomly generated supply caches: I thought of this a while ago. Like maybe a random armaments box spawns at an evac point and gives players random ammo or something? I kind of don't wanna have too many "easter egg hunt" events where players just search for randomly generated items though.

    - Running out of antidote: The antidote is the one thing i don't want to restrict. It keeps players moving around the map and really forces you to consider the benefits of camping and moving around. Without it, the gameplay loses a lot of its depth i think. That said, i think some sort of event that gives players a higher chance to get infected is cool.

    - Paramilitary: Sounds like more of a headache than it's worth, currently. I don't want too many hostile NPCs with firearms.

    - Insane survivors: Merge this with the gang raid idea, it's very similar.

    More progress on the inventory, although it's slow going right now. It's all really boring and dry and i hate recoding this shit.

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  34. Post #74
    Gold Member
    THATCAKEISASPY's Avatar
    February 2010
    1,774 Posts
    Have an Airplane crash out from the sky and have some goodies in it. That would be a pretty neat random event.

  35. Post #75
    skullorz's Avatar
    May 2009
    927 Posts
    Have an Airplane crash out from the sky and have some goodies in it. That would be a pretty neat random event.
    Sounds like many many supply crate events in one event.

  36. Post #76

    June 2011
    88 Posts
    I don't think i need any more zombie types... There's already enough variation to keep things interesting. Even if i found some new models for zombie NPCs, i don't think i could come up with a decent attribute to make the zombie unique.

    I've considered some of the ideas you posted.

    - Gang raids: I think this might work. My original idea was to spawn a NPC and give it a random rebel model and a weapon. They attack anything they see, and when killed they drop a random weapon. Definitely a possibility.

    - Collecting data: Kind of vague. Is the player collecting some sort of items dropped by NPCs? I considered this but i think unless i can make the inventory easier to use on the run, it'll just be too much of a hassle for players.

    - Fleeing citizens: Nah. This is a zombie apocalypse and the only way to survive is making it to the evac chopper on time. These NPCs don't stand a chance and they don't really provide any incentive to keep them alive. The scientist NPCs i coded were meant to have a short lifespan since they are just a mini-bonus health dispenser that drops things on death. Everyone loves killing scientists too so they fit well.

    - Randomly generated supply caches: I thought of this a while ago. Like maybe a random armaments box spawns at an evac point and gives players random ammo or something? I kind of don't wanna have too many "easter egg hunt" events where players just search for randomly generated items though.

    - Running out of antidote: The antidote is the one thing i don't want to restrict. It keeps players moving around the map and really forces you to consider the benefits of camping and moving around. Without it, the gameplay loses a lot of its depth i think. That said, i think some sort of event that gives players a higher chance to get infected is cool.

    - Paramilitary: Sounds like more of a headache than it's worth, currently. I don't want too many hostile NPCs with firearms.

    - Insane survivors: Merge this with the gang raid idea, it's very similar.

    More progress on the inventory, although it's slow going right now. It's all really boring and dry and i hate recoding this shit.


    ok so with the collecting data I was more thinking along the lines of collecting zombie data such as being asked through a com system to try and score ten head shots, like zombie vitals research, or being asked to get 30 shotgun kills, the end result rather than being rewarded cash, maybe the zombies from then on are less resistant to that kind of weapon? just an idea. Or it could just be collecting notes from a scientist corpse, for cash.

    also with the whole infection event, how about an event where the infection is evolved for a certain period of time, so being infect kills you in half the time forcing you to make a dash for the nearest antidote? it adds more of a 'survival' feel rather than just a run and gun. because to be quite honest, it was to easy before, you get infected and sprint to the antiodote and you'd be fine, if you got cornered it was a challenge but other than that, it was way to easy to out run zombies, maybe consider tuning there speed a little?

  37. Post #77
    WoodzyX88's Avatar
    January 2012
    264 Posts
    This is just my personal opinion, and you may have already implemented it. I think for the inventory/weapons/buy menu that there should be pages/scroll wheel. The thing about toxsin is the fact that the buy menu has only enough spaces for the normal items and a couple extra added ones. The more customizable a game type is, the more its bound to be played on a so forth. Once again just restating though this is my personal opinion.

  38. Post #78
    I hide under your bed
    Dennab
    July 2011
    1,877 Posts
    also with the whole infection event, how about an event where the infection is evolved for a certain period of time, so being infect kills you in half the time forcing you to make a dash for the nearest antidote? it adds more of a 'survival' feel rather than just a run and gun. because to be quite honest, it was to easy before, you get infected and sprint to the antiodote and you'd be fine, if you got cornered it was a challenge but other than that, it was way to easy to out run zombies, maybe consider tuning there speed a little?
    I have made a lot of undocumented changes to player movement speeds and stamina usage in general. doing anything that requires physical exertion will use a small portion of stamina. Jumping, using melee, placing barricades and sprinting all use stamina now. Being infected drains stamina too. Running out of stamina leaves you crippled temporarily, moving at a snail's pace. you can easily be caught and attacked when you're crippled so i think that really promotes stamina management. Sprinting has been greatly nerfed, you move only moderately faster than the NPCs while sprinting. And since i've nerfed the speed of sprinting, you can't really sprint across the map anymore. Your stamina runs out a lot sooner now.

    I really want to see how much harder this makes the game.

    This is just my personal opinion, and you may have already implemented it. I think for the inventory/weapons/buy menu that there should be pages/scroll wheel. The thing about toxsin is the fact that the buy menu has only enough spaces for the normal items and a couple extra added ones. The more customizable a game type is, the more its bound to be played on a so forth. Once again just restating though this is my personal opinion.
    I'm in the process of changing everything, hopefully it all becomes more friendly.

  39. Post #79

    June 2011
    88 Posts
    I have made a lot of undocumented changes to player movement speeds and stamina usage in general. doing anything that requires physical exertion will use a small portion of stamina. Jumping, using melee, placing barricades and sprinting all use stamina now. Being infected drains stamina too. Running out of stamina leaves you crippled temporarily, moving at a snail's pace. you can easily be caught and attacked when you're crippled so i think that really promotes stamina management. Sprinting has been greatly nerfed, you move only moderately faster than the NPCs while sprinting. And since i've nerfed the speed of sprinting, you can't really sprint across the map anymore. Your stamina runs out a lot sooner now.

    I really want to see how much harder this makes the game.
    That's good, it should feel more survivalish now, having to fight to survive rather than sprinting around the map like a little wanker.

    Made much progress on events?

  40. Post #80
    Gold Member
    THATCAKEISASPY's Avatar
    February 2010
    1,774 Posts
    Also Twoski, have you made any progress on getting a server for Gmod 13 up or are you still having troubles with that, or just not prepared yet.