Publish 420 - return of NoX RP



  • [header]Nox RP[/header]

    Surprise! This is either a new gamemode or a revived gamemode depending on how long you’ve been here. If you’ve ever been looking for “that” RP gamemode, this one could fit the bill. Nightmare has been working on this in his spare time for nearly 2 years, trying to bring back the feel of the old Nox RP gamemode (the real one not the parody!)

    For those of you not in the loop, Nox RP plays more like a sandbox RPG than a traditional roleplay gamemode. Even if you don’t like RP, we’ll bet you’ll like this one. Fully persistent worlds, a real economy, meaningful crafting, the ability to own properties, an alignment system, and plenty of toys to play with. It’s rough around the edges right now, but we’re ready for people to start playing and we’ll be improving it over time.

    We’re having a short alpha, lasting about a week, starting right now. We’ll be using this time to test for bugs, stress test, balance things, and make sure everything is ready to go. Then we’ll proceed in to beta where we’ll be adding/finishing core features. Character wipes MAY happen until further notice, as exploits and balance problems are bound to be found.

    You can join here: 167.114.207.246:27015
    We’ll be adding slots and possibly other servers over time.
    Press F1 for general help, and check out the GitHub issues for bug reporting and other problems.

    [header]Other changes[/header]

    And now for the change round-up over the last few weeks:

    Zombie Survival

    • Added new tier 4 shotgun: Jackhammer. Automatic shotgun with a large ammo capacity and rate of fire. Slow to reload.

      • Added new tier 4 scoped pulse rifle: Quasar.
      • Can now always see the name/icon of a Sigil even if you’re close to them.
      • Doubled the maximum value of zs_transparencyradius.
      • Increased damage on Adonis 27.2 -> 30.
      • Increased damage on Sweeper 6x21 -> 6x25. Which brings it to 6 damage less than a Boomstick with one loaded shell.
      • Increased damage on the ZE variant Sweeper 6x52.5 -> 6x75
      • Decreased Gluon damage per hit 20 -> 19
      • Increased Gluon cost 200 -> 220
      • Decreased Gluon stock count 3 -> 2
      • Changed Gluon firing sound.
      • You now get a message when you give/receive ammo to/from other players.
      • You can now zoom in and out with the mouse wheel when viewing the skill web.
      • Players can no longer team kill by igniting a barrel, dying, then having a chain of barrels kill former team members.
      • Fixed prediction error when breaking props with fists.
      • Fixed breaking props with fists not logging who broke it.
      • Fixed edge scrolling in the skill web while the mouse pointer was on a second monitor, or outside the window while the game was in focus.
      • Fixed turret bullets being blocked by humans.
      • Fixed Glass Weapons skill adding damage to the Meat Hook. Now does nothing to it.
      • Fixed Fast Zombie playing pistol reload animation when taunting.
      • Fixed turrets and drones flipping out when targetting a nest.
      • Fixed Junk / Crafting packs looking like you’re not holding anything.
      • Fixed the Drone being unable to pick the same object up twice.
      • Fixed exploit that allowed people to have more than one of the same food type.
      • Fixed exploit with the ZE variant Bullet Storm that allowed infinite firing.
      • Fixed perf loss from client animation when running in to a prop.
      • Fixed the Blaster not playing the pump animation when done reloading.
      • Drone damage has been increased 8 -> 14 making it have almost the same damage as the Tosser (albeit you can’t “upgrade” the drone (yet)).
      • Fixed Drone and Manhack being packed by people who don’t own them.
      • Gluon uses 1/2 as much ammo as before.
      • Long Arm damage 150 -> 90. Ammo usage 2 -> 1. Delay 0.66 -> 0.7. That makes it a little bit stronger than a magnum if all its bullets were ricochets.
      • Added a new skill: Barricade Expert. Located east of Hammer Mastery on the skill web. Having this skill adds an indicator to all nails owned by you. Players without this skill cannot remove the nails of players with the skill. Players with the skill can remove the nails of players without the skill with no point penalty. The 75 point threshold system has been removed, use this skill instead of relying on that.
      • Added the Amigo Assault Rifle to tier 2 for 35 points to fill in the missing assault rifle role for the tier.
      • Added the Helios Gluon Gun to tier 5 for 200 points. Doesn’t need to be reloaded and fires as long as you hold the button down. Does a lot of damage but at the cost of high ammo use.
      • Names on nails are now brighter (previously very hard to see them).
      • The health bar for nail repair capacity has been inverted. The bar represents how much repair is remaining, not how much has been used. The color has been changed to make it a bit more obvious that this is the case.
      • Reduced Adonis cost from 225 -> 200 points to bring it in line with other tier 5 weapons.
      • Long Arm ammo usage reduced 5 -> 2 (still can fire 5 times without reloading), recoil reduced 90deg -> 20deg, and fire delay reduced 1.25s -> 0.66s.
      • Added option to disable iron sights. This is the model position changing, not the accuracy, speed, or FOV changes.
      • Another fix for sigil teleportation.
      • Muscular no longer gives you scaled model bones because most people have it and it cuts off a few FPS.
      • Redeem crash fix.
      • Fix for a few griefing mechanics.
      • Crouch jump extra damage removed and changed to automatic leg damage (which prevents jumping anyway). However, hitting the legs will do 1x damage instead of 0.25x damage if crouch jumping. It is also disabled if the zombie is facing a wall (so they can jump on top of things).
      • Spinter damage reduced 14x7 -> 13x7
      • Added flinch animations. Hitting a certain area will play different flinch gestures.
      • Fixed being able to lose if last human redeems.
      • Fixed the engine applying knockback force from getting hit by a zombie. I applied my own so it was compounding and made humans get knocked back way more than they should have.
      • Fixed Fast Zombie attack animations.
      • Added ‘Splinter’ Sawed-off Shotgun to tier 2.
      • Fixed noclipping not marking your sigil placing as invalid. So if an admin noclipped in to a room somewhere outside the map the profiler might have put a node there before.
      • Splinter damage reduced 19 x 7 -> 14 x 7
      • Tosser accuracy reduced to be slightly more accurate than other SMGs rather than as accurate as a pistol.
      • Hurricane ramp up gimmick removed.
      • Hurricane damage increased 12 -> 14.5 which makes it 0.5 more damage than the Z9000
      • Silencer damage reduced 22 -> 20.75
      • Silencer base reload speed reduced from 1.0 to 0.6. Was extremely fast.
      • Akbar magazine size increased 25 -> 30
      • Akbar damage increased 20 -> 21.5
      • Shredder damage increased 18 -> 21
      • UZI accuracy is now increased to be identical to Shredder
      • Win and lose rewards are given immediately rather than waiting until the round changes. So it’s safe to disconnect (or crash) once you’ve entered an escape door. You’ll get your win, silver, and xp.
      • Fix for more wacky animation bugs.
      • Crossbow bolts don’t collide with other projectiles.
      • Bosses spawn with 14+ players instead of 10+.
      • You now get a message when picking up ammo that tells you what type and how much you picked up.
      • Hitting a zombie while they’re crouch jumping does headshot damage no matter where they are actually hit.
      • Crouch movement speed multiplier reduced from 0.70/0.65 for zombie/human -> 0.45/0.45.
      • Zombies don’t play crouch walk animations if crouch jumping.
      • Removed arm damage multiplier (was 0.5x) and stomach multiplier (0.75x). Arms are too thin and stomach is inconsistent on some models. So only multipliers are head, legs, and <everything else>. Head might be dropped from 2x to 1.75x to compensate.
      • Fixed zombie animations.
      • Added remort level display.
      • Added option to hide XP info.
      • Fixed zombie attack animations being unsynced (different swing animations being played for server/client), resulting in inaccurate clientside hitboxes.
      • Tosser damage reduced 15 -> 14.5
      • Manhack health increased 55 -> 100
      • Manhack / Sawhack / Drone handling increased
      • Manhack doesn’t ricochet as hard off of players.
      • Removed DSP effect from zombie vision.
      • Fixed pulse weapon point multiplier not working.
      • Fixed Manhack / Drone being able to take physics kill credit.
      • Zombie melee size has been increased. In general, triple the size. Some human melee weapons were easier to hit than zombie claws which were using a rather low size. Clarification: this is for size, as in how easy it is to hit, not maximum range.
      • Poison Headcrab pounce damage decreased 45 -> 37.
      • Fixed drone not dropping ammo when it dies.

      Extreme Football Throwdown

      • Added eft_competitive convar. 1 = whitelisted items spawn. 2 = no items spawn.
      • Melon Driver melons no longer deal extra physics damage (which was able to team kill).
      • Fixed clown car exploding if being held and the model clipped in to a wall.
      • Fixed power struggle being able to be avoided if on a steep slope. Power struggles will now always blow back the loser regardless of if they’re directly in front of the opponent.
      • Fixed people carrying things losing head ons even if they were moving faster (in the case of speed ball vs. normal player, speed ball would lose).
      • Removed compensation from charging since it was too wonky. A new system will be added soon that disables collisions for a player running at charge speed.
      • Fixed some animation problems.
      • If the ball has been thrown then the match will not end for at least the next 5 seconds, even if the timer runs out. Picking it up or resetting cancels these 5 seconds. So just like basketball.
      • Added a 60 second warmup phase (cvar: eft_warmuplength). Everyone can run around and fight each other but no goals can be scored and the ball can’t be picked up. After the phase every one will be respawned, have their frags and deaths set to 0, and frozen for the typical pre-round phase.
      • Added over time. If the game is a tie when the counter reaches 0 then over time will start. This lasts 4 minutes and both teams have rage activated. Only big poles and beating sticks will spawn. During the last 30 seconds the ball will be forced to a score ball powerup and whoever is carrying it at the end of OT wins. eft_overtime and eft_overtime_scoreball control these.
      • Added ability for lag compensation on states / weapons.
      • Added lag compensation to charging, punching, beating stick, big pole, and trash bin. This may be tweaked or disabled if it’s too much since laggy players could be annoying to low ping players. It is disabled if the attacker’s ping is 150 or more.

      Pedobear Escape 2

      • Enemy spawns are now indicated with an icon.
      • Pickups now deploy and are used instantly.
      • Bananas now knock you down.
      • Added camera effects when you get caught.
      • You can now press left click to follow a random player or press right click to roam while spectating.
      • Increased enemy acceleration and speed to be a bit closer to release values.
      • Fixed PVS issues on spectator making sounds not play if your observer target was far away from your entity.
      • Slight music changes. No longer plays at 0 volume in the background if you have volume at 0 is the big one as this will save a bit of network bandwidth for players with it off.
      • Added some more music tracks and maps.
      • 2 new pursuers added.
      • AI update. They’re now much smarter. Now don’t collide with other enemies (was a mistake that they weren’t colliding with each other). A single player cannot have >70% of all enemies chasing after them. If too many are chasing one person then some will turn away and chase the next closest person. Babies will now act as high priority targets rather than absolute priority targets. Enemies will slightly prefer staying on the same person (10% bias). After chasing the same enemy and staying close to them for 8 - 12 seconds (getting circle strafed), use an alternate movement algorithm for 0.66 - 1.66 seconds.
      • Shrunk collision bounds on enemies. They were using abnormally large bounds so they were getting stuck in doorways.
      • Enemies now collide with each other. Groups of them are now even more dangerous.
      • Enemies no longer collide with players. Was making it so you could run away in a straight line without getting caught. If you want to avoid enemies you’ll need to circle strafe, avoid their attention, or turn corners.
      • Reduced acceleration on enemies 900 -> 700 and reduced speed 400 -> 360 to compensate above changes.
      • Replaced prop_ragdoll garbage with animations and client-side ragdoll. ragdolls were making a LOT of unneeded network traffic.

      Other

      • Added dynimg system. New emoticons are added as simply as uploading them. No need for downloads, workshop addons, or anything like that. Will be tied in to a new donation system in the future with the ability to add new emoticons for ~50 cents each or so.
      • Human players with the rubber hammer punishment can no longer damage or pick up physics props.
      • Fixed Angelic Halo looking flat/weird.
      • Chat: Added background/bg attribute to <img> and its decedents. Works like the color attribute but fills the transparent area of images with the color you specify. No effect on fully opaque images.
      • Chat: color/c attribute now accepts 3 and 6 char hex codes. Example: #0a3 and #00aa33
      • The <emote=emotename> parser has been deprecated, you should start using <emotename> or :emotename: which both support attributes like :ss13clown color=255,0,0:
      • Fixed text rendering issues from recent gmod update.


  • [header]Nox RP[/header]

    Surprise! This is either a new gamemode or a revived gamemode depending on how long you’ve been here. If you’ve ever been looking for “that” RP gamemode, this one could fit the bill. Nightmare has been working on this in his spare time for nearly 2 years, trying to bring back the feel of the old Nox RP gamemode (the real one not the parody!)

    For those of you not in the loop, Nox RP plays more like a sandbox RPG than a traditional roleplay gamemode. Even if you don’t like RP, we’ll bet you’ll like this one. Fully persistent worlds, a real economy, meaningful crafting, the ability to own properties, an alignment system, and plenty of toys to play with. It’s rough around the edges right now, but we’re ready for people to start playing and we’ll be improving it over time.

    We’re having a short alpha, lasting about a week, starting right now. We’ll be using this time to test for bugs, stress test, balance things, and make sure everything is ready to go. Then we’ll proceed in to beta where we’ll be adding/finishing core features. Character wipes MAY happen until further notice, as exploits and balance problems are bound to be found.

    You can join here: 167.114.207.246:27015
    We’ll be adding slots and possibly other servers over time.
    Press F1 for general help, and check out the GitHub issues for bug reporting and other problems.

    [header]Other changes[/header]

    And now for the change round-up over the last few weeks:

    Zombie Survival

    • Added new tier 4 shotgun: Jackhammer. Automatic shotgun with a large ammo capacity and rate of fire. Slow to reload.

      • Added new tier 4 scoped pulse rifle: Quasar.
      • Can now always see the name/icon of a Sigil even if you’re close to them.
      • Doubled the maximum value of zs_transparencyradius.
      • Increased damage on Adonis 27.2 -> 30.
      • Increased damage on Sweeper 6x21 -> 6x25. Which brings it to 6 damage less than a Boomstick with one loaded shell.
      • Increased damage on the ZE variant Sweeper 6x52.5 -> 6x75
      • Decreased Gluon damage per hit 20 -> 19
      • Increased Gluon cost 200 -> 220
      • Decreased Gluon stock count 3 -> 2
      • Changed Gluon firing sound.
      • You now get a message when you give/receive ammo to/from other players.
      • You can now zoom in and out with the mouse wheel when viewing the skill web.
      • Players can no longer team kill by igniting a barrel, dying, then having a chain of barrels kill former team members.
      • Fixed prediction error when breaking props with fists.
      • Fixed breaking props with fists not logging who broke it.
      • Fixed edge scrolling in the skill web while the mouse pointer was on a second monitor, or outside the window while the game was in focus.
      • Fixed turret bullets being blocked by humans.
      • Fixed Glass Weapons skill adding damage to the Meat Hook. Now does nothing to it.
      • Fixed Fast Zombie playing pistol reload animation when taunting.
      • Fixed turrets and drones flipping out when targetting a nest.
      • Fixed Junk / Crafting packs looking like you’re not holding anything.
      • Fixed the Drone being unable to pick the same object up twice.
      • Fixed exploit that allowed people to have more than one of the same food type.
      • Fixed exploit with the ZE variant Bullet Storm that allowed infinite firing.
      • Fixed perf loss from client animation when running in to a prop.
      • Fixed the Blaster not playing the pump animation when done reloading.
      • Drone damage has been increased 8 -> 14 making it have almost the same damage as the Tosser (albeit you can’t “upgrade” the drone (yet)).
      • Fixed Drone and Manhack being packed by people who don’t own them.
      • Gluon uses 1/2 as much ammo as before.
      • Long Arm damage 150 -> 90. Ammo usage 2 -> 1. Delay 0.66 -> 0.7. That makes it a little bit stronger than a magnum if all its bullets were ricochets.
      • Added a new skill: Barricade Expert. Located east of Hammer Mastery on the skill web. Having this skill adds an indicator to all nails owned by you. Players without this skill cannot remove the nails of players with the skill. Players with the skill can remove the nails of players without the skill with no point penalty. The 75 point threshold system has been removed, use this skill instead of relying on that.
      • Added the Amigo Assault Rifle to tier 2 for 35 points to fill in the missing assault rifle role for the tier.
      • Added the Helios Gluon Gun to tier 5 for 200 points. Doesn’t need to be reloaded and fires as long as you hold the button down. Does a lot of damage but at the cost of high ammo use.
      • Names on nails are now brighter (previously very hard to see them).
      • The health bar for nail repair capacity has been inverted. The bar represents how much repair is remaining, not how much has been used. The color has been changed to make it a bit more obvious that this is the case.
      • Reduced Adonis cost from 225 -> 200 points to bring it in line with other tier 5 weapons.
      • Long Arm ammo usage reduced 5 -> 2 (still can fire 5 times without reloading), recoil reduced 90deg -> 20deg, and fire delay reduced 1.25s -> 0.66s.
      • Added option to disable iron sights. This is the model position changing, not the accuracy, speed, or FOV changes.
      • Another fix for sigil teleportation.
      • Muscular no longer gives you scaled model bones because most people have it and it cuts off a few FPS.
      • Redeem crash fix.
      • Fix for a few griefing mechanics.
      • Crouch jump extra damage removed and changed to automatic leg damage (which prevents jumping anyway). However, hitting the legs will do 1x damage instead of 0.25x damage if crouch jumping. It is also disabled if the zombie is facing a wall (so they can jump on top of things).
      • Spinter damage reduced 14x7 -> 13x7
      • Added flinch animations. Hitting a certain area will play different flinch gestures.
      • Fixed being able to lose if last human redeems.
      • Fixed the engine applying knockback force from getting hit by a zombie. I applied my own so it was compounding and made humans get knocked back way more than they should have.
      • Fixed Fast Zombie attack animations.
      • Added ‘Splinter’ Sawed-off Shotgun to tier 2.
      • Fixed noclipping not marking your sigil placing as invalid. So if an admin noclipped in to a room somewhere outside the map the profiler might have put a node there before.
      • Splinter damage reduced 19 x 7 -> 14 x 7
      • Tosser accuracy reduced to be slightly more accurate than other SMGs rather than as accurate as a pistol.
      • Hurricane ramp up gimmick removed.
      • Hurricane damage increased 12 -> 14.5 which makes it 0.5 more damage than the Z9000
      • Silencer damage reduced 22 -> 20.75
      • Silencer base reload speed reduced from 1.0 to 0.6. Was extremely fast.
      • Akbar magazine size increased 25 -> 30
      • Akbar damage increased 20 -> 21.5
      • Shredder damage increased 18 -> 21
      • UZI accuracy is now increased to be identical to Shredder
      • Win and lose rewards are given immediately rather than waiting until the round changes. So it’s safe to disconnect (or crash) once you’ve entered an escape door. You’ll get your win, silver, and xp.
      • Fix for more wacky animation bugs.
      • Crossbow bolts don’t collide with other projectiles.
      • Bosses spawn with 14+ players instead of 10+.
      • You now get a message when picking up ammo that tells you what type and how much you picked up.
      • Hitting a zombie while they’re crouch jumping does headshot damage no matter where they are actually hit.
      • Crouch movement speed multiplier reduced from 0.70/0.65 for zombie/human -> 0.45/0.45.
      • Zombies don’t play crouch walk animations if crouch jumping.
      • Removed arm damage multiplier (was 0.5x) and stomach multiplier (0.75x). Arms are too thin and stomach is inconsistent on some models. So only multipliers are head, legs, and <everything else>. Head might be dropped from 2x to 1.75x to compensate.
      • Fixed zombie animations.
      • Added remort level display.
      • Added option to hide XP info.
      • Fixed zombie attack animations being unsynced (different swing animations being played for server/client), resulting in inaccurate clientside hitboxes.
      • Tosser damage reduced 15 -> 14.5
      • Manhack health increased 55 -> 100
      • Manhack / Sawhack / Drone handling increased
      • Manhack doesn’t ricochet as hard off of players.
      • Removed DSP effect from zombie vision.
      • Fixed pulse weapon point multiplier not working.
      • Fixed Manhack / Drone being able to take physics kill credit.
      • Zombie melee size has been increased. In general, triple the size. Some human melee weapons were easier to hit than zombie claws which were using a rather low size. Clarification: this is for size, as in how easy it is to hit, not maximum range.
      • Poison Headcrab pounce damage decreased 45 -> 37.
      • Fixed drone not dropping ammo when it dies.

      Extreme Football Throwdown

      • Added eft_competitive convar. 1 = whitelisted items spawn. 2 = no items spawn.
      • Melon Driver melons no longer deal extra physics damage (which was able to team kill).
      • Fixed clown car exploding if being held and the model clipped in to a wall.
      • Fixed power struggle being able to be avoided if on a steep slope. Power struggles will now always blow back the loser regardless of if they’re directly in front of the opponent.
      • Fixed people carrying things losing head ons even if they were moving faster (in the case of speed ball vs. normal player, speed ball would lose).
      • Removed compensation from charging since it was too wonky. A new system will be added soon that disables collisions for a player running at charge speed.
      • Fixed some animation problems.
      • If the ball has been thrown then the match will not end for at least the next 5 seconds, even if the timer runs out. Picking it up or resetting cancels these 5 seconds. So just like basketball.
      • Added a 60 second warmup phase (cvar: eft_warmuplength). Everyone can run around and fight each other but no goals can be scored and the ball can’t be picked up. After the phase every one will be respawned, have their frags and deaths set to 0, and frozen for the typical pre-round phase.
      • Added over time. If the game is a tie when the counter reaches 0 then over time will start. This lasts 4 minutes and both teams have rage activated. Only big poles and beating sticks will spawn. During the last 30 seconds the ball will be forced to a score ball powerup and whoever is carrying it at the end of OT wins. eft_overtime and eft_overtime_scoreball control these.
      • Added ability for lag compensation on states / weapons.
      • Added lag compensation to charging, punching, beating stick, big pole, and trash bin. This may be tweaked or disabled if it’s too much since laggy players could be annoying to low ping players. It is disabled if the attacker’s ping is 150 or more.

      Pedobear Escape 2

      • Enemy spawns are now indicated with an icon.
      • Pickups now deploy and are used instantly.
      • Bananas now knock you down.
      • Added camera effects when you get caught.
      • You can now press left click to follow a random player or press right click to roam while spectating.
      • Increased enemy acceleration and speed to be a bit closer to release values.
      • Fixed PVS issues on spectator making sounds not play if your observer target was far away from your entity.
      • Slight music changes. No longer plays at 0 volume in the background if you have volume at 0 is the big one as this will save a bit of network bandwidth for players with it off.
      • Added some more music tracks and maps.
      • 2 new pursuers added.
      • AI update. They’re now much smarter. Now don’t collide with other enemies (was a mistake that they weren’t colliding with each other). A single player cannot have >70% of all enemies chasing after them. If too many are chasing one person then some will turn away and chase the next closest person. Babies will now act as high priority targets rather than absolute priority targets. Enemies will slightly prefer staying on the same person (10% bias). After chasing the same enemy and staying close to them for 8 - 12 seconds (getting circle strafed), use an alternate movement algorithm for 0.66 - 1.66 seconds.
      • Shrunk collision bounds on enemies. They were using abnormally large bounds so they were getting stuck in doorways.
      • Enemies now collide with each other. Groups of them are now even more dangerous.
      • Enemies no longer collide with players. Was making it so you could run away in a straight line without getting caught. If you want to avoid enemies you’ll need to circle strafe, avoid their attention, or turn corners.
      • Reduced acceleration on enemies 900 -> 700 and reduced speed 400 -> 360 to compensate above changes.
      • Replaced prop_ragdoll garbage with animations and client-side ragdoll. ragdolls were making a LOT of unneeded network traffic.

      Other

      • Added dynimg system. New emoticons are added as simply as uploading them. No need for downloads, workshop addons, or anything like that. Will be tied in to a new donation system in the future with the ability to add new emoticons for ~50 cents each or so.
      • Human players with the rubber hammer punishment can no longer damage or pick up physics props.
      • Fixed Angelic Halo looking flat/weird.
      • Chat: Added background/bg attribute to <img> and its decedents. Works like the color attribute but fills the transparent area of images with the color you specify. No effect on fully opaque images.
      • Chat: color/c attribute now accepts 3 and 6 char hex codes. Example: #0a3 and #00aa33
      • The <emote=emotename> parser has been deprecated, you should start using <emotename> or :emotename: which both support attributes like :ss13clown color=255,0,0:
      • Fixed text rendering issues from recent gmod update.


  • SMOKE W33D EVERYDAY



  • For NoX RP, it’s obvious that you have tons of ideas and problems. So post them in http://www.noxiousnet.com/forums/index.php?board=70.0

    The GitHub issues should also be used for bug reports.



  • @JetBoom:

    Nightmare has been working on this in his spare time for nearly 2 years

    he’s a fucking hero



  • MLG Update! Blaze it!



  • The killing fields are open once again



  • I’m going to RP as the catapillar from Alice and Wonderland.



  • @JetBoom:

    [header]Nox RP[/header]
    Extreme Football Throwdown

    Fixed clown car exploding if being held and the model clipped in to a wall.

    Added ability for lag compensation on states / weapons.
    Added lag compensation to charging, punching, beating stick, big pole, and trash bin. This may be tweaked or disabled if it’s too much since laggy players could be annoying to low ping players. It is disabled if the attacker’s ping is 150 or more.

    I thought lag compensation was removed, if I’m not mistaken? But anyway, the animation and functionality of punching is extremely wonky; it has too far of a reach and is still an awkward half-punch. (If lag compensation is still a thing, maybe it’s attributed to that?) Hitboxes are also wonkier than normal, especially from the back of a player. There can be a decent gap (which I’m not exactly sure how to quantify) between you and the player behind you, but you’ll inevitably get tackled.

    Clown cars aren’t functioning normally as well. It seems you’re only able to throw them from the spawn…taking a clown car outside of the spawn area and throwing it only causes an explosion from where it was spawned.



  • thanks nightmare



  • Can you make it so the Drone doesn’t always hover downwards? it’s really hard to give them ammo from a 2nd floor window, because they always fall downwards.

    In the later waves it becomes harder to maintain them, windows are always caded, so it’s near impossible to bring them back indoors, if they could be automatically given ammo from the owner’s inventory that would also be great.



  • @Stelker:

    Can you make it so the Drone doesn’t always hover downwards? it’s really hard to give them ammo from a 2nd floor window, because they always fall downwards.

    In the later waves it becomes harder to maintain them, windows are always caded, so it’s near impossible to bring them back indoors, if they could be automatically given ammo from the owner’s inventory that would also be great.

    Make it only be affected by gravity and the hover tracer if you are not actively controlling the Drone and Manhack



  • The Drone needs to be able to grab props from it’s crosshair, not the tracer, many Drone users find it hard to grab props, when the tracer is always offset from the crosshair on turning.



  • @Stelker:

    The Drone needs to be able to grab props from it’s crosshair, not the tracer, many Drone users find it hard to grab props, when the tracer is always offset from the crosshair on turning.

    Just make the tracer go another color (Inverse HSV of player color? Plain green?) if it’s on the pickup range and targeting the prop



  • Zombie Survival

    • Melee should no longer allow enhanced distance for people with high ping. Still helps with aiming, just not giving extra distance.
      • Increased the owner-only pickup grace period on the meat hook 3 -> 5 seconds.
      • Removed the ability to pickup gibs with USE. There’s really no reason for it and only creates grief when you mean to pickup other things nearby.
      • Reduced the pack up time on the Drone to be nearly instant.
      • The Drone tow rope now comes out of the camera position and doesn’t need to have the laser pointing at the prop.
      • Disabled over-the-shoulder third person when playing demos. Was causing some kind of inconsistency.
      • Players can no longer put props in front of you when you’re packing something to block it. Also, you now only have to face the general direction of the object rather than keeping your crosshair on it.
      • Reduced opacity of Quasar blue lines and removed the blue tint.
      • Fixed turret, drone, and other controls having an awkward delay before they could be used after switching from another weapon.
      • Fixed the Hunter rifle reload mechanism being broken if running out of ammo and then obtaining more.
      • Fixed broken looking sigil indicators at the bottom of the screen when a sigil was corrupted.
      • Fixed Redeemers shooting bullets only out of the right gun.
      • Fixed Drone taking damage sound being broadcast over the entire map.
      • Fixed people being able to give controller weapons.
      • Fixed shadow lurker effect persisting after death.
      • Fixed drone shoot sound persisting after destruction.
      • Fixed Waraxe fire sound pitch not being altered.
      • Fixed message beacons not displaying.
      • Fixed extra sigil collision box not working on props.


  • Drones are a mistake, might as well remove nests since you have to make a new one every 30 seconds and they live for 10 seconds. Makes large maps extremely easy to win with 2 or 3 drone players.



  • Pay me 100k silver for a per-round license to build nests.



  • @CrimsonNocturne:

    Drones are a mistake, might as well remove nests since you have to make a new one every 30 seconds and they live for 10 seconds. Makes large maps extremely easy to win with 2 or 3 drone players.

    Seems to me like you couldn’t co-ordinate the zombies to deal with them. You can’t just pass them off as non threat until Wave 6. Fast zombies deal 20 damage a pounce to them and the drones have a limited pitch, and imperfect gun accuracy in which they can aim so they have to get more level to deal with nests, making them vulnerable at this. They have a lot of vulnerability windows and they’re not free to maintain.

    That being said, drones shouldn’t do physics damage to fast zombies that try to hit them.



  • The issue seems to really be with the maps regarding drones. Lots of those big open maps have a high skybox and some of them don’t have places in their environment for fast zombies to reach them. Another thing is that drones/manhacks can just fly outside of maps that use player clips and non-3d skyboxes (Fear House is an example) which allow drones to fire at nests from safety without getting destroyed by fast zombies.

    But yeah, it’s mostly just the zombie team being uncoordinated. Drones can still be annoying if your team doesn’t want to coordinate though.



  • Zombie Survival

    • Added Repair Field deployable + skill to unlock it. Automatically repairs deployables and nails nearby. Requires pulse ammo.
      • Added Zapper deployable + skill to unlock it. Deals 25 damage every few seconds to the lowest health zombie nearby and slightly slows them. Headcrabs are prioritized. Requires pulse ammo.
      • Added Skeletal Walker zombie class. Wave 3, has 100 health, 25 melee damage, worth 4 points. The exact opposite of the Shadow Lurker, it has a 66% resistance to bullets.
      • Drones (and manhacks) no longer deal physics ram damage. Manhacks still deal slicing damage, this is related to something else.
      • Fast Zombie leap now deals double damage to drones and manhacks.

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