Mega Publish 169


  • Administrators

    Changes
    NoXious DB / Core

    • Moved word filter warning down a bit.

    • Saying emotes will no longer block out your text, just in case you say something like yeah but the guy you’re talking to is across the map and you’re forced to say “yeah.” instead of “yeah”. You can use /e to not display the emote in chat.

    • Added about 75+ emotes using stock HL2 sounds.

    • Emotes will play their female counter-part if applicable.

    • Added /emotes chat command for listing all emotes.

    • Removed ban list from being viewable in-game. No one used it and it was made defunct by the website version.

    • Diamond Members now get 175% votemap power instead of the Gold Member 150%.

    • Maps can be played 2 times before being eliminated.

    • The 5 newest maps will be displayed on the bottom of the votemap screen in a seperate box for easy access.

    • Fixed hats and the warrior weapons in CTF glitching up and down. The thing where the player tries to ‘look at’ the hat or the sword even though it’s attached to them.

    • Bucket hat now looks like it’s on your head instead of being your head.

    • Hats stay on your head across map changes.

    • Global store now looks better.

    SandBox

    • Advanced Duplicator copy function can be used by any access level but requires Builder (cyan colored) in order to paste duplicates.

    • You can’t spawn weapons at all, no matter what STool you use.

    • Only Super Admins (me) can add moderators.

    • Rights setting is logged.

    Zombie Survival

    • Readded the ‘Half-Life’ mode from gmod9. During this time, the horde meter is always ATLEAST half full, meaning even a lone zombie will deal 50% extra damage. Like before, ‘Half-Life’ is achieved by half of the population being Undead.

    • func_physbox doors now have health depending on how big they are. When all of their health is depleted by zombie trashing, they come off their hinges!

    • Added ‘Un-Life’ mode. It is activated when 75% of the population is Undead. The horde meter is always 100% full during this time.

    • There can be more than one Un-Life and Last Human musics wich can then be picked randomly to play when the time comes.

    • Un-Life and Last Human music now loop.

    • Enhanced / changed the on-screen messages (Last Human! Arsenal upgraded…).

    • The Last Human has their own set of post process colormod stuff and so do the zombies during that time.

    • Re-added the arcade mode. It can be activated by simply stating ARCADEMODE=true within a map profile. That would be the gamemode/maps/zs_whatever.lua file. Arcade mode, for the new players, is where you do not gain weapons by killing zombies and ammo is not regenerated. Instead, weapons and ammo are placed within the map by the map profile. Again, you would have to script this in yourself as well as any ammo and/or weapon respawning features. A sample script will be packed with 1.08 as well as utility functions for quick creation of arcade mode profiles. This is designed to make it so any map, no matter how slanted towards the humans it is, can instantly be made balanced and even nightmareish. Imagine zs_motel but with arcade mode on and the weapons/ammo placed within the rooms that are on fire. Or even better, zs_mall but with ammo placed within the shops.

    • Changed Human award amounts: 30: ZS_Human_Bronze 50: ZS_Human_Silver, 75: ZS_Human_3rd, 90: ZS_Human_2nd, 100: ZS_Human_1st

    • Fast Zombie health reduced from 100 to 80.

    • Normal Zombies do not revive after lack of headshot.

    • Auras now beat faster or slower depending on the the horde meter.

    • Auras now range from green to red instead of blue to red.

    • Auras now emit from the heart of a player instead of the middle of their torso.

    • Zombies can no longer break multiple barricade pieces or props at once by aiming in between them.

    • Fixed Zombie melee not playing sounds if using the prehit/lockon method and the strike doesn’t connect with the target.

    • Fixed Zombie melee and Swiss Army Knife not breaking certain types of glass when directly hitting them (func_breakable_surf).

    • Zombies with strong enough melee and the Fast Zombie’s lunge will now apply an appropriate amount of torque depending on where an object was hit. Example, hitting the top of a barrel with the Zombie’s melee will knock it over instead of just sending it flying. Hitting the very edge of a log will spin it a lot instead of applying force to it.

    • Fixed Zombie melee not being able to go thru certain things like the barred windows in zs_cabin and such.

    • Fixed Half-Life mode sometimes being a clone of Un-Life’s damage bonus.

    • Ragdolls now fly back a bit more. Pretty funny watching people get pummeled in to the wall when killed by a zombie. Also fixes a thing where their ragdoll would fall off a building but they would revive on top of the building. Now they’ll revive in mid-air or on the ground. This also makes it so you can throw yourself off of things a lot easier. Slug rifle and magnum deaths are down-right ridiculous. I might add this in to CTF.

      NoX*

      • Added visual wireframe box during build mode that signifies the area around a flag stand that doesn’t
        allow building.

      • Enhanced effects of Sun Beam. Now a pillar of light comes seemingly out of the skybox itself and strikes where the spell hit.

      • Attacking an enemy vehicle sets you as the last attacker to all people in said vehicle in case they decide to suicide.

      • Hover Cycle acceleration substantially increased.

      • Flags can be thrown a rather short distance by holding USE and pressing fire. Doing this will not use staves or melee weapons in your hands so don’t worry.

      • Replaced the effects for Fire Bolt explosions.

      • Slightly enhanced effects for Static Ball explosions.

      • Explosions have more of a radius and power on screen shake effects.

      • Reduced lag on fire and especially lightning death effects.

      • Gun Mage spell shots are now unpredicted wich fixes them sometimes being doubled on the client-side if you timed it right. It also gives you a good idea of if you actually hit anything or not due to the recoil.

      • Severely enhanced anti-glitching script. If a prop is dropped and a seperator is in between you and said prop, it is removed.

      • Fixed Eye of the Wolf and Infravision not working due to last publish.

      • Fixed Gun Mage displaying constant errors after an enchantment.

      • Every class has it’s own specific player model instead of being able to pick any.

      • Removed all randoms from absolutely every damaging thing. Example, lightning will be a solid 37 instead of a random between 30 - 40.

      • Scoreboard no longer carries all functions in it. Help will be opened with F1, classes with F2, assigning abilities with F3, and F4 is reserved for something else. Everything is seperate.

      • Remade the scoreboard in terms of graphics.

      • Building has been moved to an easier-to-use system of clicking right click to open a menu of props and then clicking on one of the buttons to spawn the prop.

      • Added a HUD to the right side of the screen that tells you the new scheme for physgun controls.

      • Added a better effect for creating props. Props will now pop in to the world as tiny micro models and then get bigger, expand a bit more than they’re supposed to, and shrink down again to normal size. It’s quick enough so that it doesn’t hinder you from placing it or anything.

      • Fixed vehicles rarely crashing the server when they were destroyed.

      • Added in Health Obelisks. They work just like mana ones except they give you health and they’re red! Much more rare than normal Obelisks.

      • Obelisks now give mana and such the same speed in 33 tic as 66 tic.

      • Added effect and sounds for being stunned. Similar to NoX, it’s the yellow bird things flying around your head.

      • Replaced many sounds with their appropriate NoX counterparts such as Fire Ball explosions, the Push spell’s sound, Greater Heal, ect.

      • Props are removed if they are being held when build runs out instead of being frozen when it runs out. This fixes props being able to be frozen on flags and verify beacons by holding them there until the build time ran out.

      • Juggernaut and Dreadnaut can not be used in Arena or Death Match.

      • F4 near your flag stand opens the weapon buying menu if your class supports it.

      • Summoned NPC’s properly remove themselves if they were in the process of summoning and the round changed to build mode.

      • All weapons that used ammo now have infinite ammo. Example, bows.

      • Fire death now chars corpses.

      • Headshots do 50% more damage.


  • Administrators

    Changes
    NoXious DB / Core

    • Moved word filter warning down a bit.

    • Saying emotes will no longer block out your text, just in case you say something like yeah but the guy you’re talking to is across the map and you’re forced to say “yeah.” instead of “yeah”. You can use /e to not display the emote in chat.

    • Added about 75+ emotes using stock HL2 sounds.

    • Emotes will play their female counter-part if applicable.

    • Added /emotes chat command for listing all emotes.

    • Removed ban list from being viewable in-game. No one used it and it was made defunct by the website version.

    • Diamond Members now get 175% votemap power instead of the Gold Member 150%.

    • Maps can be played 2 times before being eliminated.

    • The 5 newest maps will be displayed on the bottom of the votemap screen in a seperate box for easy access.

    • Fixed hats and the warrior weapons in CTF glitching up and down. The thing where the player tries to ‘look at’ the hat or the sword even though it’s attached to them.

    • Bucket hat now looks like it’s on your head instead of being your head.

    • Hats stay on your head across map changes.

    • Global store now looks better.

    SandBox

    • Advanced Duplicator copy function can be used by any access level but requires Builder (cyan colored) in order to paste duplicates.

    • You can’t spawn weapons at all, no matter what STool you use.

    • Only Super Admins (me) can add moderators.

    • Rights setting is logged.

    Zombie Survival

    • Readded the ‘Half-Life’ mode from gmod9. During this time, the horde meter is always ATLEAST half full, meaning even a lone zombie will deal 50% extra damage. Like before, ‘Half-Life’ is achieved by half of the population being Undead.

    • func_physbox doors now have health depending on how big they are. When all of their health is depleted by zombie trashing, they come off their hinges!

    • Added ‘Un-Life’ mode. It is activated when 75% of the population is Undead. The horde meter is always 100% full during this time.

    • There can be more than one Un-Life and Last Human musics wich can then be picked randomly to play when the time comes.

    • Un-Life and Last Human music now loop.

    • Enhanced / changed the on-screen messages (Last Human! Arsenal upgraded…).

    • The Last Human has their own set of post process colormod stuff and so do the zombies during that time.

    • Re-added the arcade mode. It can be activated by simply stating ARCADEMODE=true within a map profile. That would be the gamemode/maps/zs_whatever.lua file. Arcade mode, for the new players, is where you do not gain weapons by killing zombies and ammo is not regenerated. Instead, weapons and ammo are placed within the map by the map profile. Again, you would have to script this in yourself as well as any ammo and/or weapon respawning features. A sample script will be packed with 1.08 as well as utility functions for quick creation of arcade mode profiles. This is designed to make it so any map, no matter how slanted towards the humans it is, can instantly be made balanced and even nightmareish. Imagine zs_motel but with arcade mode on and the weapons/ammo placed within the rooms that are on fire. Or even better, zs_mall but with ammo placed within the shops.

    • Changed Human award amounts: 30: ZS_Human_Bronze 50: ZS_Human_Silver, 75: ZS_Human_3rd, 90: ZS_Human_2nd, 100: ZS_Human_1st

    • Fast Zombie health reduced from 100 to 80.

    • Normal Zombies do not revive after lack of headshot.

    • Auras now beat faster or slower depending on the the horde meter.

    • Auras now range from green to red instead of blue to red.

    • Auras now emit from the heart of a player instead of the middle of their torso.

    • Zombies can no longer break multiple barricade pieces or props at once by aiming in between them.

    • Fixed Zombie melee not playing sounds if using the prehit/lockon method and the strike doesn’t connect with the target.

    • Fixed Zombie melee and Swiss Army Knife not breaking certain types of glass when directly hitting them (func_breakable_surf).

    • Zombies with strong enough melee and the Fast Zombie’s lunge will now apply an appropriate amount of torque depending on where an object was hit. Example, hitting the top of a barrel with the Zombie’s melee will knock it over instead of just sending it flying. Hitting the very edge of a log will spin it a lot instead of applying force to it.

    • Fixed Zombie melee not being able to go thru certain things like the barred windows in zs_cabin and such.

    • Fixed Half-Life mode sometimes being a clone of Un-Life’s damage bonus.

    • Ragdolls now fly back a bit more. Pretty funny watching people get pummeled in to the wall when killed by a zombie. Also fixes a thing where their ragdoll would fall off a building but they would revive on top of the building. Now they’ll revive in mid-air or on the ground. This also makes it so you can throw yourself off of things a lot easier. Slug rifle and magnum deaths are down-right ridiculous. I might add this in to CTF.

      NoX*

      • Added visual wireframe box during build mode that signifies the area around a flag stand that doesn’t
        allow building.

      • Enhanced effects of Sun Beam. Now a pillar of light comes seemingly out of the skybox itself and strikes where the spell hit.

      • Attacking an enemy vehicle sets you as the last attacker to all people in said vehicle in case they decide to suicide.

      • Hover Cycle acceleration substantially increased.

      • Flags can be thrown a rather short distance by holding USE and pressing fire. Doing this will not use staves or melee weapons in your hands so don’t worry.

      • Replaced the effects for Fire Bolt explosions.

      • Slightly enhanced effects for Static Ball explosions.

      • Explosions have more of a radius and power on screen shake effects.

      • Reduced lag on fire and especially lightning death effects.

      • Gun Mage spell shots are now unpredicted wich fixes them sometimes being doubled on the client-side if you timed it right. It also gives you a good idea of if you actually hit anything or not due to the recoil.

      • Severely enhanced anti-glitching script. If a prop is dropped and a seperator is in between you and said prop, it is removed.

      • Fixed Eye of the Wolf and Infravision not working due to last publish.

      • Fixed Gun Mage displaying constant errors after an enchantment.

      • Every class has it’s own specific player model instead of being able to pick any.

      • Removed all randoms from absolutely every damaging thing. Example, lightning will be a solid 37 instead of a random between 30 - 40.

      • Scoreboard no longer carries all functions in it. Help will be opened with F1, classes with F2, assigning abilities with F3, and F4 is reserved for something else. Everything is seperate.

      • Remade the scoreboard in terms of graphics.

      • Building has been moved to an easier-to-use system of clicking right click to open a menu of props and then clicking on one of the buttons to spawn the prop.

      • Added a HUD to the right side of the screen that tells you the new scheme for physgun controls.

      • Added a better effect for creating props. Props will now pop in to the world as tiny micro models and then get bigger, expand a bit more than they’re supposed to, and shrink down again to normal size. It’s quick enough so that it doesn’t hinder you from placing it or anything.

      • Fixed vehicles rarely crashing the server when they were destroyed.

      • Added in Health Obelisks. They work just like mana ones except they give you health and they’re red! Much more rare than normal Obelisks.

      • Obelisks now give mana and such the same speed in 33 tic as 66 tic.

      • Added effect and sounds for being stunned. Similar to NoX, it’s the yellow bird things flying around your head.

      • Replaced many sounds with their appropriate NoX counterparts such as Fire Ball explosions, the Push spell’s sound, Greater Heal, ect.

      • Props are removed if they are being held when build runs out instead of being frozen when it runs out. This fixes props being able to be frozen on flags and verify beacons by holding them there until the build time ran out.

      • Juggernaut and Dreadnaut can not be used in Arena or Death Match.

      • F4 near your flag stand opens the weapon buying menu if your class supports it.

      • Summoned NPC’s properly remove themselves if they were in the process of summoning and the round changed to build mode.

      • All weapons that used ammo now have infinite ammo. Example, bows.

      • Fire death now chars corpses.

      • Headshots do 50% more damage.



  • Skirmisher?



  • Slight nitpick while your working w/ explosions. Can firebomb/jugger shots have a no-collide with team effect for a single second after launch? Nothing like a teammate walking in the way and blowing you up.



  • Ahaha, those mobile bases are going to be an awesome add, they’ll bring a little more strategy into it.



  • Did you add anchor to the mage cause its not in the publishes and someone was using it as mage?



  • Ahahaha, gunslinger is back.



  • Nice update btw.


  • Administrators

    You might think the mobile base is pointless with maps being kind of small - deadlycrossing or sanddunes being the biggest, but the new gmod2007 update, wich makes use of the Episode 2 / Source 3 engine severely increases the maximum physical size of maps to about 4 - 5 times the amount it is now. Vehicles will almost be a requirement.

    I’ll be doing some playtesting with the SVN/Beta of 2007 to make sure everything is fully compatible the day gmod10 is updated to 2007.



  • Sweet update Jetboom, however what classes are illegal in arena?



  • Ardmdv Leeroy. +1



  • Do we have an ETA on the Gmod update?
    What kind of guns will the Gunslinger wield?  The gunmage is already good at taking people down at close/medium range with it’s pitiful little gun if you’re at all accurate, even without using enchanted bullets.  A class with even better guns (i.e. an accurate long range rifle) could get some players crying foul.  Though I’d still play it and love it.



  • Added new vehicle: Raven Light Fighter. This vehicle is an air-type with rather hard controls. It comes with dual lock-on air-to-air missiles for the gunner and a front-mounted machine gun and afterburner controls for the pilot. Two per team. This most likely won’t make much sense to use until the new update wich increases max map size is released. Air vehicles do not use the traditional WSAD controls to turn thrust on and off. Instead, thrust is increased and decreased with the W and S keys. The A and D keys control roll. Your mouse controls yaw and pitch. I will probably add in crashing code that severely damages or destroys vehicles that hit the world or frozen props too hard.

    Just throwing this out here but how about a+d control yaw (assuming this is side to side motion without roll) and the left/right movement of mouse controls roll?  For BF2 players such as myself this is the control layout that planes use by default.


  • Administrators

    @Psionicist:

    A class with even better guns (i.e. an accurate long range rifle) could get some players crying foul.  Though I’d still play it and love it.

    It won’t have any way of healing themselves so it would be easy to just spam stuff at them.



  • Flags can be thrown a rather short distance by holding USE and pressing fire

    Rad, dood.



  • @JetBoom:

    You might think the mobile base is pointless with maps being kind of small - deadlycrossing or sanddunes being the biggest, but the new gmod2007 update, wich makes use of the Episode 2 / Source 3 engine severely increases the maximum physical size of maps to about 4 - 5 times the amount it is now. Vehicles will almost be a requirement.

    I’ll be doing some playtesting with the SVN/Beta of 2007 to make sure everything is fully compatible the day gmod10 is updated to 2007.

    Actually, the map sized has not increased yet because the full new hammer hasn’t been released.



  • I can’t wait.



  • cool update cant wait for the new classes and vehicles  :yelrotflmao:



  • Where the hell do you get all these effects from? Do you just make them by yourself?



  • Still no Necromancer  :ohmy:


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