L4D-CS [6K views, over 200 replies, join the community]
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Re: l4d - the counter-strike way...
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Re: l4d - the counter-strike way...
also i was thingking like theres bombers amd vips...
i replaced bomber with VIRUS so like that dude has a c4 ( modeled like a capsule with green stuff like infection thing) and the VIP are ADMIN, so... if you are admin you auto have vip flag in gamescore so your admin... |
Re: l4d - the counter-strike way...
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just would be great if the ping would be fixed, also i would like if they would just stand like idle you said but not out of map like i understanded... The bot plugin should be like this: When a bot is spawned it seeks for targets, if the target comes 50m~ and closer he attacks, like in emotes he runs runs and then slashes him, but if he gets shot like and gets blowed away (like you hit to head when hes in air and he fly awaayyyyyyyyy) and so he dont get off map or somphin just stands there, in future it should run to the same spot where he was shot... Also when dead the bot gets kicked so he wont spam server slots... i will edit metamod so it would edit the max models in map stuff, the max alloved is 500 as ir remember, or something close... well i will make it 999999 so 1player entity is also a model, like if 100bots are 100models, what should the map look? a big crate? :lol: so with that fixed and ping also the bot part would be done... and still about slots, like i would create 16 for cts and 484 for terr. so heres the idea: max players=32 (16 t / 16 ct) BUT since BOT`s are terr becouse of zombiness, i create much spawn points, so there would be like in l4d 100++ zm attacks at the moment. I dont want bots be respawned like kill 100 zm another 100 spawns >.< , i want them be in multiple spots and the plugin to handle the respawns so that bots would be spawned only in range of 100m~ around the survivors... well i could talk about ideas for life, but still waiting for replys and other people opinion :P |
Re: l4d - the counter-strike way...
let cs be cs and let l4d be l4d. thx
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Re: l4d - the counter-strike way...
i thought of what people say, just like u did, but i really think that this project might succeed..
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Re: l4d - the counter-strike way...
I talked about Zombies as Entities, like the ball used in soccerjam, not real players. You can't hide players in scoreboard even if they're fakeclients.
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Re: l4d - the counter-strike way...
It's possible shine771, A group of modders in my clan attempted to create modules and engines from cs to support a cs vs. of L4D.
So Far we have gotten the fog to work, the animation skins designed by frk_14 as well as the whole falling on the floor when u get damaged and you a life bar thing. We also got sounds taken from the actual game, and the spawn of 100-150 zombies using 7 BOTS. Only problem is, we need a server with maximum CPU Usage cuz it can't just keep spawning more and more zombies. Tested for an hour and it crashes. So the farthest we got through was an hour based on a server of 128 fps and I believe 2 RAM. (Based Off my friends Dedicated Server) Maps is an issue. The Gun Animation is a problem. The Smoker shooting its tongue out is a problem. And The smashing of walls (Based on maps is a problem) Still working on it (Has been about a 3-4 month process so far |
Re: l4d - the counter-strike way...
It sounds good but it is impossible, especially for most players. You would need to rework a lot of things. Monster mod would be impossible and so would most bots probably. I suppose you could maybe get a bot working, but you'd need it very customized in order to function correctly. Also, it would be laggy. 100-150 zombies at ~1k polies (being nice) is 100k poly count. 1/4 of that would probably lag anyone (or most) who still play cs 1.6. Monster mod is impossible becuase updating the positions of over 10 people will lag everyone. There may only be one solution to these problems. creativity. I have a few ideas, but they are of course my ideas, not yours.
Btw, having content from other games (w/o permission) on your computer without owning them is illegal. Quote:
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Re: l4d - the counter-strike way...
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