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Zombie Mod [YR]
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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Wed Dec 26, 2007 5:46 am    Post subject: Reply with quote  Mark this post and the followings unread

...Try to keep it on the discussion of the mod, guys...

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YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Dec 26, 2007 7:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Need a hand with anything?

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nikoleah
Rocket Infantry


Joined: 30 Mar 2007

PostPosted: Wed Dec 26, 2007 11:02 am    Post subject: Reply with quote  Mark this post and the followings unread

EVA-251 wrote:
This is the first release. There is no GUI and although I planned to add a scenario map, I was having bugs with both versions (1 player skirmish and 2 player skirmish) and had to cut it.

GUI will more than likely be a feature to be added at the end. Hopefully, the next release will include around 4 or 5 maps that will have scenarios.

Okay i see... But yeah... Is that normal AI builds tech centers and such?

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Wed Dec 26, 2007 10:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
Need a hand with anything?

I apologize for not responding earlier when you offered mapping services. Of course, you can indefinitely help with maps.

The AI builds Tech Centers, Refineries and such only because the AI is just me using the Replace function in Notepad and replacing everything Allied with zombies.

In the final version, it will only build its "barracks" and "command center". These might be invincible/invisible. I don't know. Some scenario maps will of course feature spawned zombies.

As for the AI's behavior itself...It will be completely different from this release because it will only go for infantry to begin. Once it kills off infantry, it will go on to vehicles or buildings.

Zombie "AI" might vary on some maps however.

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YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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nikoleah
Rocket Infantry


Joined: 30 Mar 2007

PostPosted: Wed Dec 26, 2007 10:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

EVA-251 wrote:
Aro wrote:
Need a hand with anything?

I apologize for not responding earlier when you offered mapping services. Of course, you can indefinitely help with maps.

The AI builds Tech Centers, Refineries and such only because the AI is just me using the Replace function in Notepad and replacing everything Allied with zombies.

In the final version, it will only build its "barracks" and "command center". These might be invincible/invisible. I don't know. Some scenario maps will of course feature spawned zombies.

As for the AI's behavior itself...It will be completely different from this release because it will only go for infantry to begin. Once it kills off infantry, it will go on to vehicles or buildings.

Zombie "AI" might vary on some maps however.

I see... But maybe you need to improve military AI... It builds tech centers and such but not tanks or any infantry.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Wed Dec 26, 2007 11:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

No Military AI.
The problem with survivor AI is that it would build too much unless it was carefully created not to, and making AI is a real pain in the ass.

Human units in later version will have further build limitations, and the AI really doesn't give a shit about those either. This means if the undead managed to ruin it's barracks or vehicle depot, since it is a free building, it would just pop one up immediately after.

This again, does not exclude the possibility of AI controlled friendlies in maps.

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YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Dec 27, 2007 11:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Of course, you can indefinitely help with maps.


Nice! It'll be good to excersize my YR Mapping once again. #Tongue I've got some great Idea's for this one. I'll do you a couple of Multi-player maps, whenever possible.

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Thu Dec 27, 2007 4:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

EVA-251 wrote:
...Try to keep it on the discussion of the mod, guys...


The mod literaly scream:Add moar references!
Beside, what else would drive the survivors to explore further territory, other than curriosity?

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Fri Dec 28, 2007 11:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Hope that they find somwhere safe/something they need? The desire to survive? Being chased by zombies away from their current location? Trying to find the source of the outbreak and stop it?

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Fri Dec 28, 2007 4:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lt Albrecht wrote:
Hope that they find somwhere safe/something they need? The desire to survive? Being chased by zombies away from their current location? Trying to find the source of the outbreak and stop it?


Well, someone won't survive an outbreak. Laughing

Come on, as simple mechanics as they are, the mod will be too plain without fun factor.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Sun Dec 30, 2007 12:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Lt Albrecht wrote:
Hope that they find somwhere safe/something they need? The desire to survive? Being chased by zombies away from their current location? Trying to find the source of the outbreak and stop it?

What are you trying to ask? This looks like a bunch of unrelated questions, dude.

Anyways, I'll outline some planned features for the next version-

• Increased vehicle durability (perhaps another doubling for the Abrams)
• More complete civvy side (Police Cars, etc)
• Increased building durability against zombies
• Smaller Zombie "bases"
• Zombie moaning?
• Lower ability to build sandbag barricades
• A map or two?
• APCs crushing weaker zombies
• Sniper Damage boost + deploy ability
• More functional AI

And some considerations of mine. These will likely deal with maps and scenarios.
• F-15, A-10 air strikes.
• Paladin, MLRS support
• Addition of Bradley IFV

Airstrikes, air support, fire support like that, will be scripted and AI controlled.

Any feedback on the mod so far? You guys who are making all the requests do understand that in the development process, you want to iron out the original units and such before adding on? I can't iron out the original units of this release without feedback.

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YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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Apex
General


Joined: 24 Dec 2005
Location: Final Alert 2

PostPosted: Sun Dec 30, 2007 2:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Perhaps each player can build a building that produces an incredibly small ammount of income that would mainly be used on repairing buildings and making walls. Also making zombie defences that mutate infantry stupid enough to aproach a zombie base.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Sun Dec 30, 2007 5:51 am    Post subject: Reply with quote  Mark this post and the followings unread

When I say Zombie "base", I use quotations for a reason. The AI still needs certain structures to build some zombie attacks from, and for now, an income.

@ the idea of generating money...
Well, you see, the focus is more of unit command and less of stationary defense. BTW, if you played the mod, you would notice repair costs are 66% (at least according to my rulesmd, they might be 75%) and sandbags cost 100. Confused

In future versions, you may only be able to connect 1 or 2 segments of sandbags, also.

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YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Mon Dec 31, 2007 8:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Lt Albrecht wrote:
Hope that they find somwhere safe/something they need? The desire to survive? Being chased by zombies away from their current location? Trying to find the source of the outbreak and stop it?

What are you trying to ask? This looks like a bunch of unrelated questions, dude.


Gufu said:
what else would drive the survivors to explore further territory, other than curriosity?
So I gave him a whole load of reasons in the form of rhetorical questions.

Good work BTW, and I reckon you should have a military "flamethrower" unit (vehicle or infantry; don't mind).

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Tue Jan 08, 2008 12:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Ah, lol. I see.

And yes, in my original papers for the z-mod, I have a Flame Thrower type infantry as an extra. Smile

And does anybody find it funny that this topic suddenly died when I asked for feedback on my mod? How many of you people interested in the mod actually played it?

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YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Tue Jan 08, 2008 4:46 am    Post subject: Reply with quote  Mark this post and the followings unread

I haven't been able to test it, to give you in depth feedback, but hey can't you post a news topic to garner more attention. Wink

btw. Nice site.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Jan 08, 2008 11:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Maybe a stupid question, but where's the mod then?

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Apex
General


Joined: 24 Dec 2005
Location: Final Alert 2

PostPosted: Tue Jan 08, 2008 1:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah Ive never seen a download and only going by screenshots.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Tue Jan 08, 2008 3:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Face palm!
I linked to my site when I announced its release on Christmas Day.

Its the front page news item. It has a nice link to it. Unfortunately, the downloads page has not been updated with it.

It is a link right on the front page, still.

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YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Tue Jan 08, 2008 4:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aww..I missed that then. well crank out more screenshots, maybe some user bars and a sig.

Spam random people's email, replace the stupid myspace ads with screenshot links to your mod! XD

Rather than have a few links, and facepalming it, waiting around.
Promote it like hell! Twisted Evil


Do it! #Tongue



zmod.png
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here is a quick user bar.
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Renegangsta
Cyborg Commando


Joined: 02 Aug 2007
Location: meh

PostPosted: Tue Jan 08, 2008 5:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

well gosh n golly gee, it alright but it could be better keep up the good work ¬_¬

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Last edited by Renegangsta on Tue Jan 08, 2008 5:17 pm; edited 1 time in total

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Tue Jan 08, 2008 5:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Rolling Eyes If you think you can do better than do it! It was a real quick job to get an idea across. Improvements can always be made. its not flashy nor class I admit.

You failed in giving constructive criticism.
You failed by spamming up PPM! "OMGZ!"
You failed in giving suggestions.
You failed in listing reasons why it "FAELD"

The sum of these, equals to that,

You failed at posting.

Until next time keep your useless spam up your veinhole. kthx bai. <333

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Renegangsta
Cyborg Commando


Joined: 02 Aug 2007
Location: meh

PostPosted: Tue Jan 08, 2008 5:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok my point more or less was that it didn't really look like a general userbar which is 350 x 19 kthxbye

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Jan 08, 2008 5:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Renegangsta, Unless you can make a PERFECT user-bar, keep your fail comments to yourself.

Anyway, I was bored, so I Tried my hand at one.



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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Tue Jan 08, 2008 6:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks Aro, very nice there.

but I find that the buttonized filter obscures the image. I chose a chunkier size so people can see the image more clearly. Yes, I know the text needs work and sig limits can cramp people's styles.

Well, EVA-251 any more plans for the mod?

@RG: If that was your point, why did you fail to mention it?=P

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Tue Jan 08, 2008 8:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

I had a really long rant explaining how I am bad at promoting, bad at making the only stuff that catches people's eyes (3d models, GUI, buildings, pretty logos) and how the complete disinterest of the community in any of my endeavors completely ruins my motivation to work on them, but I figure it would not be read anyways. Rolling Eyes

Yes, Ickus, I have plans. I outlined them in a post earlier on the page.

And Renegansta, I don't know what you said, but I am guessing I should of outlined it on the readme (which I doubt the few that played it read) that the zombie graphics right now are purely placeholders. The only reason they are colored, the only reason they are mummies, is because they are the closest that RA2 stock infantry have to zombies, and coloration made it easier to distinguish between them.

But if you want the original version, which was mummies, GIs and vladimirs running around, I can try and dig it up for you.

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YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

Last edited by EVA-251 on Tue Jan 08, 2008 8:46 pm; edited 1 time in total

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Jan 08, 2008 8:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Yes, Aro, I have plans. I outlined them in a post earlier on the page.


Me? Confused I didn't ask you anything about planning...

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Tue Jan 08, 2008 8:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

>_> lol

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YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Tue Jan 08, 2008 11:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

xD ah. well I know you wished to replaced the graphics, however I admit I kinda like the way are, just afew additions and touch ups.

Anyways, You got an interesting mod, it would be a shame to see it drop dead. PM me if you need anything. I see what i can do midst my new classes and other mod work.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Thu Feb 28, 2008 10:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

This thread is back. Like back...like a zombie. Its not alive. Its undead. Yeah, thats right...eh yes...

With SS 0.6X released, I am going to go back and work on the Z-Mod a bit...
Dont expect much new graphically, unit-wise, but I'll be touching up gameplay, especially building durability.

And I come to you all with a new mode concept as well-

Digging In
Players: 1-8
Description: Basically, Digging In would be more of a map pkg file. Maps designed for this mod would be specially scripted to run in a unique way.

You would be given a set amount of time to move your units around, position them, maybe 45 seconds to a minute. Once that minute expires, it would center on your starting point or position and lock out your input. For the next minute or two, you get assaulted by a wave of zombies. After this, you would get a 30 second to 1 minute cooldown time during which you may get air-dropped reinforcements, a little cash, etc, etc. This process would repeat for a fixed amount of time with the waves getting tougher each time.

What this mode would offer is a new layer of strategic gameplay where troop positioning would be just as integral as the type of troops you choose to deploy.

What do you think?

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Thu Feb 28, 2008 11:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

if the imput would be locked, would the camera go around to different "choke points" and watch as a zombie wave assaults, then move onto the next one? Rather than having everything launch at once, and force you to pick and choise what you watch.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Feb 29, 2008 11:04 am    Post subject: Reply with quote  Mark this post and the followings unread

I like the idea. As long it is codeable of course...

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Feb 29, 2008 12:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

EVA-251 wrote:
I had a really long rant explaining how I am bad at promoting, bad at making the only stuff that catches people's eyes (3d models, GUI, buildings, pretty logos) and how the complete disinterest of the community in any of my endeavors completely ruins my motivation to work on them, but I figure it would not be read anyways. Rolling Eyes


Oh come on you have said

- you can't be arsed to do AI
- you haven't made maps

a lot of your stuff relies on heavily scripted stuff and hit and run and you have no alphas or releases.

it may also be that the quieter modders have seen this mod and just felt uninspired.

It has no look of a doom day apocalpyse, I don't see anything striking about from recolored mummies, no gore, no real tension, fear or outright laughter which a zombie movie should bring.

Even dawn of the dead had great set pieces and promotional work, if this mod had some nice GUI effects or even some cheesy video, it might grab some intension or even some ruined city, set at night, scorche marks everyone, rotting human remains, ruined tanks, etc.

I'm a fan of zombie movies and comics and this just seem up to much to be honest.

Also I've ranted to you before, how your refusal to listen to any feedback and improve has led to no-one caring what so ever apart from people who feel sorry for you.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Fri Feb 29, 2008 2:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Allied General wrote:
EVA-251 wrote:
I had a really long rant explaining how I am bad at promoting, bad at making the only stuff that catches people's eyes (3d models, GUI, buildings, pretty logos) and how the complete disinterest of the community in any of my endeavors completely ruins my motivation to work on them, but I figure it would not be read anyways. Rolling Eyes


Oh come on you have said

- you can't be arsed to do AI
- you haven't made maps

a lot of your stuff relies on heavily scripted stuff and hit and run and you have no alphas or releases.

it may also be that the quieter modders have seen this mod and just felt uninspired.

It has no look of a doom day apocalpyse, I don't see anything striking about from recolored mummies, no gore, no real tension, fear or outright laughter which a zombie movie should bring.

Even dawn of the dead had great set pieces and promotional work, if this mod had some nice GUI effects or even some cheesy video, it might grab some intension or even some ruined city, set at night, scorche marks everyone, rotting human remains, ruined tanks, etc.

I'm a fan of zombie movies and comics and this just seem up to much to be honest.

Also I've ranted to you before, how your refusal to listen to any feedback and improve has led to no-one caring what so ever apart from people who feel sorry for you.

Please quote me on that first one, and quote me being serious on it. I've had full intentions on making a significantly more functional AI, and have already made plans to integrate it into my newest build.

-I have not made maps because I am not that great of a mapper. However, I have map two maps for the mod, one which is scripted and edited from stock WW, and another is still very much a WIP with only about 30% of the map complete.

Quote:

a lot of your stuff relies on heavily scripted stuff and hit and run and you have no alphas or releases.

Stuff relies on heavily scripted stuff? Come on now, when you present an argument, back it up with clear statements. And you have not been tracking the mod, as on Christmas Day, I announced and released a beta of the mod, even going as far to announce future intents of improving the gameplay and AI.

As for hit and run, explain. Should this be a carbon copy of some other mod hosted at Revora, huh? Perhaps it should be massive zombie armies vs gigantic uberrape force of tanks, right? Rolling Eyes

Quote:

It has no look of a doom day apocalpyse, I don't see anything striking about from recolored mummies, no gore, no real tension, fear or outright laughter which a zombie movie should bring.

Zombie movie? This is a zombie mod. I've already announced to several people (perhaps on this forum) that gore WILL be included in the mod.

Quote:

Even dawn of the dead had great set pieces and promotional work, if this mod had some nice GUI effects or even some cheesy video, it might grab some intension or even some ruined city, set at night, scorche marks everyone, rotting human remains, ruined tanks, etc.

First of all, do I look like I belonged to the Dawn of the Dead crew? No. Can you compare a team to a sole modder? No. Do I have Photoshop, 3-d modelling for GUI? No. Cheesy videos? Unless you are talking home video, its hard to dodge the legal bullet.

Again, you seem to have bypassed what I had said, because I've stated in the past that the mod will feature night themed versions of several urban maps of RA2/YR. Details like scorch marks everywhere being a must for such. Both maps I have designed for the mod include this so far. Ruined tanks, again, a possibility.

Quote:

Also I've ranted to you before, how your refusal to listen to any feedback and improve has led to no-one caring what so ever apart from people who feel sorry for you.

No, you have not ranted to me before. Perhaps you are referring to the weak and more satirical comments you made about Star Strike? If you look at the Star Strike forum and this topic, I have asked repeatedly for feedback, I have never received any except for a few suggestions. The people that have given me feedback for my mods, like Carno, -Tony-, Modder and Yurisarmy have had most of their suggestions and ideas considered, and a fairly high number being implemented, especially balance concerns.

Aside those few people, from the beginning I've been left to guess what is wrong with my mods. If you want to see me in the act of listening to feedback, go check my Allied MBT topic in the Spotlighted Voxels.

All you have done in your little rant is bring up poor examples, nearly hyperbolic comparisons, show you have ignored most of what I post in topics relating to my mods (perhaps any of my work) and show that you expect a godlike display of work from the very beginning.

Good day, sir.

(quick edit- Have you even played the mod? It seems to be a common characteristic of people critical of my mods)

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Feb 29, 2008 5:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dude we proper modders wouldn't play a mod which looks like crap and which used paint job buildings and unormalised crap.



Yay I use paint and no shading and cos I'm lazy cba to do buildup or active anims Rolling Eyes of course you tried to compensate by writing a load of text describing it, etc.

All do you is whine about lack of attention of your mod and how camping is fun in star strike.

When I say videos I mean like ingame footage, your mod is pretty hard to imagine as you make so many promises but nothing ever emerges.

This is the problem with you "new" modders

You blow your own trumpet but always fail to deliver.

Also I can announce anything for example I can say my mod "has a 10+ missions and multiple fmvs across several theatres of war" but without any evidence its just me talking bullshit. Also gore is like a easy thing to implement.

Also my stuff comment was trying to make it easy for a lazy coder such as yourself to understand.

Scripting, map events, ai, what happens if player chooses zombie faction, how will you overcome this in skirmish, etc, etc. I could carry on it you like.

Oh and I know its a zombie mod, although I don't think many can tell, I just see a whole bunch of ra2 assets and some generic us humvee, tank material.

You have obviously based your zombie mod off some media, so it only a natural assumption it should reflect it.

Your mod is I guess a TC but it feels nothing like it, same with star strike with its poor 3d voxel cameos.

The only thing that surprises me is that some did a necro post as I assumed you have simply cancelled this project due to your rather large absence of updates apart from lame stuff like "oh I increase the hp of this tank called abrams by x2, look at me, etc, etc".

All I've said is pretty negative to show but this is show why you've been a loner in modding and why I hate whiners and modders which post but never deliver.

You gotta think to yourself why after 2 years of joining, no accomplished voxel, shp, coding artists have taken a interest in your mod, yet a guy I know at Revora who only join modding less then a year as support from veteran modders.

But hey even if no-one modded, I would probably still carry on like Mig Eater and Apollo because you mod for YOURSELF, not the COMMUNITY/FANS

You lack devotion to your own project by your sheer laziness and so you EPIC fail.

Hey if I listen to every comment I recieved from a passer by I would be pretty messed up.

But heck at least your not a idea scavenger as in "gimme ideas for mod" then again zombie is so overused like flood its kinda amusing.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Fri Feb 29, 2008 6:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

I has a rant.

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Allied General
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Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Feb 29, 2008 6:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is probably the most attention EVA-251 has had in a mod for months.

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Fri Feb 29, 2008 7:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

actually no, he released a star strike .6x beta a few days ago. You are living proof that our green and pleasant land is imperfect, so STFU!
(Hah! I can quote keats! Flame me!)

Over-reaction ended, I have no interest in developing a feud here or anything, but EVA tries, he isn't the best at SHPs and he's updated all the voxels he's had time to in .6 so please, lay off 'im a little! It's not as if he's ozotronic stealing assets or Darknessvolt polluting the forum with 999rads of pure idiocy!
Just go down the pub, get a pint with a mate or two and chill out!

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Fri Feb 29, 2008 8:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Allied General wrote:

Dude we proper modders wouldn't play a mod which looks like crap and which used paint job buildings and unormalised crap.

Very bad way to start an argument by elevating yourself above another. Superiority complexes like yours are the reason this community is faltering.
And to rebut your points-
1: I've stated in the release topic that I am going to be working on my buildings. I have been able to make some progress with more advanced image editors like GIMP.
2: Unnormalized crap? Again, a blatant display of ignorance coupled with a lack of information. My latest work is has turned out very well in appearance both in Voxel Viewer and in-game.

Quote:


Yay I use paint and no shading and cos I'm lazy cba to do buildup or active anims Rolling Eyes of course you tried to compensate by writing a load of text describing it, etc.

To quote the topic
Quote:

SHP: Work In Progress
Texture: Never to be truly done
Build-Up: Ha! Dont make me laugh
Animations: I am getting there
Code: Soon to start

Now, lets dissect your message. First, you try to imply I was saying the building was of high quality. Second, you imply that I am lazy. I am sure you have never done an animation in paint or other image editor, frame by frame, by editing pixels on a very small scale. It gets tiresome and boring. As for Build-Ups, you don't even see those out of people with 3-d models that often. You expect far too much out of someone if you expect them to create a build-up without modelling.

Quote:
All do you is whine about lack of attention of your mod and how camping is fun in star strike.

1: I complain about the lack of attention because it is true. I am open, willing to receive feedback, suggestions, criticism, but it does not come.
2: Camping is fun? Maybe it was fun in 0.57 or 0.54. As of 0.6X, that claim is unfounded and false- every time I have tried to camp, it has resulted in me getting my ass kicked despite having high-tier units everywhere defending. Matter of fact, camping is sorta punishing now, and not nearly as punishing when the mod progresses.

Quote:
When I say videos I mean like ingame footage, your mod is pretty hard to imagine as you make so many promises but nothing ever emerges.

This is the problem with you "new" modders

You blow your own trumpet but always fail to deliver.

1: In-game footage? Dude, you would not even know how much I would love to put up in-game footage, hell, I tried to get in-game footage 3 times with the Zombie mod. You see, I dont exactly have the best computer suited to the job. I can run FRAPS, but I get a framerate that would turn a 3 minute battle into a 6 or 7 minute battle. And that is recording a low-quality 320x240 video with low sound bit-rates.

2: New? I have been modding for 3 years, and my work produced today is infinitely better than what I produced when I was "new".

3: I stopped blowing my trumpet when it stopped attracting crowds, to speak within the metaphor. As for it not delivering, when you yourself never have played 0.57, 0.57 Patched or 0.6X, nor gotten little to no word from others on how any of the 3 play, I don't think you have any room to talk.

Quote:
Also I can announce anything for example I can say my mod "has a 10+ missions and multiple fmvs across several theatres of war" but without any evidence its just me talking bullshit. Also gore is like a easy thing to implement.

Also my stuff comment was trying to make it easy for a lazy coder such as yourself to understand.

Scripting, map events, ai, what happens if player chooses zombie faction, how will you overcome this in skirmish, etc, etc. I could carry on it you like.

Good friend, there is a fine line between deconstructive/destructive criticism and plain out flaming.
I have stayed to my word on almost every promise I have made on both mods, except for the "SS being done by late 2006" thing most glaringly.

Quote:
Oh and I know its a zombie mod, although I don't think many can tell, I just see a whole bunch of ra2 assets and some generic us humvee, tank material.

You have obviously based your zombie mod off some media, so it only a natural assumption it should reflect it.

True- true. Indeed that it has alot of RA2 assets and some common American vehicles.

As for this mod being based off of some media, it follows no specific established zombie canon. I intentionally did this because I'd rather not be constricted by the limitations posed by canon.
[/quote]

Quote:
Your mod is I guess a TC but it feels nothing like it, same with star strike with its poor 3d voxel cameos.

1: By all technicality, both this mod and SS are PCs. You use the word "feel" only in a visual sense. I am again quite sure you have never played this mod as well.
2: Again, a very bad example to bring to argument. To mention 0.57's rather poor voxel cameos as something to prove your point, would be like bringing a pea-shooter to a Pistol fight. Again, I am sure you've never viewed the new cameos, which in all honesty, look much better than 0.57s.

Quote:
The only thing that surprises me is that some did a necro post as I assumed you have simply cancelled this project due to your rather large absence of updates apart from lame stuff like "oh I increase the hp of this tank called abrams by x2, look at me, etc, etc".

The only projects I have truly cancelled are Stalemate, which needed to die, and Cold War, which was truly impossible to finish. Updates ceased for the Zombie Mod because at that time, I had started working on the new voxels for SS.
Furthermore, you imply I was trying to grab attention with these little trinkets of information. I was merely asking for feedback, which again, seems like a sin in whatever holy book you read.

Quote:
All I've said is pretty negative to show but this is show why you've been a loner in modding and why I hate whiners and modders which post but never deliver.

No, with alot of what you said being based on hyperbole, unsupported, unbased, or outdated information and content with a decent helping of ego, you've pretty much shown that you just an elitist and prick. You've never played my mods, you'll never play my mods and say anything positive/constructive just so you can show that you can be true to your word.

Quote:
You gotta think to yourself why after 2 years of joining, no accomplished voxel, shp, coding artists have taken a interest in your mod, yet a guy I know at Revora who only join modding less then a year as support from veteran modders.

You know, I have thought to myself why that is so. Perhaps it was my earlier defeatist attitude toward my situation, or my rocky start, or maybe a poor choice of a community to set my mod up in. You know what now? I do not really care that much anymore. If I have to shoulder more burden, than let it be.

Quote:
But hey even if no-one modded, I would probably still carry on like Mig Eater and Apollo because you mod for YOURSELF, not the COMMUNITY/FANS

If I modded for myself, I would of kept this, SS, Stalemate and the Cold War entirely private mods that I played by myself. If that was true, I would of never joined PPM, Sleipnir's Stuff or any community site for that matter. If I modded for myself, I would post the voxels I don't create for my mods in the Media Hut and have people just go "ooh" and "ah".

Quote:
You lack devotion to your own project by your sheer laziness and so you EPIC fail.
Hey if I listen to every comment I recieved from a passer by I would be pretty messed up.

Sheer laziness? Aside from comical verbal laziness, I dont have that. I'm not going to provide reasons as to why I didn't dedicate all of my pre-college life to modding, as they would simply be viewed as excuses.

Quote:
But heck at least your not a idea scavenger as in "gimme ideas for mod" then again zombie is so overused like flood its kinda amusing.

Ending on a nicer note? Well, I'll admit that one thing I've been careful on doing is avoiding using shared ideas from other mods.

And yes, zombies are overused in games, but has there really been an RTS zombie mod or game? If there has, direct me to it, I'd love to play it. Razz

And
Allied General wrote:
This is probably the most attention EVA-251 has had with a mod for months.

Check the SS board...I think it has received more in the last few weeks.
(is actually quite true, the most being back when Tovarich was on the CW team and was pumping out awesome 3d models)

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Feb 29, 2008 11:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Emo time Laughing

Whatever man, you'll burn out sooner or later, I hope sooner.

Yor defeatist attitude or as I call it your emoness resulted in epic fail.
Even if it has gone, it lingers about, like all the jokes we push at the French.

As I quote from someone else who use to visit SS forums because he thought it had potential, he now refers to it as shit strike, I wouldn't call it that myself but I still wonder why you feel need defend yourself from opinions be it negative or otherwise since you can clearly can't take feedback as you make pathetic little excuses about how rubbish your PC is.

So whatever abuse/witty comments you can throw back be it flames or whatever I can brush aside because the majority of good modders, not the spamming idiots which populate PPM will agree with me, laugh or say far worse words then me, to be honest I've probably the more polite vocalists of how bad we think your mods are.

Last edited by Allied General on Fri Feb 29, 2008 11:52 pm; edited 1 time in total

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Lolzer from the Unknown
Medic


Joined: 03 Jan 2008

PostPosted: Fri Feb 29, 2008 11:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Allied, you're being a COMPLETE jerk, even by my standards. And those are pretty high standards. If you don't like the mod idea, here's an idea: IGNORE IT.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Feb 29, 2008 11:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lolzor from the unknown, I'm expressing a opinion so get over your high horse and welcome to free speech and demoracy

Finally I perfer a smaller modding base, it stops all this archived, cancelled, alpha project nonsense and idiotic questions which were asked 8 years ago.

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Lolzer from the Unknown
Medic


Joined: 03 Jan 2008

PostPosted: Fri Feb 29, 2008 11:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thnks for the new name. Smile
On topic:
EVA-251 wrote:
As for the AI's behavior itself...It will be completely different from this release because it will only go for infantry to begin. Once it kills off infantry, it will go on to vehicles or buildings.

Zombie "AI" might vary on some maps however.


One problem I see with that is the fact that you could make a wall of tanks preventing attack on a single infantry and the Zombie might try for the infantry anyway. I'm not terribly experienced, this is just conjecture, but just a thought.

Last edited by Lolzer from the Unknown on Sat Mar 01, 2008 1:10 am; edited 1 time in total

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Feb 29, 2008 11:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Indeed you are correct because the AI is scripted. An classic example is kill defences script which forces ai to kill that patriot at the back of your base when you grand cannon and half is army waiting. (the grand cannon does not count as a defence in regards to AI because IsDefense or whatever is not it to stop all allied ais from building grand cannons)

The concept is flawed otherwise this survival mode zombie mod would have been done a while ago and with a bigger team.

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Lolzer from the Unknown
Medic


Joined: 03 Jan 2008

PostPosted: Sat Mar 01, 2008 12:00 am    Post subject: Reply with quote  Mark this post and the followings unread

So, it might damage the infantry primary aspect, but couldn't you just set it to kill everything?

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sat Mar 01, 2008 12:01 am    Post subject: Reply with quote  Mark this post and the followings unread

yeah then you kill nearest object be it a armoured building or a soft human unless this lol zombie can only kill infantry with his punch or whatever or its following some script to attack a building on a waypoint.

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Lolzer from the Unknown
Medic


Joined: 03 Jan 2008

PostPosted: Sat Mar 01, 2008 12:04 am    Post subject: Reply with quote  Mark this post and the followings unread

So if Zombies are AI only, couldn't you have multiple identical units with different scripts to go for different things? Or have triggers that switch the script?

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Allied General
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Joined: 19 Mar 2004
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PostPosted: Sat Mar 01, 2008 12:06 am    Post subject: Reply with quote  Mark this post and the followings unread

yes you could but from my experience from FlyingZ survival maps, the game will really really start to lag and of course you need some new maps which replace all exisiting ones as each map would need to be heavily scripted.

the concept is tempting but the effort is absurd. (just look at number of events, triggers, custom scripts, going on in a basic ww mission map) and lets face the avaliablity of decent scripted maps (these survival vs maps basically become "mini missions") are very rare now.

also due to online experience, i know some players are very, very good at mirco management, so I can easily see a couple of opportunityfire=yes (fire on move) vehicles owning zombies quite easily, its not like they have fuel trouble (u can simulate ammo) however perhaps a idea to solve this is to have oil buildings or whatever to power whatever limited vehicle u had during the mission (using robot control centre, but this has flaws too)

also the concept of a soft flesing zombie breaking down a concrete bunker boggles the mind to be honest.

this is another reason why the mod concept isn't believe by any stretch of the imagination.

oh and infinite ammo infantry ftw. (ammo won't work on infantry its been tested)

see you need to actually think about basic mechanics of a mod especially in terms of limitations instead of just oooh zombies are attacking.

also unlike those rippers, people that automatically swear back when they get install a simple exe patc, I know where my expertise are at and I can be mostly confident in what I say or explain.

I'm no graphics artists for sure but I know my coding at a high level and I continue to improve it.

EVA-251 from my opinion is just stagnating becauses he is trying to be a jack of all trades.

If I was to personally do a mod like this .... singleplayer would be idea as you focus on being a civilian and meeting the army and whoever started the whole zombie thing unless its just hell on earth, etc.

then in skirmish you would choose to military or corporation or whatever and you fight over resources (because thats what most wars are about in the end, greed) whilst the undead linger on the battlefield.

there would be focus on infantry and capturing buildings which are actually mg nests or whatever. (you can even make tech defences which wont shoot you even if unpowered, but you need to manually tell the defence to attack but to be honest having a guard tower with mg against a mountain of zombies would be a blessing I think and could simulate actual panic among the army as you click like crazy to mow down zombies) however buildings also suffer from ammo issues (a way to possibly overcome this is to make the firing anim of the mg to damage the guard tower, no click repair, so gradually the building wears down until deemed usless i.e. destroyed or if use garrison logic, they occupants simply exit)

So finally yes I do find EVA-251 reaction and his defendents to be highly amusing but I'm more shocked how ill thought out this mod has been in terms of coding and goals.

Last edited by Allied General on Sat Mar 01, 2008 12:38 am; edited 1 time in total

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m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Sat Mar 01, 2008 12:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Er..I hate to go against you AlliedG, but I really think you need to read all these progress threads, go back and read all the old SS archived crap, and actually play the mods before you come in here ranting unnecessarily.

Rather disturbing. >.>

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sat Mar 01, 2008 12:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah and you should get over the fact that Xeno has left the community (I wish him the best by the way)

I've seen the progress threads and this thread's previous posts and I'm simply not impressed, go on MSN and I'll discuss it further.

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