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ZOMBIE Mods  "DECAY TC, Zombie Crisis, etc."

User is offline   Jukno Kim 

#121

It sure would be nice if the zombie models for this mod can be blasted one bodypart at a time!
I mean, it's possible, isn't it?
(I vaguely remember a discussion somewhere 'bout separating each part into a different actor...
not quite sure i understood it completely) :P
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User is offline   Mblackwell 

  • Evil Overlord

#122

Each part would either have to be a different actor (with crazy math), or have some... interesting tile sets (also involving some crazy math). The code base for the zombies doesn't support it. The best that could probably happen at this point would be random decapitations.
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User is offline   Jinroh 

#123

View PostMblackwell, on Apr 17 2010, 09:37 PM, said:

The best that could probably happen at this point would be random decapitations.


I can say with great confidence that would be fine. :P It was good enough for Biohazard!
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User is offline   Mblackwell 

  • Evil Overlord

#124

BTW, has anyone that I've given copies of the Decay assets to been able to play around with the maps at all?
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User is offline   Tea Monster 

  • Polymancer

#125

View PostMblackwell, on Apr 21 2010, 09:24 AM, said:

BTW, has anyone that I've given copies of the Decay assets to been able to play around with the maps at all?


I'm having hardware problems again so I don't have access to my Duke directory. The map with the critter that Hellbound made seems to work OK. I opened one or two others and they seemed to work OK. Apart from that, I corresponded with you about other items. I also got kind of side-tracked onto the Zombie model.

I should be back up and running properly in a week or so.
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User is offline   chicken 

  • Fashionable Modeler

#126

@MBlackwell: No, at the moment i'm busy with something else (you know, PBS).
I "fixed" some things in one of the maps, but i got a new machine recently and seem to have lost the changed version in the move.

This post has been edited by chicken: 22 April 2010 - 04:02 AM

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User is offline   Tea Monster 

  • Polymancer

#127

I'm working on the Sewer map. The play path is kind of 'counter-intuitive' so I'm 'obvious-ising' a few things. It's a great map though.

I've looked at the city map (Davox). It's got great potential, but it is only really a stage for a level. To be honest, I don't know if I have time to bring it up to where it needs to be with everything else that I have going on.

I did have some ideas for general props in the level. There are a number of free props over on Turbo Squid for cars. There are links to other free model sites in the tutorials thread. That would be a great start to making it more into a 'real' city level. I know that is not making it myself, but, to be honest, with the amount of props needed, you'd have to look to something like that.
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User is offline   chicken 

  • Fashionable Modeler

#128

View PostTea Monster, on May 8 2010, 01:33 AM, said:

I'm working on the Sewer map. The play path is kind of 'counter-intuitive' so I'm 'obvious-ising' a few things. It's a great map though.

I've looked at the city map (Davox). It's got great potential, but it is only really a stage for a level. To be honest, I don't know if I have time to bring it up to where it needs to be with everything else that I have going on.

I did have some ideas for general props in the level. There are a number of free props over on Turbo Squid for cars. There are links to other free model sites in the tutorials thread. That would be a great start to making it more into a 'real' city level. I know that is not making it myself, but, to be honest, with the amount of props needed, you'd have to look to something like that.

Car props - that's exactly what i was thinking (especially after having played Left4Dead :P ). Maybe MBlackwell could really install an SVN so these things could be added?
Another source for cars could be DNEternity if DanM would let us have his models...
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#129

View Postchicken, on May 9 2010, 05:43 AM, said:

Another source for cars could be DNEternity if DanM would let us have his models...

Most of them came from here...

http://blackrayne.net/
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User is offline   Mblackwell 

  • Evil Overlord

#130

I might have to set up an SVN then, if stuff starts to get added like this. Salacius Crumb is working on the map that's supposed to be in between the sewer and the starting map. It was never started but he seems to be off to a good beginning. Does anyone think they'd have time to edit the DavoX map if I added car models myself? For now I'd just make a patch for the files you already have.
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User is offline   RPD Guy 

#131

hey, polymer runs with this mod?
or this mod is for polymost?
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User is offline   Tea Monster 

  • Polymancer

#132

It's designed for Polymost.
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User is offline   KareBear 

#133

Any updates on the Decay mod?
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User is offline   Mateos 

#134

Is it dead? :)
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User is offline   Mblackwell 

  • Evil Overlord

#135

More like UNdead.

It shuffles around from time to time.
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User is offline   Mateos 

#136

Nice to hear :) Any thread for it, or just sometimes and somewhere quoted?
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User is offline   Mark 

#137

I'm also sure the Undead will walk. A few of the people involved, including me, throw a few things into it in between other projects. A few weeks ago I added more 3D models and started adding Polymer lights to see if the maps will still have decent frame rates. So far, its good.
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User is offline   Mblackwell 

  • Evil Overlord

#138

No, this was kind of sort of originally the thread for it. The only other stuff that exists existed back at the old 3DR site.
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User is offline   Mateos 

#139

Good news :)

Additions... On a SVN? Is it possible to follow the project by subscribing?
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User is offline   Mark 

#140

There is no svn at this time.
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User is offline   KareBear 

#141

Its good to hear Decay is still being worked on.Can you post some screenshots of it please?Its been a while since the last ones.
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User is offline   Mark 

#142

The guy in charge doesn't like to leak out a lot screenshots until projects are almost complete, but I'll ask anyway if 1 or 2 could be posted.
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User is offline   Mblackwell 

  • Evil Overlord

#143

Go ahead and post the one you showed me from the 19th. I liked that one.
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User is offline   Mark 

#144

Here is a screenshot from one of the indoor/outdoor maps. Its a dark map so you can't see too much in the distance or around the street corners. Its a cool looking urban area.

This post has been edited by Marked: 02 July 2011 - 04:46 AM

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User is offline   Mateos 

#145

Nice textures and models :)

This post has been edited by Mateos: 02 July 2011 - 07:22 AM

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User is offline   Daedolon 

  • Ancient Blood God

#146

I rather like the level design most.
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User is offline   Mark 

#147

Necro-posting. HI COMMANDER. :P

I was given permission to post some more screenshots from Decay since its been a long time since the last update. The work on the game is moving almost as slow as the zombies. But just like the zombies, my work keeps moving along. It was extremely tough for me to decide what few screenshots to show. There are 5 maps with a possible 6th bonus map to choose from. I went with some generic shots without enemies that won't reveal too much. But its enough to show the basic mood of the mod. These are mostly outdoor scenes but there are plenty of indoor areas to explore too.

Attached thumbnail(s)

  • Attached Image: duke01.jpg
  • Attached Image: duke02.jpg
  • Attached Image: duke03.jpg
  • Attached Image: duke04.jpg
  • Attached Image: duke05.jpg
  • Attached Image: duke06.jpg

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User is offline   blackhatred 

  • Dumbfuck Wannabe

#148

Nice shots! Can we also see other weapons? Or is there only one so far? :P
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User is offline   KareBear 

#149

Looks great,im really looking forward to it.
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User is offline   zykov eddy 

#150

I want to play it so badly! I love zombies and I horror mods. How long this whole thing has been in development, btw?

This post has been edited by zykov eddy: 22 October 2013 - 04:20 AM

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