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 Zombies '09 
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Joined: Mon Oct 15, 2012 5:21 pm
Posts: 879
Location: Somewhere in Germany
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Post Re: Zombies '09
Well, thanks to Asklar and Nocifiler, the Mod works normaly, but how can we make it so we can play the Mission of Zombie Cave 09?


Fri Feb 08, 2013 4:23 am
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Joined: Sat Mar 24, 2012 5:26 am
Posts: 23
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Post Re: Zombies '09
Asklar wrote:

I'll upload on dropbox, hold on a sec.

POST EDIT:

http://dl.dropbox.com/u/22211735/LOL/Zombies.rte.rar

If it doesn't work or spams errors, let me know.



Herro. Unfortunately, I am currently holed up in China, and it happens that (surprise) the dictator government here loves (and I mean it) to wall up the national internet. In other words, it would help me out immensely if the link was put on another provider......

Thanks, good man Asklar; beam me.


Sat Feb 09, 2013 2:54 am
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Joined: Fri Dec 14, 2012 5:44 am
Posts: 201
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Post Re: Zombies '09
how can I reduce then lag on the bloated zombies and the shotguns and stuff?


Sat Feb 09, 2013 5:51 pm
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Joined: Fri Jul 06, 2012 12:44 pm
Posts: 56
Location: Missing In Action
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Post Re: Zombies '09
Asklar has already made some hotfix but gas-based weapons still lags a bit.


Sun Feb 10, 2013 10:49 am
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Joined: Fri Dec 14, 2012 5:44 am
Posts: 201
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Post Re: Zombies '09
Saven wrote:
Asklar has already made some hotfix but gas-based weapons still lags a bit.


dang, the gas scripts, do they spawn effects defined in another ini or what? do I just search the lua files and define the gas as fireball effect or something to reduce the lag?


Mon Feb 11, 2013 1:27 am
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Joined: Fri Jul 06, 2012 12:44 pm
Posts: 56
Location: Missing In Action
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Post Re: Zombies '09
Izak12 wrote:
dang, the gas scripts, do they spawn effects defined in another ini or what? do I just search the lua files and define the gas as fireball effect or something to reduce the lag?


If I'm not making a mistake, this mod uses some nearly outdated Lua scripts for its weapons but I'm not a specialist of any kind so see for yourself.


Tue Feb 12, 2013 5:35 pm
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Joined: Fri Dec 14, 2012 5:44 am
Posts: 201
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Post Re: Zombies '09
I've taken a deeper look and the cause is much more complicated than I thought... It's somehow tied to the actors when they die. And also, the actors standing still, so they must be casting out some out dated rays however looking at the characters and their scripts and their lua the issue is more complex because the variables are so small and spread out between multiple scripts so I can't pinpoint exact causes for certain actors and here is where it gets even better, particles are using scripts as well.

But NOT ONLY that the AEmitters are also using scripts I believe. Don't remember.



Short story; just remake the bloody mod.


Sun Feb 24, 2013 6:12 am
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Joined: Fri Dec 14, 2012 5:44 am
Posts: 201
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Post Re: Zombies '09
can someone who is good at lua tell me what i need to make a simple laglessish 1.05 infection script?

ill make the other scripts and AEmitters for the blood and bodily fluid, although im unsur ehow i make it so they bleed and look like theyre falling apart without draining all their HP away..


Sun May 12, 2013 3:39 pm
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Joined: Sat Mar 24, 2007 12:23 am
Posts: 27
Location: Minnesota
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Post Re: Zombies '09
are we still working on this??? convert it to build b1?
cause I'm gussing everyone left this mod unfinished :(


Sun Oct 09, 2016 5:39 am
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Joined: Sun Dec 09, 2007 3:08 pm
Posts: 481
Location: Islamic Republic of Bradistan, Yorkshire, England
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Post Re: Zombies '09
Daaamn, this mod was the ♥♥♥♥ back in the day


Fri Oct 14, 2016 7:58 pm
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