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Post by veteran_gamer on Feb 1, 2009 15:40:41 GMT -8
killerbee - the kick can be enabled by editing the autoexec.cfg or outbreak.cfg located in the smod\cfg\ dir
inside of either autoexec.cfg or outbreak.cfg (not sure if the one you have has the outbreak.cfg), search for
disable_kick "1" change it to disable_kick "0"
mybadass20 - i'm afraid advanced AI behavior can only be altered by editing/coding the client itself. noone has the source code aside from the mighty author himself..good idea though, if only we could my friend
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Post by amf357 on Feb 1, 2009 15:51:56 GMT -8
Check your email VG. I'm done with your stuff.
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Post by veteran_gamer on Feb 1, 2009 19:43:08 GMT -8
Thank you, checking now, will get to testing/reply by tonight, thanks again
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Post by amf357 on Feb 1, 2009 20:00:45 GMT -8
Well here where I live it already is tonight. I'll check up on it in the morning but I'm pretty tired from not getting any sleep on other nights.
Well I hope what I did helps. And tell me if you have another job and I'll see what I can do.
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IneptGuard
Dev/Support
NOVUS ORDO SECLORUM
Posts: 665
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Post by IneptGuard on Feb 1, 2009 21:44:36 GMT -8
Na, T51B is not the enclave tesla armor, it's located inside fort Constantine. I think its the armor in the screen shot: www.microsoft.com/games/en-us/screenshots/fallout3/screenshot07.htmlAlthough this is the new content pack I am positive that is the T51b from vanilla fallout 3 you don't need the content to get it just type the item code I listed in the last post.
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Post by veteran_gamer on Feb 2, 2009 18:03:51 GMT -8
i havent had a chance to try anything discussed yet, but this weekend ill definitely make some time for this
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zdan
New Member
*sniff*
Posts: 35
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Post by zdan on Feb 3, 2009 14:42:13 GMT -8
Na, T51B is nmot the enclave tesla armor, it's located inside fort constantine. I think its the armor in the screen shot: www.microsoft.com/games/en-us/screenshots/fallout3/screenshot07.htmlAlthough this is the new content pack I am positive that is the T51b from vanilla fallout 3 you don't need the content to get it just type the item code I listed in the last post. Never said the T51 was the tesla armor, i said it was the power armor in Fallout 1, Fallout 2 and yes that is a screenshot of it.
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Post by veteran_gamer on Feb 4, 2009 1:34:02 GMT -8
I remember the t51, its the armor that mister crowly gets if you help him and actually give em the keys, while it looks kinda cool, i never liked it more than the enclave, i think they have the best looking armor (standard)
i still have to fully test out amf's textures before i look into porting shit..this weekend hopefully
right now, in ca se you guys are wondering, im working on the mods soundtrack , which i think everything will be pleasantly surprised with
2am, time to eat breakfast
:]
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Post by Sickle on Feb 4, 2009 16:16:41 GMT -8
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Post by veteran_gamer on Feb 6, 2009 4:57:05 GMT -8
yeah ive seen the one in operation anch, which im not sure what i think of yet. as a resource add-on for the editor, its very cool. but the campaign style feels kinda like all the campaigns big bertha makes, empty. if there was an Martigens mutant mod addon for Operation anch, then i'd definitely get into it.
i also thought the u.s. winterized armor looks pretty cool
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Post by amf357 on Feb 6, 2009 20:20:40 GMT -8
I sent you an email VG. It has 9 sound tracks that I made in it. I have rights to them so don't worry about that... well you never do, do you? Anyway they're an aquired taste but if you find anything you like feel free to use it.
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Post by mybadass20 on Feb 8, 2009 0:36:44 GMT -8
yo i was just thinking is it possibul yo make it so zombies have like a zombie plage so if they killa combine or somthing then they become zombie as well
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Post by Sickle on Feb 8, 2009 20:05:58 GMT -8
no, you'd need the source code
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IneptGuard
Dev/Support
NOVUS ORDO SECLORUM
Posts: 665
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Post by IneptGuard on Feb 9, 2009 9:55:46 GMT -8
yo i was just thinking is it possibul yo make it so zombies have like a zombie plage so if they killa combine or somthing then they become zombie as well I had seen that done once before in GMod, even then it was highly unstable (crashed my game all the time). Unfortunately I don’t think this would be possible without the source code, a skilled programmer and a lot of faith. Even then trying to get the models an AI to swap out on the fly might not work properly in the source engine. We always got our good old fashioned zombies though and there looking pretty good in this update.
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Post by no1gamer on Feb 11, 2009 14:15:52 GMT -8
Hi guys. I have a question. I have played ver. 0.45 and i found something strange. In the first part of the game there are tons of zombies. But after ravenholm there are no new zombies (i mean the amount). Is this because the Mod is not finished or is that right? I think in the end of the game, the destroyed city 17, there should be more zombies. It would feel more realistic i think.
Edit: Ok don't mind my question. ^^ I have alredy my answer.
Sorry for my bad english. I hope you can understand what i mean. ^^'
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Post by corkymcchubbles on Feb 19, 2009 16:35:05 GMT -8
I've been gone a while because my STEAM account got hacked and VALVE was being a dick about helping........ Sorry, But V.G. what about adding a grenade that attracts zombies like the pipe bomb in L4D? How about using fists instead of a crowbar and having an instant kill move where you snap their neck? And a collectable item that can be used and it is like a war drug that slows down time? Sorry I can't shut up! I havn't been on for almost a year!
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Post by foxhoundcs on Feb 20, 2009 9:48:58 GMT -8
Hey, V.G. Just signed up. Love the mod. Done a great job with the zombies. Are you a big fan of Doom3 by chance? If I had any suggestions, it would be good for a few more weapons. Perhaps if there was two variations in shotgun, one pump and one auto. You use both in different situations. Maybe even a Five-Seven and P90 would be good Though it was rare, I did find in parts of the mod that it would be useful to have a sniper rifle. Got more suggestions but I just got here. Keep up the work, man. Great work.
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Post by veteran_gamer on Feb 20, 2009 13:02:00 GMT -8
Welcome to the board :]
Feedback and suggestions are always have a very warm welcome here. Thanks for your comments and I did enjoy Doom 3 upon it's release, was very cool with the right mods. You might recognize Dr. Betruger in the main menu song, sarge is in there, even captain kelly or whatever. yep.
and that p90 might possibly just be in there, it might possibly have been there for quite a few months now, possibly, maybe. :]
these kind of suggestions are ideal, you're not asking me to change the unavailable source code...shit like the buggy to use gasoline, or zombie npcs eating bodies/ragdolls, spreading infections, using tampons e.t.c.
the idea for this mods weapon load-out in my eyes - was this
Replace the HL2 weapons. Thats it two pistols, smg, heavy rifle, etc etc
I felt it was a bit too much to replace the current weapons, then add even More shit in a game that doesnt really take advantage of having 30 weapons.
If this was crysis and miles are miles long, okay cool! bring em on! all that heavy walking and traveling, im gonna need me at least 2 to 3 assault rifles, gauss gun etc etc
i thought the player should be familiar with the weapons, and know what he's gonna be packing. more isnt always better
besides, people can customize and increase their weapons slots all they want editing a few of the script files.
anyway, thanks for the suggestions appreciated
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Post by corkymcchubbles on Feb 21, 2009 7:58:51 GMT -8
Maybe you could replace the ant-lions and the ant-lion guard to look like a "source" of the infection.
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Post by no1gamer on Feb 21, 2009 10:13:32 GMT -8
Why should they be the source?
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Post by foxhoundcs on Feb 21, 2009 11:17:41 GMT -8
Thanks V.G. I'm a fan of Doom3 too. I just wondered because of the startup music, with Betruger and Sarge. If you haven't done so yet, I suggest trying the expansion pack; Resurrection of Evil. That is just as fun and has a Double Barrel Shotgun . The P90 sounds cool. After my first post I thought about the machine gun in Doom3. The weapon's configuration has the magazine placed on top, or in it whatever. Would be good for a model lol. But it isn't important. I understand your view of the Mod's weapon load-out. Too much can be annoying. I just fancied a good old fashioned Five-Seven lol. By the way, what was the idea with Cleaver? A Samurai Sword XD? I liked it. All the stuff about editing scripts, I'm new to that stuff as well. I'm the lazy bastard at the back that's given a weapon and uses it. Nothing else lol. Anyway, thanks for the welcome V.G. Keep up the great work
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Post by gyrofest96 on Feb 23, 2009 19:47:52 GMT -8
I think you should add sniper weapons,add some L4D Zombehs, if they let u =\, and replace the Ant Guard with the L4D Tank, hugeass zombeh.
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Post by gyrofest96 on Feb 23, 2009 19:54:41 GMT -8
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Post by crazyalien257 on Feb 25, 2009 2:38:45 GMT -8
Hi, I'm new to the forums This mod is probably the best mod i've ever seen. Anyway, I think that you should replace the grenade with a Molotov. It was also featured in the mod "Missing Information". The Molotov in MI was too damn powerful. If you could remove the explosion when the Molotov hits the ground (The explosion kills everything around it, Then sets their bodies on fire) , then this wep will be perfect for the hordes of zombies in OUTBREAK.
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Post by crazyalien257 on Feb 25, 2009 2:40:08 GMT -8
double-barreled shottie would be nice too.
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revan
New Member
Posts: 6
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Post by revan on Feb 27, 2009 20:53:00 GMT -8
I don't know if this has been suggested and if I skipped over due to stupidity, then sorry, but I was wondering about Dawn of the Dead Remake type zombies for Outbreak. I don't know, but I'm thinking they might could be some type of elite zombie aside from the normal zombies. These would run normal human speed, but once they lose site of you, they will be completely stupid and helpless, just wondering around. I'm thinking maybe a Berserker type Zombie like GoW meets Half Life, but these won't be strong like the berserker, just normal, even though they might act like the Berserker. I don't know how quite to put this and it might sound dumb, but it's just what I had in mind since I joined this forum. Also, on the versions of the leaked Outbreak I downloaded a while back, a few keys actually broke the AI, the targeting reticule, etc, which I thought was pretty bad, but I know it was buggy, then again, it was probably changed or fixed since then, I don't know. There was also the portion at the start where you're suppose to be knocked out and then saved by Alyx.... unfortunately, that part is broken due to all the Combine having guns. There's also the part of the manhacks -- the door slit just never went away, the whole sequence was screwed up and I had to manually no-clip through the door just to continue the game. However, I am sure ALL of this is going to change, and that would be nice, because I like different stuff. Anyways, uhh... love Outbreak. Best Zombie mod I've ever seen (tested) and yeah. If you guys need any assistance (non-modding wise. I can't mod source games) just lemme know.
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Post by veteran_gamer on Feb 27, 2009 21:42:39 GMT -8
thanks friend, welcome to the board, thanks for your suggestions
the reason the AI broke, or zoom got fucked up etc
is in the "leaked" version, i didn't change the config.cfg from my very own, so everyone had my control config, which was mainly binds to commands like ai_disable, fov, notarget etc
no suggestion is dumb, and feel free to suggest shit as much as you like, you never know
i can assure you every bug you mentioned and numerous ones you didn't know existed yet have been solved. I'm glad you enjoy the taste test, the full meal will taste much better :]
welcome to the board buddy
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Post by no1gamer on Feb 28, 2009 4:32:33 GMT -8
There was also the portion at the start where you're suppose to be knocked out and then saved by Alyx.... unfortunately, that part is broken due to all the Combine having guns. Thats because of the npc_weapon_randomize.txt file. There is said that the metro police have weapons. You can solve this problem by open that file and then make the follow insertions: "d1_trainstation_01" { "npc_metropolice" { "weapon_lstick" "100" } "npc_citizen" { "weapon_none" "100" } } "d1_trainstation_02" { "npc_metropolice" { "weapon_lstick" "100" } "npc_citizen" { "weapon_none" "100" } } "d1_trainstation_03" { "npc_metropolice" { "weapon_lstick" "100" } "npc_citizen" { "weapon_none" "100" } } "d1_trainstation_04" { "npc_metropolice" { "weapon_lstick" "100" } "npc_citizen" { "weapon_none" "100" } } "d1_trainstation_05" { "npc_alyx" { "weapon_none" "100" } } after that you go to the excludeweapons.txt file and open it. scroll down and find the entry: "weapon_lstick" {} Now Type // in front of it and you are finished. It should look like that: // "weapon_lstick" {} Now all metro police cops in the first part of the game have the stun baton as weapon and everything should work fine now.
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Post by veteran_gamer on Feb 28, 2009 4:55:02 GMT -8
that is absolutey correct, it was a simple fix over looked by yours truly at the time of release, i swear man, to this day, ".45" or whatever STILL haunts me, that version is my ENEMY. heheh. thanks for posting the fix dude
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revan
New Member
Posts: 6
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Post by revan on Feb 28, 2009 18:03:29 GMT -8
Ah, I see. Thank you for the warm reply. I really like Smod Outbreak and I cannot really stress enough how much I want to play a final product of it. I love Zombies and any Zombie game I try I usually play Zombie killing music along with it and Smod Outbreak is no exception. I thank you for your explanations as I always wondered why that happened. I feel stupid for not finding these forums sooner. I don't know if a 'beta tester' question has been asked before, but if you need any testers to spot for bugs of any type, lemme know. I'm not a pro at it, but I've done it before and helped people with at the very least some vague information to help them solve any bugs that weren't addressed beforehand or have not been noticed.
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