Version 5.1 |
Restored HUD + Subscriber Verbs, Dye Clothes/Display Name Color

Any suggestions =P? I have to admit, getting the positions of the HUD Text (almost) exact was a bitch of a job.
ID:806500
Jun 9 2012, 12:07 pm
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I've done some stuff in Paradise City since Falacy released the source some time ago. Full list of changes are below. Most important ones are in version 5.1 :D, just a lot of minor ones in version 5.
Restored HUD + Subscriber Verbs, Dye Clothes/Display Name Color ![]() Any suggestions =P? I have to admit, getting the positions of the HUD Text (almost) exact was a bitch of a job. | ||
#1 Jun 19 2012, 7:15 pm
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I use to be a sub a wile back until i quit. Reason i quit was the game was never updated, same thing for a long long time. Id like new guns, allot more subscriber bonus like sub guns, sub helms , cloths, cars ect. You should also add new maps and maybe even zombie bosses?
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#2 Jun 24 2012, 6:55 pm
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Still will never be as good as Falacy's previous zombie game... Outbreak
which is almost 9 years old I believe | |
#3 Jun 25 2012, 8:40 am
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Well, I think your foremost priority would actually be completing the night+thermal vision, as well as fixing any and all bugs you may find. The zombie arena sounds interesting, and it would probably mean that that train island will finally have a use. Also, It says something like "capturing the mall (or was it food mart?) will grant us 10 food/day" (not actual quote) I think you should put some restrictions as to how many commandos spawn when you capture an area, and how many civilians you can train. Also, PPL often grief barricades at frontlines, so I think it would be a good idea to restrict barricades to a certain area. Also, I find it so FUQING (sorry for the ofensive word, but I couldn't find a better suiting one) annoying when you want to throw a grenade, but auto-aim makes you throw sideways. The same thing should be with interaction. I'd make the auto-aim turning active only for a second, and then returning to the original stance. Alternatively, you could make facing direction and shooting direction independent.
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Mikoc5 wrote:
Well, I think your foremost priority would actually be completing the night+thermal vision Why would fixing it fully be my top priority, if anything it'd be, as well as fixing any and all bugs you may find. The zombie arena sounds interesting, and it would probably mean that that train island will finally have a use. Yup! I put the arena entrance on The Island (well, it's a small building with a teleporter inside to take you to the area). It won't be like BE2 where everyone gets their own little area, it'll be a 50x50 island that has waves. When you leave (or die, dying halves all Val that would of earned) your total kills will determine how much Val you gain (Exp is earned through killing). Also, PPL often grief barricades at frontlines, so I think it would be a good idea to restrict barricades to a certain area. Eh, not a bad suggestion but I don't think I'll do that. Barricades are there for you to take and use as you wish. Also, I find it so annoying when you want to throw a grenade, but auto-aim makes you throw sideways. The same thing should be with interaction. I'd make the auto-aim turning active only for a second, and then returning to the original stance. Alternatively, you could make facing direction and shooting direction independent. I will most likely do this. When you shoot, and the animation is done, you'll return to your previous direction. Also when zombies attack you and jump off, you'll return also. | |
#5 Jun 27 2012, 8:46 am
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Sweet.
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#6 Jun 28 2012, 5:38 pm
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I miss Strai (Falacy)
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#7 Jul 4 2012, 5:28 am
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A rare spawn. Like a boss like figure that you can only find in the city. This monster would be stronger than a average zombie and pretty much is the breaker thug of the horde. Killing it drops more Val and EXP.
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