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Added license
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Made changes that make the project ready for pre-release
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Jbleezy committed Mar 31, 2018
1 parent 1186081 commit 572b839
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1 change: 1 addition & 0 deletions License.md
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
18 changes: 10 additions & 8 deletions README.md
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[Donate](https://www.paypal.me/Jbleezy/10)

## Change Notes

## General
* Zombies now only have an additonal spawn delay when a full horde is spawned in
* Additional spawn delay time reduced from 1.2 seconds to 1 second
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* Win by being a survivor after the time limit or get all players infected
* Unlimited zombies

## TODO:
## TODO
* Add collision boxes near invincibilty spots on maps
* Moon: fix sliding sound keep playing when off object
* Fix zombies sounds on classic maps to sound like they are coming from the correct direction
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* Fix Der Riese Nikolai viewhands for FG42
* Fix Ballistic Knife first raise anim (shows knife at very bottom center of screen at end of anim)

## GRIEF TODO:
## GRIEF TODO
* Meat: fix dive to prone anim from looping (tried to fix same way as other weapons but didn't work)
* Add EMP grenades to grief
* Add new grief damage fx
* Fix turret attacking team of player that activated turret (if cant fix, then make turrets attack anyone to make it fair)
* Gun Game: fix rare bug where multiple gun increment powerups spawn (might be fixed, not sure what causes it, not caused from killing multiple zombies from the same shot)

## TESTING:
## TESTING
* Moon: check if you can hack box while it is spawning in
* Moon sidequest dialog in coop without Richtofen
* Check if zombies are bleeding out on any maps while doing normal strats (add print statement to zombie failsafe death)
* Test if players are able to grief teammates (need 3-4 players)
* Test if zombies are attracted towards players on Verruckt on other side when power door is closed (need 3-4 players)

## MAYBE:
## MAYBE
* Shangri-La: should mud pit sidequest step need the radio to be activated to work?
* Moon: should teleporter gate start going down before power is on?
* Should zombies not double swipe if player doesnt have jug?
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* If you have 4 perks or more, still allow players to buy perks but bought perk will replace oldest perk?
* Should special rounds always be 5 rounds apart?

## BUGS THAT ARE STAYING (IT'S A FEATURE, NOT A BUG):
## BUGS THAT ARE STAYING (IT'S A FEATURE, NOT A BUG)
* Insta kill rounds
* Powerup limit per round reset by teleporting on Moon
* Damaging a zombie resets its hit animation
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* Additional perk machines on maps
* No more new weapons

## GAME_MOD TODO:
## GAME_MOD TODO
* Fix grenades giving more ammo than they should (made fix)
* Fix being able to buy grenades when you already have max amount (made fix)
* Fix grenade not throwing when holding fire button with a non-auto weapon (made fix)
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* Fix player names getting changed to "Unknown Soldier" on scoreboard and chat after fast_restart if name is too short
* Make it so perks that are not engine based only use 1 bit

## SPECIAL THANKS:
## SPECIAL THANKS
* **_WARDOG_** - co-developer
* **_lilrifa_** - assisted with menu scripting
* **_MasadaDRM_** - assisted with weapons and sounds
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* **_DTZxPorter_** - Wraith
* **_Treyarch_** - Assets, source code, and an amazing base game

## TESTERS:
## TESTERS
* **_FleshCrunch_**
* **_Ph3Nix_**
* **_WECoyote99_**
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21 changes: 13 additions & 8 deletions maps/_zombiemode.gsc
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Expand Up @@ -1641,8 +1641,8 @@ difficulty_init()
}
else
{
players[p].score = 500000;
//players[p].score = 500;
//players[p].score = 500000;
players[p].score = 500;
}
players[p].score_total = players[p].score;
players[p].old_score = players[p].score;
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self SetClientDvar("cg_drawFPSLabels", 0); //makes FPS area in corner smaller

//self SetClientDvar("sv_cheats", 0); //uncomment on release
self SetClientDvar("sv_cheats", 0); //uncomment on release

self SetClientDvar("g_friendlyFireDist", 0);

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//self thread player_health_watcher();
self thread points_cap();
self thread give_weapons_test();
//self thread give_weapons_test();
//self thread button_pressed_test();
//self thread velocity_test();

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//wait 5;

//self giveweapon( "molotov_zm" );
//self set_player_tactical_grenade( "molotov_zm" );
//self SetWeaponAmmoClip("molotov_zm", 3);

/*while(1)
{
wait_network_frame();
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origin = self.origin;
wait 5;
level.upgraded_tesla_reward = true;
level thread maps\_zombiemode_powerups::specific_powerup_drop( "tesla", origin, true );
origin = self.origin;
wait 5;
level thread maps\_zombiemode_powerups::specific_powerup_drop( "insta_kill", origin, true );*/
level thread maps\_zombiemode_powerups::specific_powerup_drop( "minigun", origin, true );*/

//origin = self.origin;
//wait 5;
//level thread maps\_zombiemode_powerups::specific_powerup_drop( "insta_kill", origin, true );

/*wait 5;
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