ET:Zombies


(NewName) #1

Hi, ET:Zombies has been in development for the past 2months now, 1 month and 2 weeks by myself and N!trox* joined around 2-3 weeks ago now:).

We’ve been working on this mod almost every day, and we release tests every couple of days.

This is not just a small mod, it’s around 110Mb in size, and that’s without the Zombie models (being done by Ischbinz).

I just thought I would drop a post on here to build up some more interest and get it known in this community. We currently have a decent team but we lack motivation amongst some. We are looking for Photoshoppers & modellers to spend a few hours making a few things for us.

We’ve made around 200+ changes to the ETSDK and 96% of sounds are non-default and have been sourced, changed and adjusted for ET:Zombies. Of course that’s not all, we have 3 maps in development ColdfortZombies, Hospital & Sewers. We would class this as a conversion more than a mod to ET.

We worked this from ETMAIN and have applied all the fixes that we needed to and could find ourselves ingame. We even found a problem that still existed in ETPUB until last week. Now they have fixed it thanks to N!trox* & ET:Zombies work. We have a fix list @ the website mentioned below.

You can read what ET:Zombies is about by visiting http://zombies.tk - about page contains this information.

We constantly update this site, so please keep it saved in favourites.

PLEASE COME AND STAY @ #zombiemod.et @ QUAKENET!

IF YOU CAN DO SOME MODELLING OR PHOTOSHOP WORK (EVEN SIMPLE THINGS) PLEASE CONTACT ME HERE, IRC OR CONTACT ON THE WEBSITE!

Thanks a lot :wink:




(hellreturn) #2

I will be hosting your first public beta/final release. :slight_smile: I wish you best of luck and hope to see your mod releasing soon! Played zombies on COD4 for few hours and I like it. Looking forward to your mod.


(cheesy) #3

I’ve been waiting for a good zombie mod. I look forward to it.


(NewName) #4

Thank you :), we’ll continue to work


(BackSnip3) #5

Baseball bat for zombies mod

:smiley:


(NewName) #6

[QUOTE=BackSnip3;397526]Baseball bat for zombies mod

:D[/QUOTE]

Awesome :D, we officialy have the best ammopack in ET because of BackSnip3 :).

Oh more news, we have been offered an interview for Crossfire from a news poster/writer! We will do this and get the word out even more, we would love if the members responsible for the work would come forward and we can mention everyone who’s helped & has put effort in.

Thank you


(CoD4Fun) #7

Aren’t you the crossfire community itself ? - So you are interviewing yourself. Hm, i get it :smiley:


(NewName) #8

I think I’ve missed something here lol?

We’re getting an interview done about ET:Zombies as there’s been a lot of questions about it and interest!


(cheesy) #9

Back when I flirted with the idea of making a zombie mod (because all modders dream of it once or twice), I thought about converting the flame thrower to a gas thrower and only issue to allies who wear gas masks (like in a few movies). Also tilting the head of a few zombies. Giving the zombie team slightly more health but making them more vulnerable to headshots. All of this is true to zombie culture and makes the difference between a full mod and just a skin pack.

I might be able to help with a couple of these.


(NewName) #10

[QUOTE=cheesy;398204]Back when I flirted with the idea of making a zombie mod (because all modders dream of it once or twice), I thought about converting the flame thrower to a gas thrower and only issue to allies who wear gas masks (like in a few movies). Also tilting the head of a few zombies. Giving the zombie team slightly more health but making them more vulnerable to headshots. All of this is true to zombie culture and makes the difference between a full mod and just a skin pack.

I might be able to help with a couple of these.[/QUOTE]

All of this is basically in ET:Z already, we have custom health, and speed settings for both teams which are controllable server side :).

We would love some help though, come contact me at #zombiemod.et @ Quakenet.

Thank you :wink:


(cheesy) #11

Cool…I am liking this mod already.


(NewName) #12

;), a lot of progress has happened and I can say that all the bugs we found in the test revisions are now fixed (minus some complex problems). We’ve added stuff like spawn @ last death, zombie sounds emitting from the player etc…, realistic movement, including a ‘Call of Duty/Gears of War sprinting system’. A realistic prone moving animation all done in the SDK not using model animations. Invisibility powerup for the zombie which takes health & uses a charge/powerupbar. New HUD etc… etc…

Added brand new vsays which are all made custom for ET:Z and new maps made just for ET:Z.

So much more which I can’t name atm.

Next: spitting acid out of mouth which blurs clients screen & reduces sound/muffles it.

Do not forget this is from ETMAIN / vanilla ET and all the bug fixes we needed to introduce & simple problems we had to fix. The fix list must be near 290 fixes/changes now.


(ETJump-Zero) #13

[QUOTE=iDan;399243];), a lot of progress has happened and I can say that all the bugs we found in the test revisions are now fixed (minus some complex problems). We’ve added stuff like spawn @ last death, zombie sounds emitting from the player etc…, realistic movement, including a ‘Call of Duty/Gears of War sprinting system’. A realistic prone moving animation all done in the SDK not using model animations. Invisibility powerup for the zombie which takes health & uses a charge/powerupbar. New HUD etc… etc…

Added brand new vsays which are all made custom for ET:Z and new maps made just for ET:Z.

So much more which I can’t name atm.

Next: spitting acid out of mouth which blurs clients screen & reduces sound/muffles it.

Do not forget this is from ETMAIN / vanilla ET and all the bug fixes we needed to introduce & simple problems we had to fix. The fix list must be near 290 fixes/changes now.[/QUOTE]It’s nice to see new mods but do you really think it’s necessary that players must download tens/hundreds of megabytes of custom sounds? Obviously certain things are necessary to get the scary feeling but new vsays, new weapon sound etc. are not really necessary. Should be an optional pack, imo.


(NewName) #14

They are all optional ofc, but on our servers not. When we release the BETA admins have a choice of what they want to be shown? A lot of hard work has gone into these customisations and it all pays off in the end.

The sounds are needed, the weapon sounds are amazing (wait until you hear ;)).

The sounds come in 3 pk3’s, SOUNDS, VSAYS & WEAPON SOUNDS. Admins can choose which they want to be available, and I’ll even supply a link to these so admins don’t use their bandwidth.

ET:Zombies would just be another ET MOD with little to offer unless we provide everything as we said we would and we want.

We of course take feedback and you can find the servers on www.zombies.tk - old compile (like 12 revisions ago), but you get the drift.

We support Win, Linux & Mac & we will later (maybe) offer account support to stop/help prevent cheaters.


(acQu) #15

Hi iDan, i tried to pm you this, but your message box is full. Can you pls pm me a list of all of the bugfixes and security patches you did to pure etmain.

(There is a list is on your site, but i am tired …, need someone to give me a summary).


(NewName) #16

[QUOTE=acQu;399263]Hi iDan, i tried to pm you this, but your message box is full. Can you pls pm me a list of all of the bugfixes and security patches you did to pure etmain.

(There is a list is on your site, but i am tired …, need someone to give me a summary).[/QUOTE]

Hi, I do not have much time at the moment, but that list is VERY outdated now. I shall update it when I can.

I shall clear my inbox now :P.


(twt_thunder) #17

people must stop naging about size when it comes to modding, if you want new things to play… you’ll have to download…thats the way it is…


(Mateos) #18

People made some trolling when the required space for Max Payne 3 was announced, they expect as well some custom voices/sound to take GBs.

When you join a server with a custom mod so far you’ve max 30 MB to download (NQ), all others under. The guys will see a sound pack of this size… What is the usual reaction of seeing MBs for a file with “sound” in its name? Disconnect and find something faster to get on and play.

That’s why it should be an option.


(NewName) #19

[QUOTE=Mateos;399352]People made some trolling when the required space for Max Payne 3 was announced, they expect as well some custom voices/sound to take GBs.

When you join a server with a custom mod so far you’ve max 30 MB to download (NQ), all others under. The guys will see a sound pack of this size… What is the usual reaction of seeing MBs for a file with “sound” in its name? Disconnect and find something faster to get on and play.

That’s why it should be an option.[/QUOTE]

Like I mentioned, server admins can do as they wish, as do all other mods.

Want the sound pack? Include it as a download, or if you do not like some sounds or think only some are needed (remove weapon sounds etc…) then open the pk3 and delete them sounds. All these sounds are free to use and have been found on ‘FREE SOUND WEBSITES’, all of which were of free use, hell create your own soundpack if you want :P.

All of the files will be supplied in seperate pk3’s, including sounds, models, the actual MOD & ofcourse the maps.

Considering I’m using an ADSL connection slower than 99% of England (yes it’s true), I think I should be the one moaning, but even then the 100Mb isn’t a big big issue (although it takes me 35minutes to download).

If people show interest there will be players, and we’ve got A LOT of interest ;).

Once again, everything is customisable on your server as it is with every other MOD out there.

Also, this is now more of a ‘CONVERSION’ than a ‘MOD’. Considering everything is created just for the mod, I think we can call it that :P.


(Mateos) #20

Well, HDET way it quite fine: the server has it in etmain. If the client does not have it, it isn’t downloaded. If the client has it, it is loaded automatically.