Gaming Zone > Killing Floor Mod

KF Mod Version 3 - progress

<< < (60/87) > >>

Snipe34:

--- Quote from: dakoslug on November 11, 2011, 22:13 ---Can I be a beta tester :D

--- End quote ---

sure Dakoslug - sent you PM

N3Cr0:
music status:
Finally the musician has replied. He says atm he's working at another project which will take a few months, but he wants to support us and he knows this mod (at least the older versions).

I guess mapping+coding/bug fixing will take a similar time so we should be patient.
... believe me: he's a great artist and he makes high quality music.

Hicks:
Wow, great news!

Snipe34:
Music!!  Cool work N3cro!

V3... thank you for your patience.  You've tried the guns and vehicles, seen the overall concept.  I kinda got it working.  But 100GPing100 is a coder who's doing his best to get V3 working for smooth, fun, online play.

Me on maps, busy in Deep labs.
Also fixing Karma (moveable objects) I had luck using LawDogsKActor code from Wiki.  Not totally smooth but a huge improvement on old Karma moveable objects that were mainly a nuisance.
KF monsters were coded to throw Karma moveable objects - Players to use Karma moveable objects to block zombies.  At last mappers can place the damned stuff ^^ 

The ongoing story of our sinister new Trader.  Had to preserve the heads or they'd go rotten.  Placed on shelves at her shop:



Hicks:
Omg, poor traders xD

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version