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Comment History  (0 - 30 of 31)
rool
rool - - 31 comments @ RoZo - v0.5.021

When the version made available will be 0.5028?

Good karma+1 vote
rool
rool - - 31 comments @ (RoZo) Return Of Zombie Ops

Mod is excellent. Whether you will be making available the one mod: rozo for everyone? Willingly I will put the server at myself

Good karma+1 vote
rool
rool - - 31 comments @ Kill the King

hi!
pleas help

(file 'maps/mp/gametypes/_globallogic.gsc', line 5775)
return self GetLocalizedString("GUARD_DESC");
*
(file 'maps/mp/gametypes/_globallogic.gsc', line 2222)
self setclientdvar( "cg_objectiveText", self getObjectiveScoreText() );
*
(file 'maps/mp/gametypes/_globallogic.gsc', line 2194)
self updateObjectiveText();
*
(file 'maps/mp/gametypes/_menus.gsc', line 607)
self [[level.autoassign]]();
*
(file 'maps/mp/gametypes/_menus.gsc', line 129)
self waittill("menuresponse", menu, response);
*
(file 'maps/mp/gametypes/_globallogic.gsc', line 5775)
return self GetLocalizedString("GUARD_DESC");
*
(file 'maps/mp/gametypes/_globallogic.gsc', line 2222)
self setclientdvar( "cg_objectiveText", self getObjectiveScoreText() );
*
(file 'maps/mp/gametypes/_globallogic.gsc', line 2194)
self updateObjectiveText();
*
(file 'maps/mp/gametypes/_menus.gsc', line 607)
self [[level.autoassign]]();
*
(file 'maps/mp/gametypes/_menus.gsc', line 129)
self waittill("menuresponse", menu, response);
*
(file 'maps/mp/gametypes/_globallogic.gsc', line 2194)
self updateObjectiveText();
*
(file 'maps/mp/gametypes/_menus.gsc', line 607)
self [[level.autoassign]]();
*
(file 'maps/mp/gametypes/_menus.gsc', line 129)
self waittill("menuresponse", menu, response);
*

and error shoutdown server x-models

Good karma+2 votes
rool
rool - - 31 comments @ mp_fnrp_racecourse

of course that of this version I am satisfied. I mean for adding variety to maps. At me on the server, players very much are very happy with a map trouble. and I think that of such maps should come into existence more. Very killing zombii it is already a bit tiring. But how to add the element which it is necessary still to defend, it already almost as the new mode of the game.

Good karma+1 vote
rool
rool - - 31 comments @ mp_fnrp_beach

cool cool cool verrrry cool map. Finally neat, not too big and difficult map.

Good karma+1 vote
rool
rool - - 31 comments @ mp_fnrp_racecourse

cool map, very cool. But I have a proposal for you to the second version of this map:
- Players of inside enclosing, that is on grass and rebuilt enclosure. Now so that the fence falls down and protected players through zombii, one player must pay with points. Enclosing then is falling down on 1-2 minutes. However how, an action time will pass enclosures, then players will have to wait the minute to the regeneration of the fence. Only then Respawn Zombie you will have to arrange fences around.
He applied similar tactics jerkan in one's map v1.4 Fort

P.S.I apologise too my eng, I am using the translator online

Good karma+1 vote
rool
rool - - 31 comments @ Deki (Updated)

nice map, thanks.

Good karma+1 vote
rool
rool - - 31 comments @ mp_fnrp_snow

it is another problem, that in the moment, when the majority of players is in waiting for revive on the map, zombies will gather on the map. In this moment they are taking place big lagg's. it is looking out as if zombies reached the moment, where waypoints is unfinished. The friend informed me that as the zombie he would come up to the point, where waypoints is not closed off, it on the server are taking place lagg's. such a problem often appears how maps are multidimensional. I apologise for my English, I am not knowing the tongue well and I am using the translator online. But I hope that you can think yourself through what I mean. If necessary, I am inviting to my server and to see how it looks like .. , IP: 178,216. 24.13: 28964. At present the changed difficulty looks this way:
orginally:
loadDifficulty(difficulty)
{
switch (difficulty)
{
case 1:
level.dif_zomPP = 2;
level.dif_zomHPMod = .5;
break;
case 2:
level.dif_zomPP = 3;
level.dif_zomHPMod = .75;
break;
case 3:
level.dif_zomPP = 5;
level.dif_zomHPMod = 1;
break;
case 4:
level.dif_zomPP = 10;
level.dif_zomHPMod = 1.5;

at present:
loadDifficulty(difficulty)
{
switch (difficulty)
{
case 1:
level.dif_zomPP = 2;
level.dif_zomHPMod = 1.5;
break;
case 2:
level.dif_zomPP = 3;
level.dif_zomHPMod = 1.75;
break;
case 3:
level.dif_zomPP = 5;
level.dif_zomHPMod = 2.5;
break;
case 4:
level.dif_zomPP = 10;
level.dif_zomHPMod = 3.5;
the same I increased the protect_respawn time, but that's all it turns out too little because zombies have for the great distance from respawn_zombi for going the map up.

Good karma+1 vote
rool
rool - - 31 comments @ mp_fnrp_snow

The problem with new maps is so, that zombie from respawn for going the map up have a long way for staying. And sometimes it lasts 10-15 seconds. Then the zombie is already protect_respawn smaller and it is easy to kill them. At me I altered a bit mod rotu 2.1, increasing the problem and the protect_respawn time zombie. But now, I will have to still increase the problem, because too easily a zombie is killing each other. Therefore I am suggesting, in order to respawn zombie, did on new maps, best right at going the map up. Best maps which have done respawn_zombi are among others mp_fnrp_soccer_match, mp_fnrp_boss_zoo, mp_fnrp_soccer_revange or mp_surv_zombieforest. On these maps, respawn the zombie is directly on maps, almost by players. Then the zombie is protect_respawn maximum and of players are forced to run after the map in the defence through zombie. And yes on other maps, players camping site at entries to the map.

Good karma+1 vote
rool
rool - - 31 comments @ mp_fnrp_snow

I need a favour to you so that you do respawn zombie more close to go the map up. If they are too far is only facilitating the game, because the zombie almost is already passing protect_respawn and easily it is possible to kill them. And well it would still be so that you make it impossible to kill before going the map up - it is probably calling noClip one another whether somehow yes.

Good karma+1 vote
rool
rool - - 31 comments @ Fort v1.4

great idea with the trap on zombie, but a trap of players would also be useful so that it is with more difficulty

Good karma+3 votes
rool
rool - - 31 comments @ mp_surv_trap

nice nice nice, cool, super-extra, more of such maps with different traps. at me on the server very much they got to like this map, something new and the step problem he grew, here I meant.

Good karma+1 vote
rool
rool - - 31 comments @ Tunnel v2 (Updated)

cool map, hard.

Good karma+1 vote
rool
rool - - 31 comments @ RE4 Village v2

why these all new maps on rotu, have respawn zombie too much distanced from entries to the map? At me on the server I have placed Respawn-protect - 30 seconds. And if the zombie goes the map up it is possible to kill him too easily. You should do respawn the zombie very much close entries to the map, then is playing is more difficult and more interesting.

Good karma+1 vote
rool
rool - - 31 comments @ mp_fnrp_corridors

why these all new maps on rotu, have respawn zombie too much distanced from entries to the map? At me on the server I have placed Respawn-protect - 30 seconds. And if the zombie goes the map up it is possible to kill him too easily. You should do respawn the zombie very much close entries to the map, then is playing is more difficult and more interesting.

Good karma+1 vote
rool
rool - - 31 comments @ mp_fnrp_urban (fixed)

3 round - 12 players - big lagg (34 zombies in screen)

Good karma+1 vote
rool
rool - - 31 comments @ mp_fnrp_urban

laggs, big laggs

Good karma+1 vote
rool
rool - - 31 comments @ mp_surv_Pharaoh's_tomb

Thumper03, P change p. Name Files and Folder.
ascholszo - lagg, lagg, big lagg

Good karma+1 vote
rool
rool - - 31 comments @ mp_surv_killingfield

Good map. There is only one problem. It is possible to go to the roof of the building but from it high-tension wires up and zombies there won't reach players. If it is possible, I will ask going the roof of the building up to make it impossible

Good karma+1 vote
rool
rool - - 31 comments @ Backlot

lagg's and bugged zombi in respawn

Good karma+1 vote
rool
rool - - 31 comments @ mp_surv_maniacmansion

For me just depends on difficult maps. And best, in order to on such maps, how the most to limit Glitch. So that no player can sit on Glitch. Then the game is more interesting. On this your map, as if you added 2-3 respawn zombie and took from two floors of the building, it it would be well. Perhaps do this map as the second version? - mp_surv_maniacmansion_v 2. More respawn zombie and to lower the building.

Good karma+1 vote
rool
rool - - 31 comments @ mp_surv_maniacmansion

The map is already acting. But she is too simple. Of player are sitting on repsawn zombii. As if you added from 2-3 points respawn zombie and more close to enter on the map. Points respawn they are too far distant from entries to the map to players, at me on the server I have placed 30 sek protect_respawnzombi still it is easy to kill zombie for these players what are standing by these entries. He walks here so that players escape before zombii rather than so that the player chases zombii. And now something like that, twice he has appeared on the server, on this map of Lagg Creases, only when I killed zombie with command it lagg yielded. I am not reliable, whether lagg a zombie was caused by a lot on the map at that particular moment, whether because zombie entered the building to very top. There are a few maps, on which as the zombie they will climb a mountain, then then are lagg. But if I wrote earlier, I am not sure about it. Perhaps if you could lower the building, it would be then better.

P.S. And I apologise for my English, I am not knowing this tongue well and I am using for writing the Internet translator

Good karma+2 votes
rool
rool - - 31 comments @ mp_surv_maniacmansion

the map isn't acting. Such an error is demonstrating: Couldn't load image 'loadscreen_mp_surv_maniacmansion'

Good karma+1 vote
rool
rool - - 31 comments @ mp_surv_oldwest (Final Version)

cool map

Good karma+1 vote
rool
rool - - 31 comments @ mp_surv_mountain - fixed better fps

now coool, map very hard :D

Good karma+1 vote
rool
rool - - 31 comments @ Springfield

pleas add 1-2 respawn zombi - central map

Good karma+1 vote
rool
rool - - 31 comments @ mp_surv_cerveceria

on my server almost all maps are acting without the problem. However this map, cut the entire server. Then if I wrote was by 12 players on the third round - of creases laggs it wasn't possible to do nothing. Now 20 players, round Only Dogs - server restart, nothing else it wasn't possible to do.
You claim that 40-50 is it fps well? it is very poorly. I am getting such low fps how a lot will die in one time zombie inferno or as it they like to play with C4 arranging and then are exploding. And yes from 100 to 125 fps is a norm.

Good karma+1 vote
rool
rool - - 31 comments @ mp_surv_cerveceria

laggs - 10 players and up [35 zombies screen map] - laggs, big laggs.

Good karma+1 vote
rool
rool - - 31 comments @ Beach v1.1

jerkan, correct this map. Zombies are Respawn so far that it is possible to be bored. It is great now, because there is already no laggs, but do respawn for zombie in the place where players are. At me I have placed protect respawn zombie on 25 sek, but on this map it is being shown too little, or else how zombies will already reach players uphill, then it is possible zombie to kill to the Hit. Take respawn zombie from these ships, and give at the top where these barracks and this high bunker, and these two small bunkers are all over sides. There is an more interesting game then, how the player is put to flight before zombie.

Good karma+1 vote
rool
rool - - 31 comments @ mp_surv_mountain - fixed better fps

very good map, but however are laggi on it. And for the Hell fps Zombie they are falling on the round to 5-9 fps, where I always have permanent 125 fps.

Good karma+1 vote