running with rifles моды на зомби

Running with the Dead

Uploaded · Published April 21, 2018 · Updated November 1, 2020

Last revision: 14 Oct, 2020 at 15:07 UTC (2)

File size: 97.63 MB

Description:

Welcome to Running with the Dead! This is an extensive overhaul mod that changes the game to a post apocalypse survival wasteland crawling with zombies and warring factions. Each faction offers a unique way of playing the game through unique changes to their health, speed, spawn rates, and armory!

Huge Shoutout to:
The Soldier who made most of these assets,
Tremozl who took those assets to make this mod
and JackMayol who balanced and patched the mod!
And the Ellygree, my rock.

PLEASE READ
This mod can be played in campaign! Campaign will allow unique scripting for unique features that will be seen with the next few updates!

If you absolutely want to play this game in quick match, copy the content from:
C:Program Files (x86)Steamsteamappsworkshopcontent270150677995637mediapackages
and paste it in:
C:Program Files (x86)SteamsteamappscommonRunningWithRiflesmediaoverlays
This is still made to be played ONLY on moorland trenches, and imbalance will be caused by messing with values in quick match.

Revisions:

Old revisions of this mod are available below. Click the link to download.

Источник

Running with Rifles

Modulaatio Games | Released 2012

Pick up your rifle and join the Green or Grey army in their mission to send the enemy home in a box! RUNNING WITH RIFLES is an open world, top-down, tactical shooter for single player and multiplayer online, that puts you right in the middle of chaos in towns, trenches and forests turned into ruthless battlefields, controlling just one soldier in an army of several hundreds. In a war where men die like flies and endless streams of reinforcements run to fill the void, it takes tactics and marksmanship to capture territories effectively. The open world nature of the game enables you to use a multitude of approaches to help the front line move – it’s up to you to shape your role. Experience the complete arc starting as a private hardening into a high ranking officer with a squad under command, arming yourself with a variety of weapons and vehicles on your way to glory!

INFANTRY MOD PROJECT

infantry mod project realism

Realism Beta

MODDB version of the Realism Beta mod for Running with Rifles

realism beta realism

**SOLDIERS AT WAR** (Optional Files)

Optional additional files are listed here for the Steam Workshop mod **Soldiers At War**

**soldiers at war** (optional files) realism

RWR Tradução para Pt-Br (Brazilian Translation)

RWR Tradução para Pt-Br (Brazilian Translation) Uma tradução feita por mim, ainda permanece em progresso, com tudo, acredito que esteja 97% completa.

rwr tradução para pt-br (brazilian translation) history

INFANTRY 1.1 (ARCHIVED)

infantry 1.1 (archived) realism

LIGHT INFANTRY 1.0 (ARCHIVED)

light infantry 1.0 (archived) realism

A very basic mod for Running with Rifles that replaces the factions with 9 different team colors: Red, Blue, Green, Yellow, Purple, Orange, Cyan, Grey.

Running with MP40’s

This is a simple overhaul. It adds new textures, weapons, skins and Maps of WW2-Era. Features to come depend on the development of the game. Credits are.

running with mp40’s war

No mods were found matching the criteria specified. We suggest you try the mod list with no filter applied, to browse all available. Add mod and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.

Источник

Running with rifles моды на зомби

Game servers 50 List provided by EpocDotFr | Players online 164

Joined: Sat Jul 07, 2012 11:11 am
Posts: 57

Ok, I’m officially putting this mod to hiatus, but I made a quick hotfix this mod, since it was easy. I will leave this thread open and mod downloadable as legacy thing. My recommendation is that if you want to play a zombie mod try The Soldiers The Time After :
http://www.runningwithrifles.com/phpBB3/viewtopic.php?f=11&t=1906
And honestly if I ever get a feeling of working with a zombie mod, I might just jump into The Time After and alter that to my liking.

But anyway, if you want to try how the first ever zombe mod played like you can download it through this link:


Thanks Visionhunter. ( I dont know if she is running away of the Zombes or of this mod tho..)

Oh no! dem hiatuses!

Thanks to The Soldier for his work with them pistols. Specially the xml model that is featured in the game. And other weapon models too!
Also bwc153 earns a extra can of beans and beer for his zombie-soldier model. Dem models. actually makes the game look like it’s got something.
Yeah and.. thanks to pasik too for the nerves

——And lets leave this here too as. legacy——
Yes. I thought that this game will not need a Zombie mod, I kind of hate those mods, and here I am: posting the fuken thing my self. The modding challenge was there and here is my result..

Please do note few important things:
-This mod is a shitty excuse for lack of time, but I whipped this up (first version) in about 2 hours, mostly spent on «testing»

What you need to do to install?
-download zip
-create «overlays» folder to games media file
-extract the file in to «overlays» folder
-start game
-only works in quick matches
-remember to add the mod to the map
-try this shait out
-try to express your critisim in contructive manner-

You too can make changes to this mod and you can take this and make your own mod utilising the little bit of work I did to this.

Last edited by Luck of Duck on Mon Apr 06, 2015 8:30 am, edited 8 times in total.

Joined: Sat Oct 05, 2013 12:19 am
Posts: 632

Alright, I can’t figure out how to limit the numer of survivors, but I think I can limit how many weapons they have. I wonder if it’s possible to give a soldier *no* weapon.

Joined: Mon Jun 27, 2011 11:32 pm
Posts: 374
Location: Somewhere among the fog, watching you kill the AI.

If anyone wants to know what it’s like- here is a video I made.

Joined: Wed Jan 18, 2012 3:19 am
Posts: 567
Location: The States

Hmm I get a crash within a few minutes when playing vaaleakoski with 800 bots. Not sure if it’s the mod problem or just rwr. but i’ll do more testing later.

Читайте также:  где добыть лазурит в майнкрафте

Joined: Wed Jan 18, 2012 3:19 am
Posts: 567
Location: The States

Lol so rendered made a video too. hmmmm

I had to obviously. brainz..

Joined: Mon Jun 27, 2011 11:32 pm
Posts: 374
Location: Somewhere among the fog, watching you kill the AI.

Lol so rendered made a video too. hmmmm

I had to obviously. brainz..

Maybe longer reload on the shotgun?

Site Admin

Joined: Mon Jun 27, 2011 11:59 am
Posts: 2850

I didn’t try the mod yet, but if that means you want one faction to have lower amount of capacity than the other, you can do that starting in 0.94 by overriding init_match.xml.

Map6 init_match.xml as an example:

EDIT: to add, faction field above accepts initial_over_capacity, ai_accuracy, capacity_multiplier, capacity_offset. Capacity as a term refers to respawnable slots, and that makes initial_over_capacity mean an initial boost of non-respawnable bots.

When you load into a map, init_match.xml settings are activated on the «background game». The quick match menu allows some simplified customizing over it like soldier counts and accuracies. It’s also possible to disable those options in quick match menu.

Joined: Wed Jan 18, 2012 3:19 am
Posts: 567
Location: The States

Joined: Sat Jul 07, 2012 11:11 am
Posts: 57

I didn’t try the mod yet, but if that means you want one faction to have lower amount of capacity than the other, you can do that starting in 0.94 by overriding init_match.xml.

EDIT: to add, faction field above accepts initial_over_capacity, ai_accuracy, capacity_multiplier, capacity_offset. Capacity as a term refers to respawnable slots, and that makes initial_over_capacity mean an initial boost of non-respawnable bots.

When you load into a map, init_match.xml settings are activated on the «background game». The quick match menu allows some simplified customizing over it like soldier counts and accuracies. It’s also possible to disable those options in quick match menu.

Thanks that is something I was looking for, I just dont / didnot undertand which of factors to number of enemy bots and how. I want that the player side has alot less of bot, I mean a huge deficit of of bot to player side. What should I mark to the map inits and where? (I mean I need a wireframe here)

Also I see. friendly fire. intresting. I’m definately not going to touch that setting. oh no. (but first i need to to fix the bot offset)

Also one idea I had today, can I make a special vest (viruzvest) and make it only available to grey and brown (via the faction files?) And is there a way to make the spawing enemy bot to carry said vest almost by default? (I mean maybe 80 or 90% would wear the vest)

Aaaand one more question, from where do I set it so that there would be more of certain loots dropped from peoples pants when they die?

Joined: Sat Jul 07, 2012 11:11 am
Posts: 57

Maybe longer reload on the shotgun?

Guys. first of all thanks! I was really surpriced that you both made videos of this mod. I kind of did not think that people would like this at all. Since honestly, this is proof of consept and even then quite. how to say. bad?

But I think this mod will be quite a bit more usefull after I make some changes. I think I will try to balance the current weapons more, sniper rifle might change to an automatic weapon of sorts, because i think that will be more usefull balancing effort thing than the sniper rifle balancing.

But first task will be to fix the «horde not hording, survivors hoarding greatly tho» thing. Then I will shit up the shotgun, I think it might drop a projetile, tighten with the spread and it might get some more «recoil» to it. Also I might add an pseudo-pistol (modded P-90) that will be common in the hands of survivors and absolut piece of &%#!. Better weapons will be more rare ( so your friends wont be so usefull )

BTW. next version will hopefully be significantly harder. How did it become cataclysm if the zombies are not scary?

Who is online

Users browsing this forum: No registered users and 0 guests

Источник

Running with rifles моды на зомби

В разных играх мастерская Steam может использоваться по-разному, но всё, что тут есть, сделано обычными участниками сообщества Steam, такими же как и вы.

При подготовке страницы модификации или предмета в Мастерской Steam теперь вы можете добавить интерактивное трехмерное превью предмета вдобавок к видео и скриншотам.

Пример использования превью можно найти на странице модификации Doomhammer, созданной пользователем johnskyrim:
https://sketchfab.com/models/7b08add6fb40478a9bc465a8ef0d8ffb
Превью помогает получше ознакомиться с предметом, сценой или моделью, осматривая их со всех сторон в трехмерном пространстве.

Чтобы добавить трехмерное превью, вам понадобится создать бесплатный аккаунт на сайте Sketchfab (http://sketchfab.com/) и загрузить свою модель. Процесс подобен публикации видео на сайте YouTube. После загрузки предмета и создания соответствующей страницы на Sketchfab, вам останется лишь указать ссылку на ту страницу в новом поле при редактировании скриншотов и видео предмета в Мастерской Steam.

Превью также можно использовать в Обсуждениях, Объявлениях и Greenlight.

We’re going to remove the payment feature from the Skyrim workshop. For anyone who spent money on a mod, we’ll be refunding you the complete amount. We talked to the team at Bethesda and they agree.

We’ve done this because it’s clear we didn’t understand exactly what we were doing. We’ve been shipping many features over the years aimed at allowing community creators to receive a share of the rewards, and in the past, they’ve been received well. It’s obvious now that this case is different.

To help you understand why we thought this was a good idea, our main goals were to allow mod makers the opportunity to work on their mods full time if they wanted to, and to encourage developers to provide better support to their mod communities. We thought this would result in better mods for everyone, both free & paid. We wanted more great mods becoming great products, like Dota, Counter-strike, DayZ, and Killing Floor, and we wanted that to happen organically for any mod maker who wanted to take a shot at it.

But we underestimated the differences between our previously successful revenue sharing models, and the addition of paid mods to Skyrim’s workshop. We understand our own game’s communities pretty well, but stepping into an established, years old modding community in Skyrim was probably not the right place to start iterating. We think this made us miss the mark pretty badly, even though we believe there’s a useful feature somewhere here.

Now that you’ve backed a dump truck of feedback onto our inboxes, we’ll be chewing through that, but if you have any further thoughts let us know.

The Steam Workshop has always been a great place for discovering community-made mods, maps, and items for a variety of games. Starting now with The Elder Scrolls V: Skyrim, the Workshop is also a great place for community content creators to earn money by selling their greatest works.

We think this is a great opportunity to help support the incredible creative work being done by mod makers in the Steam Workshop and to encourage more top-quality work. This new feature allows mod authors to choose whether to list their items for a fixed price, for pay-what-you-want, or to make their item available for free. As a customer and fan of Skyrim, you’re able to explore both paid and free mods, quests, and items.

The whole feature is best explained in the full press announcement and on the detailed announcement page and FAQ here: http://www.steamcommunity.com/workshop/aboutpaidcontent

Along with these new options available to mod-creators, we’ve added a few features to support the experience and make everything as easy as possible:

With over 24,000 free mods available for Skyrim in the Steam Workshop, there will always be lots to do and explore for free. Now you can also find mods with a specified price, or mods where you can choose how much you wish to support the creators. The price is up to the mod creators.

When shopping for anything, it’s still important to spend a little time learning about any product you are about to purchase. But, if after purchase you find that a mod is broken or doesn’t work as promised, you can easily get a refund of that mod within 24 hours of your purchase. View the full refund policy here.

If you’re new to Skyrim and haven’t yet tried it out, now is your chance. Available now through April 26th, Skyrim is free to play. Just visit the Skyrim store page and click the ‘play’ button to download and start playing. If you decide you want to keep the game, it’s also on sale for 75% off regular price!

To prepare for this announcement, we’ve asked a few community mod makers to prepare some content for release. Browse Paid Skyrim Mods

Whether you’re just getting started or are already a professional artist or developer, now you can make money from your creations in the Steam Workshop.

Starting with The Elder Scrolls V: Skyrim, you can make new cosmetic items, custom skins, fancy houses, epic quests, entire new cities, or just a new hat for Lydia. Once you’ve made your creation, you can easily set a price and earn a portion of each sale made through the Steam Workshop.

Plus, many more of your favorite Workshop games will support paid content in the coming weeks. Check out the full announcement and FAQ for more details.

The limitation of paid, revenue-generating Workshops to Valve content has been an unfortunate consequence of the sheer number of challenges required in order to scale to a global audience of creators and players. Today we’re happy to announce that after a ton of work, the first curated Workshops for non-Valve games have opened: Dungeon Defenders: Eternity and Chivalry: Medieval Warfare.

This is really exciting news and means that more high quality content will be available for the game you love playing. Plus, purchases of this great new content directly enables those community members to continue practicing their craft and making more awesome content.

We expect more curated Workshops to become available for creators and players in various games over the coming weeks and months.

The Workshop has continued to grow and a larger number of contributors are now earning revenue from more pieces of content in a wider variety of games. To help answer questions about where revenue is coming from, we’re also launching a set of new tools that enable contributors to view real-time sales data for their items as well as view detailed per-item revenue breakdowns and historical statements.

Once you have content accepted into a paid, curated Workshop, you’ll see a link to «View Your Revenue» from your «My Workshop Files» page. If you don’t have any content accepted yet, now’s a great time to get involved!

We just released an update for the Steam Workshop that adds a voting queue for item selection and a new home page for each Workshop to highlight cool content.

Workshops for games such as Team Fortress 2, Dota 2, and Counter-Strike: Global Offensive include a type of items that players vote on to help determine which items can get accepted and made available for use in the game.

Workshops with these types of items now have a voting queue, similar to the queue in Greenlight or on the Steam home page. This queue will make it easy to discover new and interesting items to vote on, and will help the game teams get a better measure of community interest on the variety of items being considered for use in the game.

Each product Workshop now has a new home page design, helping to highlight the most interesting content in the Workshop, and to also better expose a variety of ways to browse the Workshop. With this new home page, customers can now more easily see mods, maps, or items created by authors they follow, see what their friends are marking as favorites, and read about recent Workshop news from the game teams.

This new home page also provides space for games to run special events such as themed contests, or to highlight new types of content supported by their Workshop.

This update has automatically applied to all games and software with a Steam Workshop, so just check out your favorite Workshop to see these new features.

Источник

Running with rifles моды на зомби

Game servers 50 List provided by EpocDotFr | Players online 165

Читайте также:  телефонный код светлый калининградская область

Joined: Sat Jul 07, 2012 11:11 am
Posts: 57

Ok, I’m officially putting this mod to hiatus, but I made a quick hotfix this mod, since it was easy. I will leave this thread open and mod downloadable as legacy thing. My recommendation is that if you want to play a zombie mod try The Soldiers The Time After :
http://www.runningwithrifles.com/phpBB3/viewtopic.php?f=11&t=1906
And honestly if I ever get a feeling of working with a zombie mod, I might just jump into The Time After and alter that to my liking.

But anyway, if you want to try how the first ever zombe mod played like you can download it through this link:


Thanks Visionhunter. ( I dont know if she is running away of the Zombes or of this mod tho..)

Oh no! dem hiatuses!

Thanks to The Soldier for his work with them pistols. Specially the xml model that is featured in the game. And other weapon models too!
Also bwc153 earns a extra can of beans and beer for his zombie-soldier model. Dem models. actually makes the game look like it’s got something.
Yeah and.. thanks to pasik too for the nerves

——And lets leave this here too as. legacy——
Yes. I thought that this game will not need a Zombie mod, I kind of hate those mods, and here I am: posting the fuken thing my self. The modding challenge was there and here is my result..

Please do note few important things:
-This mod is a shitty excuse for lack of time, but I whipped this up (first version) in about 2 hours, mostly spent on «testing»

What you need to do to install?
-download zip
-create «overlays» folder to games media file
-extract the file in to «overlays» folder
-start game
-only works in quick matches
-remember to add the mod to the map
-try this shait out
-try to express your critisim in contructive manner-

You too can make changes to this mod and you can take this and make your own mod utilising the little bit of work I did to this.

Last edited by Luck of Duck on Mon Apr 06, 2015 8:30 am, edited 8 times in total.

Читайте также:  страшный мод на морровинд

Joined: Sat Oct 05, 2013 12:19 am
Posts: 632

Alright, I can’t figure out how to limit the numer of survivors, but I think I can limit how many weapons they have. I wonder if it’s possible to give a soldier *no* weapon.

Joined: Mon Jun 27, 2011 11:32 pm
Posts: 374
Location: Somewhere among the fog, watching you kill the AI.

If anyone wants to know what it’s like- here is a video I made.

Joined: Wed Jan 18, 2012 3:19 am
Posts: 567
Location: The States

Hmm I get a crash within a few minutes when playing vaaleakoski with 800 bots. Not sure if it’s the mod problem or just rwr. but i’ll do more testing later.

Joined: Wed Jan 18, 2012 3:19 am
Posts: 567
Location: The States

Lol so rendered made a video too. hmmmm

I had to obviously. brainz..

Joined: Mon Jun 27, 2011 11:32 pm
Posts: 374
Location: Somewhere among the fog, watching you kill the AI.

Lol so rendered made a video too. hmmmm

I had to obviously. brainz..

Maybe longer reload on the shotgun?

Site Admin

Joined: Mon Jun 27, 2011 11:59 am
Posts: 2850

I didn’t try the mod yet, but if that means you want one faction to have lower amount of capacity than the other, you can do that starting in 0.94 by overriding init_match.xml.

Map6 init_match.xml as an example:

EDIT: to add, faction field above accepts initial_over_capacity, ai_accuracy, capacity_multiplier, capacity_offset. Capacity as a term refers to respawnable slots, and that makes initial_over_capacity mean an initial boost of non-respawnable bots.

When you load into a map, init_match.xml settings are activated on the «background game». The quick match menu allows some simplified customizing over it like soldier counts and accuracies. It’s also possible to disable those options in quick match menu.

Joined: Wed Jan 18, 2012 3:19 am
Posts: 567
Location: The States

Joined: Sat Jul 07, 2012 11:11 am
Posts: 57

I didn’t try the mod yet, but if that means you want one faction to have lower amount of capacity than the other, you can do that starting in 0.94 by overriding init_match.xml.

EDIT: to add, faction field above accepts initial_over_capacity, ai_accuracy, capacity_multiplier, capacity_offset. Capacity as a term refers to respawnable slots, and that makes initial_over_capacity mean an initial boost of non-respawnable bots.

When you load into a map, init_match.xml settings are activated on the «background game». The quick match menu allows some simplified customizing over it like soldier counts and accuracies. It’s also possible to disable those options in quick match menu.

Thanks that is something I was looking for, I just dont / didnot undertand which of factors to number of enemy bots and how. I want that the player side has alot less of bot, I mean a huge deficit of of bot to player side. What should I mark to the map inits and where? (I mean I need a wireframe here)

Also I see. friendly fire. intresting. I’m definately not going to touch that setting. oh no. (but first i need to to fix the bot offset)

Also one idea I had today, can I make a special vest (viruzvest) and make it only available to grey and brown (via the faction files?) And is there a way to make the spawing enemy bot to carry said vest almost by default? (I mean maybe 80 or 90% would wear the vest)

Aaaand one more question, from where do I set it so that there would be more of certain loots dropped from peoples pants when they die?

Joined: Sat Jul 07, 2012 11:11 am
Posts: 57

Maybe longer reload on the shotgun?

Guys. first of all thanks! I was really surpriced that you both made videos of this mod. I kind of did not think that people would like this at all. Since honestly, this is proof of consept and even then quite. how to say. bad?

But I think this mod will be quite a bit more usefull after I make some changes. I think I will try to balance the current weapons more, sniper rifle might change to an automatic weapon of sorts, because i think that will be more usefull balancing effort thing than the sniper rifle balancing.

But first task will be to fix the «horde not hording, survivors hoarding greatly tho» thing. Then I will shit up the shotgun, I think it might drop a projetile, tighten with the spread and it might get some more «recoil» to it. Also I might add an pseudo-pistol (modded P-90) that will be common in the hands of survivors and absolut piece of &%#!. Better weapons will be more rare ( so your friends wont be so usefull )

BTW. next version will hopefully be significantly harder. How did it become cataclysm if the zombies are not scary?

Who is online

Users browsing this forum: No registered users and 0 guests

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