Usual addon for Zombie Horde

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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ZzZombo
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Usual addon for Zombie Horde

#1

Post by ZzZombo » Fri Aug 03, 2012 4:24 pm

Hi there! Someone from you maybe remember two small addons for Zombie Horde that fix desynchronizations of barrels and flares' lighting. Well, since Xsnake again run into inactivity and he didn't include anything of my previous work into the game although he asked me for permissions to do so I released a combined version of two my WADs. I have been playing the game from beta 20 and see some weak points of the game. Thus I decided to try eliminate them, and went risky to change the game a bit.
Spoiler: List of changes besides barrel and light fixes (Open)
[Fixed] DoomRadio spawner could give Radio to players already had it.
[Added] First aid kit. Occupies 1st weapon slot. Can be given to other humans so they could heal themselves. Restores 25 HP.
[Fixed] Quest items. It's just weapons and items spawned somewhere on map. Spawning is very random so it's unpredictable what and where would be spawned. Humans should try the luck and find a SSG or Jack's gun instead of camping the whole round :razz: . You can see what items are present on current map by using "Toggle quest stats output" key.
[Added] A little of explosive items in the best traditions of zombie horror games. There are two kinds of explosive barrels, one is just from Doom and explodes upon a shot, the other spawns a bunch of fire that can burn zombies to death. Both kinds can kill careless humans so watch your fire!
[Added] Items dropping! Players drop their weapons, ammunition and items upon infection, panic and death, what will be dropped depends on the cause of dropping, i.e. panicked humans will lose only their weapons besides pistols while keeping anything else, but infected person will lose pistols as well. So now panicked persons can manage to get their weapons back (although sniper rifle can't be picked up since it never is dropped because I have no sprites for it) and much more, you should know what to do with the guns on ground :smile: .
[Added] Fists as a melee weapon. It stuns zombies for a half of second and has good damage and kickback. Can be used to stop a zombie trying to climb up to your position or hold a room.
[Fixed] Skin for zombies was too big. In order to work it requires cl_skins set to 1 or 2. Since Grandvoid servers fixed skin cheat server-side it's safe thing to do if you play there.
[Fixed] Zombies could be burned in water.
[Added] Lunge ability for zombies. It allows zombies to move upwards and jump at one moment with a good velocity, allowing them to get campers on boxes and such. The more speed you had at time you pressed ALTFIRE key and higher you aimed the higher you can get in. Also, in the first two seconds of lunging zombies will bite humans that are too close to them.
[Fixed] Flares could be tossed through walls.
[Fixed] Sprinting while standing still took away sprint energy, also redone the sprinting script so it doesn't require two different scripts anymore.
[Fixed] Inappropriate KEYCONF keysection name.
[Changed] onoffmusic now restores default level music after turning current off.
[Added] The only player in game can now advance to next map by invoking zh_skipmap.
[Changed] Spectators don't have human specific status bar.
[Fixed] Initial zombies got trolled by humans in Virtual map. They are given the High Jump Rune.
[Changed] ZE maps now allow coop spying!
[Added] Logging to console of most events in ZH.
[Added] Old version of "Paradise Island" (ZE17).
[Fixed] noise 1 cheat.
[Fixed] Even more hacks. Don't mess with me, bro!
[Added] A possibility to eliminate radio lags, controlled by zh_radiounlagged, if set to 1 it will force the engine to precahce all radio tracks upon joining the game or advancing to next map so you won't be trolled by players with DoomRadio every time they change track.
[Fixed] Changemap oddities (humans with zombies health, etc).
[Fixed] Radio tracks could be stopped by using flares.
[Added] More radio tracks, one is a joke :)
[Added] In game help. Type ua_showinfo into the console and follow simple instructions.
[Fixed] MAPINFO overload. Instead of defining shared maps settings such as teamdamage and fallingdamage for each map now global settings are defined.
[Fixed] Various ACS scripting unnecessary overload such as checking whether a player is in game to check his inventory.
[Changed] Initial zombies now can use syringe to instantly restore their health.
I think I forgot something, but yeah that's enough :razz: .
Spoiler: Planned to include/already done in the next version (Open)
* Zombies must wait for 30 secs before they can use lunge.
* First aid kit heals dynamically (similar to the Left 4 Dead counterpart).
* Use fake projectile in fists' attack instead of shitty hitscan attack so it would be less difficult to hit a zombie and also would allow to properly play "hit a solid object" sound.
* Panicked human will scream. The player will hear his heartbeat while panicking.
Download:
* http://grandvoid.sickedwick.net/wads/zh ... on03rc.zip
* http://grandvoid.sickedwick.net/wads/zh ... c_fix5.zip

As usual, any responses are appreciated.
Last edited by ZzZombo on Wed Nov 13, 2013 3:18 pm, edited 1 time in total.
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Cruduxy
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RE: Usual addon for Zombie Horde

#2

Post by Cruduxy » Fri Jan 11, 2013 8:28 pm

Now I remember the wad I missed hosting in the gore server..funny part is some of its items inherit from yours :P
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ZzZombo
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RE: Usual addon for Zombie Horde

#3

Post by ZzZombo » Sat Jan 12, 2013 10:22 am

I ask everybody voted for options 2 or 3 post their opinions here so I could take that into account.

Cruduxy
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RE: Usual addon for Zombie Horde

#4

Post by Cruduxy » Sat Jan 12, 2013 12:21 pm

The fists and health kits are a bit out of place in vanilla zh although I admit the random item spawning tweaks the game in a good way :)
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ZzZombo
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RE: Usual addon for Zombie Horde

#5

Post by ZzZombo » Sat Jan 12, 2013 5:26 pm

Cruduxy wrote: The fists and health kits are a bit out of place in vanilla zh although I admit the random item spawning tweaks the game in a good way :)
They are supposed to help a lone human to deal with large numbers of zombies. Without a weapon that doesn't require ammo it's almost impossible. Health kits are very useful in maps there players must sustain some damage from falling in order to advance through level.

Xsnake
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RE: Usual addon for Zombie Horde

#6

Post by Xsnake » Sun Jan 20, 2013 10:45 am

Yep. Nice work on these fixes.
Most of them will be included in the next official release.

Could you just explain what the "noise 1" cheat is?

[quote=ZzZombo]
[Fixed] Various ACS scripting unnecessary overload such as checking is a player in game to check his inventory.[/quote]

Well, I'd be careful with this. At first in my code, I wasn't checking if players were in game before looking into their inventory. It happens that, sometimes, the zombies/humans counter was bugged because of spectators (some of them kept their humanmaker item somehow).

ZzZombo
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RE: Usual addon for Zombie Horde

#7

Post by ZzZombo » Sun Jan 20, 2013 11:45 am

With noise set to 1 and idmypos set to 1 you can easily find other players should they make a sound.
Those commands show you any sounds' position in the world and your position respectively.

Also, spectators are supposed to keep no inventory at all, so it's a bug in the game :v.

P. S.: nice to hear that ;)
Last edited by ZzZombo on Sun Jan 20, 2013 11:46 am, edited 1 time in total.

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Torr Samaho
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RE: Usual addon for Zombie Horde

#8

Post by Torr Samaho » Sun Jan 20, 2013 8:28 pm

ZzZombo wrote: Also, spectators are supposed to keep no inventory at all, so it's a bug in the game :v.
If you manage to reproduce a spectator with inventory items in 1.1, please create a minimal example wad and open a ticket on the tracker.

ZzZombo
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RE: Usual addon for Zombie Horde

#9

Post by ZzZombo » Fri Jan 25, 2013 2:17 pm

BTW, Xsnake, only noise 1 cheat fix is needed as of v1.0. The rest was fixed by the time it has been released in the game itself. Also, no need in ZE coop spying due to the same reason, it was needed only to allow spectators to observe the game since some maps do block them.

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ibm5155
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RE: Usual addon for Zombie Horde

#10

Post by ibm5155 » Fri Jan 25, 2013 4:29 pm

it´s pocible to force players to start with chace off? sometimes i miss to go back to the first person and i can´t change it ingame =/
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ZzZombo
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RE: Usual addon for Zombie Horde

#11

Post by ZzZombo » Sun Mar 17, 2013 10:15 am

Oh, what? Sorry for late response, the forum just didn't outline the new posts since my last visit.

Cruduxy
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RE: Usual addon for Zombie Horde

#12

Post by Cruduxy » Sun Mar 17, 2013 11:38 am

He means players stuck in chase mode bug
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ibm5155
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RE: Usual addon for Zombie Horde

#13

Post by ibm5155 » Sun Mar 17, 2013 12:54 pm

I don´t know but it couldn´t force to chase off when a map start? (by an acs script)
And the noise 1 have a simple example.
When you active it and there´s the last human, you can easy find him position.
I know that there´s a grandvoid server that fixed the noise 1 cheat, if you active this it´ll show the noise cheat, but one or two seconds latter ,it´ll disapear...
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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ZzZombo
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RE: Usual addon for Zombie Horde

#14

Post by ZzZombo » Sun Mar 17, 2013 3:09 pm

Cruduxy wrote: He means players stuck in chase mode bug
That should be reported at the tracker, nothing that I can do there.
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