Zombie HORDE - The mappack project! (11 / r27) 14/12/2015

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1881

Post by Fused » Fri Aug 15, 2014 7:10 pm

Really well done Blood. The map will be readded.

So now it's just mine and Vincent's map(s) to be finished. I'm not sure about Vincent, but i will try to complete it this Sunday. The waterfall turned out to be really laggy for people with bad pcs, which i didn't expect. Apart from that i will add software support to ze21 and remove the menu from ze24 and ze29.

I also have one more thing on ze22 (Cityscape). I got a weird issue with a script and i hope somebody could help out. It's very minor, i'm fine with it being unfixed. It's just really weird.

http://pastebin.com/n3p1sVcC
This final resist uses a somewhat realistic airstrike that all happends in the skybox. It also brights up the map when the explosions spawn.
The problem, as noted in the pastebin, is that the explosion for tag 94 and 95 spawn at the same time in multiplayer. tag 96 takes a second to spawn after 95, which should be 18 tics too.
I'm really not sure what the problem is since it worked a month ago when i actually started editing.
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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1882

Post by Vincent(PDP) » Sun Aug 17, 2014 10:15 am

Finally, here it is :D
http://www.mydoomsite.com/WADS/ZM10update41.pk3
Spoiler: Changelog (Open)
(+) Added
(-) Removed
(!) Fixed/Changed

Update 41:
(-) Removed marine ghost, replaced it with something else... >:D
(!) Bug fix
(-) Removed the sector portals by the buildings

Update 40:
(!) Lagfix!
(-) Removed disco
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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1883

Post by Fused » Sun Aug 17, 2014 7:16 pm

Testpack R_20

- updated ZE21, ZE29, ZM10. Replaced ZE22 to slot ZE24 and updated it.
- Added:
ZM21 (City of the silence by Walkerrr)
ZE22 (Cityscape by Mspark)
ZE26 (Scarlet's castle by blood)

Maplist change : +ZM21 +ZE24 +ZE26

Download Link


ZH-ModelpackV1

Although Vincent's idea to compile the models inside the testpack is a nice idea, people that have testpack maps won't me able to use it afaik. So i make a seperate PK3 for this. It's also easier to update.

- This first version contains models Vincent uses for either visuals or lag-reducing purpose.

Download Link

Spoiler: my resource pack changelog (Open)
- added a jet sound for ze21 to improve its ending
- removed the waterfall
- changed D_MOON
Spoiler: ze21 changelog (Colossus) (Open)
-improved the outside curves of the base a little
-the glass you need to jump through can also be shot.
-the way the secret ending kills you is improved and now has a 100% chance of killing you instead of having a change to glitch out without dying.
-added software support
-removed the script that activated when you enter the rocket because it's unneccesary and it gave me errors suddenly.
-comet impact room has changed a little and i removed the 3d slopes there. the resist is also quicker.
Spoiler: ze22 changelog (Cityscape) (Open)
*note this is compared to the version Mspark send to Xsnake*

-Added detail (Fused & Stiff)
-Added more suitable music (Fused)
-Added slightly better balance (Fused)
-Removed the radio and replaced the jacksgun (Fused)
-Improved the ending alot (Fused)
Spoiler: ze24 changelog (Canyon Run 1) (Open)
-removed the menu and changed back the waterfalls to prevent all the lag
-improved the software support to change the water to doom 2 water to prevent the greenish water to show
-readded the old waterfall
-fixed the glitched spot at the end.
-there were lines called at hudmessagebold when that was supposed to be hudmessage
Spoiler: ze29 changelog (Canyon Run 2) (Open)
-removed the menu and changed back the waterfalls to prevent all the lag
-improved the software support to change the water to doom 2 water to prevent the greenish water to show
- fixed a slight misalignment on the doors before the big fan area
- removed the 3d slope before the second resist for software users
-fixed a slight texture mistake underneath the first resist
-fixed the bugged medikits at the big waterfalls part.
-readded the old waterfall
-changed the secret ending area a little bit
Last edited by Fused on Fri Aug 22, 2014 9:04 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1884

Post by Walkerrr » Tue Aug 19, 2014 2:12 pm

that link is broken :/

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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1885

Post by Vincent(PDP) » Wed Aug 20, 2014 11:37 am

You told me about your broken links inb4 Fused... But seriously, why are they broken?
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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1886

Post by Fused » Fri Aug 22, 2014 8:52 pm

I was aware of this. I did this on purpose because i wanted to fix a few more things in the wad before i released it. I wanted to fix the links the day after posting this but i was unaware of how much time school would really actually take now that it started again. I'm sorry for the delay, but this was really unexpectable for me too. The links have been fixed and the testpack has been released for real now.
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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1887

Post by Walkerrr » Sun Aug 24, 2014 7:43 pm

and when these will be playable maps in the server?

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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1888

Post by Fused » Sun Aug 24, 2014 7:45 pm

That depents on Konar6. Currently i do not have access to all Grandvoid server settings, so i cannot update the wads.

EDIT: Konar has updated the servers.

EDIT2: it appears ze22 is bug-free when played in grandvoid. Really odd, because it isn't in bestever. Kpatch related?

Edit 3: just fyi, i am working on an invasion map for now and the ze17 update + ze24 secret will most likely take a while because of this.
Last edited by Fused on Tue Aug 26, 2014 5:58 am, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1889

Post by Fused » Tue Aug 26, 2014 5:21 pm

Double post;

Vincent i removed your map from the maplist in GV because of a map breaking bug.

Zombies have infinite health for some reason. When you shoot them, health does not drain from the player. They also have 6k hp for some reason which is too much.


EDIT: Walkerrr here is your music i promised to compress as discussed earlier this evening.
http://www.[bad site]/download?file=walkermusic.wad
Last edited by Fused on Tue Aug 26, 2014 6:06 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1890

Post by ibm5155 » Wed Aug 27, 2014 4:08 pm

heh, someone made a costum zmgame.acs
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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1891

Post by Fused » Wed Aug 27, 2014 7:11 pm

Vincent i don't want to check the inside of your wad over and over again after every update. If you're updating your level, be clear with your changelog.

If you don't fix this and the still existing lag before next testpack, i might need to remove the map. I got alot of requests to do this.
Last edited by Fused on Wed Aug 27, 2014 7:13 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1892

Post by Xsnake » Wed Aug 27, 2014 7:17 pm

You seriously need to take out ZM10update41.wad. This piece of SHIT (I know this is harsh, but there is no other word to describe this) is altering ZH's acs and decorate. I just had a quick look at the wad and almost had an heart attack. This is why it never got included in the previous testpacks. It is also loading some private acs library on all the maps (LOADACS lump). What's wrong with the guy who made this, seriously ?

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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1893

Post by Fused » Wed Aug 27, 2014 7:47 pm

Right, i will make a new testpack real quick then, since this can't be patched. I wasn't aware of how bad this actually was.

EDIT: here it is

http://www.[bad site]/download?file= ... ck_r21.pk3

Maplist change: -ZM10

Updated ZE22
Spoiler: ZE22 changelog (Open)
-quickly added software support because it was pretty damn dark in software rendering
-removed an unneccesary 3d floor at the 3rd resist. Also added another way up.
-Explosion at the beginning is improved by a little bit
Last edited by Fused on Wed Aug 27, 2014 8:11 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1894

Post by Vincent(PDP) » Thu Aug 28, 2014 3:09 pm

Xsnake wrote: You seriously need to take out ZM10update41.wad. This piece of SHIT (I know this is harsh, but there is no other word to describe this) is altering ZH's acs and decorate. I just had a quick look at the wad and almost had an heart attack. This is why it never got included in the previous testpacks. It is also loading some private acs library on all the maps (LOADACS lump). What's wrong with the guy who made this, seriously ?
Sorry for that... :(
What's wrong with the DECORATE and ACS? I can remove the ACS, but I want to know what's wrong with the DECORATE.

The ACS has got some fixes so that the chainsaw will work correctly without hurting humans, etc.
My changelogs contains pretty much every change that I can remember of. The 6000 hp thing is something I implemented a LOOONG time ago, it was bugged and I guess I forgot it there.

I assure you I will fix all this. I am so sorry for this Fused, Xsnake and everyone else.
When I first created this map I was still pretty new to ACS... So I created all the mess that has followed it through the time.

Hopefully any upcoming maps (if any) will not be as shitty as ZM10. :P
Last edited by Vincent(PDP) on Thu Aug 28, 2014 3:38 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1895

Post by Vincent(PDP) » Thu Aug 28, 2014 4:48 pm

Ok, so I made an update for ZM10, hopefully fixing the above statements by Xsnake and Fused. Feel free to examine it...

http://www.mydoomsite.com/WADS/ZM10update42.zip
-The models are already in the ZH-Models pack.
Spoiler: Changelog (Open)
(+) Added
(-) Removed
(!) Fixed/Changed

Update 42:
(!) Made the map less "Piece of SHIT" -Hopefully (:
(-) Removed the LOADACS lump. Kept the scripts for the moment. -They take 2KB, no worries. :)
(!) Removed the old, bugged, code that was giving the zombies 6000 HP
(!) Hopefully a DECORATE fix, by moving the 3D Block actors to another lump: 3DOBJS
(!) You are now only able to use the Chainsaw on ZM10
Was there any other lag you spotted Fused?

I really hope it can get added again. The map was a mess already after the first weeks had passed, after starting the map. If there is any other stuff I hope I'll find them.
And if there's anything anybody wants to change, please tell me and I'll see what I'll do.

Really sorry for not noticing those problems...
Last edited by Vincent(PDP) on Thu Aug 28, 2014 4:48 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1896

Post by Vincent(PDP) » Fri Aug 29, 2014 7:16 am

By the way, how is my map altering ZH's ACS?
It did before, with the timer change... But those Scripts aren't currently in use.
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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1897

Post by Fused » Fri Aug 29, 2014 9:25 am

Now that i am leading the testpacks, i have made a thread focused on that. You can discuss anything related to the testpack in that thread.
http://zandronum.com/forum/showthread.php?tid=5203
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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1898

Post by Walkerrr » Sun Aug 31, 2014 5:48 pm

Sorry for the delay, but I wanted to make some improvements to my map.
I hope it's not too much trouble to add new things I added, as textures and things
I've added music fused sent me.

There some screenshots:
Image
And new rooms:
Image

Download link: http://www.sickedwick.net/uploader/file ... ZM21v5.wad

:D

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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1899

Post by Fused » Sun Aug 31, 2014 6:51 pm

Nice update, but please post your updates in the new testpack thread for now on. I will add the update for r_22.

@stiff The reason people dont teleport at the final resist on ze19 nowadays is because the wooden boat next to the big boat isn't tagged. Can you fix this? I will consider putting it in the testpack then, instead of waiting for the mappack.

EDIT: @Xsnake Is it possible that the ZH code gets updated to log infected + ragespecting people in the console? It will help out alot to catch people that ragespect.
Last edited by Fused on Sun Aug 31, 2014 7:02 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1900

Post by Eandrave » Thu Jan 22, 2015 2:54 pm

I'm working in my map zm24, here is some screenshots : http://imgur.com/LeJwfBa,rLZhpiM,EUQbvH ... ,paMsykP#0

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