Zombie HORDE - BETA 28 (page 16) - Fix1 (05/01/15)
RE: Zombie HORDE - BETA 27 (sources available)
Pointers might be the way, but were they added in 2.5?
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RE: Zombie HORDE - BETA 27 (sources available)
No. They were added in 2.6. :LKlofkac wrote: Pointers might be the way, but were they added in 2.5?
Spoiler: Screenshot of ZDoom Wiki (Open)The link in the changelog leads to the same that you posted...
Last edited by Vincent(PDP) on Wed Apr 08, 2015 8:06 pm, edited 1 time in total.
RE: Zombie HORDE - BETA 27 (sources available)
Beta 28
• Added a secondary attack for initials on ZM maps : barrel push and acid spit. The spit causes small/medium damage to humans in a radius (similarly to the fire crystal). It lasts 5 seconds and temporarily slows down the humans who walk in it. The jauge takes one minute to (re)fill. While the acid spit is not active, the "barrel push" attack (from zh-smoothweapons) is selected. Credits to Zedek for the jauges sprites.
• Added the zombie secondary attack to the bonus item system for ZM maps only.
• Changed the timer behavior on ZM maps : it is initially set to 90 seconds at the beginning of the round and gets incremented with the infections. 1st infect adds 90 seconds, 4th adds 75 seconds, 7th adds 60 seconds... for a total of 7 mins with the 16th infection.
• Syringes used by humans now make them immune to infection and can be otained via a bonus item by both the humans and zombies.
• Added some clientside bleedout effects when health is lower than 20.
• Shortened the ZM round timer.
• Fixed the sniper rifle recoil and its associated "hands sprites".
• The sniper rifle now automatically unzooms when firing.
• Changed the achievements sound and position on screen.
• Possibly fixed the bonus items "using spam".
• Converted most ConsoleCommand() functions to RequestScriptPuke().
• The Afk cleanup feature now uses the KickFromGame() function.
• Proper usage of the ConsolePlayerNumber() function instead of kgsws' trick when this function was not here.
• Added two clientside Cvars to control the cosmetics displaying : zh_disableowncosmetics, zh_disableallcosmetics
• Possibly fixed an issue when one player would kill multiple zombies on the same tick and be rewarded for only one kill.
• Slightly reworked round stats screen (see screenshots) :
-Players with most kills/infects are displayed on top (ascending order)
-Top 5 players only are displayed on each category
• Added a completely remade HUD (see screenshots)
-Active perks are displayed (Kevlar, infection immunity, speed...)
-Player icon (human/zombie) color is translatable
-Number of kills/infects is displayed
-Zh keys and Doom keycard/skulls are displayed as well
-Cosmetic effects are directly displayed on the HUD (above your character's head) to let you know which effect you have.
• Added a wider version of the hud for high resolution users. I believe the wad shall be set as optional on the server.
Zh-duel v7
• Klofkac's Zh-duel is now back!
-Clientside Cvars : zhduel_noduel, zhduel_nomusic
-Serverside Cvars : zhduel_disabled, zhduel_hordecount, zhduel_givebonus
• "Duel" mode requires 6 players at the beginning of the round and has a 75% trigger chance.
• "Horde" mode has a 75% trigger chance as well when one human is facing more than 12 zombies by default.
• 13 songs small/medium parts have been added.
• "Horde" mode gives infection immunity to the last human (and will then take 3 scratches to kill).
zh_smooth_weps_v6
• Zh-smoothweapons is now compatible again!
Note that the sniper rifle does NOT automatically unzooms when firing on this addon.
Wads order
• Skulltag data/ressources
• Zh-beta28
• Zh-mappack
• Zh-testpack
• Zh-smoothweapons
• Zh-duel
• [zh-beta28_hud-1280.pk3] (OPTIONAL)
Download links
• http://sickedwick.net/uploader/files/zh/zh-beta28.pk3
• http://sickedwick.net/uploader/files/zh ... eps_v7.pk3
• http://sickedwick.net/uploader/files/zh/zh-duel-v7.pk3
• http://sickedwick.net/uploader/files/zh ... d-1280.pk3
• Added a secondary attack for initials on ZM maps : barrel push and acid spit. The spit causes small/medium damage to humans in a radius (similarly to the fire crystal). It lasts 5 seconds and temporarily slows down the humans who walk in it. The jauge takes one minute to (re)fill. While the acid spit is not active, the "barrel push" attack (from zh-smoothweapons) is selected. Credits to Zedek for the jauges sprites.
• Added the zombie secondary attack to the bonus item system for ZM maps only.
• Changed the timer behavior on ZM maps : it is initially set to 90 seconds at the beginning of the round and gets incremented with the infections. 1st infect adds 90 seconds, 4th adds 75 seconds, 7th adds 60 seconds... for a total of 7 mins with the 16th infection.
• Syringes used by humans now make them immune to infection and can be otained via a bonus item by both the humans and zombies.
• Added some clientside bleedout effects when health is lower than 20.
• Shortened the ZM round timer.
• Fixed the sniper rifle recoil and its associated "hands sprites".
• The sniper rifle now automatically unzooms when firing.
• Changed the achievements sound and position on screen.
• Possibly fixed the bonus items "using spam".
• Converted most ConsoleCommand() functions to RequestScriptPuke().
• The Afk cleanup feature now uses the KickFromGame() function.
• Proper usage of the ConsolePlayerNumber() function instead of kgsws' trick when this function was not here.
• Added two clientside Cvars to control the cosmetics displaying : zh_disableowncosmetics, zh_disableallcosmetics
• Possibly fixed an issue when one player would kill multiple zombies on the same tick and be rewarded for only one kill.
• Slightly reworked round stats screen (see screenshots) :
-Players with most kills/infects are displayed on top (ascending order)
-Top 5 players only are displayed on each category
• Added a completely remade HUD (see screenshots)
-Active perks are displayed (Kevlar, infection immunity, speed...)
-Player icon (human/zombie) color is translatable
-Number of kills/infects is displayed
-Zh keys and Doom keycard/skulls are displayed as well
-Cosmetic effects are directly displayed on the HUD (above your character's head) to let you know which effect you have.
• Added a wider version of the hud for high resolution users. I believe the wad shall be set as optional on the server.
Zh-duel v7
• Klofkac's Zh-duel is now back!
-Clientside Cvars : zhduel_noduel, zhduel_nomusic
-Serverside Cvars : zhduel_disabled, zhduel_hordecount, zhduel_givebonus
• "Duel" mode requires 6 players at the beginning of the round and has a 75% trigger chance.
• "Horde" mode has a 75% trigger chance as well when one human is facing more than 12 zombies by default.
• 13 songs small/medium parts have been added.
• "Horde" mode gives infection immunity to the last human (and will then take 3 scratches to kill).
zh_smooth_weps_v6
• Zh-smoothweapons is now compatible again!
Note that the sniper rifle does NOT automatically unzooms when firing on this addon.
Spoiler: Human new HUD (Open)
Spoiler: Zombie new HUD (Open)
Spoiler: Round stats (Open)
Spoiler: HUD icons meaning (Open)
Wads order
• Skulltag data/ressources
• Zh-beta28
• Zh-mappack
• Zh-testpack
• Zh-smoothweapons
• Zh-duel
• [zh-beta28_hud-1280.pk3] (OPTIONAL)
Download links
• http://sickedwick.net/uploader/files/zh/zh-beta28.pk3
• http://sickedwick.net/uploader/files/zh ... eps_v7.pk3
• http://sickedwick.net/uploader/files/zh/zh-duel-v7.pk3
• http://sickedwick.net/uploader/files/zh ... d-1280.pk3
Last edited by Xsnake on Thu Apr 23, 2015 4:04 pm, edited 1 time in total.
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RE: Zombie HORDE - BETA 28 (page 16)
Woah, ZH was updated? What I'd this madness?!?!
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RE: Zombie HORDE - BETA 28 (page 16)
Nice new updates. The new HUD is my favorite part.
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RE: Zombie HORDE - BETA 28 (page 16)
I guess this just proves once again that Xsnake is never truly gone. I have to say, I really dig that hud, well done. Also lots of handy balance features that will prove nice to the mod most likely. 64 player support in beta29 perhaps?
EDIT: I'm not fully sure about this zm timing feature though. What if humans are well hiddes as soon as the zombie gets chosen, and the zombie is unable to find any? Seems like the zombie would require some more time then. Rounds will be very short then.
EDIT: I'm not fully sure about this zm timing feature though. What if humans are well hiddes as soon as the zombie gets chosen, and the zombie is unable to find any? Seems like the zombie would require some more time then. Rounds will be very short then.
Last edited by Fused on Sun Apr 19, 2015 12:53 am, edited 1 time in total.
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RE: Zombie HORDE - BETA 28 (page 16)
That HUD is amazing, and it's cool that the zombie sprites are still the same I hope they will never change.
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RE: Zombie HORDE - BETA 28 (page 16)
Love the new updates, can't wait to seen them on a server
[quote=Niiro Kitsune]HOLA NACHO![/quote]
current maps
~ ZE23 - Byelomorye Dam for Zombie Horde (v14 current, v15 wip) screenshots
~ ZM19 - Chemical Facility for Zombie Horde (28%)
~ FX, a DOOM II 15-map wad
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この世界のままにしておくと、それは思ったほど怖いではない
current maps
~ ZE23 - Byelomorye Dam for Zombie Horde (v14 current, v15 wip) screenshots
~ ZM19 - Chemical Facility for Zombie Horde (28%)
~ FX, a DOOM II 15-map wad
私はアメリカで生まれた
この世界のままにしておくと、それは思ったほど怖いではない
RE: Zombie HORDE - BETA 28 (page 16)
This kind of situation made the game mostly boring for humans to wait (I think) 8 minutes to win when everyone is hidden etc.Fused wrote: I'm not fully sure about this zm timing feature though. What if humans are well hiddes as soon as the zombie gets chosen, and the zombie is unable to find any? Seems like the zombie would require some more time then. Rounds will be very short then.
Also XSnake, do you think it's possible to check the source code?
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RE: Zombie HORDE - BETA 28 (page 16)
Good job Xsnake! I really like the new hud. :)
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RE: Zombie HORDE - BETA 28 (page 16)
Yeah actually that idea about ZM map is good one, the 7 mins delay was too long !
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RE: Zombie HORDE - BETA 28 (page 16)
I dunno. I actually gotta agree with Fused. I don't think the new ZM timer thing is going to work. There are several maps that are too campy, too large, or have too good hiding places that will make you unable to infect someone in the first 90 secs, or for the second ones to infect in the next 180. It will also cause a huge loss of items for those who save bonus items, holy crosses etc over several maps. And what happens if you are only two people on a big map?
Take Walkerrr's ZM21 for example. Many, many hiding places and it's a really big map. You will most likely not be able to infect someone in the first 90 secs if you are only 2-3 people. :/
Take Walkerrr's ZM21 for example. Many, many hiding places and it's a really big map. You will most likely not be able to infect someone in the first 90 secs if you are only 2-3 people. :/
RE: Zombie HORDE - BETA 28 (page 16)
I can kind of understand why XSnake did it.Vincent(PDP) wrote: I dunno. I actually gotta agree with Fused. I don't think the new ZM timer thing is going to work. There are several maps that are too campy, too large, or have too good hiding places that will make you unable to infect someone in the first 90 secs, or for the second ones to infect in the next 180. It will also cause a huge loss of items for those who save bonus items, holy crosses etc over several maps. And what happens if you are only two people on a big map?
Take Walkerrr's ZM21 for example. Many, many hiding places and it's a really big map. You will most likely not be able to infect someone in the first 90 secs if you are only 2-3 people. :/
Basically, if a zombie can't infect someone in the first 90 seconds, they probably won't succeed at infecting anybody for the next 4 and a half minutes - there's no point dragging that out.
That, and if the zombie decides to not go after the camp, we don't have to wait 7 ****ing minutes doing nothing.
Think of it as the ZH version of the repeat-move-stalemate in chess (the one where stalemate is declared if the same moves are made 3 times in a row on both sides).
Last edited by Untitled on Sun Apr 19, 2015 2:17 pm, edited 1 time in total.
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RE: Zombie HORDE - BETA 28 (page 16)
Why did some people asked for a Grandvoid server with ZE map only, that long timer was one of the problem.
Also even if the map is big, humans won't always camp together, then the zombie will just have to find the ones on the easy camp/hide place.
Also even if the map is big, humans won't always camp together, then the zombie will just have to find the ones on the easy camp/hide place.
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RE: Zombie HORDE - BETA 28 (page 16)
Oh really? That depends on how good/lucky the zombie is, how the map is built and how good the humans have hid/are camping.Untitled wrote: Basically, if a zombie can't infect someone in the first 90 seconds, they probably won't succeed at infecting anybody for the next 4 and a half minutes - there's no point dragging that out.
You're pretty much saying that there should be no match at all. Everything should happen immediatelly or else it's useless.
That's what makes it a match. You've got to be patient. :)Untitled wrote: That, and if the zombie decides to not go after the camp, we don't have to wait 7 ****ing minutes doing nothing.
Still no match for the humans if they can just hide/camp on a very large map. (ZM14, ZM21 etc...)Untitled wrote: Think of it as the ZH version of the repeat-move-stalemate in chess (the one where stalemate is declared if the same moves are made 3 times in a row on both sides).
Last edited by Vincent(PDP) on Sun Apr 19, 2015 2:42 pm, edited 1 time in total.
RE: Zombie HORDE - BETA 28 (page 16)
Forcing players to wait 7 minutes because ONE PLAYER decided "nah, I'm gonna stall" is not liked very much.Vincent(PDP) wrote:That's what makes it a match. You've got to be patient. :)Untitled wrote: That, and if the zombie decides to not go after the camp, we don't have to wait 7 ****ing minutes doing nothing.
I actually dislike ZM rounds for this exact reason - too often it's just "wait and do nothing for a while", which is boring. No one wants to spend a game sitting still for 7 minutes.
Honestly, I wish I had a dual-screen set-up so I could play rounds like this while doing other things on the other screen.
Having one player being able decide to drag out a game that he can't win for 7 minutes isn't good game design - if a player cannot win, that player should get the message much quicker.
You're right in that 2-3 player rounds are kinda borked by this, but I'll be honest; ZH wasn't designed for that kind of player count; ZH was designed for 17+ playercounts - since I only join in on high playercounts, this is what I worry about.
Also, we need to get some high playercount testing done first to decide if this is broken or not.
Hence the analogy - basically, if a predictable sequence of events is repeating (and which many ZM games tend to lean towards), then it's more fun to terminate the loop - much like chess; if the same sequence of moves is made both on both sides (either chess moves being repeated OR zombies repeatedly failing to break a campspot), the game should end.Vincent(PDP) wrote:Still no match for the humans if they can just hide/camp on a very large map. (ZM14, ZM21 etc...)Untitled wrote: Think of it as the ZH version of the repeat-move-stalemate in chess (the one where stalemate is declared if the same moves are made 3 times in a row on both sides).
If the Zombies are "No Match" for the humans, then why drag it out any longer than necessary?
EDIT: I can understand where your worries come from - but 17+ players, man. We need to see for ourselves how that ends.
Last edited by Untitled on Sun Apr 19, 2015 7:21 pm, edited 1 time in total.
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RE: Zombie HORDE - BETA 28 (page 16)
I've not experienced that many zombies giving up om a ZM map...
And what I meant with that there would be no match for the humans, was that it will be very easy for them to survive just 90 seconds.
I'd say you should get atleast two minutes if there are few players.
But as you said, it's gotta be tested.
And what I meant with that there would be no match for the humans, was that it will be very easy for them to survive just 90 seconds.
I'd say you should get atleast two minutes if there are few players.
But as you said, it's gotta be tested.
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RE: Zombie HORDE - BETA 28 (page 16)
Didn't someone saw my zombie horde video that had 43 or 42 players?
Indeed it's crazy, it can be op as hell in camp spots or a heaven if there are alot of zombies
But I noted that always there was like 1 or 2 diconnections over my map every time it was played, maybe this will fix this "iuse"
Indeed it's crazy, it can be op as hell in camp spots or a heaven if there are alot of zombies
But I noted that always there was like 1 or 2 diconnections over my map every time it was played, maybe this will fix this "iuse"
Last edited by ibm5155 on Sun Apr 19, 2015 11:17 pm, edited 1 time in total.
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RE: Zombie HORDE - BETA 28 (page 16)
@Xsnake:
The Epidemic achievement is bugged again:
The Epidemic achievement is bugged again:
The [video] tag is deprecated, please use the [media] tag