Zombie HORDE - BETA 28 (page 16) - Fix1 (05/01/15)

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RE: Zombie HORDE - BETA 28 (page 16) - Fix1 (05/01/15)

#341

Post by ibm5155 » Wed Dec 16, 2015 10:40 pm

Ehm, I think there's no need to use modcvar source, because it's already in zandronum 2.1 code
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RE: Zombie HORDE - BETA 28 (page 16) - Fix1 (05/01/15)

#342

Post by Fused » Fri Dec 18, 2015 10:40 pm

Xsnake wrote:
Spoiler: The new ZE02 (Open)
Image
Vertex slopes always makes everything look really sick. I'm looking forward to it.
I would advice to make an alternative method to show that 3d sloped bridge for software users though.
Last edited by Fused on Fri Dec 18, 2015 10:41 pm, edited 1 time in total.
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RE: Zombie HORDE - BETA 28 (page 16) - Fix1 (05/01/15)

#343

Post by Untitled » Sat Dec 19, 2015 10:37 pm

Fused wrote:
Xsnake wrote:
Spoiler: The new ZE02 (Open)
Image
I would advice to make an alternative method to show that 3d sloped bridge for software users though.
Seconded.

Though, I can't say I like the new theme - a blazing hellscape doesn't seem like a good place for a "Paradise Island" map.
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RE: Zombie HORDE - BETA 28 (page 16) - Fix1 (05/01/15)

#344

Post by ibm5155 » Sun Dec 20, 2015 12:57 am

If there's a need, I can make a script that will Spawn a Sprite bridge only for the software users
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RE: Zombie HORDE - BETA 28 (page 16) - Fix1 (05/01/15)

#345

Post by Fused » Sun Jan 17, 2016 10:49 pm

ZH Anti-RQ patch
v2.2
Apply pressure here or here for download.
source codes in the file itself btw.

I have made a patch that will notify the server about players that have spectated as a zombie. I felt that a feature like this was extremely necessary, due to the pretty big amount of players spectating early as a zombie in a game. It features very accurate information that you can look back in logs and it has a part that can even reset a map if there has been a real lack of contribution, much like kpatch did in Grandvoid.

The main reason why this patch is so big is because it is actually compatible with any version of Zombie Horde, and also Bagel Horde. It does not update existing code, but instead checks for the zombiemaker and humanmaker item for the main parts. Apart from that there are also a few other functions used but I'm pretty sure most to all ZH versions have those.
When a player spectated, this script will log:
The name of the player when he got infected.
Type of zombie (initial / normal).
Play time as a zombie.
The amount of infections the player has made.
The amount of zombies left
A notification when the map is restarting or not, depending if it's necessary and if there are no zombies left.

Apart from that this script will also show who has become the initial zombie, who got infected and who has been cured back to human.

And the game itself will only get a notification the player left as a zombie and if the map will restart.
Right now there are still a few flaws and I will probably tweak somethings like the map restart functions. For example zombies would be able to change their name and spectate, and the server would announce their old name instead. This is due to Zandronum's / Zdoom's way of storing strings which makes it near impossible to compare their current name with the stored one, unless I create a big function that does it. However, zandronum 3.0 should have this fixed, and together with that I should be able to create a big improvement for this.
Hopefully for Zandronum 3.0 will add the tickets below. That way I will be able to actually add some really nice improvements to this script, including a way to actually punish people with a ban.
http://zandronum.com/tracker/view.php?id=2570
http://zandronum.com/tracker/view.php?id=2554
Spoiler: screenie (Open)
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Last edited by Fused on Mon Jan 18, 2016 7:38 pm, edited 1 time in total.
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RE: Zombie HORDE - BETA 28 (page 16) - Fix1 (05/01/15)

#346

Post by fr blood » Mon Jan 18, 2016 11:33 am

People who ragequit(join spect) just after being infected, I hate them so much.
This patch is a nice present, awesome work.

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RE: Zombie HORDE - BETA 28 (page 16) - Fix1 (05/01/15)

#347

Post by Xsnake » Mon Jan 18, 2016 5:54 pm

The ZE05 remake took much more time than I expected, but it's finally done.
Spoiler: Mako Reactor remake (Open)
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After consideration, I might just update a few more maps before releasing anything... I'm not sure yet.

Btw, this antiRQ patch looks neat to me. Great work.

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Re: Zombie HORDE - BETA 28 (page 16) - Fix1 (05/01/15)

#348

Post by Fused » Sun Mar 13, 2016 9:43 pm

Image Hi, if you read this post and notice it's blank, then it's because this "version" is no longer continued. If you're interested in the development of the next Zombie Horde, then please check my signature for a link.
Last edited by Fused on Wed Aug 16, 2023 9:27 am, edited 2 times in total.
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Re: Zombie HORDE - BETA 28 (page 16) - Fix1 (05/01/15)

#349

Post by ZzZombo » Wed Mar 16, 2016 4:25 am

I'm willing to help with code, there are still things from Usual addon that are missing here, and beyond that.
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Re: Zombie HORDE - BETA 28 (page 16) - Fix1 (05/01/15)

#350

Post by Vincent(PDP) » Wed Mar 16, 2016 9:48 am

I'm willing to help too, if ever needed.
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Re: Zombie HORDE - BETA 28 (page 16) - Fix1 (05/01/15)

#351

Post by Fused » Wed Mar 16, 2016 11:41 am

Thanks guys. The biggest help I can get currently is new maps, and improvements to existing maps. When I have time I'll take a look what else can be done.

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Re: Zombie HORDE - BETA 28 (page 16) - Fix1 (05/01/15)

#352

Post by Vincent(PDP) » Thu Mar 17, 2016 6:26 pm

Fused wrote:Thanks guys. The biggest help I can get currently is new maps, and improvements to existing maps. When I have time I'll take a look what else can be done.
There still is the problem with only getting 1-2 kills from the Holy Cross (etc.). I believe I have a fix to that, as I've done similar things in one of my mods.
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Re: Zombie HORDE - BETA 28 (page 16) - Fix1 (05/01/15)

#353

Post by Fused » Sat Jun 04, 2016 7:03 am

In case people plan on hosting the "old" Zombie Horde themselves using BestEver or TSPG, please make use of the patch listed here. For some odd reason there's a bug that causes the skill to turn to the easiest randomly, causing zombies to gain double health. This patch limits skills to just one without any special advantages.
https://painkiller.allfearthesentinel.n ... lpatch.wad

Regarding The new Zombie Horde, all I can say is... soon.
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