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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ibm5155
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RE: Zombie HORDE - The mappack project! (8a / r6)

#561

Post by ibm5155 » Sun Jul 07, 2013 10:04 pm

ZM09 BETA 8.6 :D Link Here:http://www.mediafire.com/download/bkxyi ... eta8.6.pk3

-Monsters more inteligent.
-Much less net traffic used
-The places looks more like more abandoned over years
-"Compressed" the scripts in 2k of lines of code
-Nedm disabled (while I don´t make it work to disable who dislike it)
-Red key much more harder to be found, since it may let the map harder for humans or zombies
-(white face and ravishing don´t attack more zombies, Since the wrong code´ll be good for zombies and a right code ´ll be bad for they)
-Reduced the amount of dynamic lights outside without lowerig the size and quality of it (increasing 10-20 fps here)
-Energy generators now affect how the lights work (1 generator workin = normal light, 2 generators workin = a bit more light in some places and no flicker lights in others 0 generators workin = well... )

EDIT:I´ll replace nedm with another easter egg :)

EDIT 2: system required to play zm09 (tested)
[spoiler]Intel atom 1,6GHz or better, intel hd graphics, geforce 8600 or better, 1GB of ram (the map + zandronum + zh things used max 400mb of ram)

System tested:
Intel atom 1,6GHz, intel gma 900, 1GB ram (playable on software, opengl it lags alot on some spots)
Intel core i7 2,6GHz, intel hd 3000, 4gb ram (playable on opengl on most of parts with more than 30fps)
intel pentium 3GHz sb, intel hd 1000, 2gb ram (playable on opengl)

Since the map is playable on software and fine on low end gpus it´ll be playable for almost all people (may not for 10 years computers)

Also another new mods test on the atom setting

zm13:playable on software (lags on opengl since it´s an open map)
zm14:Unplayable on both opengl and software
ze19: not playable on opengl
ze25:Playable on opengl (lags in some parts)
ze30:playable on opengl (just lags on the last part)
ze31:playable on opengl (just some lags in some parts)
ze32:Smooth on opengl

Singe intel gma 900 sucks as a gpu (doesn´t run doom 3 and even some 2002 games) all the maps are well done and will run on most computers (exept zm14 that I can´t run without lag D:)[/spoiler]
Last edited by ibm5155 on Sun Jul 07, 2013 11:52 pm, edited 1 time in total.
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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ForrestMarkX
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RE: Zombie HORDE - The mappack project! (8a / r6)

#562

Post by ForrestMarkX » Sun Jul 07, 2013 10:09 pm

Mr.Man wrote:
ForrestMarkX wrote: MrMan, want me to do the FlareGun? All I'd need is sprites
meh you can make it fit for zombie horde, but i wont add it anymore. I think its nto really nessecary.
But then, try it:
http://static.[bad site]/wads/flaregunv1c.wad
http://static.[bad site]/wads/flaregunv2c.wad
There you go
Last edited by ForrestMarkX on Sun Jul 07, 2013 10:09 pm, edited 1 time in total.
Image[url=steam://friends/add/'.76561197997881512.']Image[/url]

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RE: Zombie HORDE - The mappack project! (8a / r6)

#563

Post by Mr.Man » Mon Jul 08, 2013 6:48 am

ForrestMarkX wrote:
http://static.[bad site]/wads/flaregunv2c.wad
There you go
well, i was actually wondering if you just fix it for zombie horde, as in:
zombies dont keep it
flare also stops in multiplayer when showing the color.
:V

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RE: Zombie HORDE - The mappack project! (8a / r6)

#564

Post by ForrestMarkX » Mon Jul 08, 2013 6:56 am

Mr.Man wrote:
ForrestMarkX wrote:
http://static.[bad site]/wads/flaregunv2c.wad
There you go
well, i was actually wondering if you just fix it for zombie horde, as in:
zombies dont keep it
flare also stops in multiplayer when showing the color.
:V
The zombie part I can easily do, the other I didn't understand a single word of
Image[url=steam://friends/add/'.76561197997881512.']Image[/url]

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RE: Zombie HORDE - The mappack project! (8a / r6)

#565

Post by Mr.Man » Mon Jul 08, 2013 10:40 am

ForrestMarkX wrote: The zombie part I can easily do, the other I didn't understand a single word of
you shoot the gun, and after a moment a color pops up. When it does, it should stop flying and drop down slowly. This happens in singleplayer, but doesnt in multiplayer. I dunno why.

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RE: Zombie HORDE - The mappack project! (8a / r6)

#566

Post by ForrestMarkX » Mon Jul 08, 2013 10:55 pm

Mr.Man wrote:
ForrestMarkX wrote: The zombie part I can easily do, the other I didn't understand a single word of
you shoot the gun, and after a moment a color pops up. When it does, it should stop flying and drop down slowly. This happens in singleplayer, but doesnt in multiplayer. I dunno why.
Here http://static.[bad site]/wads/flaregunv3c.wad

This version is fixed so that zombies and people using the handgun can't use it
Image[url=steam://friends/add/'.76561197997881512.']Image[/url]

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RE: Zombie HORDE - The mappack project! (8a / r6)

#567

Post by Esum » Tue Jul 09, 2013 8:53 am

I changed my map number into ZE24 due to Xsnake request.
I also added some dynamic lights and details.
Wad: ze24v3f.wad

EDIT: New verion added a TERRAIN lump and fixed a telefrag abuse.
Last edited by Esum on Fri Jul 19, 2013 3:28 pm, edited 1 time in total.
I'm currently unavailable.
All my projects are delayed :D

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RE: Zombie HORDE - The mappack project! (8a / r6)

#568

Post by Mr.Man » Tue Jul 09, 2013 10:13 am

since i didnt start on zm10 at all, i dont have screenshots. I am able to tell you how it will be like though. I will implent lots of holes that lead to areas. I will make caved in houses, normal houses, and houses that are turned and all those. I'll try to add secret keys that lead to new area's. I'll also add custom textures, if i manage to implent those (i havent really been able too yet). There will also be an outside area, that is surrounded by lava. The lava will not instakill due to abuse by the zombies.

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RE: Zombie HORDE - The mappack project! (8a / r6)

#569

Post by Mr.Man » Tue Jul 09, 2013 1:03 pm

For those who want to see a video of that tower (i think) blood talked about, i made one. Since i still dont know how to directly post it (utter nub), ill give the link:
http://www.youtube.com/watch?v=cPgHtLK1Lr0

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RE: Zombie HORDE - The mappack project! (8a / r6)

#570

Post by Mr.Man » Tue Jul 09, 2013 5:54 pm

forrestMarkx, are you also good with adding textures and actors? because i had some things that fittet my level, and it looked really nice to have it.

Small update: i got a nice logo for my map (got it of google, and changed it with gimp a bit) that fades in when you start the map.
Last edited by Mr.Man on Tue Jul 09, 2013 5:54 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r6)

#571

Post by ForrestMarkX » Tue Jul 09, 2013 8:53 pm

Mr.Man wrote: forrestMarkx, are you also good with adding textures and actors? because i had some things that fittet my level, and it looked really nice to have it.

Small update: i got a nice logo for my map (got it of google, and changed it with gimp a bit) that fades in when you start the map.
I know how to add actors but textures I'm unsure
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RE: Zombie HORDE - The mappack project! (8a / r6)

#572

Post by Mr.Man » Wed Jul 10, 2013 5:55 am

ForrestMarkX wrote: I know how to add actors but textures I'm unsure
Ok well, that doesnt matter, the actors was what i gave most about. I had a barrel of 1 sprite and a fountain of 4. I was wondering if you could add that, because when i did he never tent to recognise it. Dont mind the logo thats in it, i might use that as a texture though.
http://static.[bad site]/wads/zm10.wad

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RE: Zombie HORDE - The mappack project! (8a / r6)

#573

Post by ForrestMarkX » Wed Jul 10, 2013 6:26 am

Mr.Man wrote:
ForrestMarkX wrote: I know how to add actors but textures I'm unsure
Ok well, that doesnt matter, the actors was what i gave most about. I had a barrel of 1 sprite and a fountain of 4. I was wondering if you could add that, because when i did he never tent to recognise it. Dont mind the logo thats in it, i might use that as a texture though.
http://static.[bad site]/wads/zm10.wad
Here you go, I added them into the center of the map for you check if they work correctly

https://dl.dropboxusercontent.com/u/52828637/zm10.wad
Image[url=steam://friends/add/'.76561197997881512.']Image[/url]

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RE: Zombie HORDE - The mappack project! (8a / r6)

#574

Post by Mr.Man » Wed Jul 10, 2013 7:32 am

ForrestMarkX wrote: Here you go, I added them into the center of the map for you check if they work correctly

https://dl.dropboxusercontent.com/u/52828637/zm10.wad
Awesome, thanks.
Last edited by Mr.Man on Wed Jul 10, 2013 7:33 am, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r6)

#575

Post by Mr.Man » Wed Jul 10, 2013 9:34 am

Here is a screenie of the logo and a bit of the map so far:
http://postimg.org/image/xbcfz997p/

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RE: Zombie HORDE - The mappack project! (8a / r6)

#576

Post by Klofkac » Wed Jul 10, 2013 4:24 pm

[spoiler="Off topic]Double posts, double posts everywhere! Can't you just use edit?
EDIT: Wait, even a triple post :o[/spoiler]
ibm5155 wrote: ZM09

-"Compressed" the scripts in 2k of lines of code
Why did you use a compression algorithm? Nobody can read it now and help you finding bugs in the code. Also, Did you even optimize the ACS code itself, or JUST compressed?
ibm5155 wrote: ZM09

-Nedm disabled (while I don´t make it work to disable who dislike it)

No more NEDM?
Image
It was the best thing to troll :\

Anyways, why don't you make a NET script that disables NEDM clientside?
You can also use KEYCONF to make it bindable...
Or client side CVar? Something like zh_nonedm 1 would not even let NEDM start at all...
ibm5155 wrote: EDIT 2: system required to play zm09 (tested)

Intel atom 1,6GHz or better, intel hd graphics, geforce 8600 or better, 1GB of ram (the map + zandronum + zh things used max 400mb of ram)
What about AMD computers? [sarcasm]Or is the map made in a way AMD computers cannot handle it?[/sarcasm]
Last edited by Klofkac on Wed Jul 10, 2013 5:30 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (8a / r6)

#577

Post by MazterQyoun-ae » Wed Jul 10, 2013 5:27 pm

ibm5155 wrote: Intel atom 1,6GHz or better, intel hd graphics, geforce 8600 or better, 1GB of ram (the map + zandronum + zh things used max 400mb of ram)
System requirements for a MAP? :eek:
Just facepalm, I don't have anything else to say after reading this.

As long as you can play Zan, your map should play just fine anywhere at all, and since ZH adds OpenGL as a requirement, then your map should be playable on any computer that can handle Zan's (GZDoom's) OpenGL.
Last edited by MazterQyoun-ae on Wed Jul 10, 2013 5:28 pm, edited 1 time in total.
HI

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RE: Zombie HORDE - The mappack project! (8a / r6)

#578

Post by Mr.Man » Wed Jul 10, 2013 5:59 pm

Mazter[Qyoun-ae] wrote:

System requirements for a MAP? :eek:
Just facepalm, I don't have anything else to say after reading this.

As long as you can play Zan, your map should play just fine anywhere at all, and since ZH adds OpenGL as a requirement, then your map should be playable on any computer that can handle Zan's (GZDoom's) OpenGL.
Brazilians got lot's of spare time.
But not every level is lagg free on zombie horde.

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RE: Zombie HORDE - The mappack project! (8a / r6)

#579

Post by ibm5155 » Wed Jul 10, 2013 6:23 pm

Well resuming
"Did you even optimize the ACS code itself, or JUST compressed?"
Yes I optimized, that´s how it "compressed"like, 3000 lines of code are now 1400

"No more NEDM?"
For now yes, I still want to fix it, but I want to enable/disable on another way, now when nedm is actived (I´ll modify the rainfall script to enable/disable it, also I´ll make that menu easier to acess...

"What about AMD computers? "
I don´t have an amd computer to test =/

"System requirements for a MAP?"
I was just testing the stuff on all the systems that I could use it , my map is like most of all ingame, Since I tryed to let the map playable even on a ultra low end machine, I don´t have something lower than a geforce 8600 to test so I put that.

"As long as you can play Zan, your map should play just fine anywhere at all, and since ZH adds OpenGL as a requirement, then your map should be playable on any computer that can handle Zan's (GZDoom's) OpenGL."
So my map should be playable in an 10 years intel gma and a voodoo 2 like? D::

But I ensure that my map is much less hardware eater than the minecraft map on zh
Last edited by ibm5155 on Wed Jul 10, 2013 6:24 pm, edited 1 time in total.
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!

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RE: Zombie HORDE - The mappack project! (8a / r6)

#580

Post by Mr.Man » Wed Jul 10, 2013 6:25 pm

"Brazilians have a lot of spare time."
Damn straight.

__
You forgot that

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