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

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Neewbie
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RE: Zombie HORDE - The mappack project!

#41

Post by Neewbie » Sun Jan 20, 2013 7:41 pm

Found a new bug on ze07 this time.
So after the submarine opened the zombies had time to activate the forcefield and there were still some zombies left. So i decided to go camp in the teleporter as i had a full jack's gun and a cross.
2 zombies spawned. I killed the first one but the second had the time to infect me and after the kill the teleporter wouldn't let us go. The shield texture were still here and the scroll speed increased for some reasons.
I think that bug happened because i killed a zombie in the teleporter which is something i havn't done before.

Here's the demo if you wish (ze07, last map in the demo)

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ibm5155
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RE: Zombie HORDE - The mappack project!

#42

Post by ibm5155 » Mon Jan 21, 2013 12:00 am

I have a problem with my ghoul, it´s not zandronum compatible ¬¬, so i´m not an expert on decorate so for now no ghouls...
Well, it´s not completed, and not even near to be finished, but it´s playable for now :) http://www.mediafire.com/?w93rr85jsrx7mw3 (i´ll create a special server to test it
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Zombie Horde - ZM09 map update: [3/15/13]
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Neewbie
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RE: Zombie HORDE - The mappack project!

#43

Post by Neewbie » Mon Jan 21, 2013 1:13 am

New bugs:

ze12: The 2 holes that you jump in and get you to water does inflict fall damage if a player is under you no matter if you're underwater or not, to fix this use the flag marker thing in the editor to set falldamage flag to 0.

ze11 & ze20: The array system used for the nuke/cataclysm to determinate if a player is safe or not doesn't trigger properly somehow. I had a item and a unusual as a zombie, i was right next to the shield switch and still got killed which litteraly pissed me off.
Last edited by Neewbie on Mon Jan 21, 2013 1:15 am, edited 1 time in total.

Albertoop
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RE: Zombie HORDE - The mappack project!

#44

Post by Albertoop » Mon Jan 21, 2013 1:30 am

super bug: fire in water xD

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RE: Zombie HORDE - The mappack project!

#45

Post by ZzZombo » Mon Jan 21, 2013 5:08 am

Neewbie wrote: New bugs:

ze12: The 2 holes that you jump in and get you to water does inflict fall damage if a player is under you no matter if you're underwater or not, to fix this use the flag marker thing in the editor to set falldamage flag to 0.

ze11 & ze20: The array system used for the nuke/cataclysm to determinate if a player is safe or not doesn't trigger properly somehow. I had a item and a unusual as a zombie, i was right next to the shield switch and still got killed which litteraly pissed me off.
Looks like somebody forgot to use ACS_ExecuteAlways() instead of ACS_Execute().

Neewbie
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RE: Zombie HORDE - The mappack project!

#46

Post by Neewbie » Mon Jan 21, 2013 4:10 pm

Spoiler: Here's a new bug again on zm07: we can glitch the teleporter (Open)
Image
Spoiler: A suggestion for zm15: just remove this or make it accessible by zombies or else it's going to piss off everyone including me (Open)
Image
And after playing ze21: Interresting map but you need to fix the music, the skybox and retexture it a bit. And it's a bit too long especially for the zombie but we'll see when i play more.

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RE: Zombie HORDE - The mappack project!

#47

Post by manuelspark » Mon Jan 21, 2013 6:03 pm

Ze 19 : Total Bug

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RE: Zombie HORDE - The mappack project!

#48

Post by ZzZombo » Mon Jan 21, 2013 6:03 pm

[00:49] * Killer666 (~Killer666@Killer666.users.zandronum.com) has joined #grandvoid
[00:49] * MAST0D0N (~MAST0D0N@MAST0D0N.users.zandronum.com) has joined #grandvoid
[00:50] <Killer666> zh server map stuck, map 19, needs reset
[00:50] <MAST0D0N> yes
[00:50] <MAST0D0N> human got bugged, didn't died
[00:50] <Killer666> no, zombies did not teleport to the right ship
[00:50] <Killer666> or you say the human was not on the first ship?
[00:51] <%ZzZombo> on my way
[00:51] <MAST0D0N> well, i just sugged to delete this map until stiff fix it
[00:51] <Killer666> i joined later so i do not know
Last edited by ZzZombo on Mon Jan 21, 2013 6:03 pm, edited 1 time in total.

Neewbie
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RE: Zombie HORDE - The mappack project!

#49

Post by Neewbie » Mon Jan 21, 2013 6:22 pm

ZzZombo wrote:
[00:49] * Killer666 (~Killer666@Killer666.users.zandronum.com) has joined #grandvoid
[00:49] * MAST0D0N (~MAST0D0N@MAST0D0N.users.zandronum.com) has joined #grandvoid
[00:50] <Killer666> zh server map stuck, map 19, needs reset
[00:50] <MAST0D0N> yes
[00:50] <MAST0D0N> human got bugged, didn't died
[00:50] <Killer666> no, zombies did not teleport to the right ship
[00:50] <Killer666> or you say the human was not on the first ship?
[00:51] <%ZzZombo> on my way
[00:51] <MAST0D0N> well, i just sugged to delete this map until stiff fix it
[00:51] <Killer666> i joined later so i do not know
Stiff didn't make his teleport script properly( the one after the nuke that teleports people to the other boat ) and said he will fix it

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Zeberpal
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RE: Zombie HORDE - The mappack project!

#50

Post by Zeberpal » Mon Jan 21, 2013 6:39 pm

I've just seen his map. I guess he made that dummy ship sector to keep humans off hiding around map after nuke is launched.

If his script fails and he wants to reach the effect that ship left island, why dont he just . setlinespecial to line horizon and set block on it too
Image ImageImage

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RE: Zombie HORDE - The mappack project!

#51

Post by Neewbie » Mon Jan 21, 2013 6:55 pm

Zeberpal wrote: I've just seen his map. I guess he made that dummy ship sector to keep humans off hiding around map after nuke is launched.

If his script fails and he wants to reach the effect that ship left island, why dont he just . setlinespecial to line horizon and set block on it too
Problem is there are new maps elements once you teleport

Runaway (ze15) have the same problem in it's secret ending.
Though i think you are still blocked but you still can see the island.
And about this map i think it's sad that the secret ending is like never reached because it's so great ;p

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RE: Zombie HORDE - The mappack project!

#52

Post by Stiff » Mon Jan 21, 2013 6:57 pm

manuelspark wrote: Ze 19 : Total Bug
There is only 1 BIG BUG (maybe some little ones but ok) wich fuck the map... the one wich doesnt teleport people to the destination boat. But the thing is... some people teleport (just 1 or 2) and the rest of the people dont. I aint a scripting expert but i think i finally know the problem, but im not sure. (Before i gonna launch another gayfix that wont work)

The problem script is:

{
for(i = 0; i <= 32; i++)
{
if(Reached)
SetActorPosition(PLAYER_TID+i,GetActorX(PLAYER_TID+i)+7328.0,GetActorY(PLAYER_TID+i)-4.0,GetActorZ(PLAYER_TID+i),0);
Terminate;
}


I think the problem is the " terminate; " command... that this terminates the for loop too soon... and than only 1 or 2 persons have the chanche to teleport.

Am i right or wrong ?

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RE: Zombie HORDE - The mappack project!

#53

Post by Rabbit lord » Mon Jan 21, 2013 7:14 pm

Runaway has the horizon line special but it seems it doesn't work online. As for that obvious exploit on zm15, I'll fix that
Last edited by Rabbit lord on Mon Jan 21, 2013 7:19 pm, edited 1 time in total.

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Zeberpal
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RE: Zombie HORDE - The mappack project!

#54

Post by Zeberpal » Mon Jan 21, 2013 7:18 pm

Stiff wrote:
manuelspark wrote: Ze 19 : Total Bug
I think the problem is the " terminate; " command... that this terminates the for loop too soon... and than only 1 or 2 persons have the chanche to teleport.

Am i right or wrong ?
It's more than possible, since you seem to be terminating it without a single delay.

Still I think it'd be better if you avoid teleportating people, to keep them on exact position on the boat..erm ship, and not make things complicated and messy.
Image ImageImage

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RE: Zombie HORDE - The mappack project!

#55

Post by ZzZombo » Tue Jan 22, 2013 2:59 am

Eh? Why the fuck you put terminate there? It terminates the loop no matter that after entering it because, well, it's obviously executed after the first Reached check.

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ibm5155
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RE: Zombie HORDE - The mappack project!

#56

Post by ibm5155 » Tue Jan 22, 2013 11:24 am

put delay(1); instead of terminated or nothing it its a function.
If it´s teleport problem, maybe it´s the problem that i had in some mods, you can´t teleport a thing if in the teleport place have another one, I solved this with a loop to check if there´s something there or not (but it´s for creating new monsters not for existing ones). You can teleport people, but maybe you need something to delay people to not go 10 at time and yes 1,2 by second...
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Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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Stiff
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RE: Zombie HORDE - The mappack project!

#57

Post by Stiff » Tue Jan 22, 2013 12:51 pm

ZzZombo wrote: Eh? Why the fuck you put terminate there? It terminates the loop no matter that after entering it because, well, it's obviously executed after the first Reached check.


Yea thats why i asked it first here -.-
But ok, ill try without the "Terminate;" command.
I think a delay aint nessisary, becouse...
In old versions where it worked (example: stiffze19ver31.wad) there wasnt a "Terminate;" Command neither inside this script...
(But there wasnt a delay neither so a delay is not nessisary)

The question why i added "Terminate;" to it... dont know derp
Last edited by Stiff on Tue Jan 22, 2013 12:54 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project!

#58

Post by ZzZombo » Tue Jan 22, 2013 1:29 pm

Stiff wrote:The question why i added "Terminate;" to it... dont know derp
/me slaps you with Uboa.

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RE: Zombie HORDE - The mappack project!

#59

Post by Stiff » Tue Jan 22, 2013 3:22 pm

AND THIS ONE FINALLY WORKS ... REALLY :D!!!!!

Tested it on server with more people... and it worked!

Fixed:

Boat Teleport bug
Tramblock bug (that you stay trough the door of the tram)
Some people in tram didnt teleport
Last edited by Stiff on Thu Jan 24, 2013 4:30 pm, edited 1 time in total.

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ibm5155
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RE: Zombie HORDE - The mappack project!

#60

Post by ibm5155 » Tue Jan 22, 2013 5:49 pm

so, if i´m going to launch a beta map map should i use a special number like ze30,zm14,...?
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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