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

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Post Reply
User avatar
ibm5155
Addicted to Zandronum
Posts: 1641
Joined: Tue Jun 05, 2012 9:32 pm
Location: Somewhere, over the rainbow

RE: Zombie HORDE - The mappack project!

#81

Post by ibm5155 » Mon Jan 28, 2013 8:19 pm

it apeared to other map too but i don´t remember the name also i got prints here:
[spoiler]Image
Image
Image
Image
Image[/spoiler]
other peoples typed that got the same problem... (but it´s rare because it didn´t happened again

extra print:
[spoiler]Image[/spoiler]
The map works good with 12 people, and I got a great idea to up the cave and the house :D
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!

<this post is proof of "Decline">

User avatar
mr fiat
Frequent Poster Miles card holder
Posts: 858
Joined: Tue Jun 05, 2012 3:28 pm
Location: netherlands

RE: Zombie HORDE - The mappack project!

#82

Post by mr fiat » Mon Jan 28, 2013 8:59 pm

Neewbie wrote:
ibm5155 wrote: why? when the maps get ready they could be on a map pack, and yes i got that problem too but it was even before the cat map
I didn't say it was the "cat" map's fault it's just that i find useless to add a second wad just for the textures of the maps (like the minecraft recources wad) and that mappack updating wad with rabbit's update wad i mean we can just release a new beta of the map pack right ? Why not ?
ibm5155 wrote: EDIT:the uboa map sometimes get all floor/ceiling textures with f_sky D:
Neewbie wrote:
Xsnake wrote: Well, yes. I guess the server cannot execute the infection script on the client that is lagging. So it gets executed by the server itself (the world being the script activator) and as a result, everyone ends up infected.
I'm not sure I can do anything about that...
Neewbie wrote: Oh and btw today i played on the server and we had a very weird bug. The floor and the ceilling had the sky texture on it and the skybox point was away on the map. The 3D floors didn't bug though.
I've looked at the screenshot. Must be an issue with your graphic card. Make sure you have its drivers up to date and the latest version of directx installed.
If you watch in the demo everyone is saying that they have this bug.
I wouldn't have reported it if everyone didn't complain about it.
Maybe a zandronum issue i don't know but not my gpu :s
Still no one looked to that glitch and it only appear on these maps.
And btw i have directx updated.
this has happened to me several times as well, the map would freak the fuck out and most if not all players would have the client hang. (so far ive only seen it happen on the uboa map) (yes I do have my drivers up to date, i use a radeon HD6450 graphics card btw)

Rabbit lord
Forum Regular
Posts: 116
Joined: Fri May 25, 2012 11:06 pm
Location: Denver, CO

RE: Zombie HORDE - The mappack project!

#83

Post by Rabbit lord » Tue Jan 29, 2013 1:11 am

Neewbie wrote:i find useless to add a second wad just for the textures of the maps (like the minecraft recources wad)
I do agree on this. Wouldn't mind if they just added it to the map in question itself.
Neewbie wrote:and that mappack updating wad with rabbit's update wad i mean we can just release a new beta of the map pack right ? Why not ?
inb4 ZH-mappack96-hotfix12 with only one map change (again)

Joke aside, the mappack is there for roughly finished maps. If there's a map that's brand new or a map that has major changes (i.e. my maps), it'd be better to test it on the server (as they already are) then throw out a new mappack every time for very few changes. This way if there are any bugs, the map author can promptly fix them and send it to the server; rather then have us repackage the mappack and force everyone download the entire mappack again.

User avatar
ibm5155
Addicted to Zandronum
Posts: 1641
Joined: Tue Jun 05, 2012 9:32 pm
Location: Somewhere, over the rainbow

RE: Zombie HORDE - The mappack project!

#84

Post by ibm5155 » Tue Jan 29, 2013 6:33 pm

zm18 beta4 launched :D
now that the most important scripts are working, I started the real mapping :)
some news
-Fixed just only one player could take the red key card (i don´t know the why spawn red key doesnt work like a existing key)
-Add a new start point (it could support 36 players now, but i don´t know how to put more spawns
-addd two new areas on the cave

Well, beta3 was good for 14 players, now it can be played maybe with full server (and I did a good area for software users because they can see well even on dark)
link:http://www.sickedwick.net/uploader/files/zm18_beta4.pk3
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!

<this post is proof of "Decline">

Albertoop
New User
Posts: 8
Joined: Sat Dec 22, 2012 9:46 pm

RE: Zombie HORDE - The mappack project!

#85

Post by Albertoop » Wed Jan 30, 2013 12:06 am

ibm5155 wrote: zm18 beta4 launched :D
now that the most important scripts are working, I started the real mapping :)
some news
-Fixed just only one player could take the red key card (i don´t know the why spawn red key doesnt work like a existing key)
-Add a new start point (it could support 36 players now, but i don´t know how to put more spawns
-addd two new areas on the cave

Well, beta3 was good for 14 players, now it can be played maybe with full server (and I did a good area for software users because they can see well even on dark)
link:http://www.sickedwick.net/uploader/files/zm18_beta4.pk3
Well i want see :p

User avatar
ibm5155
Addicted to Zandronum
Posts: 1641
Joined: Tue Jun 05, 2012 9:32 pm
Location: Somewhere, over the rainbow

RE: Zombie HORDE - The mappack project!

#86

Post by ibm5155 » Wed Jan 30, 2013 10:21 am

good to know, my demon telefrag test only worked offline and online with bots (thanks for the guys that tested the server), the problem was the demon wasn´t removed =/
but i replaced the thingcount check by sector check and it works much better (at least offline xD)
to not release beta5 as a fix I put a second door that require the blue key :) [I´ll rec a video too]

EDIT:I need a help :s
Need to use the function ThingCountSector to check how many marines and zombies are on a sector, but I can´t find the right "thing" to put there D:
And the 501 teleport isn´t working too =/
Last edited by ibm5155 on Wed Jan 30, 2013 1:47 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!

<this post is proof of "Decline">

Xsnake
Forum Regular
Posts: 194
Joined: Thu Jul 05, 2012 8:58 pm
Location: France
Contact:

RE: Zombie HORDE - The mappack project!

#87

Post by Xsnake » Wed Jan 30, 2013 8:22 pm

ibm5155 wrote: zm18 beta4 launched :D
Don't go that far in map numbers. There is a huge gap between ZM07 and ZM15 that needs to be filled. Thanks.

User avatar
ibm5155
Addicted to Zandronum
Posts: 1641
Joined: Tue Jun 05, 2012 9:32 pm
Location: Somewhere, over the rainbow

RE: Zombie HORDE - The mappack project!

#88

Post by ibm5155 » Wed Jan 30, 2013 8:42 pm

Sorry Xsnake, on the time i start the map I just checked the latest zm number, and it was 17 :s
So if doesn´t really exist zm09 I´ll use it :)
hmm someone tell the guy who did the minecraft map to change zm27 to zm10 o_o
Last edited by ibm5155 on Wed Jan 30, 2013 8:47 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!

<this post is proof of "Decline">

Rabbit lord
Forum Regular
Posts: 116
Joined: Fri May 25, 2012 11:06 pm
Location: Denver, CO

RE: Zombie HORDE - The mappack project!

#89

Post by Rabbit lord » Thu Jan 31, 2013 5:41 am

Xsnake wrote:gap between ZM07 and ZM15 that needs to be filled. Thanks.
Guilty of this as well, I changed the Excavation map to ZM08.

Made some more progress. Fixed an exploit in my city map as well as added some small detail I wanted but never did. I may go add some mapmarkers to my runaway map so players don't get lost (my arrows aren't enough D:). Just wondering if I should send the fix to the server now or wait and finish my other fixes then send them in a pack.

Also,
@manuelspark: Minecraft - As I've already told you ingame, there's an exploit that allows players to get on trees (just by crouching) and reach areas behind the impassable lines. Also the map has quite the fps drop, even for my PC.

@ibm5155: Just wondering if you can add more ways to the top of the crates other than the random box height change or the red key/passcode door.

@ESTAR: I added your "Oriental Drum N Bass" soundtrack to Mountain Escape, plus it sounds amazing :3 just have to find a way to pace the map around it.
Last edited by Rabbit lord on Thu Jan 31, 2013 5:43 am, edited 1 time in total.

User avatar
ibm5155
Addicted to Zandronum
Posts: 1641
Joined: Tue Jun 05, 2012 9:32 pm
Location: Somewhere, over the rainbow

RE: Zombie HORDE - The mappack project!

#90

Post by ibm5155 » Thu Jan 31, 2013 1:37 pm

Hmm thanks rabbit, I´m removing some boxes and add new other ways to go up :)

I need three helps D:

First:even with teleport (Z height) with tid/tag 500 the zombies just can´t teleport, Should I do anything more to work?

Second: I need to use a function that check if something is on the teleport to avoid telefrag, I just don´t know what name should I put on it like( if(ThingCountSector("zombie",tid 0,tag x)+ThingCountSector("marine",tid 0,tag x)==0)
{
teleport(x,0,0);
}
I could use T_none, but if someone put a crystal fire or a torch light then you wouldn´t be able do teleport

and the last one, why this script only work on with some skills 0,1,2 and doesn´t work on skills 3 and 4? (I tried to change the script number and got the same result

Code: Select all

Thing_Activate(44);
    ThingSound(40,"IBMEFF2",127);
    ThingSound(40,"IBMEFF1",127);
    teleportother(53,44,0);
    SpawnSpot("phaselight1",40,49,0);
    delay(5);
    thing_remove(49);
    SpawnSpot("phaselight3",40,49,0);  
    delay(5);
    thing_remove(49);
    SpawnSpot("phaselight1",40,49,0);
    delay(5);
    thing_remove(49);
    SpawnSpot("phaselight2",40,49,0);
    delay(35);
    ThingSound(41,"IBMEFF1",127);
    SpawnSpot("phaselight1",41,50,0);
    delay(5);
    thing_remove(50);
    SpawnSpot("phaselight3",41,50,0);
    delay(5);
    thing_remove(50);
    SpawnSpot("phaselight1",41,50,0);
    delay(5);
    thing_remove(50);
    SpawnSpot("phaselight2",41,50,0);
    delay(35);
    ThingSound(42,"IBMEFF1",127);
    SpawnSpot("phaselight1",42,51,0);
    delay(5);
    thing_remove(51);
    SpawnSpot("phaselight3",42,51,0);
    delay(5);
    thing_remove(51);
    SpawnSpot("phaselight1",42,51,0);
    delay(5);
    thing_remove(51);
    SpawnSpot("phaselight2",42,51,0);
    delay(35);
    ThingSound(43,"IBMEFF1",127);
    SpawnSpot("phaselight1",43,52,0);
    delay(5);
    thing_remove(52);
    SpawnSpot("phaselight3",43,52,0);
    delay(5);
    thing_remove(52);
    SpawnSpot("phaselight1",43,52,0);
    delay(5);
    thing_remove(52);
    SpawnSpot("phaselight2",43,52,0);
    delay(35);
All SpawnSpots and ThingSound and teleportother doesn´t work, but if you put a print on it it´ll show the print, but the rest of the code wouldn´t work (this happen offline and online)

So that´s my biggest problens that I avoid to launch to replace that too little map that I uploaded (My fail to think in only 8/12 players)
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!

<this post is proof of "Decline">

Neewbie
Forum Regular
Posts: 140
Joined: Sat Jun 23, 2012 11:10 am

RE: Zombie HORDE - The mappack project!

#91

Post by Neewbie » Thu Jan 31, 2013 1:52 pm

Rabbit lord wrote: @manuelspark: Minecraft - As I've already told you ingame, there's an exploit that allows players to get on trees (just by crouching) and reach areas behind the impassable lines. Also the map has quite the fps drop, even for my PC.
I believe the fps drop is because the textures are resized or something.
Also that map needs a lots of updating:
The textures aren't the same as minecraft, the foot step sounds too.
Need to stop using the line horizon everytime because the height is never the same and it makes a wierd horizon glitch.
The line horizon with 3D floors ONLY works in software so you better use something else for the water part.
Need to add the lava and water texture.
You need to make the tree, doors and the monster spawner texture transparent, it's easy with 3D floors.
Need to be renamed (lol zm27) also maybe it's konar6's fault but it broke the map cycle; ze13 needs to be after ze12, not zm27
Spoiler: Here's some exploits that needs to be fixed (Open)
Image
Image
Image
Image
Spoiler: New bug in ze12: you can put a barrel in the hole (Open)
Image
A suggestion: add the +FORCEXYBILLBOARD flag to some of the unusual effects like the sparks for exemple.

Oh and don't forget to fix the bugs i previously posted too..

User avatar
ibm5155
Addicted to Zandronum
Posts: 1641
Joined: Tue Jun 05, 2012 9:32 pm
Location: Somewhere, over the rainbow

RE: Zombie HORDE - The mappack project!

#92

Post by ibm5155 » Thu Jan 31, 2013 2:15 pm

"update"
I discovered that zombie teleport works, but only on skills 0 1 2 and 3 and 4 it doesn´t O_o I´m going to talk the truth, I really don´t know the why it´s happening D:

[spoiler]Image
Image[/spoiler]
Last edited by ibm5155 on Thu Jan 31, 2013 2:22 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!

<this post is proof of "Decline">

Neewbie
Forum Regular
Posts: 140
Joined: Sat Jun 23, 2012 11:10 am

RE: Zombie HORDE - The mappack project!

#93

Post by Neewbie » Thu Jan 31, 2013 2:17 pm

ibm5155 wrote: "update"
I discovered that zombie teleport works, but only on skills 0 1 2 and 3 and 4 it doesn´t O_o I´m going to talk the truth, I really don´t know the why it´s happening D:
Make sure your map spot/ teleport destination is enabled on every skills (in doom builder)

User avatar
ibm5155
Addicted to Zandronum
Posts: 1641
Joined: Tue Jun 05, 2012 9:32 pm
Location: Somewhere, over the rainbow

RE: Zombie HORDE - The mappack project!

#94

Post by ibm5155 » Thu Jan 31, 2013 2:25 pm

Thanks alot Neewbie, I don´t know the why, all the things on map was enabled for all skills, but for some reason it changed on the teleports and the big script D:
Now it´s all fixed thanks alot \o/
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!

<this post is proof of "Decline">

ZzZombo
Forum Regular
Posts: 323
Joined: Mon Jun 11, 2012 12:11 pm
Location: Ravenholm

RE: Zombie HORDE - The mappack project!

#95

Post by ZzZombo » Thu Jan 31, 2013 2:29 pm

http://i.imgur.com/LfE4s4x.png & http://i.imgur.com/mRpSa78.png <- I believe it's not an exploit, it's just spots that are hard to get into. If you managed to push a barrel under the bridge without being infected you deserve that camp. Same goes for the second picture, it's really hard to get there without items and stuff.

User avatar
ibm5155
Addicted to Zandronum
Posts: 1641
Joined: Tue Jun 05, 2012 9:32 pm
Location: Somewhere, over the rainbow

RE: Zombie HORDE - The mappack project!

#96

Post by ibm5155 » Thu Jan 31, 2013 3:02 pm

actualy the second is easy lol, I can easy go there :) (but I think it´s because I play alot jump maze xD)
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!

<this post is proof of "Decline">

manuelspark
 
Posts: 66
Joined: Mon Aug 13, 2012 1:36 am
Location: Viva Chile Mierda!!!

RE: Zombie HORDE - The mappack project!

#97

Post by manuelspark » Thu Jan 31, 2013 3:04 pm

Neewbie wrote:
Rabbit lord wrote: @manuelspark: Minecraft - As I've already told you ingame, there's an exploit that allows players to get on trees (just by crouching) and reach areas behind the impassable lines. Also the map has quite the fps drop, even for my PC.
I believe the fps drop is because the textures are resized or something.
Also that map needs a lots of updating:
The textures aren't the same as minecraft, the foot step sounds too.
Need to stop using the line horizon everytime because the height is never the same and it makes a wierd horizon glitch.
The line horizon with 3D floors ONLY works in software so you better use something else for the water part.
Need to add the lava and water texture.
You need to make the tree, doors and the monster spawner texture transparent, it's easy with 3D floors.
Need to be renamed (lol zm27) also maybe it's konar6's fault but it broke the map cycle; ze13 needs to be after ze12, not zm27
the sand floor is another because of minecraft appears "white"

User avatar
ibm5155
Addicted to Zandronum
Posts: 1641
Joined: Tue Jun 05, 2012 9:32 pm
Location: Somewhere, over the rainbow

RE: Zombie HORDE - The mappack project!

#98

Post by ibm5155 » Thu Jan 31, 2013 5:08 pm

If you need I still have a minecraft texture pack for doom (It was an old deathmatch map that I did)
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!

<this post is proof of "Decline">

ZzZombo
Forum Regular
Posts: 323
Joined: Mon Jun 11, 2012 12:11 pm
Location: Ravenholm

RE: Zombie HORDE - The mappack project!

#99

Post by ZzZombo » Fri Feb 01, 2013 5:36 am

New bug in ze12: you can put a barrel in the hole
You can use monster block lines to prevent that.

User avatar
ibm5155
Addicted to Zandronum
Posts: 1641
Joined: Tue Jun 05, 2012 9:32 pm
Location: Somewhere, over the rainbow

RE: Zombie HORDE - The mappack project!

#100

Post by ibm5155 » Fri Feb 01, 2013 1:06 pm

wow I created a new server today to test the beta 5 and the rest of the game to see if doesn´t have problems, and it apeared a mapper, it was difficult to talk with he because he speak arabic and the english was simple =/ he discovered my map and was crazy to put his map on grandvoid server...
It looks like a mapper that started sometime :) I really don´t want to call grandvoid to put the map on the server because it´ll end worst than my beta on the server xD (yup i readed alot of bad words about the map and the new maps sucks) [and yes I think that too because it´s really little]

but i don´t want to leave with no help the guy, so I´ll leave his map here to test (zm19):http://www.sickedwick.net/uploader/files/Zm19.wad (it was on mediafire but I uploaded there cus he want alot to test the map on the server and it have other people on it...

EDIT:

zm09_Beta5 here (the old zm18) download there
Last edited by ibm5155 on Fri Feb 01, 2013 1:08 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!

<this post is proof of "Decline">

Post Reply