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

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Rabbit lord
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RE: Zombie HORDE - The mappack project! (7a)

#241

Post by Rabbit lord » Mon Mar 18, 2013 8:45 pm

Cruduxy wrote:the area around it sometimes doesn't kill zombies when timer runs out!
So, you're saying that zombies can stay by the forcefield and live after the bunker closes? How often does this happen?

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RE: Zombie HORDE - The mappack project! (7a)

#242

Post by Stiff » Mon Mar 18, 2013 8:55 pm

Fixed that, shot zombie from boat while NUKE printed on screen and he survived, bug.

Becouse (hard to explain but i try, nobody will understand it but ok)

The teleportvariable and the resistvariable are the same. (Int i)
Now the teleportvariable is different and it works.

Becouse when NUKE is printed on the screen, the variable isnt used for 3 seconds... so people who leaves or get on the boat on that moment wont get registered...

Or something like that :s

But okay i tested it and it works now!

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RE: Zombie HORDE - The mappack project! (7a)

#243

Post by ESTAR » Mon Mar 18, 2013 9:02 pm

ibm5155 wrote: Well I´ll change some musics to the old one (-4mb less)
and the second memory eater is the ravishing sprites, I´ll try to do my best for resize the space require :s
Wow, most of the filesize is because of my map D: I´ll do my best to let this mod much more little and fun

EDIT:Xsnake, is 4,88mb enough?

edit2:today I found a weird problem on ne server, everyone could only look up and down, fire and crouch, the rest everyone couldnt do it =/, I recorded It but I can´t play due to the record name had more then 255 chars lol

UPDATE:
ZM09 beta 7.2
-Ravishing new entering.
-Generator part of the cave is more detailed
-Resized the mod from 11mb to 5mb D:
-Changed ravishing music for the old one.
-Ravishing have smaller sprites (500kb per sprite now it´s 100kb)
-Musics are little (13mb to 2mb)
Ibm if u need, i can send you an .ogg file of the soundtracks, and you can cut a lot of space used on ur map.
Image

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ibm5155
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RE: Zombie HORDE - The mappack project! (7a)

#244

Post by ibm5155 » Mon Mar 18, 2013 9:31 pm

Here´s the situation estar:
IBMSND1:96,10KB (the sound that is played to alert players abou the lava)
IBMSND2:878,90KB(the ravishing music)
IBMSND3:242,48KB(the start music)
IBMSND6:365,05KB(the last human music)
IBMSND7:357,89KB(ESTAR music about the bad end)
IBMSND8:122,99KB(ESTAR good end music)
NEDM:1,08mb (i did my best to resize it)
All the files are in ogg, but I liked your idea to delete last human music and put one of your musics that are being used, the problem I think it´s only that the music doesn´t look like a doom music, it have a start and a end not a start and no end (when the music repeat it´s a bit strange)...
Well now I discovered an interesting bug :D, I´ll test my function, that ´ll resize it for each screen...
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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Neewbie
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RE: Zombie HORDE - The mappack project! (7a)

#245

Post by Neewbie » Mon Mar 18, 2013 9:46 pm

Convert them to flac and use less sample.

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ibm5155
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RE: Zombie HORDE - The mappack project! (7a)

#246

Post by ibm5155 » Mon Mar 18, 2013 11:50 pm

If it´s the same flac that we´re talking about, the lowest one was 22mb lol
I think it´s not required, the filesize is good for now :)
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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ZzZombo
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RE: Zombie HORDE - The mappack project! (7a)

#247

Post by ZzZombo » Tue Mar 19, 2013 4:01 am

O_o shouldn't they telefrag someone?

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Guardsoul
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RE: Zombie HORDE - The mappack project! (7a)

#248

Post by Guardsoul » Tue Mar 19, 2013 7:50 am

That was supposed to happen but that kind bug is........ strange o_O

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RE: Zombie HORDE - The mappack project! (7a)

#249

Post by Stiff » Tue Mar 19, 2013 5:02 pm

Oke, im busy with fixes for new zh version and already fixed some area's.
This will be a big update.

The status at the moment is:

- Boat teleport bugs totally fixed with a new variable and new player register technique (also used for tram now)
- Small way wich you have to go when pillars on station are lowered is made bigger, lesser block and there are 2 ways to get on the station so trolls cant place a firecrystal by the door
- Multiple zombie start spawns, so zombies wont get nadespammed emidiatly
- Firebomb other fixes
- Special ending script fixed, can now be activated while nuke script is already running
- No 150 seconds nuke anymore
- Beginroom totally changed becouse of block

[spoiler]Image[/spoiler]

- Way where you have to go when you missed the tram has been totally replaced into a sewer

[spoiler]Image[/spoiler]


Bad things:

- The sewer haves a good fps, is nice detailled but it uses lots of sectors and things and lines and whatever... wich eats filesize, becouse im using UDMF ... :( , so filesize will be lots bigger sadly.

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Guardsoul
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RE: Zombie HORDE - The mappack project! (7a)

#250

Post by Guardsoul » Tue Mar 19, 2013 5:12 pm

Stiff wrote: Bad things:

- The sewer haves a good fps, is nice detailled but it uses lots of sectors and things and lines and whatever... wich eats filesize, becouse im using UDMF ... :( , so filesize will be lots bigger sadly.
Its a pity that UDMF consumes around 30% - 50% more of memory than Hexen format but I think that all new features worths.

I dont think that it has increased in a huge amount of memory so dont worry :P

Btw, you are using almost the same map style for the sewer than me! >:(
Last edited by Guardsoul on Tue Mar 19, 2013 5:13 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (7a)

#251

Post by ibm5155 » Tue Mar 19, 2013 5:36 pm

Stiff wrote:
- The sewer haves a good fps, is nice detailled but it uses lots of sectors and things and lines and whatever... wich eats filesize, becouse im using UDMF ... :( , so filesize will be lots bigger sadly.
But if you zip it wou wouldn´t compress much more?
ex:my map have 3mb, zipped it got less then 300kb
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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Guardsoul
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RE: Zombie HORDE - The mappack project! (7a)

#252

Post by Guardsoul » Tue Mar 19, 2013 5:38 pm

Thats when its a wad, if you are using a pk3 or a pk7 it doesnt work.

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RE: Zombie HORDE - The mappack project! (7a)

#253

Post by Stiff » Tue Mar 19, 2013 6:03 pm

GuardSoul:
Its a pity that UDMF consumes around 30% - 50% more of memory than Hexen format but I think that all new features worths.
I dont think that it has increased in a huge amount of memory so dont worry :P


Well previous version was 11MB, now it's 14MB only becouse the map is bigger.
But the UDMF features are indeed worth it, i use alot the floor/ceiling texture alignets and rotation function, nofallingdamage sector function, walkable middle texture function and lots more...

The division looks like this:
- ~ 2,2MB of Music (3 music tracks whereunder D_Stiffm (Background music, 1,5MB OGG) , D_Yeaboi (Bonus music, 600KB OGG) , D_stiffo (Classic background music & secret ending music, 50KB MIDI)

- ~130KB of Sounds (7 sounds whereunder Trammusic and BAR & Firemine sounds)

- ~18KB of codes (Decorate codes, Gldefs etcetera)

- ~ 240KB of Sprites (Firemine, bar, Explosion and whatever)

- ~ 621KB of Textures (Grass, posters, boat texture and more)

- ~ 10,7MB of Mapfiles (Textmap file (The file wich coordinates the whole map, 8,62MB) , Znodes file (2MB) and some other stuff)



If i place everything in a PK3, the total filesize will be around 4,9MB.


GuardSoul:
Btw, you are using almost the same map style for the sewer than me! >:(

Well sorry :p
Last edited by Stiff on Tue Mar 19, 2013 6:04 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (7a)

#254

Post by ibm5155 » Tue Mar 19, 2013 6:20 pm

but pk3/7 are a zipped file :s
wow stiff O_O
well try to zip in 7z using 7zip and use this config
(format:7z, Compression level:Ultra, Compression method:LZMA, dictionary size:64mb,word size: 64, Size of solid block:4GB,Cpu threads (2 here), the rest i didn´t changed)

Here´s the comparative
Original udmf size:2,28mb.
Ziped/pk3 file:378kb
7z/pk7 file:239kb

Well
Spoiler: SCREENSHOOOOOOOOOOTSSSSSSSS (Open)
Image
Image
Image
Image
Image
Image
Image
Not ready yet, I need to do more changes >:D
Last edited by ibm5155 on Tue Mar 19, 2013 6:35 pm, edited 1 time in total.

Cruduxy
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RE: Zombie HORDE - The mappack project! (7a)

#255

Post by Cruduxy » Tue Mar 19, 2013 6:24 pm

Why do you use pk7 instead of FLAC format for sounds.. pk7 might make wads load slower especially with a lot of sound wads

http://forum.zdoom.org/viewtopic.php?f=4&t=34552
Last edited by Cruduxy on Tue Mar 19, 2013 6:25 pm, edited 1 time in total.
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ibm5155
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RE: Zombie HORDE - The mappack project! (7a)

#256

Post by ibm5155 » Tue Mar 19, 2013 6:40 pm

Well I compared the i7 loading vs a basic atom, and both opened the map with a fast speed.
and I think I´m missing something out there, because my flac convertion on audacity resulted on a 24mb file vs 200kb ogg music 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!

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Guardsoul
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RE: Zombie HORDE - The mappack project! (7a)

#257

Post by Guardsoul » Tue Mar 19, 2013 6:52 pm

ibm5155 wrote: but pk3/7 are a zipped file :s
Thats what I was telling to you :/. If you try to compress a pk3/pk7 the size wont change (maybe some KB :P)

Anyways, now a bunch of high res screenshots :D (I havent imported the acs :P):

[spoiler]First room in the laser research lab (you start in a cave that I havent created yet)
Image


Sewers after first resist and the second one (no deep water but it hurts!)
Image


Outside place between the sewer and the lab (Second resist, I havent created the skybox so the sky will be different)
Image


A room of the lab
Image


Thalaron laser generator >:D (Previous room before third resist)
Image[/spoiler]


No lag problems, tested with opengl and I get between 50 - 60 fps in the whole base (that´s cool because I have a crappy computer :hmm: ).

The music that I have chosen for the level is sg_tmj from Stronghold (The first milestone level in Skoropid :P)

I hope I can finish the map at some time before weekend :D
Last edited by Guardsoul on Tue Mar 19, 2013 7:13 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (7a)

#258

Post by Stiff » Tue Mar 19, 2013 6:53 pm

Little question,

In ZE25 by the weegee event there will be a weegee picture on the screen...
But i figured out that this picture is kinda big and doesnt view at a resolution under 1280x1024 (above it views good, i self use 1920x1080 ... and i never thought about this)

Is there a way to fix this ... without making the weegee picture smaller?
Or is there a screen resolution check in ACS? I dont think so :I

Btw, guardsoul looks good!
And there is enough difference between our sewers :P
Music from stronghold sounds good becouse this map reminds me a little from stronghold tough
Last edited by Stiff on Tue Mar 19, 2013 6:56 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (7a)

#259

Post by ibm5155 » Tue Mar 19, 2013 7:18 pm

Hmm
options->display options->mensage options->text scaling-> on and 1024x576
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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Guardsoul
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RE: Zombie HORDE - The mappack project! (7a)

#260

Post by Guardsoul » Tue Mar 19, 2013 7:39 pm

Stiff wrote: Little question,

In ZE25 by the weegee event there will be a weegee picture on the screen...
But i figured out that this picture is kinda big and doesnt view at a resolution under 1280x1024 (above it views good, i self use 1920x1080 ... and i never thought about this)

Is there a way to fix this ... without making the weegee picture smaller?
Or is there a screen resolution check in ACS? I dont think so :I
There is a way via ACS but you are gonna need the same image but in multiples sizes. By ACS you must know the screen resolution that is using the player with this script

Code: Select all


Script x (void){

gScreenWidth = GetScreenWidth();				//Get screen width
		gScreenHeight = GetScreenHeight();				//Get Screen height
		gScreenSize = gScreenWidth * gScreenHeight;		//Get overall screen size (width * height)

		If(gScreenSize <= Height * Width)	//Displays graphic for this resolutions or lower
		{
			SetHudSize(Height,Width,1);
			SetFont("ImageWithThisResolution");
			HudMessageBold(s:"a"; HUDMSG_PLAIN, 598, CR_UNTRANSLATED, 0.1, 0.1, 80, 0);
			Delay(1);

		} else if(gScreenSize <= Height * Width && gScreenSize >= Height * Width){

.....

}


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