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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RE: Zombie HORDE - The mappack project! (8a / r4)

#321

Post by ibm5155 » Wed Apr 17, 2013 6:22 pm

Killed the big boxes on the start and removed the op spot :D, is that better?
[spoiler]Image
Image
Image[/spoiler]
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RE: Zombie HORDE - The mappack project! (8a / r4)

#322

Post by Guardsoul » Wed Apr 17, 2013 8:09 pm

Well, there are few things that could be improved:

- The big house can be better detailed at outside part
- Cave/Mine entrance has some strange sectors in the ceiling
- Some slopes arent well placed incaves (doesnt seem very realist imo)
- Generator could have a cool structure
- Code room (red door) can be made in some way that seems to be a security room.
- Exterior wall (outdoors zone) is quite simple

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RE: Zombie HORDE - The mappack project! (8a / r4)

#323

Post by ibm5155 » Wed Apr 17, 2013 9:07 pm

Guardsoul wrote: Well, there are few things that could be improved:

- The big house can be better detailed at outside part
- Cave/Mine entrance has some strange sectors in the ceiling
- Some slopes arent well placed incaves (doesnt seem very realist imo)
- Generator could have a cool structure
- Code room (red door) can be made in some way that seems to be a security room.
- Exterior wall (outdoors zone) is quite simple
1)I think the same thing a long time, I did some detailing like add windows to the second floor and some slopes, but I know it´s not enough, hmm should I add more windows? or something more?

2) yes, and I´ll delete that part .-. (It´s unstable on doom builder when i change that part =/)

3)void
4) And it´ll, I just need the right idea/textures

5) hmm never thinked on that way, and it´s easy to do it :D

6)the rock walls are really simple, I may add some more details here and there :)

Thanks guardsoul for criticism, I´ll fix all this on the next release

EDIT: hmm weird bug on my map today, when it was the end script actived some time after it crashed the server, but it stayed on the same map O_o

and stiff I didn´t died here '-'
[spoiler]Image[/spoiler]
Last edited by ibm5155 on Thu Apr 18, 2013 10:43 pm, edited 1 time in total.
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Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (8a / r4)

#324

Post by Stiff » Fri Apr 19, 2013 3:31 pm

I see, and ive fixed... Btw you dont die there you get trown out of it (like trampoline effect) ... And the funny thing is you can jump on the "bikestand" ... Or whatever its named (little open building next to the gate)

And i have an item changelog, wich items ive removed in my maps ze19 and ze25 wich i will send later!
Last edited by Stiff on Fri Apr 19, 2013 3:33 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r4)

#325

Post by ibm5155 » Fri Apr 19, 2013 11:08 pm

hmm D: I didn´t tried that =/
hmm sorry stiff I may have replaced a ambient sound that you used :s, I´ll select another number next time ( i think it´s the 62 or 63)
EDIT:
Today I glitched the virtual scape two times O_O here are the prints (extra how to fix it :p)
[spoiler]Image
Image
Image
Image
Image
Image
Image

and tadah, here´s the glitch
Image
How to fix it?
goto position X:1142 and Y:2332 on doom builder
then select player (14 or less) spawn spot and delete it :)[/spoiler]

EDIT:
$ambient 61 ibmeff6 Point Continuous 1.0
and
$AMBIENT 61 ELEVATOR POINT CONTINUOUS 25.0
here´s the problem :)

EDIT2:
Stiff wrote: SoulSpheres 0 Removed 1
Hmm there was pacman on your map O_O lol
Last edited by ibm5155 on Sat Apr 20, 2013 12:51 pm, edited 1 time in total.
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Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (8a / r4)

#326

Post by Stiff » Sat Apr 20, 2013 8:42 am

Once i spawned in a dummyroom / Skybox at start in Virtual!

Ibm:
hmm D: I didn´t tried that =/

It aint possible its bugged :I
And my map (ze19) only uses 1 custom ambient sound, number 61 ( $AMBIENT 61 ELEVATOR POINT CONTINUOUS 25.0 ) wich is the tram sound. Ze25 dont use custom ambient sounds.

And here are the item changelogs:

Changelog items ZE19:

Grenades 4 (IR 7) Removed 3
Jacksguns 3 Removed 4
SSG's 2 Removed 4
Boxes 2 Removed 2
Automatic rifles 2 Removed 3
FireBombs 3 (IR 4) Removed 12
SoulSpheres 1 Removed 1
Medkits 4 Removed 0
Suicidal item 1 Removed 0
Blue key 1 Added 1
Red armor 0 Removed 1

Total 23 (Expected was 26)




Changelog items ZE25:

Grenades 3 Removed 0
Jacksguns 4 Removed 2
SSG's 2 Removed 1
Boxes 2 Removed 1
Automatic rifles 3 Removed 1
FireBombs 4 Removed 24
SoulSpheres 0 Removed 1
Medkits 0 Removed 0
Suicidal item 0 Removed 0
Blue key 0 Added 0
Red armor 0 Removed 0

Total 18 (Expected was 20)

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RE: Zombie HORDE - The mappack project! (8a / r4)

#327

Post by Xsnake » Sat Apr 20, 2013 8:45 am

I don't know how this spawnspot ended up there. Both virtual maps should be removed of the maplist anyway. Speak to Konar if you can.

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RE: Zombie HORDE - The mappack project! (8a / r4)

#328

Post by ibm5155 » Sun Apr 21, 2013 12:15 am

hmm ok
...

ZM09 updates (no download link)
-A security like area
-A more detailed generator (I´ll detail more the other too)
-Fixed some slopes
-Add a new room on the third floor (need more detailing)
- +10fps/20fps on the outside area and inside house
- "Detailed"/more windows on the house
Spoiler: Screenshots (Open)
Image
Image
Image
Image
Image
Image<--Ignore the weird window on the right
Image
What I´ll do
-A more detailed generator2
-Large the cave passage
-Large a bit more the third floor
-Rework on the cave passage

hmm any comments?

EDIT:
Experiment doing the best visual on opengl and have soso the same result in software
Spoiler: Open the spoiler to see the comparatives (Open)
I´m still working on it but if you want to release the next testpack now I can upload the latest version now :)
Last edited by ibm5155 on Sun Apr 21, 2013 2:59 pm, edited 1 time in total.
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (8a / r4)

#329

Post by Stiff » Sun Apr 21, 2013 12:53 pm

Ze25 new version http://sickedwick.net/uploader/files/stiffZE25v7.wad

- Bug fixes (whereunder fail lava at begin)
- Changed end
- You wont die when falling from building (50 Damage humans / 100 Damage zombies)
- Lesser special items (see item changelog in my previous post)

Im only testing the new end becouse i have bad feelings about it...
But maybe it will work great!
Last edited by Stiff on Sun Apr 21, 2013 6:22 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r4)

#330

Post by Xsnake » Sun Apr 21, 2013 7:36 pm

A testpack update will come soon. But for now, I'm releasing a quick fix for ze11 because I'm tired of people glitching the map everytime.

http://sickedwick.net/uploader/files/ze11-fix.zip

Wads order zh-beta zh-mappack zh-testpack ze11-fix

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RE: Zombie HORDE - The mappack project! (8a / r4)

#331

Post by Konar6 » Sun Apr 21, 2013 8:10 pm

Doesn't work



Bad PNAMES and/or texture directory:

PNAMES has 10 entries, but
BIGBRIK1 wants to use entry 11.
Ijon Tichy wrote:I like how your first responses to concerns being raised was to start insulting people, accusing random people on the Internet of being Shadowfox, and digging up irrelevant shit from the past. It really inspires confidence in me that you guys are level-headed and rational folks.


<BlueCool> you guys IQ is the same as my IP, Dynamic

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RE: Zombie HORDE - The mappack project! (8a / r4)

#332

Post by Xsnake » Mon Apr 22, 2013 4:52 pm

Konar6 wrote: Doesn't work



Bad PNAMES and/or texture directory:

PNAMES has 10 entries, but
BIGBRIK1 wants to use entry 11.
This should work. http://sickedwick.net/uploader/files/ze11-fixed.zip

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RE: Zombie HORDE - The mappack project! (8a / r4)

#333

Post by ibm5155 » Thu Apr 25, 2013 1:47 am

ZM09 BETA8.2 out: https://mega.co.nz/#!31wChS6K!TdxVrQ_P- ... Qwljq7Hdk

UPDATES:
*Slopes Fixed
*One more usable room on third floor of red house/mansion
*The big wood house now is little and easier to go there
*Improved Software render scripts
*White Face Fix
*Ravishing sounds edited
*Ghouldemon/Soulsphere sounds edited
*both generators were recreated
*More details(windows) on red house/mansion
*Removed the outside big boxes
*Outside minor edits
*Fixed telefrags (before a mistake it was 11 players spawn spots, now it´s 64 :D [at least when zh fully support it, I´ll not need to edit the map :))
*+5, +10 and +20fps gain in some areas
*People can active desactive nedm and cats when they want (do the combo:jump+crouch+fire)
*Fixed Problem when lava + ravishing come at the same time and scripts crashed
*Fixed wrong music when you see white face
*Fixed, old last human music back
*ADD new effects when dead by white face

Well I tested it online (me and another me '-') and all the scripts were working like it should do :D
Last edited by ibm5155 on Sat Apr 27, 2013 7:47 pm, edited 1 time in total.
Projects
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Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (8a / r4)

#334

Post by Vegeta » Thu Apr 25, 2013 6:00 pm

Made this little optional client patch for zm09. It replaces the annoying nedm and cat graphics with invisible 1x1 dots.

You can download it here:
http://www.mediafire.com/?avl2i8iamvij97l

To use it you have to:
-Place the wad in your skulltag/zandronum folder.
-Open ide, go to "options", then select "launch game parameters". In the space that says "additional game parameters" add this command: -file nondm.wad
Note that this will not work if you just place it in your skins folder.

Now you'll listen the ugly music but you'll no longer see the nedm logo and cats. If you want, you can change the music on console with "changemus <name of a track>" or "idmus <number between 1 and 32>".

Note:This is not a cheat, it doesn't give advantages over players that do not use it.
Last edited by Vegeta on Thu Apr 25, 2013 6:33 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r4)

#335

Post by Guardsoul » Thu Apr 25, 2013 6:15 pm

Dont know if this kind of things are morally good due thats IBM´s map and its his work. It could be good if it would be optional (I mean, you can turn it on or off in the clientside). Sorry but there are some people that want those cats :P so I wont download it. Maybe IBM create that option.
Last edited by Guardsoul on Thu Apr 25, 2013 6:17 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r4)

#336

Post by Vegeta » Thu Apr 25, 2013 6:17 pm

It's optional, it only affects these who download and use it. Everyone else will see the cats.
You have to admit that the nedm isn't like the disco at the hospital. The fact that it can be activated easy in every game if a troll wants to makes it worse.
Last edited by Vegeta on Thu Apr 25, 2013 6:19 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r4)

#337

Post by ibm5155 » Thu Apr 25, 2013 6:19 pm

Guardsoul wrote: Dont know if this kind of things are morally good due thats IBM´s map and its his work. It could be good if it would be optional (I mean, you can turn it on or off in the clientside). Sorry but there are some people that want those cats :P so I wont download it. Maybe IBM create that option.
Well I know some people dislike it and I don´t know how to do it on and off :s. I´ll check the nondm file to see if I can do something :)

hmm, it´ll not help '-'

EDIT:found a solution that worked offline :D, now ned to test it on

EDIT 2:bad news, this only woks with the activator =/ I need to do a way to get the player tid to check the command
Last edited by ibm5155 on Thu Apr 25, 2013 7:02 pm, edited 1 time in total.
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (8a / r4)

#338

Post by Vegeta » Thu Apr 25, 2013 6:33 pm

Other than the nedm I think the map is pretty good.

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RE: Zombie HORDE - The mappack project! (8a / r4)

#339

Post by ibm5155 » Thu Apr 25, 2013 7:14 pm

Ok new download link:https://mega.co.nz/#!31wChS6K!TdxVrQ_P- ... NQwljq7Hdk

*Fixed 3 textures unaligned founded now :s
*People can active desactive nedm and cats when they want (do the combo:jump+crouch+fire)
*Fixed Problem when lava + ravishing come at the same time and scripts crashed
*Fixed wrong music when you see white face
*Fixed, old last human music back
*ADD new effects when dead by white face


EDIT: There´ll be a rare problem when the lava and ravishing come at the same time and things just stop working =/
EDIT2: while there´s no testpack news, I did a fast update to fix some anoy bugs
Last edited by ibm5155 on Sat Apr 27, 2013 7:48 pm, edited 1 time in total.
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (8a / r4)

#340

Post by Stiff » Fri Apr 26, 2013 8:10 am

Lol i just changed the nodm cats inside idms wad into penguinheads, and changed the text into penguin xD... You can also just change those in... Nothing :|.
The server wont care that becouse changing sprites cannot change gameplay (much)

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