Zombie HORDE - BETA 28 (page 16) - Fix1 (05/01/15)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Post Reply
User avatar
EnsaladaDeTomate
 
Posts: 51
Joined: Sat Feb 23, 2013 6:59 pm

RE: Zombie HORDE - BETA 26 (Sources available)

#101

Post by EnsaladaDeTomate » Sat Apr 13, 2013 11:57 pm

Hmm i would like to see new skins, or let the game to use custom skins, cause i get bored to see all time just "marines" :V

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

RE: Zombie HORDE - BETA 26 (Sources available)

#102

Post by ibm5155 » Sat Apr 20, 2013 6:22 pm

Today I could get some screenshots from a problem on the human/zombie counter
[spoiler]Image
Image[/spoiler]
Like you see, on the last screenshot the timer is 0 and there´s a "zombie" even if you search for it with f12 there wasn´t any zombie, but there was an extra human (4 humans ingame vs 3 humans + zombie)

This situation is easier to see on zm09 map (maybe something related to the telefrags? [that I did acidentaly :s])

EDIT: again the same bug
[spoiler]Image
Image
Image
Image[/spoiler]
Also happened on zm09 (and I´m 99% shure its about it only have +- 13 players spawn spots)
Last edited by ibm5155 on Sat Apr 20, 2013 8:17 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 - BETA 26 (Sources available)

#103

Post by Xsnake » Sun Apr 21, 2013 9:40 am

For some reason, that player had the "zombiemaker" item in their inventory. I don't think it's a bug related to zh code.

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

RE: Zombie HORDE - BETA 26 (Sources available)

#104

Post by ibm5155 » Sun Apr 21, 2013 12:29 pm

hmm
I only saw this problem on zm08 and zm09 (before I acidentaly lowered the player spawn from 32 to 12 =/)
The others maps I never saw that problem
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 - BETA 26 (Sources available)

#105

Post by Xsnake » Sun Apr 21, 2013 7:43 pm

A quick note regarding zombies selection (Im getting spammed about this).
It appears the same players get selected as zombie every two maps. I've been aware of this issue for a while but I can't do much about it.
The random() function is supposed to provide a random zombie each map, but its seed seems to be reset on map change. The reason why it occurs every two maps is because the game will remember the TID of the last zombie (on previous map) and will not pick them again.

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

RE: Zombie HORDE - BETA 26 (Sources available)

#106

Post by Xsnake » Fri Jun 21, 2013 4:31 pm

I realize I forgot to update the sources.

Mr.Man
Forum Regular
Posts: 657
Joined: Thu May 09, 2013 7:25 pm

RE: Zombie HORDE - BETA 26 (Sources available)

#107

Post by Mr.Man » Fri Jun 21, 2013 4:33 pm

Xsnake wrote: I realize I forgot to update the sources.
AAH just when i dont need it anymore xD

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

RE: Zombie HORDE - BETA 26 (Sources available)

#108

Post by ZzZombo » Mon Jun 24, 2013 2:29 pm

Xsnake wrote: A quick note regarding zombies selection (Im getting spammed about this).
It appears the same players get selected as zombie every two maps. I've been aware of this issue for a while but I can't do much about it.
The random() function is supposed to provide a random zombie each map, but its seed seems to be reset on map change. The reason why it occurs every two maps is because the game will remember the TID of the last zombie (on previous map) and will not pick them again.
You can set the seed yourself and then store it in an world array and then use that. Uh, I can't explain much, but AOW 2 uses something similar to fix the same problem.

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

RE: Zombie HORDE - BETA 26 (Sources available)

#109

Post by ibm5155 » Mon Jun 24, 2013 7:38 pm

Hmm Isn´t there a way to give an item to a player that would be with he even if he died?
If yes, just give an "zombie_started" item, and try to select a random player that doesn´t have it, if all players have it, just remove all the itens and select another one
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
ForrestMarkX
Forum Regular
Posts: 132
Joined: Sat Jun 16, 2012 2:04 am
Location: Texas

RE: Zombie HORDE - BETA 26 (Sources available)

#110

Post by ForrestMarkX » Fri Jun 28, 2013 11:15 pm

I made 2 addons for this in my spare time but I dunno if I should actually release them, the first I did basically gives human classes that have weapons that acts the same but are different. The other uses Team Deathmatch basically keep from getting infected and kill a certain amount of zombies (Can't cheat the gamemode by changing teams midgame, every newly joined player or someone who tries to join humans when the game is going will get auto swapped to zombies) I haven't balanced the TDM one since I don't really have anyone to test with and I made it only use the ZM maps since ZE maps wouldn't work in the slightest unless I enabled "respawn where died"

Anyway, here is the two servers that use these to see how they are

:: [BE] New York :: Zombie HORDE Beta26 + Versus b2
108.61.83.66:15031

:: [BE] New York :: Zombie HORDE Beta26 + enhanced f4 + mappack 8a + testpack r6
108.61.83.66:15075
Last edited by ForrestMarkX on Sat Jun 29, 2013 12:27 pm, edited 1 time in total.
Image[url=steam://friends/add/'.76561197997881512.']Image[/url]

Klofkac
Forum Regular
Posts: 481
Joined: Sat Jun 09, 2012 1:31 pm
Location: Ask Grandvoid servers

RE: Zombie HORDE - BETA 26 (Sources available)

#111

Post by Klofkac » Thu Jul 04, 2013 7:23 pm

phpBB [video]
The [video] tag is deprecated, please use the [media] tag
When screenshot isn't enough.
𝕂𝕝𝕠𝕗𝕜𝕒𝕔

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

RE: Zombie HORDE - BETA 26 (Sources available)

#112

Post by mr fiat » Fri Jul 12, 2013 2:51 pm

Spoiler: i have been tinkering with some custom zombie sprites because current zombie sprites look out of place. (Open)
phpBB [video]
The [video] tag is deprecated, please use the [media] tag

[id]Angel
 
Posts: 49
Joined: Sat Jun 09, 2012 9:33 am
Location: Earth

RE: Zombie HORDE - BETA 26 (Sources available)

#113

Post by [id]Angel » Sun Jul 14, 2013 8:12 am

Hey there XSnake, i was wondering if you can do these things to both Balance and make the mod better, so here are my requests:

Human Classes (Civilian, Military, Police, Redneck [Im serious about this, he needs to use a hunting rifle or any Country Gun], Medic [They should also have different weapons that they must select, either if it's a Rifle, a Machinegun, a SMG, or a Shotgun])

Zombie Classes (Normal, Carrier, Runner, Berserker, Spitter)

Rifles (The Sniper Rifle is the only rifle in the game, and the BAR is not an Assault Rifle, it's an Automatic Rifle which is a common term used for lightweight portable Machineguns during WW1 and WW2, we need different types of Rifles (Which can be selected), An Assault Rifle for the Military Class (It can be selected whether it is a M4A1, M16, AK-47, AKS74-U), A Hunting Rifle for the Civilian and Redneck Class (Kar98k, Remington 700, Springfield M1903), a Marksman Rifle for the Police and Civilian Class (AR-15, M1 Garand, M14), a Sniper Rifle for the Military and Police class (M24, M40A1 [Which is already in the game], A Barrett M107 [Now don't complain or get butthurt or anything, the US Army officially designates the Barrett M107 and it's predecessor {The Barrett M82} as a Sniper Rifle and to make it balanced it will have high accuracy, high damage, low rate of fire , and super huge recoil which pushes the player back and the main reason why it will have a Low Rate of fire even if it is operating in Semi-Auto)

SMG's (Zombie Horde lacks SMG's, And the Chaingun is pure shit that needs to be removed and replaced with SMG's [Well IMO of course] we need a MP5 for the Police, Medic, and Military class, a MP7 for the Police and Medic Class, A Uzi or a Tec-9 for the Civilian Class

Different Infected skins, they should be Human Like And use the Revenant like Skin for the Runner Zombie Class, a Redneck Zombie Skin for the Spitter class , a Military Zombie skin for the Berserker class, And A Medic Zombie for the Carrier Class, And a Civilian Zombie Skin for the Normal Zombie Class)

Different Shotgun Variants ( A Remington 870 for all classes, an AA-12 for the Military Class [To make it balanced, it will have High recoil {Even if AA-12's in real life have no recoil due to it's unique mechanism, but this is DOOM, so fuck that Realism shit}, it will use Standard 8 Round Magazines [Not the Extended 12 Rounder magazine or that Huge ass 32 Round Drum mag]) and a Double Barrel Shotgun for the Civilian and Redneck Class)

Machine Guns (We will have ways to make it balanced so don't get butthurt or anything, and they can only be used by the Military Class, so btw here they are: The M249 (Low Damage, High Accuracy, Normal Recoil), The RPK (High Damage, Low Accuracy, High Recoil), The M60 (Normal Damage, Normal Accuracy, Normal Recoil), And the BAR (Which is already ingame, but needs to get balanced and tweaked)

Meele Weapons (Combat Knife for the Military and Medic Class, Baton for the Police Class, Kitchen Knife for the Civilian and Redneck Class, Bat for the Civilian Class, Bonesaw for the Medic Class, and Chainsaw for the Redneck Class [And to make it balanced, it needs Gas or either it will have Low Damage like Vanila DOOM's Chainsaw])

Different Sidearms (Beretta M9 [Which is already ingame] for All the classes except for the Redneck Class, Colt Python for the Police and Redneck class, Micro Uzi for the Civilian and Medic Class [The Micro Uzi is considered as a Machine Pistol due to it's size], Makarov PM for the Civilian and Military Class, Desert Eagle for the Military and Police Class)

And here are the Stats for the Classes

-Human Classes-

Civilian:
+Normal Speed
+Can use a Wide Variety of Weapons
+Normal Health
+Higher Jumps
-No Grenades
-Can only hold 2 Weapons at once
-No Body Armor

Military:
+Can hold almost every type of Weapon
+High Health
+Grenades
+Normal Jumps
+Body Armor
+Can Hold 4 Weapons at Once
+Can Switch weapons Very fast
-Low-Normal Speed
-Can get stuck on Spitter acid
-Cant Handle some Civilian Weapons

Police:
+Body Armor
+Low-Normal Health
+Normal Speed
+Cannot get stuck on Spitter Acid
+Can Hold 3 weapons at once
-Can only use some Shotguns, Marksman Rifles and Sniper Rifles
-No Grenades
-Low Jumps

Redneck:
+Normal Health
+Normal-High Speed
+Can switch weapons very fast
+High Jumps
-Crazy
-Health drains faster when covered on Spitter acid
-Can only hold 2 Weapons

Medic:
+Regenerating Health
+Body Armor
+Can Switch weapons very fast
+Can Heal Teammates
+Bonesaw that does high damage
+Fast speed
+Grenades
+Can stop an Infection caused by a Carrier
-Low Health
-Can only use some SMG's and Shotguns
-Low-Normal Jump
-Can only hold 3 Weapons at once (The rest are Medical tools)
-No Flares
-Cant throw Grenades well


Here are the Stats for the Zombie Classes

Normal Zombie:
+Normal Speed
+Normal Health
+Normal Jumps
+Normal Damage
-Cant Infect
-Vulnerable to Explosions
-Can melt in Spitter Acid
-Vulnerable to Fire

Carrier Zombie:
+Normal Health
+Normal Jumps
+High Damage Meele attack
+Bite Attack that infects Humans
+Suicide Explosion Attack that has a low damage and covers nearby Humans in Blood that Temporarily disables them for a while
-Low Speed
-Bite Attack only has Low Damage
-Bite Attack cant instantly infect a Player (The Infection can still be stopped by the Medic)
-Meele attack is Slow
-Explosion can harm fellow Zombies

Runner Zombie:
+High Speed
+Rapid Claw Attack
+Small Chance of Infecting Humans
-Low Health
-Rapid Claw Attack only has Low Damage
-Low Jumps
-Super Vulnerable to Fire

Spitter:
+High Jumps
+Acid that can Melt Humans
+Punch Attack
+Acid can regenerate
+-Leaks Acid when shot on the Stomach
+Explodes when killed, covering nearby Humans in Acid
-Vulnerable to Fire
-Long Acid Regeneration time
-Acid can damage fellow Zombies


So that is all of my requests, btw do you guys like it or not
Berserker
+High Health
+Meele Only Attacks
+Can Gib Humans
+Takes Less Damages from Bullets
+Takes Less Damages from Fire
+Cracks the Surface when it lands
+Powerful
-Low Speed
-Low Jump
-Vulnerable to Explosions
-Slow Attacks
Last edited by [id]Angel on Sun Jul 14, 2013 8:40 am, edited 1 time in total.
[spoiler]Image[/spoiler]
Find me ingame as [id]Angel

SpaceMarine
Forum Regular
Posts: 269
Joined: Fri Oct 19, 2012 4:15 pm
Location: Behind you

RE: Zombie HORDE - BETA 26 (Sources available)

#114

Post by SpaceMarine » Sun Jul 14, 2013 10:56 am

[id]Angel wrote:

Here are the Stats for the Zombie Classes

Normal Zombie:
-Cant Infect
But why?

Edit(This is for Xsnake): Take "Doomguy", a player who is a zombie. He scratches a human on low health. The human dies. But the obituary message is this: "Doomguy accidented a zombie" or "Doomguy spilled zombie blood". WTF is this shit. A ZOMBIE killed a HUMAN through scratching, and the obituary message claims that a zombie got killed -_-

This needs to be fixed :L
Last edited by SpaceMarine on Sun Jul 14, 2013 11:01 am, edited 1 time in total.
Spoiler: ibm5155 wrote (Open)
O NO, pony invasion at zombie horde forum D:
Image

Cruduxy
Zandrone
Posts: 1059
Joined: Fri Jun 08, 2012 4:24 pm

RE: Zombie HORDE - BETA 26 (Sources available)

#115

Post by Cruduxy » Sun Jul 14, 2013 10:58 am

Heh zombie classes... Unofficial addon inspired? :P
[][][][][][][][][][][][][][][]
Nothing to see here
[][][][][][][][][][][][][][][]

User avatar
ForrestMarkX
Forum Regular
Posts: 132
Joined: Sat Jun 16, 2012 2:04 am
Location: Texas

RE: Zombie HORDE - BETA 26 (Sources available)

#116

Post by ForrestMarkX » Sun Jul 14, 2013 11:25 am

SpaceMarine wrote:
[id]Angel wrote:

Here are the Stats for the Zombie Classes

Normal Zombie:
-Cant Infect
But why?

Edit(This is for Xsnake): Take "Doomguy", a player who is a zombie. He scratches a human on low health. The human dies. But the obituary message is this: "Doomguy accidented a zombie" or "Doomguy spilled zombie blood". WTF is this shit. A ZOMBIE killed a HUMAN through scratching, and the obituary message claims that a zombie got killed -_-

This needs to be fixed :L
That can't be fixed unless XSnake changes the mod to a Team LMS style, it does this cause he had to change the friendly fire obituaries to these messages. The only fix would be to change them to not mention a zombie and just a general message like "<player> got killed"
Image[url=steam://friends/add/'.76561197997881512.']Image[/url]

SpaceMarine
Forum Regular
Posts: 269
Joined: Fri Oct 19, 2012 4:15 pm
Location: Behind you

RE: Zombie HORDE - BETA 26 (Sources available)

#117

Post by SpaceMarine » Sun Jul 14, 2013 2:02 pm

ForrestMarkX wrote:

That can't be fixed unless XSnake changes the mod to a Team LMS style, it does this cause he had to change the friendly fire obituaries to these messages. The only fix would be to change them to not mention a zombie and just a general message like "<player> got killed"
Ehm, OK. I understand
Spoiler: ibm5155 wrote (Open)
O NO, pony invasion at zombie horde forum D:
Image

Mr.Man
Forum Regular
Posts: 657
Joined: Thu May 09, 2013 7:25 pm

RE: Zombie HORDE - BETA 26 (Sources available)

#118

Post by Mr.Man » Sun Jul 14, 2013 2:06 pm

There is already a addon similiar, just not for zombies. It's nice, but it'll eat mb i bet.

Cruduxy
Zandrone
Posts: 1059
Joined: Fri Jun 08, 2012 4:24 pm

RE: Zombie HORDE - BETA 26 (Sources available)

#119

Post by Cruduxy » Sun Jul 14, 2013 2:19 pm

Actually there is an old addon with classes on both teams.. Abandonded though heh
[][][][][][][][][][][][][][][]
Nothing to see here
[][][][][][][][][][][][][][][]

Esum
New User
Posts: 7
Joined: Sat Oct 06, 2012 6:10 pm

RE: Zombie HORDE - BETA 26 (Sources available)

#120

Post by Esum » Sun Jul 14, 2013 4:29 pm

ForrestMarkX wrote:
SpaceMarine wrote: Edit(This is for Xsnake): Take "Doomguy", a player who is a zombie. He scratches a human on low health. The human dies. But the obituary message is this: "Doomguy accidented a zombie" or "Doomguy spilled zombie blood". WTF is this shit. A ZOMBIE killed a HUMAN through scratching, and the obituary message claims that a zombie got killed -_-

This needs to be fixed :L
That can't be fixed unless XSnake changes the mod to a Team LMS style, it does this cause he had to change the friendly fire obituaries to these messages. The only fix would be to change them to not mention a zombie and just a general message like "<player> got killed"
I already tried to change the Zombie Horde into a Team LMS game but it turned out to be hard without completely rewriting all sources and editing all the maps (I tried to reuse some scripts but i ended up making all maps Team LMS - Deathmatch compatible, btw most of ZM06 actors should have their Deathmatch flag enable in a future update)
Furthermore XSnake should initiate such a decision as it is his mod, i understand considering rewriting all the decorate and acs and fix all maps can be a bit discouraging and seem useless since ZH works well (there are still some bugs as i saw on Badlands video though)
About the obituaries 2 I have 2 possibilities :
- Suggest to add the name of the killed player in friendly obituary, i.e. a change in Zandronum itself (i don't know if it's possible as i never took the trouble to check)
- With clever use of acs and decorate you can create "fake" obituaries, with the name of both the killer and the killed player, by the mean of the Log command (the dehacked should be modified to set "blank" obituaries just a "." for instance)

I tried the second possibility (in ZH) and it worked fine (you can also ask me to provide the source if you want it).

EDIT: I also made an ingame ragequitting punishment and a map reset.
Last edited by Esum on Sun Jul 14, 2013 4:32 pm, edited 1 time in total.

Post Reply