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

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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ForrestMarkX
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RE: Zombie HORDE - BETA 26 (Sources available)

#121

Post by ForrestMarkX » Sun Jul 14, 2013 4:41 pm

Esum wrote: 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)
Team LMS would be a bad idea anyway, unless they add a option to disable the same team marker, if not then most players will complain it "gets in the way" and will complain that it "overlaps the zombie sprites", and in the most general of cases most will complain cause it's something different
Last edited by ForrestMarkX on Sun Jul 14, 2013 4:43 pm, edited 1 time in total.
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RE: Zombie HORDE - BETA 26 (Sources available)

#122

Post by Klofkac » Fri Jul 19, 2013 9:45 pm

The secrets or bonuses I thought of (some are existing in my wads) for new maps or bonus item:
  • Energy drink, fully refills sprint energy (sprinting is fun)
  • Long fall boots, prevent you from getting falling damage (ze02, anybody?)
  • Zombie suit, makes you look like a zombie at cost of speed and audible heart beat (I AM LE SPY)
  • Melee weapon, for making a fight with zimba (fight zombie face to smelly face)
  • Throwable rock usable by zombies to stun humans (no, it is not op)
Last edited by Klofkac on Fri Jul 19, 2013 9:50 pm, edited 1 time in total.
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RE: Zombie HORDE - BETA 26 (Sources available)

#123

Post by ibm5155 » Fri Jul 19, 2013 10:02 pm

just adding an old item that I thinked
+power punch (or another name), when a human use it, he´ll win a two fist guns that may take 200 or 300hp from the zombies, he will not even get more infected, but this item would have like a timer of 20 or 30 seconds, after that the human could get infected, lost the fisting "gun" and maybe just have the pistol.

It´s weird but it´s what I thinked a long time ago :D
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Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - BETA 26 (Sources available)

#124

Post by Xsnake » Sat Jul 20, 2013 11:23 am

Klofkac wrote: The secrets or bonuses I thought of (some are existing in my wads) for new maps or bonus item:
  • Energy drink, fully refills sprint energy (sprinting is fun)
  • Long fall boots, prevent you from getting falling damage (ze02, anybody?)
  • Zombie suit, makes you look like a zombie at cost of speed and audible heart beat (I AM LE SPY)
All these items have crossed my mind, yeah. :cool: I might add the two first in the future.

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RE: Zombie HORDE - BETA 26 (Sources available)

#125

Post by ZzZombo » Sun Jul 21, 2013 3:23 am

The second is in my Usual addon as rare item drop.
QZRcon - Qt-based tool for Zandronum/Skulltag servers!
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RE: Zombie HORDE - BETA 26 (Sources available)

#126

Post by P_player » Sun Jul 21, 2013 2:25 pm

Hi all, I noticed that in gv server lately the sniper's damage is 125 always. (insted of 125*random(1,3))

It very hard to play like this and I think it's because the zandronum 1.1.1 (the random was changed in the function A_FireBullets)

please do something ???
Last edited by P_player on Sun Jul 21, 2013 9:35 pm, edited 1 time in total.

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RE: Zombie HORDE - BETA 26 (Sources available)

#127

Post by ibm5155 » Sun Jul 21, 2013 10:36 pm

on zandronum 1.1.1 the sniper damage is 125 to lower. Wasn´t it to be betw 125 and 300? (SNIP A 1 A_FireBullets(1,1,1,125,"BulletPuff2",2) , the damage is the same as random(125,300)
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Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - BETA 26 (Sources available)

#128

Post by P_player » Sun Jul 21, 2013 10:50 pm

The sniper is exactly 125 , 250 , 375 like all bullet function
but in 1.1.1 its exactly 125 with no random
maybe the last parameter (2) is a flag that disable it

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RE: Zombie HORDE - BETA 26 (Sources available)

#129

Post by ibm5155 » Sun Jul 21, 2013 11:15 pm

hmmm then
SNIP A 1 A_FireBullets(1,1,1,random(125,300),"BulletPuff2",2) could fix the problem or another "better" solution
/\
EDIT din´t fixed, also What I see here is the bullet damage from 69 to 129.
I tried to fix but the only results that I got was no bullet or the same problem on the sniper for now '-'
Last edited by ibm5155 on Sun Jul 21, 2013 11:34 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 - BETA 26 (Sources available)

#130

Post by P_player » Mon Jul 22, 2013 1:35 pm

ibm5155 wrote: hmmm then
SNIP A 1 A_FireBullets(1,1,1,random(125,300),"BulletPuff2",2) could fix the problem or another "better" solution
/\
EDIT din´t fixed, also What I see here is the bullet damage from 69 to 129.
I tried to fix but the only results that I got was no bullet or the same problem on the sniper for now '-'
Random(125,375) won't fix it, you should do 125*Random(1,3) insted
(and not play in I'm too young to die)
and in the last parameter write the flag's name insted of number.

try it and tell me

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RE: Zombie HORDE - BETA 26 (Sources available)

#131

Post by ibm5155 » Mon Jul 22, 2013 5:22 pm

this way it takes too much dammage xD
but random(1,2) takes too much too i don´t know the why :s
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - BETA 26 (Sources available)

#132

Post by P_player » Mon Jul 22, 2013 8:10 pm

I did it and it works fine

(zh-beta26-fix2):
SNIP A 1 A_FireBullets(1,1,1,125*Random(1,3),"BulletPuff2",2)
and this is the real damage like all bullets function
for ex: pistol's damage is 5 and its do 5*Random(1,3) - 5, 10, 15

(Random(125,375) mean 125,126,127...375)
Last edited by P_player on Mon Jul 22, 2013 8:10 pm, edited 1 time in total.

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RE: Zombie HORDE - BETA 26 (Sources available)

#133

Post by Xsnake » Tue Jul 23, 2013 3:49 pm

Since they fixed the A_FireBullets function in the latest Zandronum release, it isn't surprising to see the damage isn't random anymore.
The latest argument of the function "2" is actually the norandom flag.

// Flags for A_FireBullets
const int FBF_USEAMMO = 1;
const int FBF_NORANDOM = 2;
const int FBF_EXPLICITANGLE = 4;
const int FBF_NOPITCH = 8;
const int FBF_NOFLASH = 16;

The reason why the damage was random so far is because the flags were bugged. So that's a mistake of mine. Maybe I wanted to make the damage static before. I don't remember. Anyway, I will release a fix next weekend along with a ZM01 update.

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RE: Zombie HORDE - BETA 26 (Sources available)

#134

Post by ibm5155 » Tue Jul 23, 2013 6:44 pm

Good to see that ZM01 will be back :D
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - BETA 26 (Sources available)

#135

Post by P_player » Tue Jul 23, 2013 7:41 pm

Thanks Xsnake.

And if you can update\change the virus map too.

oh, and what about the 'only survivor' achivments?
Last edited by P_player on Wed Jul 24, 2013 12:20 pm, edited 1 time in total.

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RE: Zombie HORDE - BETA 26 (Sources available)

#136

Post by Xsnake » Fri Jul 26, 2013 3:49 pm

P_player wrote: oh, and what about the 'only survivor' achivments?
I don't have a clue about what's wrong with those. Everyone is free to look at the code if they think they can find out whats wrong. Code starts at line 769 of ACHIEVEMENTS.txt.

As for this weekend's update, I'm having some troubles with the ZM01 enhancement. The combination of portals and 3D floors cause some small FPS drops which I want to avoid. I might just release a patch to fix the sniper damage issue alone and the map update will come out later.

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RE: Zombie HORDE - BETA 26 (Sources available)

#137

Post by P_player » Fri Jul 26, 2013 4:07 pm

Too bad for ZM01.
Can u edit the ZM02 for more fps? just give up on some 3d floors or reduce the big space by some walls.

And for the achievement, I tried with bots (disable security) and it was fine. You can try it too or you need to compile something again (maybe somthing was changed)

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RE: Zombie HORDE - BETA 26 (Sources available)

#138

Post by ibm5155 » Fri Jul 26, 2013 4:34 pm

I know portals are cool, but it´s better to avoid it (and yes I used it on zm09, but it eats alot of fps D:, but they´re good too to avoid complex strutures using 3D floors too) about 3D floors, Just don´t put alot of it on a little space or on a big open area...

For zm02 i think there´re two problens
first:it´s a big open area with detailed buildings.
second:too much 3D floors on open areas, but that´s the price to pay for a engine that wasn´t designed for complex outside areas :s
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - BETA 26 (Sources available)

#139

Post by Mr.Man » Fri Jul 26, 2013 7:06 pm

EHM i got a bug for you xsnake.
-you probably know the spy zombie bug, where a human has the zombiemaker item, causing the game to freeze since not all "zombies" are gone.
-Alot of times, when i hit somebody, he doesnt get infected. Instead of that, i infect a player named "doommarine", which in this case didnt exist ingame at all. The one i hit leaves unharmed though. Really spooky lol.


EDIT: as for those portals, if they lagg, then just make the sewers be "flooded". Just let nukage flow out of it maybe? :L
Last edited by Mr.Man on Fri Jul 26, 2013 7:07 pm, edited 1 time in total.

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RE: Zombie HORDE - BETA 26 (Sources available)

#140

Post by ibm5155 » Fri Jul 26, 2013 7:33 pm

Mr.Man wrote: EHM i got a bug for you xsnake.
-you probably know the spy zombie bug, where a human has the zombiemaker item, causing the game to freeze since not all "zombies" are gone.
That only happens on maps where people get telefraged at start, and telefrag means spawn spots lower than the actual player number (that bug happened alot on zm09 when I acidentaly changed 32 spawn spots to 12 D:)
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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