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

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Kaminsky
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RE: Zombie HORDE - BETA 26 (Sources available)

#141

Post by Kaminsky » Fri Jul 26, 2013 8:36 pm

Whenever there are at least twenty people playing on any server, there will be a "glitch" involving several people becoming infected as zombies, which abruptly ends the round. The glitch normally occurs on Zombie Escape maps such as "Dollet Escape" and "Virtual Escape".
Last edited by Kaminsky on Fri Jul 26, 2013 8:37 pm, edited 1 time in total.

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RE: Zombie HORDE - BETA 26 (Sources available)

#142

Post by Mr.Man » Sat Jul 27, 2013 11:12 am

Dr.Robotnik wrote: Whenever there are at least twenty people playing on any server, there will be a "glitch" involving several people becoming infected as zombies, which abruptly ends the round. The glitch normally occurs on Zombie Escape maps such as "Dollet Escape" and "Virtual Escape".
You mean when everyone becomes initial? that can be on any map

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RE: Zombie HORDE - BETA 26 (Sources available)

#143

Post by Xsnake » Sat Jul 27, 2013 1:04 pm

Dr.Robotnik wrote: Whenever there are at least twenty people playing on any server, there will be a "glitch" involving several people becoming infected as zombies, which abruptly ends the round. The glitch normally occurs on Zombie Escape maps such as "Dollet Escape" and "Virtual Escape".
I think you're refering to the bug which causes everyone to be infected when a lagging player gets infected. This has been discussed already in this thread or in the mappack's topic. What happens is that, since the player is lagging, the infection script activator becomes the "world" and hence its effect is applied to all the players. Does this still happen on Zandronum 1.1 ?

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RE: Zombie HORDE - BETA 26 (Sources available)

#144

Post by ibm5155 » Sat Jul 27, 2013 1:33 pm

Xsnake wrote:
Dr.Robotnik wrote: Whenever there are at least twenty people playing on any server, there will be a "glitch" involving several people becoming infected as zombies, which abruptly ends the round. The glitch normally occurs on Zombie Escape maps such as "Dollet Escape" and "Virtual Escape".
I think you're refering to the bug which causes everyone to be infected when a lagging player gets infected. This has been discussed already in this thread or in the mappack's topic. What happens is that, since the player is lagging, the infection script activator becomes the "world" and hence its effect is applied to all the players. Does this still happen on Zandronum 1.1 ?
1.1.1 yes :/

I know it´s not the best solution but, isn´t a way to know if it´s a world script? then just a terminate would "fix" that problem;
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RE: Zombie HORDE - BETA 26 (Sources available)

#145

Post by Torr Samaho » Sat Jul 27, 2013 7:09 pm

Xsnake wrote: What happens is that, since the player is lagging, the infection script activator becomes the "world" and hence its effect is applied to all the players.
That sounds like a bug (at least if Zandronum really behaves like this). If there is no ticket for this yet, please create one and include a minimal example wad to demonstrate the problem.

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RE: Zombie HORDE - BETA 26 (Sources available)

#146

Post by Mr.Man » Sat Jul 27, 2013 7:26 pm

Torr Samaho wrote:
Xsnake wrote: What happens is that, since the player is lagging, the infection script activator becomes the "world" and hence its effect is applied to all the players.
That sounds like a bug (at least if Zandronum really behaves like this). If there is no ticket for this yet, please create one and include a minimal example wad to demonstrate the problem.
Well i made a video about it once, and i think this is what they mean too.
http://www.youtube.com/watch?v=KsoGse7gxiA
its in v1.0 of zandronum, but i dont think it makes a difference

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RE: Zombie HORDE - BETA 26 (Sources available)

#147

Post by ibm5155 » Sat Jul 27, 2013 7:55 pm

Mr.Man wrote:
Torr Samaho wrote:
Xsnake wrote: What happens is that, since the player is lagging, the infection script activator becomes the "world" and hence its effect is applied to all the players.
That sounds like a bug (at least if Zandronum really behaves like this). If there is no ticket for this yet, please create one and include a minimal example wad to demonstrate the problem.
Well i made a video about it once, and i think this is what they mean too.
http://www.youtube.com/watch?v=KsoGse7gxiA
its in v1.0 of zandronum, but i dont think it makes a difference
Well If it´s not on the tickets, then it don´t make difference :p

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RE: Zombie HORDE - BETA 26 (Sources available)

#148

Post by Klofkac » Sat Jul 27, 2013 8:57 pm

I know much severe infection bug, where zombie for some reason after scratch doesn't switch to claws and looks like a human. It is very rare though.

And I have seen someone unlocking Only ZM survivor when it was full server.
Last edited by Klofkac on Sat Jul 27, 2013 8:58 pm, edited 1 time in total.
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RE: Zombie HORDE - BETA 26 (Sources available)

#149

Post by Kaminsky » Sun Jul 28, 2013 4:46 am

Klofkac wrote: I know much severe infection bug, where zombie for some reason after scratch doesn't switch to claws and looks like a human. It is very rare though.

And I have seen someone unlocking Only ZM survivor when it was full server.
That's been a bug occurring recently on the Zombie Horde servers, particularly on maps such as "The Badlands" and "The Abandoned Mines". The cause for the glitch's occurrence is from the number of players in the server exceeding the number of spawn points available, resulting in players unintentionally killing one another as they spawn. Therefore, players killed off, unknowingly become infected, yet appear as humans.

To fix this, players must spectate at the end of the round until one player remains, or all "infected" humans have exited the game.
Last edited by Kaminsky on Sun Jul 28, 2013 4:49 am, edited 1 time in total.

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RE: Zombie HORDE - BETA 26 (Sources available)

#150

Post by Xsnake » Sun Jul 28, 2013 10:16 am

Beta 26 Fix 3

• Fixed the spawns number in ZM08.
• In ZE11, the resists would sometimes disappear. Fixed.
• Added a bonus item : Energy drink. Using this item will grant unlimited sprint for 2 mins. It will also take away the fatigue and heal you up to 25 hp. When under the effects of caffeine, your sprint bar will turn orange.
• Changes on ZM01.
• Fixed the sniper rifle always causing 125 damage.
• Changes on ZE07 : changed the submarine trap room. Submarine entrance is now bigger.
• The SSG no longer autoaims.

The new items probabilities for humans are :

• DoubleShotgun (15%)
• Jack's gun (15%)
• Kevlar vest (15%)
• Firepower upgrade (15%)
Energy Drink (9%)
• Fire Crystal (8%)
• Holy Cross (8%)
• Unusual (5%)
• Tiredness (5%)
• Nothing (5%)

Wads order

• ST actors and data
• zh-beta26.wad
• zh-mappack
• zh-testpack
• zh-beta26-updates.pk3

ZM01 has to be added to the maplist too.

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Last edited by Xsnake on Sun Jul 28, 2013 10:20 am, edited 1 time in total.

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RE: Zombie HORDE - BETA 26 PLUS 3 (Sources available)

#151

Post by ibm5155 » Sun Jul 28, 2013 11:47 am

Dr.Robotnik wrote: That's been a bug occurring recently on the Zombie Horde servers, particularly on maps such as "The Badlands" and "The Abandoned Mines"...
Is that still happening on zm09? because if I remember right the last time I add 64 players spawn spot '-'.

Also nice fixes xnsake :D
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RE: Zombie HORDE - BETA 26 PLUS 3 (Sources available)

#152

Post by Kaminsky » Sun Jul 28, 2013 2:45 pm

ibm5155 wrote:
Dr.Robotnik wrote: That's been a bug occurring recently on the Zombie Horde servers, particularly on maps such as "The Badlands" and "The Abandoned Mines"...
Is that still happening on zm09? because if I remember right the last time I add 64 players spawn spot '-'.

Also nice fixes xnsake :D
Yes, but usually when any server is full of players. Fortunately, it's as uncommon as the previous map, which hardly supports enough spawn points for all the players.

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RE: Zombie HORDE - BETA 26 PLUS 3 (Sources available)

#153

Post by Klofkac » Sun Jul 28, 2013 4:47 pm

Dr.Robotnik wrote: That's been a bug occurring recently on the Zombie Horde servers, particularly on maps such as "The Badlands" and "The Abandoned Mines". The cause for the glitch's occurrence is from the number of players in the server exceeding the number of spawn points available, resulting in players unintentionally killing one another as they spawn. Therefore, players killed off, unknowingly become infected, yet appear as humans.
It might be related, but I have seen this happen on other maps and in earlier versions. I remember this happened in ZE02, ZM05 and ZE17.
I think this bug is happening because zombie infects human in exact tic when human starts to select other weapon or tic when the weapon is completely deselected and it's about to be selected the other weapon.
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RE: Zombie HORDE - BETA 26 PLUS 3 (Sources available)

#154

Post by Mr.Man » Mon Jul 29, 2013 8:24 am

hmm time to add the drink as an item lol

EDIT: i was getting a ton of errors, but this was just because gzdoombuilder didnt load properly, thats why i crashed too. my bad :L
Last edited by Mr.Man on Mon Jul 29, 2013 8:39 am, edited 1 time in total.

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RE: Zombie HORDE - BETA 26 PLUS 3 (Sources available)

#155

Post by Mr.Man » Mon Jul 29, 2013 7:28 pm

I have succesfully made a pickup for the drink.
(i wanted this because i might add it as an secret)
it floads and when picked up itll go into the inventory as usual.
http://postimg.org/image/3o9e209wx/

IMPORTANT EDIT: the energy drink grant immunity to infecting!
i triet it and when id rank it, the zombies coulnt infect me. This effect goes away when the energy runs out.
Last edited by Mr.Man on Tue Jul 30, 2013 7:52 am, edited 1 time in total.

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RE: Zombie HORDE - BETA 26 PLUS 3 (Sources available)

#156

Post by Xsnake » Fri Aug 09, 2013 3:27 pm

If someone could post a screenshot of the debug code (top left corner) that is displayed when there is only one human at the end of a game, that would be helpful. Thx.

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RE: Zombie HORDE - BETA 26 PLUS 3 (Sources available)

#157

Post by ibm5155 » Sat Aug 10, 2013 1:38 pm

Xsnake wrote: If someone could post a screenshot of the debug code (top left corner) that is displayed when there is only one human at the end of a game, that would be helpful. Thx.
Ok, I´ll.

But I think it would be cool if that file could be stored xD

maybe something like this

Code: Select all

script x (void) NET CLIENTSIDE{
while(endofthegametimer>0){
 delay(1);
}
if(humancounter()==1 && zombiecounter()==0) {savedataonafile();
print(s:"data saved");
}
}
So, it would only save if there is only one survivor, if not it would not save, savedataonafile would be a function to save a logfile, and endofthegametimer is the time var (i don´t remember the name right now :s)
And only who call it would see/save it.

EDIT:
[spoiler]Image[/spoiler]
Well I found this on a demo, i think it would help
Last edited by ibm5155 on Sat Aug 10, 2013 1:51 pm, edited 1 time in total.
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RE: Zombie HORDE - BETA 26 PLUS 3 (Sources available)

#158

Post by ZzZombo » Sat Aug 10, 2013 3:22 pm

ACS doesn't have access to files, didn't you know? The only thing that can save to files is CVARs.
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RE: Zombie HORDE - BETA 26 PLUS 3 (Sources available)

#159

Post by ibm5155 » Sat Aug 10, 2013 4:37 pm

ZzZombo wrote: ACS doesn't have access to files, didn't you know? The only thing that can save to files is CVARs.

Code: Select all

script 1 (void) NET clientside{
if(ConsolePlayerNumber() != PlayerNumber()) Terminate;
consolecommand("LOGFILE zombie-horde-last-human.txt");
print(s:"here is a demo about how to create a file on zombie horde and save data on a new file");
print(s:"total of humans:",d:humancounter());
print(s:" ");//to not show nothing on screen
consolecommand("a comand to close the logfile");
}
so what about this?

EDIT:nevermind, zandronum blocked logfile by consolecomand >.>
Last edited by ibm5155 on Sat Aug 10, 2013 4:40 pm, edited 1 time in total.
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RE: Zombie HORDE - BETA 26 PLUS 3 (Sources available)

#160

Post by Xsnake » Sat Aug 10, 2013 8:34 pm

Beta 26 Fix 4

• Energy drink changes : unlimited sprint for 30 seconds, restores player health, refills Shotgun ammo to max, instantly cools down chaingun, fully refills sprint energy.
• ZM01 : no more portal. Should fix the fps drop issues. A few other fixes.
• Probabilities changes : unusual 5%, energy drink 5%, cross 10%, crystal 10%.
• Owned keys are now displayed on the stat bar (Rusty key, Lara's key, Book key).
• Spectators no longer have the stat bar.
• Changes on ZM05.

Wads order

• ST actors and data
• zh-beta26.wad
• zh-mappack
• zh-testpack
• zh-beta26-updates.pk3

Download Link

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