Zombie HORDE - BETA 28 (page 16) - Fix1 (05/01/15)
RE: Zombie HORDE - BETA 26 (Sources available)
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.
RE: Zombie HORDE - BETA 26 (Sources available)
You mean when everyone becomes initial? that can be on any mapDr.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".
RE: Zombie HORDE - BETA 26 (Sources available)
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 ?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".
- 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)
1.1.1 yes :/Xsnake wrote: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 ?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 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;
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">
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">
- Torr Samaho
- Lead Developer
- Posts: 1543
- Joined: Fri May 25, 2012 6:03 pm
- Location: Germany
RE: Zombie HORDE - BETA 26 (Sources available)
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.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.
RE: Zombie HORDE - BETA 26 (Sources available)
Well i made a video about it once, and i think this is what they mean too.Torr Samaho wrote: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.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.
http://www.youtube.com/watch?v=KsoGse7gxiA
its in v1.0 of zandronum, but i dont think it makes a difference
- 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)
Well If it´s not on the tickets, then it don´t make difference :pMr.Man wrote:Well i made a video about it once, and i think this is what they mean too.Torr Samaho wrote: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.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.
http://www.youtube.com/watch?v=KsoGse7gxiA
its in v1.0 of zandronum, but i dont think it makes a difference
RE: Zombie HORDE - BETA 26 (Sources available)
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.
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.
𝕂𝕝𝕠𝕗𝕜𝕒𝕔
RE: Zombie HORDE - BETA 26 (Sources available)
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.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.
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.
RE: Zombie HORDE - BETA 26 (Sources available)
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.
Download Link
• 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.
Download Link
Last edited by Xsnake on Sun Jul 28, 2013 10:20 am, edited 1 time in total.
- ibm5155
- Addicted to Zandronum
- Posts: 1641
- Joined: Tue Jun 05, 2012 9:32 pm
- Location: Somewhere, over the rainbow
RE: Zombie HORDE - BETA 26 PLUS 3 (Sources available)
Is that still happening on zm09? because if I remember right the last time I add 64 players spawn spot '-'.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"...
Also nice fixes xnsake :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!
<this post is proof of "Decline">
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">
RE: Zombie HORDE - BETA 26 PLUS 3 (Sources available)
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.ibm5155 wrote:Is that still happening on zm09? because if I remember right the last time I add 64 players spawn spot '-'.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"...
Also nice fixes xnsake :D
RE: Zombie HORDE - BETA 26 PLUS 3 (Sources available)
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.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.
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.
𝕂𝕝𝕠𝕗𝕜𝕒𝕔
RE: Zombie HORDE - BETA 26 PLUS 3 (Sources available)
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
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.
RE: Zombie HORDE - BETA 26 PLUS 3 (Sources available)
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.
(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.
RE: Zombie HORDE - BETA 26 PLUS 3 (Sources available)
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.
- ibm5155
- Addicted to Zandronum
- Posts: 1641
- Joined: Tue Jun 05, 2012 9:32 pm
- Location: Somewhere, over the rainbow
RE: Zombie HORDE - BETA 26 PLUS 3 (Sources available)
Ok, I´ll.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.
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");
}
}
And only who call it would see/save it.
EDIT:
[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.
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">
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">
RE: Zombie HORDE - BETA 26 PLUS 3 (Sources available)
ACS doesn't have access to files, didn't you know? The only thing that can save to files is CVARs.
- ibm5155
- Addicted to Zandronum
- Posts: 1641
- Joined: Tue Jun 05, 2012 9:32 pm
- Location: Somewhere, over the rainbow
RE: Zombie HORDE - BETA 26 PLUS 3 (Sources available)
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");
}
EDIT:nevermind, zandronum blocked logfile by consolecomand >.>
Last edited by ibm5155 on Sat Aug 10, 2013 4:40 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">
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">
RE: Zombie HORDE - BETA 26 PLUS 3 (Sources available)
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
• 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