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

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Leonard
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RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)

#161

Post by Leonard » Sun Aug 11, 2013 12:11 am

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.
Spoiler: Here you go (Open)
Image
It was on a zm map, 1 human survived.

And yes it was just after the server got updated.
Last edited by Leonard on Sun Aug 11, 2013 1:23 am, edited 1 time in total.
[spoiler]

Code: Select all

<@WaTaKiD> punish me
* Seanphone gets his belt out
<+Seanphone> all right WaTaKiD bend over

Code: Select all

<Kokiri> capo whos your fav pony?
<capo> i like them all

Code: Select all

cobalt changes topic to 'ZDoom 2.6.1 progress: at r3771, 23 revisions left (98% complete)'
<edward-san> omg
<edward-san> almost finished!!!
<Sean> !!!!!!!!!!!!!!
<Sean> Plot twist: This is the status of Half-Life 3.
<Dusk> plot twist: the percentage count suddenly begins to decline instead
<Sean> Torr makes a forum post "We're going back to 2.5.0"
<Dusk> and we do so incrementally
[/spoiler]

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RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)

#162

Post by ZzZombo » Sun Aug 11, 2013 9:08 am

What is that "DUM: 0" thing?
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RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)

#163

Post by Xsnake » Sun Aug 11, 2013 9:25 am

Leonard wrote:
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.
Spoiler: Here you go (Open)
Image
It was on a zm map, 1 human survived.

And yes it was just after the server got updated.
I forgot to mention there should be at least 6 humans in the game for the achievement to be effective. Could you post another screenshot if the same scenario happens with more than 6 humans ? Thanks.
ZzZombo wrote: What is that "DUM: 0" thing?
Some dummy variable that lets me see what part of the code has been executed or not.

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RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)

#164

Post by mr fiat » Sun Aug 11, 2013 10:41 am

Xsnake wrote: 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
nice fix, and im glad unussuals are more rare now i always hated them, because they serve absolutely no porpuse whatsoever. they only make you easyer to spot when hiding in a ZM map. i would suggest to make unusuals buff the player a bit like giving a tiny speed boost or increase max hp etc. so they have atleast have some use.

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RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)

#165

Post by ibm5155 » Sun Aug 11, 2013 12:42 pm

my screenshot had 12, but it was on a ze map, does it count? :S.
Hm it would be cool for some unussuals, like the "hot head" could run a bit faster, the "love" unusual, could get your hp charged to full hp if he stop and wait some time,... (the rainfall could just do nothing special xD)
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RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)

#166

Post by joe-ilya » Sun Aug 11, 2013 2:31 pm

phpBB [video]
The [video] tag is deprecated, please use the [media] tag
Here's a video I made , Hello zandronum forums.

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RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)

#167

Post by Xsnake » Sun Aug 11, 2013 4:22 pm

ibm5155 wrote: my screenshot had 12, but it was on a ze map, does it count? :S.
Yes it does.

Regarding the new ZM05, FYI there are two keys in the map. One for Lara's room (which contains a kevlar) and one for the winery (which contains a Jacksgun).

Edit : If some spots on ZM01 or ZM05 are OP, let me know.
Last edited by Xsnake on Sun Aug 11, 2013 4:22 pm, edited 1 time in total.

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RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)

#168

Post by Leonard » Sun Aug 18, 2013 9:10 am

Spoiler: I don't know if you still need it but here it is, on a ze map. (Open)
Image
[spoiler]

Code: Select all

<@WaTaKiD> punish me
* Seanphone gets his belt out
<+Seanphone> all right WaTaKiD bend over

Code: Select all

<Kokiri> capo whos your fav pony?
<capo> i like them all

Code: Select all

cobalt changes topic to 'ZDoom 2.6.1 progress: at r3771, 23 revisions left (98% complete)'
<edward-san> omg
<edward-san> almost finished!!!
<Sean> !!!!!!!!!!!!!!
<Sean> Plot twist: This is the status of Half-Life 3.
<Dusk> plot twist: the percentage count suddenly begins to decline instead
<Sean> Torr makes a forum post "We're going back to 2.5.0"
<Dusk> and we do so incrementally
[/spoiler]

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RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)

#169

Post by mr fiat » Sun Aug 18, 2013 10:14 am

[spoiler]Image[/spoiler]

i dont think i have to explain why, also i summoned some marines for extra emphasis of the potential OPnes of this camp.

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RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)

#170

Post by Xsnake » Mon Aug 19, 2013 3:59 pm

Leonard wrote:
Spoiler: I don't know if you still need it but here it is, on a ze map. (Open)
Image
Yes I still need them. Thank you.
Judging by what I see on this screenshot, I'd tend to say the two achievements are fixed. If it didn't trigger, then maybe the last human already unlocked that achievement.
Has anyone seen somebody unlock the "Only ZM/ZE survivor" achievements since the last update ?

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RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)

#171

Post by Klofkac » Mon Aug 19, 2013 7:04 pm

I did see someone unlocking it when it was full server. It was ZE map if I remember well. I think it was before the energy drink.
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RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)

#172

Post by captainn » Sat Aug 24, 2013 10:46 pm

is there a list of songs that are used in this mod? I'm trying to bind the one from ZE19, can anyone tell me what that is?

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RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)

#173

Post by ibm5155 » Sun Aug 25, 2013 1:35 am

captainn wrote: is there a list of songs that are used in this mod? I'm trying to bind the one from ZE19, can anyone tell me what that is?

Code: Select all

ROUTE1
ROUTE2
ROUTE3
ROUTE4
ROUTE5
ROUTE6
TRACK1
TRACK2
TRACK3
FULLSERV
D_STREET
D_MANSIO
D_UTUT
VARIETY
LAM_FINA
SNEAKING
UNSETTLE
SCARYMUS
CASTLE0
CASTLE1
EGYPT
FUCKED
DISCO
RUNAWAY
D_NYANRP
D_ESTAR
D_STIFFM ze19
D_STIFFO ze19
D_YEABOI ze19
D_SLAND
D_GBU1
D_GBU2
D_ZE18
D_KOEKJE
D_WEEGEE
STRANGE
IBMSND2
IBMSND3
IBMSND6
IBMSND7
NEDM
SUICIDE
That´re all zh musics (including the ones on testpack)

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RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)

#174

Post by P_player » Sun Aug 25, 2013 10:37 am

Xsnake, I like your maps but I think that you made more op camp spots in ZM01/ZM05. (Camps with open areas cause sniping zombies before they can even get close to the camp)
Please try to do at least two ways to get for all camps.
(it also good for a camp with firecrystal)

And for the "only survivor", the script is right but maybe its a online problem. (with offline it works good)
Is online can cause script problems?

Edit: The only survivor script works but not good.
Image

this game (30.08) was mission failed and Darksider was spectate.
And the debug mode showing one survivor.
Seems like player Id problem, no?
(Try to check the debug mode by using 'playerInfo' command to see if the id is right when there is one survivor)
Last edited by P_player on Fri Aug 30, 2013 12:20 pm, edited 1 time in total.

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RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)

#175

Post by skyrish10 » Tue Sep 03, 2013 10:00 am

XSnake, can you change the zombie sprites in the next update, they are not zombies at all, they just death incarnate sprites for no reason.

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RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)

#176

Post by Untitled » Tue Sep 03, 2013 1:53 pm

Nah; At this point, they've become too iconic to get rid of. That and, this way zombies are easier to identify at long distances. I know it looks weird, but after 26+ versions of not changing them, They're probably going to stay that way.
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RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)

#177

Post by ibm5155 » Tue Sep 03, 2013 2:03 pm

P_player wrote: Is online can cause script problems?
online is 90% of scripts bugs that everyone will see xD.
Like, my maps worked perfectly offline, but online the chances to the script fail are giant.

Resuming:More scripts -> more faills and more complex scripts -> more complex fails D:
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RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)

#178

Post by mr fiat » Tue Sep 03, 2013 2:56 pm

Untitled wrote: Nah; At this point, they've become too iconic to get rid of. That and, this way zombies are easier to identify at long distances. I know it looks weird, but after 26+ versions of not changing them, They're probably going to stay that way.
i actualy attempted to make replacements, however after i found out that scaling wont work for the zombie sprites, i gave up.

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RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)

#179

Post by fr blood » Thu Sep 05, 2013 6:05 am

skyrish10 wrote: XSnake, can you change the zombie sprites in the next update, they are not zombies at all, they just death incarnate sprites for no reason.
That zombie's sprites are so funny, they need nothing new.

EDIT : If someone can give me a script that remove an item after a certain map, it we will be util for me. Because in ZE26, there are 2 leapstone for secrets and I want them to be removed after the map, I did a script that remove them if player rush the safe room, but if all zombies are dead, or if all humans are infected, that script won't work, and so the dude will preserve his item and he will does some glitch in the next maps. ( like stiff is doing in zm13 :p ).
Last edited by fr blood on Thu Sep 05, 2013 8:19 am, edited 1 time in total.

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RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)

#180

Post by Klofkac » Thu Sep 05, 2013 7:04 am

Well, you can use unloading script.

Code: Select all

script 99 UNLOADING
{
for(int i=0;i<PLAYER_MAX;i++) {
if(CheckActorInventory(PLAYER_TID+i,"LeapStone")) TakeActorInventory(PLAYER_TID+i,"LeapStone",3);
}
}
PLAYER_MAX is 32 for ZH, but zandronum supports 64.
Last edited by Klofkac on Thu Sep 05, 2013 7:39 am, edited 1 time in total.
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