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

#181

Post by ZzZombo » Thu Sep 05, 2013 4:56 pm

Don't you think someone would have his item from previous maps, so it's unfair to steal it from him?
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RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)

#182

Post by fr blood » Thu Sep 05, 2013 9:13 pm

ZzZombo wrote: Don't you think someone would have his item from previous maps, so it's unfair to steal it from him?
The other leapstone is in ZE13, and the map number I use is ZE26, so the chance to preserve the leapstone during all that time is very low.

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

#183

Post by ForrestMarkX » Sat Sep 14, 2013 6:23 pm

There is a problem that occurs when using the Syringe item (happens most often in a full server) where either zombiemaker doesn't get removed from the inventory or the counter doesn't get properly updated but when used sometimes the counter will say there's always 1 zombie left when there isn't, this makes some maps unpassable without admin help
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RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)

#184

Post by Leonard » Sat Sep 14, 2013 7:31 pm

ForrestMarkX wrote: There is a problem that occurs when using the Syringe item (happens most often in a full server) where either zombiemaker doesn't get removed from the inventory or the counter doesn't get properly updated but when used sometimes the counter will say there's always 1 zombie left when there isn't, this makes some maps unpassable without admin help
Doesn't need a cure to get that bug. It (mostly) happen (i'm unsure) on the maps that doesn't have enough spawn because some people gets telefraged at the start and I think that's what causing it.
The best exemple would be badlands, you see a tons of corpses and this bug occured a lot more in there than on the other maps (maybe because it's the map with the lowest spawns ?).
[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)

#185

Post by ForrestMarkX » Sat Sep 14, 2013 10:19 pm

Leonard wrote:
ForrestMarkX wrote: There is a problem that occurs when using the Syringe item (happens most often in a full server) where either zombiemaker doesn't get removed from the inventory or the counter doesn't get properly updated but when used sometimes the counter will say there's always 1 zombie left when there isn't, this makes some maps unpassable without admin help
Doesn't need a cure to get that bug. It (mostly) happen (i'm unsure) on the maps that doesn't have enough spawn because some people gets telefraged at the start and I think that's what causing it.
The best exemple would be badlands, you see a tons of corpses and this bug occured a lot more in there than on the other maps (maybe because it's the map with the lowest spawns ?).
Hmm that's odd cause I've mostly seen it in maps when someone uses a syringe
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RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)

#186

Post by fr blood » Sun Sep 15, 2013 7:05 am

It's strange because I never saw this bug, do you thing it's from the new update ?

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

#187

Post by Leonard » Sun Sep 15, 2013 12:01 pm

It was always there just like the "all infect in one" bug..
[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)

#188

Post by Xsnake » Sun Sep 15, 2013 6:22 pm

I don't know what's wrong... if you check the code, you'll see that the "zombiemaker" item is taken away upon syringe usage. As for ZM08, a spawn spot was indeed missing but I added it weeks ago.

In order to avoid breaking the game, I will add a condition in the humans and zombies counter so that if someone has both a humanmaker and zombiemaker items, they will not increment the counters (they currently increment both).

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

#189

Post by ZzZombo » Mon Sep 16, 2013 5:55 am

Xsnake wrote: I don't know what's wrong... if you check the code, you'll see that the "zombiemaker" item is taken away upon syringe usage. As for ZM08, a spawn spot was indeed missing but I added it weeks ago.

In order to avoid breaking the game, I will add a condition in the humans and zombies counter so that if someone has both a humanmaker and zombiemaker items, they will not increment the counters (they currently increment both).
But actually you have to do something to the bogus player for example taking one of the markers.
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RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)

#190

Post by Klofkac » Mon Sep 16, 2013 7:16 am

I guess checking what the weapons player has would be enough to force the zombie/human maker and immunity if player happens to have both.

And I found (maybe) a solution for the skins behaving not completely as intended. Remove the noskin flag from players and add to sniper/radio/mappack weapons preferred skin of base.
I have tested this on beta 24, the zombie skin got scaled to the player size and the crouching sprites for shotgun, chaingun and grenade worked too.
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RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)

#191

Post by Xsnake » Mon Sep 16, 2013 1:23 pm

Klofkac wrote:And I found (maybe) a solution for the skins behaving not completely as intended. Remove the noskin flag from players and add to sniper/radio/mappack weapons preferred skin of base.
I have tested this on beta 24, the zombie skin got scaled to the player size and the crouching sprites for shotgun, chaingun and grenade worked too.
I couldn't get this working. Has anyone else tried ?

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

#192

Post by ForrestMarkX » Mon Sep 16, 2013 2:14 pm

Xsnake wrote:
Klofkac wrote:And I found (maybe) a solution for the skins behaving not completely as intended. Remove the noskin flag from players and add to sniper/radio/mappack weapons preferred skin of base.
I have tested this on beta 24, the zombie skin got scaled to the player size and the crouching sprites for shotgun, chaingun and grenade worked too.
I couldn't get this working. Has anyone else tried ?
I have and got it working in this

http://static.[bad site]/wads/zh-uno ... _patch.pk3

all I did was do -NoSkin in the playerclass
Last edited by ForrestMarkX on Mon Sep 16, 2013 3:18 pm, edited 1 time in total.
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RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)

#193

Post by Xsnake » Mon Sep 16, 2013 3:51 pm

Alright, "cl_skins" needs to be true for this to work properly (I had it disabled). Thanks for the tip, Klofkac.

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

#194

Post by ZzZombo » Tue Sep 17, 2013 10:25 am

That was in UA BTW...
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RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)

#195

Post by Leonard » Tue Sep 17, 2013 11:08 am

Xsnake wrote:I don't know what's wrong... if you check the code, you'll see that the "zombiemaker" item is taken away upon syringe usage.
That's what I said: it's not the syringe.
Xsnake wrote:As for ZM08, a spawn spot was indeed missing but I added it weeks ago.
I just checked in the mappack8a and the thing 4011 (15th's player start) is missing in ZM08..

I'm convinced that the map spawns are the only cause of this bug.
[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)

#196

Post by Xsnake » Wed Sep 18, 2013 3:25 pm

ZzZombo wrote: That was in UA BTW...
I just checked aaaand you're right. Apologies. :redface:

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

#197

Post by Xsnake » Tue Sep 24, 2013 4:39 pm

First post updated with the achievements list.

Edit : Also added serverside statistics.

Edit : Added custom cvars.
Last edited by Xsnake on Tue Sep 24, 2013 5:27 pm, edited 1 time in total.

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

#198

Post by Xsnake » Sat Sep 28, 2013 4:47 pm

It's time for a new beta.

Beta 27

Latest changes :

• Bonus items awarded upon zombie kills are now "Super bonus items" and will give good items only.
• Replaced "Spark particles" unusual with "Invincible Star" (similar to Super Mario).
• Fixed unusual particles being spawned at (0,0,0) coordinates when a player died.
• Most ladders are now using "ThingThrustZ" instead of an underwater effect. This makes some spots easier to defend.
• Rabbit's SSG and Medikit decorate definitions are now part of the core wad.
• The BonusItemGiver is now part of the core wad.
• Under some circumstances, a player could own both the humanmaker and zombiemaker item, causing the game to be stuck. Fixed.
• Fixed the skins crouch sprites and the zombie skin scaling. All credits go to Klofkac/Zzombo. cl_skins needs to be true for this to work.
• Small adjustments on almost all the ZE maps. Gameplay changes on ZE 02, 05, 08.
• sv_forcegldefaults is now forced on all maps of the Core (ZM01 to ZM05 & ZE01 to ZE10).
• Fixed the maps being too dark to fit the sv_forcegldefaults dmflag. Software users will actually see something but OpenGL remains recommended.
• Unusuals will now come with a falling damage reduction (75% absorbed).
• Fixed sprint/ztele/panic scripts being pukable by spectators.
• No more red emergency phone in ZE01. D: !
Spoiler: Beta26 to 27 full changelog (Open)

Code: Select all

-In some maps, made the skyboxes less obvious.
-Fixed a small mistake in the fullserver code : a bonus item would be given to spectators.
-Added Rabbit's custom barrel sprite.
-Better quality of the full server song.

Imported from Zzombo's usual addon
-Fixed an inappropriate KEYCONF keysection name.
-DoomRadio spawner could give Radio to players who already had it.
-Zombies could be burned in water.
-Fixed Changemap oddities (humans with zombies health, etc).

******************************

-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.
-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.

******************************

-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%
-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.

******************************

-Bonus items awarded upon zombie kills are now "Super bonus items" and will give good items only.
-Replaced "Spark particles" unusual with "Invincible Star" (similar to Super Mario).
-Fixed unusual particles being spawned at (0,0,0) coordinates when a player died.
-Most ladders are now using "ThingThrustZ" instead of an underwater effect. This makes some spots easier to defend.
-Rabbit's SSG and Medikit decorate definitions are now part of the core wad.
-The BonusItemGiver is now part of the core wad.
-Under some circumstances, a player could own both the humanmaker and zombiemaker item, causing the game to be stuck. Fixed.
-Fixed the skins crouch sprites and the zombie skin scaling. All credits go to Klofkac/Zzombo.
-Small adjustments on almost all the ZE maps. Gameplay changes on ZE 02, 05, 08.
-sv_forcegldefaults is now forced on all maps of the Core (ZM01 to ZM05 & ZE01 to ZE10).
-Fixed the maps being too dark to fit the sv_forcegldefaults dmflag. Software users will actually see something but OpenGL remains recommended.
-Unusuals will now come with a falling damage reduction (75% absorbed).
-Fixed sprint/ztele/panic scripts being pukable by spectators.
-No more red emergency phone in ZE01.
Download link

Download Link

(I made a little mistake and uploaded the wad again. The correct pk3 is the one inside the /zh/ folder.)

I didn't have the time to rework ZM02 yet, but that's on top of my priority list.

Wads order

• Skulltag actors & ressources
• zh-beta27.pk3
• zh-mappack9a.pk3
• zh-testpack_r10.pk3


Don't forget to report bugs (if there are any)! :cool:

I will release the sources as soon as I know there is no unexpected bugs / glitches.
Last edited by Xsnake on Sat Sep 28, 2013 7:05 pm, edited 1 time in total.

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RE: Zombie HORDE - BETA 27

#199

Post by mr fiat » Sat Sep 28, 2013 5:44 pm

oooo im liking these changes.

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RE: Zombie HORDE - BETA 27

#200

Post by Xsnake » Sun Sep 29, 2013 4:11 pm

Unlike what some players seem to think, the zombies attacks range and running speed haven't changed at all. If it's not in the changelog, it means it hasn't changed. :rolleyes:

K6, could you delete the first beta27 version I have uploaded in order to avoid confusion ? Thanks. :smile:
http://sickedwick.net/uploader/files/zh-beta27.pk3 <-- wrong version

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