Zombie HORDE - BETA 28 (page 16) - Fix1 (05/01/15)
RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)
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)
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.ZzZombo wrote: 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)
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
RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)
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.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
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][/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
- ForrestMarkX
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RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)
Hmm that's odd cause I've mostly seen it in maps when someone uses a syringeLeonard wrote: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.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
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 ?).
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RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)
It's strange because I never saw this bug, do you thing it's from the new update ?
RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)
It was always there just like the "all infect in one" bug..
[spoiler][/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
RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)
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).
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).
RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)
But actually you have to do something to the bogus player for example taking one of the markers.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).
RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)
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.
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.
𝕂𝕝𝕠𝕗𝕜𝕒𝕔
RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)
I couldn't get this working. Has anyone else tried ?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.
- ForrestMarkX
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RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)
I have and got it working in thisXsnake wrote:I couldn't get this working. Has anyone else tried ?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.
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.
RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)
Alright, "cl_skins" needs to be true for this to work properly (I had it disabled). Thanks for the tip, Klofkac.
RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)
That was in UA BTW...
RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)
That's what I said: it's not the syringe.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.
I just checked in the mappack8a and the thing 4011 (15th's player start) is missing in ZM08..Xsnake wrote:As for ZM08, a spawn spot was indeed missing but I added it weeks ago.
I'm convinced that the map spawns are the only cause of this bug.
[spoiler][/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
RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)
I just checked aaaand you're right. Apologies.ZzZombo wrote: That was in UA BTW...

RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)
First post updated with the achievements list.
Edit : Also added serverside statistics.
Edit : Added custom cvars.
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.
RE: Zombie HORDE - BETA 26 PLUS 4 (08/10/13)
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: !
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)!
I will release the sources as soon as I know there is no unexpected bugs / glitches.
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)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)!

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.
RE: Zombie HORDE - BETA 27
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.
K6, could you delete the first beta27 version I have uploaded in order to avoid confusion ? Thanks.
http://sickedwick.net/uploader/files/zh-beta27.pk3 <-- wrong version

K6, could you delete the first beta27 version I have uploaded in order to avoid confusion ? Thanks.

http://sickedwick.net/uploader/files/zh-beta27.pk3 <-- wrong version