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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fr blood
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RE: Zombie HORDE - BETA 27 (p10) | Fix2 (p11)

#221

Post by fr blood » Tue Oct 08, 2013 1:33 pm

Klofkac wrote:
fr blood wrote: - You said something ? : Kill zombies on a game ( this achievment will work only if there are more than 3 zombies to kill ).
I just don't follow this.
Sorry I forgot to add the "All".

Edit: That achievments are just an idea, I know editing the codes for some of them will be very hard :/ so you can forget some of them.
Last edited by fr blood on Tue Oct 08, 2013 1:51 pm, edited 1 time in total.

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RE: Zombie HORDE - BETA 27 (p10) | Fix2 (p11)

#222

Post by P_player » Tue Oct 08, 2013 11:32 pm

I had some ideas like "Kill/Infect when you have 20 HP or less"
or like you said "Kill Epidmic" and more but I think that Xsnake should use the time for maps and not only on achivements....

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RE: Zombie HORDE - BETA 27 (p10) | Fix2 (p11)

#223

Post by Xsnake » Thu Oct 10, 2013 10:34 am

Spoiler: Did you know that... (Open)
-One full energy bar grants 7,14 seconds of sprint ?
-It takes 286 seconds to recover the full sprint bar ?
-Ze10 is based on an actual Final Fantasy VIII stage ?
-Ze09 is based on a MGS2 stage (ending of the Tanker mission, with Snake) ?
-Ze08 is based on an actual Zombie Horde CSS map ?
-Ze06 is based on a Final Fantasy VII stage (escape of the Shinra building) ?
-Ze05 is based on Final Fantasy VII's opening stage ?
-Zm05 is based on the mansion in Tomb Raider Anniversary ?
-"Virtual" is based on MGS2 Substance VR training, "Variety" missions with Raiden ?
-All players have a mass of 40 instead of 100 ?
-The "Jacks'gun" was introduced with Ze03, a "Pirates of the caribbean" themed map ?
-When fire grenades were introduced, it was possible to perform "grenade jumps" ?
-The HP given to the infected depends on the infector's HP/HP_Max ratio ?
-In early betas, weapons were droppable and could be picked up by zombies resulting in a "human spy" bug ?
-The achievements system's "safety protocol" was dismantled by kgsws, even though the sources were not available ?
-The grenades burning causes twice more damage on ZM maps than on ZE maps ?
-The admin pannel originally didn't require RCON and could be activated by players that had an hardcoded password ?
-The "ZE" and "ZM" maps naming was introduced with zh-beta16 ?
-Grandvoid started hosting ZH on September 18, 2010 (zh-beta14.wad with 6 maps) ?

I'm also updating my first post with all these "did you know".

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RE: Zombie HORDE - BETA 27 (p10) | Fix2 (p11)

#224

Post by Mr.Man » Thu Oct 10, 2013 1:43 pm

Hey Xsnake, what about new radio music? i find the old ones... old :L
And maybe only make them so that if you get close to the radio carrier, you hear the music.

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RE: Zombie HORDE - BETA 27 (p10) | Fix2 (p11)

#225

Post by Klofkac » Thu Oct 10, 2013 1:48 pm

Mr.Man wrote: Hey Xsnake, what about new radio music? i find the old ones... old :L
And maybe only make them so that if you get close to the radio carrier, you hear the music.
It was originally like that, but it caused a global FPS lag due to music loading from HDD to RAM on the time of music start.
I agree with adding more musics.
Last edited by Klofkac on Thu Oct 10, 2013 1:48 pm, edited 1 time in total.
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RE: Zombie HORDE - BETA 27 (p10) | Fix2 (p11)

#226

Post by fr blood » Thu Oct 10, 2013 4:32 pm

I'm agree to with this idea, but does the musics are forced to be old ?
Because thisone could be cool. :D

I can see now we can carrie bonus items ( one normal, and one super by killing zombies ), that is cool. :D
Last edited by fr blood on Thu Oct 10, 2013 9:02 pm, edited 1 time in total.

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RE: Zombie HORDE - BETA 27 (p10) | Fix2 (p11)

#227

Post by Rabbit lord » Thu Oct 10, 2013 10:46 pm

Mr.Man wrote: maybe only make them so that if you get close to the radio carrier, you hear the music.
Did you know? This was the way the radio worked for the longest time (since it was added) but too many players started complaining about the lagspike when the user switched tracks for the first time.

Also, small fact, radio (when introduced) was only found in ZE01 Jurassic until it was added to, now ZE15, Runaway. For quite some time the radio was only in these two maps, then new authors started adding it to their maps.

In Beta 1 Zombies had knifes for claws, then later had brown claws. This was switched to black to match the current Zombie skin.


If I recall correctly, Runaway (ZE15) wasn't included in the first mappack :<
Last edited by Rabbit lord on Thu Oct 10, 2013 10:48 pm, edited 1 time in total.

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RE: Zombie HORDE - BETA 27 (p10) | Fix2 (p11)

#228

Post by Konar6 » Fri Oct 11, 2013 7:30 am

Can't you force loading the music when the map starts, rather than in the middle of game play? (make it play shortly with volume 0/max attenuation?)
Ijon Tichy wrote:I like how your first responses to concerns being raised was to start insulting people, accusing random people on the Internet of being Shadowfox, and digging up irrelevant shit from the past. It really inspires confidence in me that you guys are level-headed and rational folks.


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RE: Zombie HORDE - BETA 27 (p10) | Fix2 (p11)

#229

Post by Xsnake » Fri Oct 11, 2013 9:28 am

Konar6 wrote: Can't you force loading the music when the map starts, rather than in the middle of game play? (make it play shortly with volume 0/max attenuation?)
That's what Zzombo did in his usual addon. Basically, it forced each client to spawn (client side) a thing at map start that plays all the tracks with a volume of 0, IIRC. It sounds to be a good solution, but I fear it might cause a really huge lag spike everytime a new map starts. Anyway, I will have to give it a try and see.

Otherwise, I noticed it could be done with a mapinfo keyword in the latest Zdoom : PrecacheSounds. But since this is very new, this probably will not get backported any soon.

@Rabbit : Added your facts to my first post.

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RE: Zombie HORDE - BETA 27 | New ZH facts (p.1)

#230

Post by Mr.Man » Fri Oct 11, 2013 11:46 am

My bad, i didnt know the radio worked like that at the very beginning. I did know about the rest though

EDIT: wht about the radio playing various map musics of the wad?
Last edited by Mr.Man on Sat Oct 12, 2013 7:59 am, edited 1 time in total.

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RE: Zombie HORDE - BETA 27 | New ZH facts (p.1)

#231

Post by Xsnake » Wed Oct 23, 2013 8:50 pm


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RE: Zombie HORDE - BETA 27 (sources available)

#232

Post by Mr.Man » Fri Nov 01, 2013 10:47 pm

Well nobody seem to have mentioned this, but the AFK system never worked. People never get forced to spectate when afk, so there is a problem with it, unless this is somehow not the feature at all. It works offline.

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RE: Zombie HORDE - BETA 27 (sources available)

#233

Post by Seanq93 » Fri Nov 15, 2013 11:48 am

Okay, new idea, I dont think anybody's suggested it before:

Sometimes, I'll join the game and there's an AFK human who's joined the game and is just sitting at the start of a ZM map, so the maps dont swap automatically and we can't join because the game doesn't start. Maybe enable the kick command, or an inactivity automatic kick function? Or forced spectating when inactive for a certain amount of time?

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RE: Zombie HORDE - BETA 27 (sources available)

#234

Post by Xsnake » Fri Nov 15, 2013 1:00 pm

The ZH AFK feature works online, but I believe Grandvoid has it disabled since Zandronum has a built-in similar feature.

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RE: Zombie HORDE - BETA 27 (sources available)

#235

Post by bazzoka » Fri Nov 15, 2013 3:59 pm

Xsnake wrote: -The achievements system's "safety protocol" was dismantled by kgsws, even though the sources were not available ?
What? How did he get his hands on ACS decompiler?
You can say good bye to your thread. Cause i am killing it.

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RE: Zombie HORDE - BETA 27 (sources available)

#236

Post by ZzZombo » Fri Nov 15, 2013 4:24 pm

He hacked Skulltag/Zandronum many times, still you are surprised.
QZRcon - Qt-based tool for Zandronum/Skulltag servers!
#grandvoid funny stats

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RE: Zombie HORDE - BETA 27 (sources available)

#237

Post by Konar6 » Fri Nov 15, 2013 6:56 pm

I never noticed that afk2spec is not active on ZH. Sorry about that, it is set to 5 minutes now.
Ijon Tichy wrote:I like how your first responses to concerns being raised was to start insulting people, accusing random people on the Internet of being Shadowfox, and digging up irrelevant shit from the past. It really inspires confidence in me that you guys are level-headed and rational folks.


<BlueCool> you guys IQ is the same as my IP, Dynamic

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RE: Zombie HORDE - BETA 27 (sources available)

#238

Post by bazzoka » Fri Nov 15, 2013 8:41 pm

ZzZombo wrote: He hacked Skulltag/Zandronum many times, still you are surprised.
Thing is that, i did not know him at all.
You can say good bye to your thread. Cause i am killing it.

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RE: Zombie HORDE - BETA 27 (sources available)

#239

Post by Klofkac » Fri Nov 15, 2013 9:01 pm

bazzoka wrote:
ZzZombo wrote: He hacked Skulltag/Zandronum many times, still you are surprised.
Thing is that, i did not know him at all.
Thanks to him we can have 3D floors in the software mode. He also managed to create mod just by reverse engineering. But this experimenting cost him a ban. (Or was it something else?)
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RE: Zombie HORDE - BETA 27 (sources available)

#240

Post by bazzoka » Fri Nov 15, 2013 9:06 pm

Klofkac wrote: Thanks to him we can have 3D floors in the software mode.
Well it did a great job of keeping me away from software render cause it make no fps difference between OpenGl and Software renders.
You can say good bye to your thread. Cause i am killing it.

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