Heh, at old Pentium III PC (866MHz with dedicated NVIDIA (GF2 MX400) card openGL has double FPS than software, it was so before the software 3D floor rendering anyway. It really depends on good GPU. The software renderer is still faster at intel GMA cards.bazzoka wrote: Well it did a great job of keeping me away from software render cause it make no fps difference between OpenGl and Software renders.
Zombie HORDE - BETA 28 (page 16) - Fix1 (05/01/15)
RE: Zombie HORDE - BETA 27 (sources available)
Last edited by Klofkac on Fri Nov 15, 2013 10:10 pm, edited 1 time in total.
𝕂𝕝𝕠𝕗𝕜𝕒𝕔
Zombie horde suggestion.
It's annoying when you infect somebody and they go in spectator mode straight away. :/
So I'm suggesting that when somebody gets infected they have to wait at least 2 minutes to go into spectator mode.
So I'm suggesting that when somebody gets infected they have to wait at least 2 minutes to go into spectator mode.
- ibm5155
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RE: Zombie horde suggestion.
I agree, but the only think I think is to ban who make that thing for X minutes, like the first zombie rq, because I don't think there's a way to block people to spectate
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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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 suggestion.
That works too
- Niiro Kitsune
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RE: Zombie horde suggestion.
When players spectate upon being infected, it does kinda take away from the round being played. There is also a problem (though not as major) of zombies spectating just as they are about to die or just as the round is about to end. I don't know if any of these issues are worth fixing, but if so, one thing I can think of is not allowing infected players to spectate at all. That would mean you could only switch to a spectator as a human or if you were dead, although that would probably be a quite unpopular option... >_> But like I said, I'm not sure a fix for these issues is possible or even worth our time.
Also, there is already a ZH thread: http://zandronum.com/forum/showthread.php?tid=1963
Also, there is already a ZH thread: http://zandronum.com/forum/showthread.php?tid=1963
[quote=Niiro Kitsune]HOLA NACHO![/quote]
current maps
~ ZE23 - Byelomorye Dam for Zombie Horde (v14 current, v15 wip) screenshots
~ ZM19 - Chemical Facility for Zombie Horde (28%)
~ FX, a DOOM II 15-map wad
私はアメリカで生まれた
この世界のままにしておくと、それは思ったほど怖いではない
current maps
~ ZE23 - Byelomorye Dam for Zombie Horde (v14 current, v15 wip) screenshots
~ ZM19 - Chemical Facility for Zombie Horde (28%)
~ FX, a DOOM II 15-map wad
私はアメリカで生まれた
この世界のままにしておくと、それは思ったほど怖いではない
RE: Zombie horde suggestion.
Not that big of a deal to be honest- just get on with it -w-
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RE: Zombie horde suggestion.
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RE: Zombie horde suggestion.
If I'm in the server and I see it happen, I usually kick or ban people who quit upon infection if they're not banned automatically. It takes away from the game to quit like that, and isn't that the whole point of the game mode? It's not called 'Spectate as soon as you become infected and leave the initial zombie to do the rest of the work'.
<EazyDI>harrased me
<EazyDI>and called me a dinner
<EazyDI>n*****
<EazyDI>lmao not dinner
<EazyDI>and called me a dinner
<EazyDI>n*****
<EazyDI>lmao not dinner
- CloudFlash
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RE: Zombie horde suggestion.
I think that the solution to this are longer maps. Think about it:
People who rage spectate lose only like 2 or 3 minutes of the game. Then they can join the next game and everything's well. It is usually barely enough to grab a sandwitch or something like that. Meanwhile on WDI, where maps take at least 10 minutes, rage quits and rage spectates are much less common, because 10 minutes is hella long. If people spectate at, say, the beggining of the map, they risk getting killed immediately after next map's murd is chosen. So they might theoritically waste 20 minutes. Hella lotsa of time, if compared to zh's 4 or 5 minutes.
Please tell me you get what I'm saying. Please.[/size]
People who rage spectate lose only like 2 or 3 minutes of the game. Then they can join the next game and everything's well. It is usually barely enough to grab a sandwitch or something like that. Meanwhile on WDI, where maps take at least 10 minutes, rage quits and rage spectates are much less common, because 10 minutes is hella long. If people spectate at, say, the beggining of the map, they risk getting killed immediately after next map's murd is chosen. So they might theoritically waste 20 minutes. Hella lotsa of time, if compared to zh's 4 or 5 minutes.
Please tell me you get what I'm saying. Please.[/size]
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*Hey, who wants to hear my solution to the modern world's problems? ^Me! %Me! @Me! #Me! *WELL TOO BAD @Did he just stab himself with this butcher knife? %Looks like it ^Hey, the pizza guy arrived! %Pizza! Yey
RE: Zombie horde suggestion.
WDI also boosts up the murderer's sanity and it's a really good thing/idea.CloudFlash wrote:Meanwhile on WDI
[spoiler][/spoiler]
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<@WaTaKiD> punish me
* Seanphone gets his belt out
<+Seanphone> all right WaTaKiD bend over
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<Kokiri> capo whos your fav pony?
<capo> i like them all
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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
- fr blood
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RE: Zombie horde suggestion.
I hate people that spect when they become zombie, they should be banned more than 10 mins, because that destroy the gameplay, if they don't want to be a zombie don't come in this mode.
RE: Zombie horde suggestion.
Didn't even know this was a thing, pathetic that people would do this.
- Niiro Kitsune
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RE: Zombie horde suggestion.
1 hour ban? O.ofr blood wrote: I hate people that spect when they become zombie, they should be banned more than 10 mins, because that destroy the gameplay, if they don't want to be a zombie don't come in this mode.
[quote=Niiro Kitsune]HOLA NACHO![/quote]
current maps
~ ZE23 - Byelomorye Dam for Zombie Horde (v14 current, v15 wip) screenshots
~ ZM19 - Chemical Facility for Zombie Horde (28%)
~ FX, a DOOM II 15-map wad
私はアメリカで生まれた
この世界のままにしておくと、それは思ったほど怖いではない
current maps
~ ZE23 - Byelomorye Dam for Zombie Horde (v14 current, v15 wip) screenshots
~ ZM19 - Chemical Facility for Zombie Horde (28%)
~ FX, a DOOM II 15-map wad
私はアメリカで生まれた
この世界のままにしておくと、それは思ったほど怖いではない
RE: Zombie horde suggestion.
First, I don't know if that's possible, but could a mod merge this topic with this one ? I'd like to avoid having multiple threads about ZH.
Second, IIRC Zzombo implemented a feature in his "usual addon" that keeps track of rqers.
To my knowledge, it isn't possible to keep track of players that disconnect and reconnect. I guess it will be possible only when Zandronum has an account system.
That's why I guess Zzombo's feature only works with players that spectate and do not leave the server. Otherwise, we might penalize a newly connected player or a player that had to leave the game for a good reason.
Considering it's pretty easy to make a "reconnect" bind, I'm not so sure it's worth implementing anything right now.
Second, IIRC Zzombo implemented a feature in his "usual addon" that keeps track of rqers.
To my knowledge, it isn't possible to keep track of players that disconnect and reconnect. I guess it will be possible only when Zandronum has an account system.
That's why I guess Zzombo's feature only works with players that spectate and do not leave the server. Otherwise, we might penalize a newly connected player or a player that had to leave the game for a good reason.
Considering it's pretty easy to make a "reconnect" bind, I'm not so sure it's worth implementing anything right now.
RE: Zombie horde suggestion.
You also have the problem of accidently disconnects? It can and has happened- so banning isn't always the way to go...
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RE: Zombie HORDE - BETA 27 (sources available)
I wonder how the mod would play if it was made as kind of LMS - when infected, the player would be simply removed from the game. One zombie vs humans. But I realize that everything from maps to scripts would have to be changed and it is too late to do it now.
Also, I've added a server on Texas GV so, South Americans enjoy :p
Also, I've added a server on Texas GV so, South Americans enjoy :p
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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- ibm5155
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RE: Zombie HORDE - BETA 27 (sources available)
Oh, I may have only 100ping but it would be epic :D.
but i would suffer from keyboard delay ;--; it's worse than a 666ping
but i would suffer from keyboard delay ;--; it's worse than a 666ping
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">
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RE: Zombie HORDE - BETA 27 (sources available)
Could you please post the music used in the mod? I would really like to know
RE: Zombie HORDE - BETA 27 (sources available)
Which music(s) are you refering to ? Those played by the radio or some particular maps theme ?shayanomer wrote: Could you please post the music used in the mod? I would really like to know
RE: Zombie HORDE - BETA 27 (sources available)
There is a problem with me, when i download the resources, it isn't in the format of Acs. (It is in txt)

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