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 27 (sources available)

#241

Post by Klofkac » Fri Nov 15, 2013 10:10 pm

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.
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.
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Zombie horde suggestion.

#242

Post by Kokiri » Tue Jan 21, 2014 12:11 am

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.

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RE: Zombie horde suggestion.

#243

Post by ibm5155 » Tue Jan 21, 2014 12:25 am

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
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RE: Zombie horde suggestion.

#244

Post by Kokiri » Tue Jan 21, 2014 12:30 am

That works too

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RE: Zombie horde suggestion.

#245

Post by Niiro Kitsune » Tue Jan 21, 2014 2:47 am

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
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current maps

~ ZE23 - Byelomorye Dam for Zombie Horde (v14 current, v15 wip)
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~ ZM19 - Chemical Facility for Zombie Horde (28%)
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RE: Zombie horde suggestion.

#246

Post by Fuzzball » Tue Jan 21, 2014 3:08 am

Not that big of a deal to be honest- just get on with it -w-
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RE: Zombie horde suggestion.

#247

Post by Fused » Tue Jan 21, 2014 2:23 pm

I suggest posting this issue either here or here.

I understand its an ongoing issue, and imo we need a ban for any zombie that ragequits, no matter what. Also longer bans, in case multiple ragequits happen by the same person.
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RE: Zombie horde suggestion.

#248

Post by Metal » Tue Jan 21, 2014 4:02 pm

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'.
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RE: Zombie horde suggestion.

#249

Post by CloudFlash » Tue Jan 21, 2014 6:39 pm

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.
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RE: Zombie horde suggestion.

#250

Post by Leonard » Tue Jan 21, 2014 6:57 pm

CloudFlash wrote:Meanwhile on WDI
WDI also boosts up the murderer's sanity and it's a really good thing/idea.
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RE: Zombie horde suggestion.

#251

Post by fr blood » Tue Jan 21, 2014 9:45 pm

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.

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RE: Zombie horde suggestion.

#252

Post by one_Two » Tue Jan 21, 2014 9:58 pm

Didn't even know this was a thing, pathetic that people would do this.

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RE: Zombie horde suggestion.

#253

Post by Niiro Kitsune » Tue Jan 21, 2014 10:12 pm

fr 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.
1 hour ban? O.o
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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



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RE: Zombie horde suggestion.

#254

Post by Xsnake » Tue Jan 21, 2014 10:45 pm

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.

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RE: Zombie horde suggestion.

#255

Post by Fuzzball » Tue Jan 21, 2014 11:54 pm

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)

#256

Post by Konar6 » Thu Jan 23, 2014 7:14 pm

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
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RE: Zombie HORDE - BETA 27 (sources available)

#257

Post by ibm5155 » Thu Jan 23, 2014 8:13 pm

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
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RE: Zombie HORDE - BETA 27 (sources available)

#258

Post by shayanomer » Wed Jan 29, 2014 3:18 pm

Could you please post the music used in the mod? I would really like to know

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RE: Zombie HORDE - BETA 27 (sources available)

#259

Post by Xsnake » Sun Feb 02, 2014 11:24 am

shayanomer wrote: Could you please post the music used in the mod? I would really like to know
Which music(s) are you refering to ? Those played by the radio or some particular maps theme ?

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RE: Zombie HORDE - BETA 27 (sources available)

#260

Post by Mario » Thu Feb 06, 2014 4:52 pm

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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