Zombie HORDE - The mappack project! (11 / r27) 14/12/2015

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1661

Post by mr fiat » Mon Mar 03, 2014 8:15 pm

Klofkac wrote: Could you guys ever care to provide at least screenshot of your work? Not everyone here can download the wad and play it (looking at forums from school PC / phone, perharps?), or have will to clog up HDD/SSD space with single map 10 MB wads.
And posts in style "Hello this is my map, link" are pretty annoying because they do not tell anything about the map you have created without having to download and play it again.
i second this, please people STOP THIS. nobody wil even bother looking at your map if you arent willing to give a discription or screenshots.

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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1662

Post by ibm5155 » Tue Mar 04, 2014 2:13 am

Xsnake wrote: IBM, did you get rid of the in-game tutorial ? As for your map statistics, I'm not entirely against it. But you better implement something right or not implement anything at all. Your implementation looks silly to me, for several reasons. Why would you use clientside cvars ? You can just use arrays. Also what I mentionned last time. Since it takes several tics for the server to send the stats values to the client, it means you press the key and the stats show up two seconds later ? Ah, come on... Also, you did not handle possible divisions by zero in your code. Alright, I strongly suggest you get rid of that feature too.
"did you get rid of the in-game tutorial " no, unless you want (and yes, I have a video tutorial too xD, but, almost noone know that it exist '-', and actually, I liked the interactive tutorial :razz: )
"You can just use arrays" Actually, I didn't thinked about that option, I'll implement it :wink:

uhm, about statistics, the script to show the statistics would show at the same time that you called it, but what I mean is that the script who send server statistics data to clientside, would only be able to call it each 2 seconds and not everytime (since most of that data would be same at the end of the map, I think it's a good time...), making server send always information,...
hmm is there a way to send an array to client? :S I really hate that limit of acs_execute where you can only send 3 arguments (where I use one to show what part of the packet is being sended)

ehm division by zero? the only thing that may happen that is 0/X, I only know it would break the script if it was inverse like X/0...

So for now no tutorial and no map statistics? well, I can deal with that...
Also, thanks for the feedback xsnake :D
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1663

Post by Xsnake » Tue Mar 04, 2014 11:23 am

ibm5155 wrote: ehm division by zero? the only thing that may happen that is 0/X, I only know it would break the script if it was inverse like X/0...
If a player pukes script 67 before puking script 65, a division by zero will happen. That's why there needs to be only one pukable script that will first acquire the datas and then display them clientside. Have a look at ZH source code to see how it's done.

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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1664

Post by ibm5155 » Tue Mar 04, 2014 11:38 am

Xsnake wrote:
ibm5155 wrote: ehm division by zero? the only thing that may happen that is 0/X, I only know it would break the script if it was inverse like X/0...
If a player pukes script 67 before puking script 65, a division by zero will happen. That's why there needs to be only one pukable script that will first acquire the datas and then display them clientside. Have a look at ZH source code to see how it's done.
I already have, and if I remember when you divide you send the data for a function like
int divide (int a, b){
int c;
if(b!=0)c=a/b;
else c=0;
return 0;
}

uh now I checked, how can I be so stupid at the to not test it D:(actually I don't know how it didn't crashed online when I tested O_o
Last edited by ibm5155 on Tue Mar 04, 2014 11:39 am, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1665

Post by fr blood » Tue Mar 04, 2014 2:38 pm

Xsnake, when can we know how the testpack will change, because it's more than 1 month now, and nothing changed.
Last edited by fr blood on Tue Mar 04, 2014 10:02 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1666

Post by Niiro Kitsune » Wed Mar 05, 2014 7:33 am

I apologize for any inconvenience with this post... (long story short, v10)

EDIT: About 90-95% of you guys can ignore this

[spoiler]-filesize: 5.690MB

*added text size definitions to scripts
*changed "new" easter egg
*included steam in tunnel section
*created door-open sounds where needed
*modified initial door and surrounding sectors
*dispersed obstacles slightly

I also replaced some of the screenshots with newer ones, overall not a major update though[/spoiler]
Last edited by Niiro Kitsune on Wed Mar 05, 2014 8:16 am, edited 1 time in total.
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~ ZE23 - Byelomorye Dam for Zombie Horde (v14 current, v15 wip)
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1667

Post by Vincent(PDP) » Wed Mar 05, 2014 8:01 pm

kokiri_of_time wrote:
Vincent(PDP) wrote:
Rabbit lord wrote:
Vincent(PDP) wrote:
You're the first one i've heard getting that error. Are you using the latest testpack n' shit? :biggrin:
Yes, tried testing using the "latest testpack n' shit".

EDIT: worked after deleting the decorate but found myself with less than 20 fps.
How come it's suddenly not working to you ???
I just installed a new PC and downloaded it and it still works... :S

Xsnake does ZM10 work to you?


Btw Rabbit, what version of Zandronum are you using?
I am aware of the FPS drops though, but i think they're unfixable.
I'll have a look at the DECORATE and see if i can find what causes you guys' problem...
Script error, "ZM10.wad:ZM10ITE2" line 278:
Parent type 'FlareDisco' not found in FlareDisco2
Tried to register class 'BloodSplash' more than once.

Execution could not continue.

1 errors while parsing DECORATE scripts
:p
I inheritted FlareDisco2 from ZH's FlareDisco... -.-
It works for me and i use all the latest stuff. But i'll make it a separate class instead.
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1668

Post by Eandrave » Wed Mar 05, 2014 8:13 pm

Hi, I made new map zm16 the first version Here is the link : http://www.mediafire.com/download/h7nb9 ... _riben.wad
Enjoy :cool:
Last edited by Eandrave on Wed Mar 05, 2014 9:16 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1669

Post by Guardsoul » Wed Mar 05, 2014 9:37 pm

And people keep forgeting about posting screenshots.
I dont care about how bad your maps are. Everything can be improved.
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1670

Post by ibm5155 » Wed Mar 05, 2014 10:10 pm

Vincent(PDP) wrote:
kokiri_of_time wrote:
Vincent(PDP) wrote:
Rabbit lord wrote:
Yes, tried testing using the "latest testpack n' shit".

EDIT: worked after deleting the decorate but found myself with less than 20 fps.
How come it's suddenly not working to you ???
I just installed a new PC and downloaded it and it still works... :S

Xsnake does ZM10 work to you?


Btw Rabbit, what version of Zandronum are you using?
I am aware of the FPS drops though, but i think they're unfixable.
I'll have a look at the DECORATE and see if i can find what causes you guys' problem...
Script error, "ZM10.wad:ZM10ITE2" line 278:
Parent type 'FlareDisco' not found in FlareDisco2
Tried to register class 'BloodSplash' more than once.

Execution could not continue.

1 errors while parsing DECORATE scripts
:p
I inheritted FlareDisco2 from ZH's FlareDisco... -.-
It works for me and i use all the latest stuff. But i'll make it a separate class instead.
Well, I loaded zh-beta27 + fix, mappack 9b, and testpack 15r, didnt you edited one of this files?
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1671

Post by Lyra » Fri Mar 07, 2014 1:43 pm

ibm5155 wrote:
Fused wrote: EDIT: i am aware that radius_quake doesnt work. It is a Zandronum bug which is fixed in Zandronum 2.0
It works, but they re limited to a short time, even if you put a high value
Really? I've used it before (Even copy/pasted the same script from other maps) But I've never actually seen it working. S:

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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1672

Post by Fused » Fri Mar 07, 2014 7:20 pm

After a certain limit, radius_quake will just ignore its purpose. This is fixed in Zandronum 2.0, which will arrive quite soon.

Here is a feature i added to minecraft. Hitting redstone will make it light up, like in the actual minecraft. I just need to add the redstone particles that spawn when shooting it, but that will take a while. You also see lava, which uses his full 20 frame (or something) texture, just like the water and nether portal texture. I will also add the fire particles to the lava.

[spoiler]Image[/spoiler]

I also noticed i forgot to update fusedresourcepack by removing all Buried features. I will give a link in half an hour some minutes.

EDIT: http://static.[bad site]/wads/fusedr ... packv1.wad
Also removed WGOOM, D_BURIED AND D_WUB in the meantime, because why not.
Spoiler: behold the edit spam (Open)
EDIT 2: So far this map is SOFTWARE friendly. I have a script ready that brights up the map for software players, if there's need to.

EDIT 3: Rabbitlord, could you rename ZM12 to Mineraft -WIP- and change ZE29 to finished?

EDIT 4: ibm :c
[spoiler]Image
(tinypic link because imgur is over capacity >_>)
i even ended up winning this round...

EDIT 5: much edits, such spam...
Stiff, it is possible to die as a zombie when being selected as initial. The cause of this is the telefragging on your map. You really need to fix this, dunno if you knew this already.

EDIT 6: so many edits, time to spoiler them...
I forgot something in the resourcepack, causing an error. This is fixed now.[/spoiler]
Last edited by Fused on Sun Mar 09, 2014 10:53 am, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1673

Post by Vincent(PDP) » Sat Mar 08, 2014 5:08 pm

ibm5155 wrote: Well, I loaded zh-beta27 + fix, mappack 9b, and testpack 15r, didnt you edited one of this files?
Nope. I just installed a new pc and downloaded the files from sickedwick, and ZM10 from my links, it still works.
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1674

Post by Eandrave » Sun Mar 09, 2014 6:59 pm

New version 1.1 of zm16 Here is the link : http://www.mediafire.com/download/f2nab ... _riben.wad
Last edited by Eandrave on Sun Mar 09, 2014 7:00 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1675

Post by Klofkac » Sun Mar 09, 2014 7:28 pm

Riben wrote: New version 1.1 of zm16 Here is the link : http://www.mediafire.com/download/f2nab ... _riben.wad
And Riben does it again... Are really people here so ignorant?
Screenshot? What has been changed? *facepalm*
Last edited by Klofkac on Sun Mar 09, 2014 7:30 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1676

Post by mr fiat » Sun Mar 09, 2014 7:47 pm

Riben wrote: New version 1.1 of zm16 Here is the link : http://www.mediafire.com/download/f2nab ... _riben.wad
nobody wil give a flying fuck if you dont post screenshots, in otherwords xsnake wont even look at it meaning it wil never be included. (no not even testpack)

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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1677

Post by Fused » Mon Mar 10, 2014 7:43 pm

Colossus update, one of the finals most likely.
Spoiler: changelog as of previous added-to-testpack map (Open)
-The whole map received increased brightness. Sectors with 90 brightness is now 110, 110 is now 128. Anything in between is 128 too.
-Secret ending has been changed and extended. It is also harder to activate
-1 ceiling texture has been turned to match the sector
-block points teleport zombies instead of thrust
-windows always have decreased alpha
-toxic defence is 5 seconds longer
-removed all comets except the one blasting in the window
-the facility is now fully viewable, and not cut off by line horizon. What i mean with that is that you can walk around all facilities.
-added 2 more 9mm's where the other one is
Spoiler: fusedresourcepack.wad changelog (Open)
-D_MOON remade
-Changed D_SHMR into D_SHMR1 and D_SHMR2
http://static.[bad site]/wads/ze21finalv1.6.wad
http://static.[bad site]/wads/fusedr ... packv1.wad

EDIT: minecraft screenie, making the torch like real minecraft has.
Might model it, but i'll have to learn how to model :razz:
[spoiler]Image[/spoiler]
Last edited by Fused on Tue Mar 11, 2014 7:28 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1678

Post by fr blood » Mon Mar 10, 2014 8:47 pm

Klofkac wrote: And Riben does it again... Are really people here so ignorant?
Screenshot? What has been changed? *facepalm*
mr fiat wrote: nobody wil give a flying fuck if you dont post screenshots, in otherwords xsnake wont even look at it meaning it wil never be included. (no not even testpack)
LOL, and the map slot is already used, see rabbit lord's post. :rolleyes:
Last edited by fr blood on Mon Mar 10, 2014 8:47 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1679

Post by Rabbit lord » Mon Mar 10, 2014 11:29 pm

My slot list was more or less a way to avoid mappers claiming the same map number. Also when posting updates or submitting a map, please use screenshots (not giant webpage hogging ones). These allow us to get a quick view of the maps before testing them for bugs and op spots.

For current mappers, please keep your updates to a minimum. Work on the map until you feel it's ready to submit. Then we'll test it. If nothing needs to be changed we will look into adding it to the test pack. Don't send an update a day after (or day of) testing, as any new changes can make the map play differently and we'll have to retest it. This is especially frustrating when it's a single item that is removed/changed.

If we find anything that needs changing during testing we'll let the author know. As with everything there are some bugs/exploits that make it to the server. Hopefully the player base will submit those bugs here. (Which is a sad track record at the moment)

And a final note to all mappers. Work on the map itself first, get the layout and gameplay set up and after you think it's good, then add effects/events. As for events I've seen mappers wanting to add monsters (seriously, why?) and I feel that this takes away the tension of being the last human against 6+ only to be killed by some event.

Also 10/10 on your map Walkerrr :D (current version that is)

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RE: Zombie HORDE - The mappack project! (9b / r15) 01/11/2014

#1680

Post by Niiro Kitsune » Thu Mar 13, 2014 8:11 pm

Rabbit lord wrote: If we find anything that needs changing during testing we'll let the author know. As with everything there are some bugs/exploits that make it to the server. Hopefully the player base will submit those bugs here. (Which is a sad track record at the moment)
I've been dwelling on this comment and here are a few bugs I managed to find on current maps:
Spoiler: ZM12 - one of the spawn points puts you in this area which is inescapable (as far as I know) (Open)
Image
Spoiler: ZE14 - sector/texture missing? (Open)
Image
Spoiler: ZE30 - sector/texture missing? (Open)
Image
[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



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