Zombie HORDE - BETA 28 (page 16) - Fix1 (05/01/15)

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RE: Zombie HORDE - BETA 27 (sources available)

#261

Post by Fused » Thu Feb 06, 2014 5:03 pm

Mario wrote: There is a problem with me, when i download the resources, it isn't in the format of Acs. (It is in txt)
You can rename it to .acs, or include it as txt, instead of acs. There really isnt a difference between them.
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RE: Zombie HORDE - BETA 27 (sources available)

#262

Post by Sean » Thu Feb 06, 2014 5:46 pm

Mario wrote: There is a problem with me
I couldn't help but die, I'm sorry
<capodecima> i dont say any more word without my loyer jenova

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RE: Zombie HORDE - BETA 27 (sources available)

#263

Post by Eandrave » Thu Feb 06, 2014 8:18 pm

Last edited by Eandrave on Tue Jan 18, 2022 1:17 am, edited 3 times in total.

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RE: Zombie HORDE - BETA 27 (sources available)

#264

Post by Kaminsky » Fri Feb 07, 2014 1:41 am

Riben wrote: Hi, I made a map ZM18 the fist version 1.1 Here is the link : http://www.mediafire.com/download/5qbwu ... 18v1.1.wad
Enjoy :D
There is a thread in this section of the forums pertaining towards the maintenance of maps in Zombie Horde. It would be beneficial for you to post your map there in the future. You can find the thread at: http://zandronum.com/forum/showthread.php?tid=1963.

As feedback for your map, you should be more inclusive towards the detail of it. As of now, the map is too small and vacant for the players. There aren't many spots available for humans to use against the zombies. To fix this, add more scenery, terrain, or doodads in the map.

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RE: Zombie HORDE - BETA 27 (sources available)

#265

Post by Mario » Fri Feb 07, 2014 7:04 am

I tried renaming it, didn't work out :\
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It's me.... MARIOOOOOOOOOO

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RE: Zombie HORDE - BETA 27 (sources available)

#266

Post by Xsnake » Tue Mar 18, 2014 9:20 am

Here comes a quick patch. It isn't much, really, but it had to be done.

Beta 27 fix3

• Now using Hires achievements icons.
• Fixed "noise 1" cheat.

Download link

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RE: Zombie HORDE - BETA 27 (sources available)

#267

Post by Vincent(PDP) » Tue Mar 18, 2014 10:03 am

Xsnake wrote: Here comes a quick patch. It isn't much, really, but it had to be done.

Beta 27 fix3

• Now using Hires achievements icons.
• Fixed "noise 1" cheat.

Download link
Are they my Hires icons? :)
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RE: Zombie HORDE - BETA 27 (sources available)

#268

Post by Vincent(PDP) » Tue Mar 18, 2014 2:16 pm

They are my hires icons ;D

It's good that you like them Xsnake :)
Btw, which library did you edit to fix the noise 1 cheat?
Last edited by Vincent(PDP) on Tue Mar 18, 2014 2:25 pm, edited 1 time in total.
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RE: Zombie HORDE - BETA 27 (sources available)

#269

Post by Niiro Kitsune » Tue Mar 25, 2014 4:46 am

Not sure if any other players have mentioned it (although I'm sure others have noticed) but the fire mine item doesn't allow players to jump near it after it has exploded. It's EXTREMELY apparent on ZE17 where placing the fire mine right before the last jump prevents players from reaching the safe room.

EDIT: ZE17 is The good, the bad, and the ugly... in case anyone needed to know :D
Last edited by Niiro Kitsune on Tue Mar 25, 2014 7:20 pm, edited 1 time in total.
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RE: Zombie HORDE - BETA 27 (sources available)

#270

Post by Vincent(PDP) » Wed Mar 26, 2014 1:38 pm

Niiro Kitsune wrote: Not sure if any other players have mentioned it (although I'm sure others have noticed) but the fire mine item doesn't allow players to jump near it after it has exploded. It's EXTREMELY apparent on ZE17 where placing the fire mine right before the last jump prevents players from reaching the safe room.

EDIT: ZE17 is The good, the bad, and the ugly... in case anyone needed to know :D
This is because he made it explode to hurt

Code: Select all

    TNT1 A 1 A_SpawnItemEx("SmallClientFire",0,0,0,0,0,0)
    TNT1 AAAAA 5 A_explode(1,128)
and when something is exploding in doom it pushes you down everytime it explodes.
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RE: Zombie HORDE - BETA 27 (sources available)

#271

Post by ibm5155 » Wed Mar 26, 2014 6:21 pm

zombie horde fatal error:
http://www.mediafire.com/download/kpe3h ... 3/zh-fatal

and a problem recorded:
http://www.mediafire.com/download/x6ivi ... esktop.rar
use demo_skiptonextmap, you'll see that the next map will not be loaded, but his acs will and the players will be nocliping on the older map xD (and if something on the new map changes like lower the floor, boom, crash)

I don't know if this will help with something but it's here :D
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RE: Zombie HORDE - BETA 27 (sources available)

#272

Post by Xsnake » Sun Mar 30, 2014 2:48 pm

ibm5155 wrote: zombie horde fatal error:
http://www.mediafire.com/download/kpe3h ... 3/zh-fatal

and a problem recorded:
http://www.mediafire.com/download/x6ivi ... esktop.rar
use demo_skiptonextmap, you'll see that the next map will not be loaded, but his acs will and the players will be nocliping on the older map xD (and if something on the new map changes like lower the floor, boom, crash)

I don't know if this will help with something but it's here :D
I think this bug has always been there. I'm not sure it has anything to do with ZH in particular.

On a second note, I noticed there is a glitch in the serverside statistics. It seems the "bonus items used by zombies" counter goes crazy, which results in a negative number of "unused bonuses". Does anyone know how to reproduce this glitch ?

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RE: Zombie HORDE - BETA 27 (sources available)

#273

Post by Xsnake » Sun Jun 01, 2014 1:24 pm

Anyone knows who made the smoothweapons addon ? It isn't mentioned anywhere in the pk3/wad file.

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RE: Zombie HORDE - BETA 27 (sources available)

#274

Post by Leonard » Sun Jun 01, 2014 5:01 pm

Zedek the plague doctor made it. He's also the guy who made the toyblock map if you remember.
Also last time I checked smoothweps wasn't compatible with zombie horde anymore.
Last edited by Leonard on Sun Jun 01, 2014 5:06 pm, edited 1 time in total.
[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
[/spoiler]

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RE: Zombie HORDE - BETA 27 (sources available)

#275

Post by ibm5155 » Mon Jul 21, 2014 7:32 pm

Interesting bug founded.
There were 12 players, 11 zombies, 1 human, the last human got telefraged by a zombie and then everyone crashed.
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RE: Zombie HORDE - BETA 27 (sources available)

#276

Post by Zeberpal » Sun Sep 21, 2014 7:35 pm

Ok, so I wanted to play some good old Zombie Horde. When I joined server I saw..this?
Image

What in the uck is this? I mean, why people find it funny and entertaining? I tried to play it, but I could not. I simply find it disgusting to do.
Secondly, I doubt people wasted their time to contribute their zombie-themed maps (especially Dr.Dr's)on a project that would turn into "haha, look, bagel is trying to infect me!" one.
No offense to Dr.Beetus, but...well, yes offense. This is kinda dirty thing to make, apply quick-witted fantasy on a serious-themed mod?
Why didn't I yet made "Porno Horde", I would be that famous now!

I checked the dates, it came out more than month ago. So I'm first guy to throw a brick at this? From the whole community?
GGs.
RIP ZH,
RIP community

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RE: Zombie HORDE - BETA 27 (sources available)

#277

Post by fr blood » Sun Sep 21, 2014 8:02 pm

Zombie horde is still on Grandvoid as it was always. Bagel Horde managed to make full server, that zh didn't do since a lot of months, dude people are looking for new things, beetus tried to give it to them, in my view it's not dirty at all.

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RE: Zombie HORDE - BETA 27 (sources available)

#278

Post by Fused » Sun Sep 21, 2014 8:46 pm

Sadly this is how Zombie Horde stays alive nowadays. The mod hasn't changed alot since its release in 2009 (or something) and it looks like people finally quit playing the origional. Bagel Horde is a new look for Zombie Horde and it makes it something unique again, that's why people play it. This is probably the best possible way of reviving this mod, unless Xsnake actually still considers fixing up ZH and giving it a new look himself, which i really doubt.

EDIT1: as a sidenote, i probably won't have to update the testpacks anymore soon either. Nobody is sending any maps and i'm really not going to make maps myself for the sake of keeping the testpacks or the wad alive.
Last edited by Fused on Sun Sep 21, 2014 8:54 pm, edited 1 time in total.
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RE: Zombie HORDE - BETA 27 (sources available)

#279

Post by Zeberpal » Sun Sep 21, 2014 8:58 pm

So it was dead huh, I wasn't really following ZH lately. Maybe it was justified way to revive it in this case, and I have overreacted.
Still, I hope it will come back to it's source as soon as possible. Seeing 32/32 players on server simply scares me from taste point of view.
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RE: Zombie HORDE - BETA 27 (sources available)

#280

Post by ibm5155 » Sun Sep 21, 2014 10:38 pm

Well, it was kind of alive untill 2013, and since the first time that I implemented my database into zm09 I noted that since 25/03/2014 to 07/04/2014, there were actually a good number of numbers of player per map, But, from 24/03/2014 to 12/07/2014 that number droped alot to, 2 players per map '-' ...
but then the number came back to the normal player per map number...

The thing is, people still play zombie horde, but people don't want to go on it without players, that's the problem mos of the time, because they want to play with 5 or more players,so when a group of players decide to join in, then people will come (this works for aow and wdi too)...
idk how well it's since this month because I'm not playing alot.

But this number can grow up when I release my zm map :p

EDIT:
also, bagle horde is famous because it's "new", even being a mod for a mod rofl...
As an example look at who dun it, when they first released a server with it, on a single month, every day had 32 players playing the only map that it had, now, you see 3, 5 ,6 or 0 people playing it :( , and It uses the same zh formula, if a group of people join in, then, strangers will want to join too.
Last edited by ibm5155 on Sun Sep 21, 2014 10:40 pm, edited 1 time in total.
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