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! (10 / r18) 06/10/2014

#1801

Post by Fused » Tue Jul 08, 2014 9:13 pm

Also for those who are wondering what ze22 is and have not checked my signature yet, here is the latest pic. Note this is far from done, but will be in 2 days. Call it a suprise map.
[spoiler]Image[/spoiler]


Also if you want to see how it looked like a year ago, when i quit development.
Spoiler: note this was not the latest released version (Open)
Image
Last edited by Fused on Tue Jul 08, 2014 9:13 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r18) 06/10/2014

#1802

Post by mr fiat » Tue Jul 08, 2014 9:18 pm

Fused wrote: Also for those who are wondering what ze22 is and have not checked my signature yet, here is the latest pic. Note this is far from done, but will be in 2 days. Call it a suprise map.
[spoiler]Image[/spoiler]


Also if you want to see how it looked like a year ago, when i quit development.
Spoiler: note this was not the latest released version (Open)
Image
Was it a year already? Damn time goes too fast.

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RE: Zombie HORDE - The mappack project! (10 / r18) 06/10/2014

#1803

Post by Fused » Wed Jul 09, 2014 1:57 am

Almost 11 months to be exact.

Please keep in mind that the next testpack, which will be released tomorrow, will only have the neccesary fixes for ze22. I have a big thing I'm working on, and i will sadly not be able to finish that. I will try to give Konar a copy as soon as it's finished.

EDIT:
@vincent
In my opinion it's best to just remove the portal covering the roof of the school. It causes part of the lag, and it mostly doesn't even work anyway. Also try not to add too many features again. I saw you added some sort of waypoint system to the bunker, even though the neon-like lighter arrows work fine too. Perhaps add some more arrows.

Or just remove the whole thing, it's barely any fun anyway and just fills the size with not fitting music...[/size]
Last edited by Fused on Wed Jul 09, 2014 2:11 am, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r18) 06/10/2014

#1804

Post by Niiro Kitsune » Wed Jul 09, 2014 4:51 pm

I wasn't planning on updating ZE23 but I recently played my map on the server and there's a bug I have to fix, so any other suggestions for minor changes I can make (since I only have a small amount of time right now)?
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~ 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 - The mappack project! (10 / r18) 06/10/2014

#1805

Post by Fused » Wed Jul 09, 2014 5:20 pm

I noticed the red key happends to spawn on all possible spots in a few occasions. If that was the bug you meant, then i think it's all good.
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RE: Zombie HORDE - The mappack project! (10 / r18) 06/10/2014

#1806

Post by Vincent(PDP) » Wed Jul 09, 2014 8:44 pm

Fused wrote: In my opinion it's best to just remove the portal covering the roof of the school. It causes part of the lag, and it mostly doesn't even work anyway. Also try not to add too many features again. I saw you added some sort of waypoint system to the bunker, even though the neon-like lighter arrows work fine too. Perhaps add some more arrows.
I'll probably deal with the portals in a further update, right now I have other stuff to think about. But they will probably get removed. I wish there were a clientside option to disable them. :P

I will not add to much, promise. :#
I actually added the waypoint system because many players died since they didn't know where to go, even if I tried to tell them. Some of them even said that they didn't know where to go. I can make it optional if you wan't to use or not, however.

I also thought the arrows would look ugly in the park... That's why I didn't place any there.
Fused wrote: Or just remove the whole thing, it's barely any fun anyway and just fills the size with not fitting music...
Sorry, not gonna happen. But I am open to suggestions for fixes etc.
I could actually upload the music to my website and then play the music that way, like the *ahem* disco[/size] *ahem*.

Since the music is changed in a cutscene the lag when changing would almost not be noticable.


And excuse me? NOT FITTING? :DD
- I'm partially open to suggestions about escape music too. PARTIALLY.
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RE: Zombie HORDE - The mappack project! (10 / r18) 06/10/2014

#1807

Post by Fused » Wed Jul 09, 2014 11:04 pm

Out of rage of losing the world cup against Argentina i have decided not to release another testpack...

Ok just kidding, the testpack will take a bit longer because of personal reasons.
my boss likes to inform me very late when i have to work longer...[/size]
Meanwhile Vincent be sure to have everything fixed in your map, and try to reduce the lag.

@blood How is your progress by the way? I had to remove ze26 previous release but i'm fine with readding it whenever you fixed all the things.

@mr_fiat you also had a redo on the ao oni map i believe. How's that? Will it be finished anytime soon?
Last edited by Fused on Wed Jul 09, 2014 11:10 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r18) 06/10/2014

#1808

Post by ibm5155 » Wed Jul 09, 2014 11:58 pm

Uh don't do that D: changemus("http:\\music.mp3"); there will be a little lag for people who have a good internet but for poor people... On a game that a 1 second lag could make the difference btw be infected or not D:

Well from my map sides:

ZM09:It may take a good time to release, I'm touching all the acs scripts and fixing some exploits reported by vincent, looking at 3k lines of code is a pain in the ass, it's time to make as a good C software, save many parts of the code in more than one files, I may or may not break something but, I hope I'll not break something :lol:

ZM1X: Well, I got two new sectors, the work in progress is being slow, more because of lack of good textures that fit the other sectors :S, and as fused sugested, the daylight cicle will be 2 minutes faster
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RE: Zombie HORDE - The mappack project! (10 / r18) 06/10/2014

#1809

Post by Vincent(PDP) » Thu Jul 10, 2014 10:12 am

IBM, the escape music is changed in a cutscene that lasts atleast 8 seconds...
All players are frozen during the scene.
The devs should fix so that Zan doesn't freeze when changing to a music stored online.
Last edited by Vincent(PDP) on Thu Jul 10, 2014 10:14 am, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r18) 06/10/2014

#1810

Post by Niiro Kitsune » Thu Jul 10, 2014 7:04 pm

Ok so I've updated to version 13 of ZE23 (link in signature)
Spoiler: changelog (Open)
*made easter egg in endroom automatic
*moved one skull spawn
*added area to secret endroom
*adjusted some minor visuals
*delayed underground glass-break
*created another skull point and fixed bug, or at least I tried
*included (useless) skull cameras ;3
*remodeled starting room
*changed Leeroy Jenkins location
[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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RE: Zombie HORDE - The mappack project! (10 / r18) 06/10/2014

#1811

Post by Vincent(PDP) » Sat Jul 12, 2014 12:28 pm

Hi all!

I present to you, the new, easy solution, to prevent telefrag!
I've made 6 teleport functions that will try to teleport you to a Teleport Destination spot. To make this work you'll have to create multiple destination spots with a tag range. (I.e: 830-836)

Here's how the function works (code below):
Teleport_NoTelefrag(
DestTag_Min - The minimum tag of the destinations (I.e 830)

DestTag_Max - The maximum tag of the destinations (I.e 836)

UseDestinationsAngle - Specifies wether you should keep your angle as it is, or if it's gonna be changed to the same angle as the destination. True: Changes your angle to the destination's angle, False: Keeps your current angle.

Telefog - True: Spawn the teleport fog when teleporting, False: Do not spawn any teleport fog (Like Teleport_NoFog or Teleport (Silent)).

RaiseZ - If the function fails to teleport you for a specific amount of times it will try to teleport you a bit more up in the air if this is set to True.
)

Code: Select all

Function void Teleport_NoTelefrag(Int DestTag_Min, Int DestTag_Max, Bool UseDestinationsAngle, Bool Telefog, Bool RaiseZ)
{
Int x, y, z, a, Rnd, Tries;
Bool TerminateWhile = False;

    While(TerminateWhile == False)
    {
        Rnd = Random(DestTag_Min, DestTag_Max);
        x = GetActorX(Rnd);
        y = GetActorY(Rnd);
        z = GetActorZ(Rnd);
        a = GetActorAngle(Rnd);
        
            If(RaiseZ == True)
            {
                If(Tries >= 10)
                {
                    z = z + 64.0;
                }
                Else If(Tries >= 20)
                {
                    z = z + 128.0;
                }
            }

        If(SetActorPosition(PLAYER_TID+PlayerNumber(), x, y, z, Telefog) == True)
        {
            Tries = 0;
                If(UseDestinationsAngle == True)
                {
                    SetActorAngle(PLAYER_TID+PlayerNumber(), a);
                }
            TerminateWhile = True;
        }
        Else If(SetActorPosition(PLAYER_TID+PlayerNumber(), x, y, z, Telefog) == False)
        {
            Tries ++;
            If(Tries >= 1000)
            {
                TerminateWhile = True;
            }
        }
    }
}
Available functions:
Teleport_NoTelefrag - The normal one.
Teleport_NoTelefragLinear - Instead of trying to teleport you to a random destination, this will try to teleport you to the first one, if that fails it tries the next one and so on.
Teleport_NoTelefragStop - Same as Teleport_NoTelefrag, but it will stop your speed when teleporting.
Teleport_NoTelefragLinearStop - Same as Teleport_NoTelefragLinear, but it will stop your speed when teleporting.
TeleportOther_NoTelefrag - Same as Teleport_NoTelefrag, but you will have to specify which TID that will be teleported. (I.e TeleportOther_NoTelefrag(PlayerNumber(), 830, 836, False, False, True)
TeleportOther_NoTelefragLinear - Same as TeleportOther_NoTelefrag, but will try to teleport the specified TID to the first destination, if that fails it tries the next one and so on.

How to use the functions:
Download this ZIP file: http://www.mydoomsite.com/WADS/ANTI_TEL.zip
Extract the ACS file inside it and place it in the same folder as your map.
On your map's ACS, type this line on the top:

Code: Select all

#Import "ANTI_TEL.acs"
And now you should be able to use the functions! Happy mapping. ;)



You're allowed to use this for other mods aswell, not only for your ZH maps. But if you use it for something else, please list me in the credits. :)

EDIT:
To use this on other mods be sure to include this actor in the DECORATE:

Code: Select all

ACTOR PlayerStopper
{
  +SOLID
  -SHOOTABLE
  Height 64
  Radius 20
  States
  {
    Spawn:
	  TNT1 A 4
	  Stop
  }
}
EDIT 2:
If you're using this for Zombie Horde, you don't need to either include the PlayerStopper actor or a compiled version of the ANTI_TEL acs file with your finished map since they will be in the next testpack.
Last edited by Vincent(PDP) on Sat Jul 12, 2014 4:59 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r18) 06/10/2014

#1812

Post by ibm5155 » Sat Jul 12, 2014 5:07 pm

Well, since the day I made my database of my map, I got actually some curious numbers
Download zm09 database

there's 63% to not have ghouls on a round
-soulsphere only came 54 times
-ravishing came 44 times
-white face came 16 times
- the total times played this map were 307 times
-only 17% of all players who played this map will be dead by ghouls
-just 24% of the players disconnected from the map

The codes most typed were:
0% right code (71 times)
25% right code (49 times)
50% right code (32 times)
100% right code (22 times)
not typed (133 times)


The day who had more people registered that played the map was (2014-03-27)
The database is running since 2014-03-25 and for now I have 18 logs :D

Have fun looking to the datas
PS:times played should be a graph that only grow up, it go down because the database was reseted, this is due to server reset/update/crash
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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RE: Zombie HORDE - The mappack project! (10 / r18) 06/10/2014

#1813

Post by Vincent(PDP) » Mon Jul 14, 2014 4:20 pm

ZM10update36 (New update, just the same name):

http://www.mydoomsite.com/WADS/ZM10update36.zip
Spoiler: Changelog (Open)
(+) Added
(-) Removed
(!) Fixed/Changed

Update36:
(!) Fixed a bug with the options menu.
(!) Fixed a typo in the options menu.
Last edited by Vincent(PDP) on Mon Jul 14, 2014 7:22 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r18) 06/10/2014

#1814

Post by ibm5155 » Mon Jul 14, 2014 8:02 pm

And here comes another zm09 update :D

-Changed: all acs codes were touched, so, trash was removed, and now the code is much more clean to read/manage.
-Fixed: Exploit near to the boxes and a little fall (Thanks vincent for report it)
-Changed: Soulsphere Dammage, now it should hurt less people :p
-Changed: White face sector now is darker.
-Something that I may be missing that I fixed too...

Download link:http://www.mediafire.com/download/gocqs ... V1.5.4.pk3

About the other zm map:

-Add: two new sectors.
-Modified: Day light cycle is faster now
-Still needing more texture D:

No link yet
Last edited by ibm5155 on Mon Jul 14, 2014 8:03 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r18) 06/10/2014

#1815

Post by Vincent(PDP) » Mon Jul 14, 2014 8:18 pm

ibm5155 wrote: -Fixed: Exploit near to the boxes and a little fall
Yay :p
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RE: Zombie HORDE - The mappack project! (10 / r18) 06/10/2014

#1816

Post by ibm5155 » Tue Jul 15, 2014 11:34 am

Another ZM09 update :lol: :rolleyes:
Well, It looks like the acs scripts didn't like to be inside a pk3 file inside a wad file :evil: so, I fixed it limiting their names to 8 chars to fit into the wad file itself

Download link:ZM09 V1.55

EDIT: the file size on mediafire say:6.66mb, THAT MEP MUST BE BEST MEP EVER!!!!7
Last edited by ibm5155 on Tue Jul 15, 2014 11:48 am, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r18) 06/10/2014

#1817

Post by Vincent(PDP) » Tue Jul 15, 2014 12:34 pm

ibm5155 wrote: Another ZM09 update :lol: :rolleyes:
Well, It looks like the acs scripts didn't like to be inside a pk3 file inside a wad file :evil: so, I fixed it limiting their names to 8 chars to fit into the wad file itself

Download link:ZM09 V1.55

EDIT: the file size on mediafire say:6.66mb, THAT MEP MUST BE BEST MEP EVER!!!!7
You cannot put .pk3 files in another .pk3.
So adding your .pk3 to the testpack would not work :P

Plus, keeping ACS in a .pk3 you must create a directory called "ACS".
Last edited by Vincent(PDP) on Tue Jul 15, 2014 2:01 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r18) 06/10/2014

#1818

Post by Vincent(PDP) » Tue Jul 15, 2014 2:02 pm

New upda... Well you know this already :p

http://www.mydoomsite.com/WADS/ZM10update38.zip
Spoiler: Changelog (Open)
(+) Added
(-) Removed
(!) Fixed/Changed

Update 38:
(!) More bug fixes, bla bla bla, improvements etc, bla bla bla
Last edited by Vincent(PDP) on Tue Jul 15, 2014 10:53 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r18) 06/10/2014

#1819

Post by Fused » Tue Jul 15, 2014 2:06 pm

Since you two still have updates for your map, i will release the testpack even later then. Meanwhile i can improve ze22 myself too (the map is really still containing alot of blank areas and lack of textures).
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RE: Zombie HORDE - The mappack project! (10 / r18) 06/10/2014

#1820

Post by ibm5155 » Tue Jul 15, 2014 2:57 pm

Vincent(PDP) wrote: You cannot put .pk3 files in another .pk3.
So adding your .pk3 to the testpack would not work :P

Plus, keeping ACS in a .pk3 you must create a directory called "ACS".
I put a pk3 file inside a .wad file,

yes that would work BUT, I would need a special folder inside testpack, and that wouldn't be as good as it should be, so, I just made the old way to add an acs file to a wad file

Maps that need to be fixed:
ze17 - stifje mep: exploit on the first zombie block may stuck they on it
fused map - after the cave open there's a big triangle hom inside it
Last edited by ibm5155 on Tue Jul 15, 2014 2:58 pm, edited 1 time in total.
Projects
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