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

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Walkerrr
 
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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1841

Post by Walkerrr » Fri Aug 08, 2014 12:15 am

Fused, I found the problem, I have no idea how to change it. but the problem is this. I was checking my previous map "ZM11" and this map had the same problem.
I check the two versions: mine and the TestPack
The version of TestPack works
Mine does not.

observe both versions slumped and the only difference I saw was this:
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I could see the BEHAVIOR and one include in the behavior LOAD zmgame with rare letters. THE other wad just did not have the same BEHAVIOR

I try to repair it but dont work

I do not know if this can be repaired, but someone could repar with my previous map.
I can only repair Phantasm and the decoration of the map, but the BEHAVIOR not.

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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1842

Post by Fused » Fri Aug 08, 2014 9:30 am

Alright. So it might be possible that your behaviour lump accidentally removed the ZMGAME.ACS import. That's the only thing i can think of. If this is the case, i think i have an idea on how to fixing it.

It's your SCRIPTS, but compiled. The behaviour lump is the thing that the game will read for your scripts. SCRIPTS.txt is there for the user to read incase they need to know what happends.

So to start off, try to compiling your scripts through doombuilder first and see if that fixes the problem.

If it still wont work, my idea is to compile them manually. Be sure to have a backup incase this won't work.


EDIT: Now that i think of it, i think your problem might be occuring to me aswell. In Cityscape, the map Mspark made and me and stiff edited, endzegame() keeps killing everyone, even though people pass over the line. I think my BEHAVIOUR lump messed that up aswell. Luckily i have a backup.
Last edited by Fused on Fri Aug 08, 2014 10:01 am, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1843

Post by fr blood » Fri Aug 08, 2014 12:28 pm

Nice map there walkerr, I'm also here to tell that I'll finish the update of ZE26 maybe the end of the next week, I'll send screens like Mr.man(hum fused) with the Before/After it's usefull when we redo an entire map. :cool:

By the way I'm hopping that the population of ZH will come back as you saw the server isn't anymore popular as it was before, and we all know why. :rolleyes:
Last edited by fr blood on Fri Aug 08, 2014 12:30 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1844

Post by Walkerrr » Fri Aug 08, 2014 3:26 pm

I'm glad that the problem has a solution, I try all day but could not fix it, if you could help me With the behavior problem That would be great! :D
already I edit the ghoul, I'm decorating the map, soon I'll upload the map, but I have a doubt.
This has something to do?
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thanks for everything

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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1845

Post by Stiff » Fri Aug 08, 2014 4:05 pm

1. Change zmgame.acs to zmgame.txt (code and file)

If that doesn't work

2. Try #include instead of #import
Or
3. Try to include or import const.acs or .txt before zmgame
AND OFCORSE MAKE SURE THE FILES ARE IN THE SAME DIRECTORY AS YOUR MAP/WAD
Last edited by Stiff on Fri Aug 08, 2014 4:30 pm, edited 1 time in total.
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Zombie Horde:
> ZE14 - Jailbreak PART 1 (Done) (Upcomming update)
> ZM14 - Jailbreak PART 2 (Done)
> ZE19 - Total Destruction PART 1 (Done) (Upcomming update)
> ZE25 - Total Destruction PART 2 (Done)
> ZEXX - Total Destruction PART 3 (Deprecated)
> ZE27 - Lava Temple (Done) (Upcomming update)

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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1846

Post by fr blood » Fri Aug 08, 2014 5:10 pm

As stiff said the solution is simple keep the #import "ZMGAME.acs" and add the .acs files in the same directory thats your map, and it'll work.

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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1847

Post by Walkerrr » Fri Aug 08, 2014 6:37 pm

Thank you very much!
The map now works correctly. I will make some adjustments and I'll upload without error.
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Now the timer is displayed C:

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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1848

Post by Fused » Fri Aug 08, 2014 6:51 pm

Awesome work, i'm very glad to see we have 3 new maps for the next testpack.

The current list is as followed.

New: ZE22, ZE26, ZM21 (current ZE22 (Canyon Run 1) will be moved to slot ZE24)

Updated: ZE19, ZE24, ZE29, ZM10

Am i missing something?

EDIT: ze17's update is not finished yet. I need more time to finish it fully.

EDIT 2: Adding ZM10 to updated maps. Vincent sceduled to finish his map in 1 week.

EDIT 3: adding ZE19 to updated maps.
Last edited by Fused on Sat Aug 09, 2014 6:35 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1849

Post by Klofkac » Fri Aug 08, 2014 7:33 pm

Just one thing... If Vincent's map still has URL music change, get it out. It lags half of server out.
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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1850

Post by Walkerrr » Sat Aug 09, 2014 7:20 am

I finish the fix and the updates, there is the map ready ;)

http://www.sickedwick.net/uploader/file ... M21_1_.wad

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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1851

Post by Stiff » Sat Aug 09, 2014 8:33 am

That ze27 version is a hige portalmess, dont add
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Zombie Horde:
> ZE14 - Jailbreak PART 1 (Done) (Upcomming update)
> ZM14 - Jailbreak PART 2 (Done)
> ZE19 - Total Destruction PART 1 (Done) (Upcomming update)
> ZE25 - Total Destruction PART 2 (Done)
> ZEXX - Total Destruction PART 3 (Deprecated)
> ZE27 - Lava Temple (Done) (Upcomming update)

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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1852

Post by Fused » Sat Aug 09, 2014 8:35 am

Ok, updating. What about ze19? I'm pretty sure i still have that version lying in my wads from when we tested a while ago.
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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1853

Post by Stiff » Sat Aug 09, 2014 2:55 pm

Ze19 is oke

Anyway, my harddrive seemed to work in my friends PC, but when I boot from.it I get a bsod, and when I boot frommy friends hdd I can acces almost all files (exept those located at C:\users\stiff becouse that's locked for a weard reason) so I have to find out why my pc cannot find my harddisk at all.

When my pc works again I'll try to work on my maps, and I will test walkers map, but you may already release a testpack.

Edit: got my pc working again, it was not the pc but the electricitycircuit in my chamber, we added a new electricitygate previous week wich doesnt seem to work proper. I tried to start my pc on another floor, wich worked.
Last edited by Stiff on Sat Aug 09, 2014 10:21 pm, edited 1 time in total.
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Zombie Horde:
> ZE14 - Jailbreak PART 1 (Done) (Upcomming update)
> ZM14 - Jailbreak PART 2 (Done)
> ZE19 - Total Destruction PART 1 (Done) (Upcomming update)
> ZE25 - Total Destruction PART 2 (Done)
> ZEXX - Total Destruction PART 3 (Deprecated)
> ZE27 - Lava Temple (Done) (Upcomming update)

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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1854

Post by Fused » Sat Aug 09, 2014 10:49 pm

Now that i think of it, i don't think i can update ze19 due to it being a mappack map. Unless Xsnake authorises me to update mappack maps, i am unable to do anything with your map Stiff. My bad.
Last edited by Fused on Sat Aug 09, 2014 10:53 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1855

Post by Vincent(PDP) » Sat Aug 09, 2014 11:37 pm

Klofkac wrote: Just one thing... If Vincent's map still has URL music change, get it out. It lags half of server out.
Until my map is updated:
PUKE 23 > DISCO MUSIC > DISABLED
Problem solved.[/size]
It's not even enabled by default... So pretty much everyone must've enabled it.
Last edited by Vincent(PDP) on Sat Aug 09, 2014 11:42 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1856

Post by Stiff » Sun Aug 10, 2014 10:21 am

You can change mapname and mapinfo to ze19x ... You get the idea.

Edit: nah that makes stuff unorganised, nevermind ze19 than
Last edited by Stiff on Sun Aug 10, 2014 10:22 am, edited 1 time in total.
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Zombie Horde:
> ZE14 - Jailbreak PART 1 (Done) (Upcomming update)
> ZM14 - Jailbreak PART 2 (Done)
> ZE19 - Total Destruction PART 1 (Done) (Upcomming update)
> ZE25 - Total Destruction PART 2 (Done)
> ZEXX - Total Destruction PART 3 (Deprecated)
> ZE27 - Lava Temple (Done) (Upcomming update)

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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1857

Post by ibm5155 » Sun Aug 10, 2014 1:19 pm

So Vincent, lets say that most people never opened your menu, and on the first version of your mod you set by default that the disco music was enabled, no now people who never played your map will have by default disabled, but what about that guys that never opened the menu and the default value was enabled on the older version? I think you may have some kind of data conflict on it, like the default of the older version is enabled and the newer is disabled, you should make a way to reset that data when a new release is released...
It's users fault that they have an option to disable, but it's mapper fault too to not fix that problem that users can't fix by itself :)

EDIT:

since testpack is loaded after the mappack, the maps that are on mappack will be replaced by the ones on the testpack...
Last edited by ibm5155 on Sun Aug 10, 2014 1:20 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1858

Post by Vincent(PDP) » Sun Aug 10, 2014 4:15 pm

ibm5155 wrote: So Vincent, lets say that most people never opened your menu, and on the first version of your mod you set by default that the disco music was enabled, no now people who never played your map will have by default disabled, but what about that guys that never opened the menu and the default value was enabled on the older version? I think you may have some kind of data conflict on it, like the default of the older version is enabled and the newer is disabled, you should make a way to reset that data when a new release is released...
It's users fault that they have an option to disable, but it's mapper fault too to not fix that problem that users can't fix by itself :)
It's never been enabled by default, only on Update39 and higher. I didn't notice that until I was working on 39.

Anyway the disco will be removed, and maybe replaced by a little message or something instead.
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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1859

Post by Fused » Sun Aug 10, 2014 4:31 pm

ibm5155 wrote: since testpack is loaded after the mappack, the maps that are on mappack will be replaced by the ones on the testpack...
I know, but it seems a bit waste of space.

Anyway, i do need to notify you Stiff. On ze19, the last human did not teleport to the second boat again. I know this is a known bug, and i hope you could make an attempt on fixing it.

Lastly, @BLOOD
Could i get your ze26 link? Or is it unfinished? I can always wait until you finished it.
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RE: Zombie HORDE - The mappack project! (10 / r19) 07/18/2014

#1860

Post by Lollipop » Sun Aug 10, 2014 4:34 pm

The human was standing on the little wooden boat, it seems that the bug appear from there.
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
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are you getting uncomfortable jap
feeling something happen down there

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