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

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RE: Zombie HORDE - BETA 27 (sources available)

#281

Post by fr blood » Sun Sep 21, 2014 10:51 pm

Yeah, and bagel horde's server will be empty in the future, who knows, maybe in some weeks, or some months.

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RE: Zombie HORDE - BETA 27 (sources available)

#282

Post by Fused » Mon Sep 22, 2014 7:27 am

It probably wont die soon. People seem to like it and beetus is still updating it daily. I'm fine with it, it didn't really ruin it for me since the mod was quite dead anyway.
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RE: Zombie HORDE - BETA 27 (sources available)

#283

Post by Vincent(PDP) » Mon Oct 13, 2014 10:42 pm

I made a little application for converting multiple .txt files into .acs files. Thought it could come in handy.

http://www.mydoomsite.com/programs/prog ... verter.zip

How to use it:
1. Open the application.
2. Select the .txt files you wish to convert (other files than txt files will be ignored).
3. Drag them into the application's window where it says "Drag and drop TXT files here to convert them to ACS".
4. Your files are now converted to acs and placed in the same folder that you took the .txt files from.
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RE: Zombie HORDE - BETA 27 (sources available)

#284

Post by Fused » Mon Oct 13, 2014 10:57 pm

I would just like to point out a bug in the item system of Zombie Horde. If you have a bonus item you can gain every single item possible for a human or zombie, depending on what you are, by doing a certain thing. Beetus seems to have a way to fix this major bug since he fixed it with his beetus crates in Bagel Horde, so I would like Xsnake to contact him regarding to this.
Last edited by Fused on Mon Oct 13, 2014 10:59 pm, edited 1 time in total.
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RE: Zombie HORDE - BETA 27 (sources available)

#285

Post by ibm5155 » Tue Oct 14, 2014 2:30 am

It's a bit bad to use t he beetus crate now but well, it's the way to avoid the useitem spam xD
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RE: Zombie HORDE - BETA 27 (sources available)

#286

Post by Dr_Beetus » Tue Oct 14, 2014 3:31 am

I will be doing to the Bonus Items on what I did to the Beetus Crate (Replace "ACS_ExecuteAlways" with "ACS_Execute" in decorate) on the next update.

Now for the crates...

If two or more players open the crate at the same time (Especially the crate given 30 seconds after each round), the crate will start opening for one player while the other players will have to try again at least once trying to open them.

I will be changing the 3 second countdown on the crates (Will be 1 second instead) and to cut down on the tic delays to reduce that stiffness on trying to open the crates.

This I believe is the only way I can tackle this issue for now.

I also hope the multi-invuse console command can be solved in future Zandronum updates.

Edit 14th October 2014:

I will be making clientside scripts for both Bonus Item and Super Bonus Item and then those client scripts will then ACS_ExecuteAlways the actual script (Script 198, Arg1 of "0" for Bonus Item and Script 198 with Arg1 of "1" for the SuperBonus Item). Done this the same way for the Beetus Crate.

Tested it offline and tried "Invuse;Invuse" and "Invuse (number typed here)" in console command and still results in one random item given which is good.

This is just to see if players can open the crate with ease once again.

Edit 23rd October 2014

Clientside turns out that it's not needed at all. If anything, it seems to make certain weapons behave in a strange way when running a test server, so no need for clientside at all. The script proxy executes (To filter out the CCMD invuse exploit) triggered from using Bonus/SuperBonus items are working fine nevertheless which is the important part.
Last edited by Dr_Beetus on Thu Oct 23, 2014 10:56 am, edited 1 time in total.
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RE: Zombie HORDE - BETA 27 (sources available)

#287

Post by Xsnake » Tue Oct 14, 2014 4:25 pm

Fused wrote: I would just like to point out a bug in the item system of Zombie Horde. If you have a bonus item you can gain every single item possible for a human or zombie, depending on what you are, by doing a certain thing. Beetus seems to have a way to fix this major bug since he fixed it with his beetus crates in Bagel Horde, so I would like Xsnake to contact him regarding to this.
Xsnake wrote: 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 ?
I was wondering if someone would finally bother talking about this glitch, because I had no idea what was causing it. Thank you. Better late than never, I guess.

I will see what I can do to fix this. A fix will probably come along with a zh-duel update (Klofkac's addon), a zh-smooth-weapons version that is compatible with beta 27 and a secondary attack (spit/push) for initial zombies. I've been working on these recently... But I think I will just take my time since Beetus' addon seems to be quite popular and I don't want to ruin his efforts by releasing an update that alters the game mechanics. At least, not right now.

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RE: Zombie HORDE - BETA 27 (sources available)

#288

Post by Sean » Tue Oct 14, 2014 5:46 pm

Vincent(PDP) wrote: I made a little application for converting multiple .txt files into .acs files. Thought it could come in handy.

http://www.mydoomsite.com/programs/prog ... verter.zip

How to use it:
1. Open the application.
2. Select the .txt files you wish to convert (other files than txt files will be ignored).
3. Drag them into the application's window where it says "Drag and drop TXT files here to convert them to ACS".
4. Your files are now converted to acs and placed in the same folder that you took the .txt files from.
Pretty useless as (on Windows) you can open a command prompt in the folder with the .txts and type:

Code: Select all

ren *.txt *.acs
Last edited by Sean on Tue Oct 14, 2014 5:49 pm, edited 1 time in total.
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RE: Zombie HORDE - BETA 27 (sources available)

#289

Post by Vincent(PDP) » Thu Oct 16, 2014 8:34 am

CoffeeScripter wrote:
Vincent(PDP) wrote: I made a little application for converting multiple .txt files into .acs files. Thought it could come in handy.

http://www.mydoomsite.com/programs/prog ... verter.zip

How to use it:
1. Open the application.
2. Select the .txt files you wish to convert (other files than txt files will be ignored).
3. Drag them into the application's window where it says "Drag and drop TXT files here to convert them to ACS".
4. Your files are now converted to acs and placed in the same folder that you took the .txt files from.
Pretty useless as (on Windows) you can open a command prompt in the folder with the .txts and type:

Code: Select all

ren *.txt *.acs
How fun for you.

My application is more efficient if you don't want to change all the files in the folder, and if you're not very good with computers. Also it's faster. ;)

Besides I didn't force you to use it. I just thought it could come in handy.
Last edited by Vincent(PDP) on Thu Oct 16, 2014 11:39 am, edited 1 time in total.
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RE: Zombie HORDE - BETA 27 (sources available)

#290

Post by Zeberpal » Thu Dec 04, 2014 4:40 pm

Zandronum today.
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RE: Zombie HORDE - BETA 27 (sources available)

#291

Post by ibm5155 » Thu Feb 19, 2015 7:08 pm

I'll use the powers of archvile for resurrecting this thread, but I'll only use it one time D:

Well, I just think, it would be good if zh core supported 64 players, since hmm, people are releasing servers with hm 64players allowed and there re actually people playing it O_o
Here's just an example that I took
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RE: Zombie HORDE - BETA 27 (sources available)

#292

Post by fr blood » Thu Feb 19, 2015 9:50 pm

Amazing but I suppose that won't happen anymore, people came on this server probably to see how was bagel horde, and I'm sure that the half of them were dissapointed.

Also making ZH support 64 players shouldn't be hard, not at all !
But it will add 32 new busy tag for players, then we will have to check all maps to avoid bug(a thing that our people won't have the time to do).

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RE: Zombie HORDE - BETA 27 (sources available)

#293

Post by Fused » Fri Feb 20, 2015 1:12 am

fr blood wrote: Also making ZH support 64 players shouldn't be hard, not at all !
Do not underestimate this. Remember that not only the sourcecode needs to be updated, ALL maps will have to be updated aswell (i.e. spawnspots + code).
Last edited by Fused on Fri Feb 20, 2015 1:12 am, edited 1 time in total.
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RE: Zombie HORDE - BETA 27 (sources available)

#294

Post by fr blood » Fri Feb 20, 2015 12:57 pm

Fused wrote: Do not underestimate this. Remember that not only the sourcecode needs to be updated, ALL maps will have to be updated aswell (i.e. spawnspots + code).
Ye that what I said just under what you quoted lol.

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RE: Zombie HORDE - BETA 27 (sources available)

#295

Post by ibm5155 » Fri Feb 20, 2015 8:54 pm

I don't think all zh maps will need to code update, if it work the same way my map work, I don't need to update the main script just because I updated a compiled script that it was including...
But, it'll require update, if some mod is using some extra function that's not into zmgame or zegame, and that function got his value changed, ex a integer function is now void,...
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RE: Zombie HORDE - BETA 27 (sources available)

#296

Post by Vincent(PDP) » Fri Feb 20, 2015 11:57 pm

Maps that uses arrays will have to be updated from

Array[32]

To

Array[64]

- I use multiple arrays on my map for example. Though it's not a problem converting them. :)
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RE: Zombie HORDE - BETA 27 (sources available)

#297

Post by Klofkac » Mon Apr 06, 2015 5:50 pm

Vincent(PDP) wrote: Maps that uses arrays will have to be updated from

Array[32]

To

Array[64]

- I use multiple arrays on my map for example. Though it's not a problem converting them. :)
Or just libdefine MAX_PLAYERS somewhere in COMMON or whatever and use all the arrays[32] to this. In future, in case player cap rises again, to let's say 128, just change one constant (and recompile all maps, that is unavoidable) and it's done.
Last edited by Klofkac on Mon Apr 06, 2015 5:50 pm, edited 1 time in total.
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RE: Zombie HORDE - BETA 27 (sources available)

#298

Post by Vincent(PDP) » Mon Apr 06, 2015 9:20 pm

Klofkac wrote: Or just libdefine MAX_PLAYERS somewhere in COMMON or whatever and use all the arrays[32] to this. In future, in case player cap rises again, to let's say 128, just change one constant (and recompile all maps, that is unavoidable) and it's done.
That will be up to XSnake, since he will not let anyone else tamper with the original mod.
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RE: Zombie HORDE - BETA 27 (sources available)

#299

Post by Xsnake » Tue Apr 07, 2015 5:40 pm

Fused wrote:
fr blood wrote: Also making ZH support 64 players shouldn't be hard, not at all !
Do not underestimate this. Remember that not only the sourcecode needs to be updated, ALL maps will have to be updated aswell (i.e. spawnspots + code).
... As well as some decorate stuff (32 custom damage types to make the infector's identification work). So yeah, that's a lot of work.
Speaking of that, with the 2.0 release and all, does anybody know if we now have a reliable and easier way to keep track of the damage done between players ? (So that the 32 damage types are no longer needed)

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RE: Zombie HORDE - BETA 27 (sources available)

#300

Post by Vincent(PDP) » Wed Apr 08, 2015 12:38 am

Glad to see you again Xsnake. :)
I don't know if the damage type system is updated, but one thing I've noticed is that the Sniper Rifle has a bigger knockback in 2.0.
Last edited by Vincent(PDP) on Wed Apr 08, 2015 12:38 am, edited 1 time in total.
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