Zombie HORDE - Testpack project (R28) - 17/12/15

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RE: Zombie HORDE - Testpack project (R25/F01) - 10/02/15

#61

Post by fr blood » Sat Mar 21, 2015 9:56 am

Stiff wrote: Hello,

I didn't show myself on this forum for a little while now and I will stay a little on the background.
Anyway, I'm trying to work on a 'new map' which ishould combine ZM and ZE.
I don't promise anything ofcorse :) , but since I learn alot of other things at school that interest me (Javascript, C#, HTML, PHP etc) I started to put more time in the things I learn on my study.
As usual, the map will be big and the theme is going to be a city.

I didn't play new maps (yet), but I'm a little curious so that will change soon.
I saw one of your ZM map on a server a month ago, it was a base included inside a canyon, are you going to finish that one ?

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RE: Zombie HORDE - Testpack project (R25/F01) - 10/02/15

#62

Post by Vincent(PDP) » Sat Mar 21, 2015 9:56 am

My ZM10 - Parkskolan is a combined ZM, ZE too. :)
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RE: Zombie HORDE - Testpack project (R25/F01) - 10/02/15

#63

Post by Stiff » Sat Mar 21, 2015 10:13 am

fr blood wrote: I saw one of your ZM map on a server a month ago, it was a base included inside a canyon, are you going to finish that one ?
No, that map is older than ZE25 and I have no clue where the basefiles are on my computer ( They should be somewhere, becouse I didn't clean my PC since the day I own it :p )
Vincent(PDP) wrote: My ZM10 - Parkskolan is a combined ZM, ZE too. :)
I think it will be reversed from what you have, but that's just the base line I'm following at the moment and doesn't say anything ;) , ZM14 was supposed to be an escape map too but turned into a ZM.
Last edited by Stiff on Sat Mar 21, 2015 10:14 am, edited 1 time in total.
Stiffstuff

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 - Testpack project (R26/F01) - 23/03/15

#64

Post by Fused » Mon Mar 23, 2015 8:53 pm

Testpack R_26

- updated ze21, ze22, ze23 & ze29
- removed ze24
- added ze18 & zm25 (Cave Space by Galay & Cigo + the Good, the Bad and the Ugly part 2 by Blood)

maplist change: +ze18 -ze24 +zm25

Download Link


Due to "issues" the testpack got a small delay. Nothing too big, this update is well worth it.
ZE18 currently seems to mess up a texture, but it isn't a big problem. This is patch-able and will be done soon probably.
Last edited by Fused on Mon Mar 23, 2015 9:14 pm, edited 1 time in total.
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RE: Zombie HORDE - Testpack project (R26/F01) - 23/03/15

#65

Post by FateLord » Mon Mar 23, 2015 11:14 pm

Fused wrote: Testpack R_26

- updated ze21, ze22, ze23 & ze29
- removed ze24
- added ze18 & zm25 (Cave Space by Galay & Cigo + the Good, the Bad and the Ugly part 2 by Blood)

maplist change: +ze18 -ze24 +zm25

Download Link


Due to "issues" the testpack got a small delay. Nothing too big, this update is well worth it.
ZE18 currently seems to mess up a texture, but it isn't a big problem. This is patch-able and will be done soon probably.
"Fucking MSPark"
<Sean> .broadcast FateLord has a massive, hard wallhack
<Exciter> Global broadcast sent.

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RE: Zombie HORDE - Testpack project (R26/F01) - 23/03/15

#66

Post by Fused » Tue Mar 24, 2015 5:37 am

FateLord wrote: "Fucking MSPark"
It actually turns out to be a problem with Galaxy's map. I will see if I can patch it sometime.
Last edited by Fused on Tue Mar 24, 2015 5:38 am, edited 1 time in total.
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RE: Zombie HORDE - Testpack project (R26/F01) - 23/03/15

#67

Post by ibm5155 » Wed Mar 25, 2015 4:05 pm

So now that vessel with plants that was replacing that vanilla green granite that some mod replaced on my zm09 map was fixed?
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RE: Zombie HORDE - Testpack project (R26/F01) - 23/03/15

#68

Post by fr blood » Tue Apr 07, 2015 3:11 pm

Is it possible to update the servers ?

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RE: Zombie HORDE - Testpack project (R26/F01) - 23/03/15

#69

Post by Fused » Tue Apr 07, 2015 6:42 pm

fr blood wrote: Is it possible to update the servers ?
I suppose you mean Grandvoid. This all depents on Konar6. I've been trying to get him to update the servers, but he simply refuses to for some reason. If you want him to update the servers, try getting more people to ask I guess. In the meantime, check the first post for available servers.

EDIT: servers are updated.
Last edited by Fused on Wed Apr 08, 2015 5:44 pm, edited 1 time in total.
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RE: Zombie HORDE - Testpack project (R26/F01) - 23/03/15

#70

Post by fr blood » Fri Apr 10, 2015 1:25 pm

Well, before you make the update to testpack r27 I've some stuff to do with my maps:

- ZM18: fix the steam. (+probably some custom experiments monsters as decoration)
- ZM25: add custom loop song, and also special song when night comes. + fix texture bug in cave. + fix a stuck place + stuck zombie teleport spot
Last edited by fr blood on Wed Apr 15, 2015 1:06 pm, edited 1 time in total.

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RE: Zombie HORDE - Testpack project (R26/F01) - 23/03/15

#71

Post by ibm5155 » Sun Apr 12, 2015 5:51 pm

Can you guys stop accepting zm maps with internet link music and no zombie teleport area please?
I hope this testpack will get at least the minimum of quality...
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RE: Zombie HORDE - Testpack project (R26/F01) - 23/03/15

#72

Post by mr fiat » Sun Apr 12, 2015 6:55 pm

wait some people actualy use links in their mapinfo? :|
i noticed allot of maps that were previously removed have come back with only minor changes, i feel the quality controll needs to be upped by a good notch.

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RE: Zombie HORDE - Testpack project (R26/F01) - 23/03/15

#73

Post by fr blood » Wed Apr 15, 2015 1:18 pm

Here are the updates:

ZM25 :
- Fixed the zombie teleport spot
- Fixed a stuck place
- Added a looping song
- Added a special song for night
- Zombies can now active the main secret
* this wad is big, because of 4 song inside.

ZM18 :
- Added a looping song

BTW ZM18 & ZE26 are ready for the mappack.

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RE: Zombie HORDE - Testpack project (R26/F01) - 23/03/15

#74

Post by Fused » Wed Apr 15, 2015 4:17 pm

ibm5155 wrote: Can you guys stop accepting zm maps with internet link music and no zombie teleport area please?
Yeah i asked him to fix the music but apparently he didnt do it while he said he would. Sadly the map had so many issues that I wasn't able to check that anymore because the testing took so long before that. Apart from that I have no idea what you mean with "zombie teleport area".

Anyway, the Oni mansion has 2 op spots that I want to see fixed. The spot with only a barrel to get up should get a solid way too. Humans can pretty much camp there forever. Apart from that there is aome spot where you can get up with some books that stick out the bookcase. It's just impossible to get up there as a zombie.
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RE: Zombie HORDE - Testpack project (R26/F01) - 23/03/15

#75

Post by ibm5155 » Wed Apr 15, 2015 4:53 pm

you know when you press P or O, you can teleport 3 times as a zombies, this only happen on zm maps, but they MUST have a teleport tag 600 (if I remember that was the basic rule of zm maps)
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RE: Zombie HORDE - Testpack project (R26/F01) - 23/03/15

#76

Post by Vincent(PDP) » Thu Apr 16, 2015 10:34 am

ibm5155 wrote: you know when you press P or O, you can teleport 3 times as a zombies, this only happen on zm maps, but they MUST have a teleport tag 600 (if I remember that was the basic rule of zm maps)
It's 501, not 600. :)
600 is the tid of the very first player (with player ID 0).
Last edited by Vincent(PDP) on Thu Apr 16, 2015 10:34 am, edited 1 time in total.
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RE: Zombie HORDE - Testpack project (R26/F01) - 23/03/15

#77

Post by ibm5155 » Sun Apr 19, 2015 11:56 pm

ZM09 V1.63 Released
-Download Link: http://www.mediafire.com/download/rqfv1 ... _v1_63.pk3

-Changes
ºFixed Soul Sphere code for the new zombie horde core (timerfix)
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RE: Zombie HORDE - Testpack project (R26/F01) - 23/03/15

#78

Post by Xsnake » Mon Apr 27, 2015 5:01 pm

I guess you already know, but the wooden crates textures are all messed up with the latest testpack. Did you check what causes the problem ?

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RE: Zombie HORDE - Testpack project (R26/F01) - 23/03/15

#79

Post by Fused » Mon Apr 27, 2015 5:43 pm

Xsnake wrote: I guess you already know, but the wooden crates textures are all messed up with the latest testpack. Did you check what causes the problem ?

Galaxy's map uses a few textures that overwrite other textures. I asked him to fix this a while ago, but I received no fixed version yet. If he hasn't fixed it I'll just get rid of the map.
Last edited by Fused on Mon Apr 27, 2015 5:55 pm, edited 1 time in total.
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RE: Zombie HORDE - Testpack project (R26/F01) - 23/03/15

#80

Post by ibm5155 » Mon Apr 27, 2015 6:04 pm

There're many messed up textures over testpack mappack, I still remember I could play fine over zm09 on doom builder, but now, half textures are just black or wrong textures, it's kinda bad this texture mixes :(
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