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

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
User avatar
Fused
Contributor
Posts: 678
Joined: Sat Nov 09, 2013 9:47 am
Location: Netherlands
Contact:

RE: Zombie HORDE - BETA 28 (page 16)

#321

Post by Fused » Wed Apr 22, 2015 8:33 pm

Vincent(PDP) wrote: @Xsnake:
The Epidemic achievement is bugged again:
-video-
I'm about 99% sure this is the cause of smooth weapons. No idea why this is, but if I remember correctly I saw this many times before in the past while using smooth weapons.

Edit: I believe preventive infection also plays a role here since I happen to get that from random infects aswell.
Last edited by Fused on Thu Apr 23, 2015 5:28 am, edited 1 time in total.
My mods
Image Image

My socials
Image Image

User avatar
Vincent(PDP)
Forum Regular
Posts: 527
Joined: Thu Mar 14, 2013 7:35 pm
Location: Sweden
Clan: My DOOM site
Clan Tag: <MDS>
Contact:

RE: Zombie HORDE - BETA 28 (page 16)

#322

Post by Vincent(PDP) » Thu Apr 23, 2015 6:33 am

Then we should not use smooth weapons.
//Visual Vincent ( Vincent (PDP) )
- My DOOM site Team

My projects:
Spoiler: (Open)
Doom Writer
Escape From The Laboratory - Done
Escape From The Laboratory Part 2
Parkskolan Zombie Horde Map (ZM10) - Done
In game Admin Commands for Zandronum.
Achievement Mod for Zandronum
Stats mod

User avatar
Vincent(PDP)
Forum Regular
Posts: 527
Joined: Thu Mar 14, 2013 7:35 pm
Location: Sweden
Clan: My DOOM site
Clan Tag: <MDS>
Contact:

RE: Zombie HORDE - BETA 28 (page 16)

#323

Post by Vincent(PDP) » Thu Apr 23, 2015 3:33 pm

I found the problem. When the smooth weapons sniper is deselected it calls this:

Code: Select all

SNIP A 0 ACS_Execute(800,0,1,0,0)
And when it zooms in it calls this:

Code: Select all

SNIP A 0 ACS_Execute(800,0,0,0,0)
Script 800 is the script to give you achievements, and 0 is the ID of Epidemic:

Code: Select all

// For server sided achievements
Script 800 (int who, int achievement_number)

...

SNIP A 0 ACS_Execute(800,0,0 <-- Epidemic,0,0)
This needs to be fixed immediately!
Last edited by Vincent(PDP) on Thu Apr 23, 2015 3:49 pm, edited 1 time in total.
//Visual Vincent ( Vincent (PDP) )
- My DOOM site Team

My projects:
Spoiler: (Open)
Doom Writer
Escape From The Laboratory - Done
Escape From The Laboratory Part 2
Parkskolan Zombie Horde Map (ZM10) - Done
In game Admin Commands for Zandronum.
Achievement Mod for Zandronum
Stats mod

Xsnake
Forum Regular
Posts: 194
Joined: Thu Jul 05, 2012 8:58 pm
Location: France
Contact:

RE: Zombie HORDE - BETA 28 (page 16)

#324

Post by Xsnake » Thu Apr 23, 2015 4:04 pm

Issue solved, thanks for the quick report.

zh_smooth_weps_v7

User avatar
Vincent(PDP)
Forum Regular
Posts: 527
Joined: Thu Mar 14, 2013 7:35 pm
Location: Sweden
Clan: My DOOM site
Clan Tag: <MDS>
Contact:

RE: Zombie HORDE - BETA 28 (page 16)

#325

Post by Vincent(PDP) » Thu Apr 23, 2015 4:40 pm

Thanks! :)
Are you the creator of Smooth Weapons, Xsnake?
Last edited by Vincent(PDP) on Thu Apr 23, 2015 4:47 pm, edited 1 time in total.
//Visual Vincent ( Vincent (PDP) )
- My DOOM site Team

My projects:
Spoiler: (Open)
Doom Writer
Escape From The Laboratory - Done
Escape From The Laboratory Part 2
Parkskolan Zombie Horde Map (ZM10) - Done
In game Admin Commands for Zandronum.
Achievement Mod for Zandronum
Stats mod

User avatar
ibm5155
Addicted to Zandronum
Posts: 1641
Joined: Tue Jun 05, 2012 9:32 pm
Location: Somewhere, over the rainbow

RE: Zombie HORDE - BETA 28 (page 16)

#326

Post by ibm5155 » Thu Apr 23, 2015 5:02 pm

why sniper was calling script 800, was the archievment script in other slot (hm 801?) O_o
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!

<this post is proof of "Decline">

User avatar
Vincent(PDP)
Forum Regular
Posts: 527
Joined: Thu Mar 14, 2013 7:35 pm
Location: Sweden
Clan: My DOOM site
Clan Tag: <MDS>
Contact:

RE: Zombie HORDE - BETA 28 (page 16)

#327

Post by Vincent(PDP) » Thu Apr 23, 2015 7:33 pm

ibm5155 wrote: why sniper was calling script 800, was the archievment script in other slot (hm 801?) O_o
The Smooth Weapons mod has got an ACS library called XHAIR included in it. It is used to get the new sniper's crosshair to work, but the scripts overrides one another:

Code: Select all

script 800 (int casing, int newhair) clientside
{
int oldhair = strparam(s:"crosshair ",d:p);
int althair = strparam(s:"crosshair ",d:newhair);

switch (casing)
{
case 0: // Disables the crosshair entirely.
p = GetCVar("crosshair");
ConsoleCommand("crosshair 0");
break;

case 1: // Restores the player's old crosshair.
ConsoleCommand(oldhair);
break;

case 2: // Sets the crosshair to a specified crosshair.
p = GetCVar("crosshair");
ConsoleCommand(althair);
break;
}
Last edited by Vincent(PDP) on Thu Apr 23, 2015 7:34 pm, edited 1 time in total.
//Visual Vincent ( Vincent (PDP) )
- My DOOM site Team

My projects:
Spoiler: (Open)
Doom Writer
Escape From The Laboratory - Done
Escape From The Laboratory Part 2
Parkskolan Zombie Horde Map (ZM10) - Done
In game Admin Commands for Zandronum.
Achievement Mod for Zandronum
Stats mod

Xsnake
Forum Regular
Posts: 194
Joined: Thu Jul 05, 2012 8:58 pm
Location: France
Contact:

RE: Zombie HORDE - BETA 28 (page 16)

#328

Post by Xsnake » Mon Apr 27, 2015 5:11 pm

From what I could see and hear, the ZM timer should be rebalanced a tad. I guess the change was too radical but I definitely think this was a good idea. So no worries, I will release a patch once the mappack gets updated.

As for the sources, they will be out in a few weeks once this version is stabilized. :cool:
Vincent(PDP) wrote: Thanks! :)
Are you the creator of Smooth Weapons, Xsnake?
Zedek The Plague Doctor is the author.

User avatar
ibm5155
Addicted to Zandronum
Posts: 1641
Joined: Tue Jun 05, 2012 9:32 pm
Location: Somewhere, over the rainbow

RE: Zombie HORDE - BETA 28 (page 16)

#329

Post by ibm5155 » Mon Apr 27, 2015 6:12 pm

maybe on the cases where infecting a human would result in zero time increase you could add like 10 to 15 seconds or rand(10,rand(10,rand(15,25))
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!

<this post is proof of "Decline">

Kokiri
 
Posts: 93
Joined: Mon Jan 20, 2014 1:17 pm
Location: England

RE: Zombie HORDE - BETA 28 (page 16)

#330

Post by Kokiri » Mon Apr 27, 2015 6:59 pm

Smooth weapons makes the crosshair disappear and the sniper isn't in the middle of the screen, it's slightly right of the middle.
<Siferah>Everyone is banned from #vgl because Ten did like
<Siferah>!flags *!*@* +b
- Hissy set mode: +b *!*@*
- Dastan left (Kicked by Hissy with the following reason: User is banned from this channel)
- Galactus left (Kicked by Hissy with the following reason: User is banned from this channel)
- ChanServ: Siferah (AlienOverlord) set flags +b on *!*@*.
<Siferah>fuc

Xsnake
Forum Regular
Posts: 194
Joined: Thu Jul 05, 2012 8:58 pm
Location: France
Contact:

RE: Zombie HORDE - BETA 28 (page 16)

#331

Post by Xsnake » Fri May 01, 2015 8:04 pm

Alright, it seems there was another issue with the smoothweapons addon. Normally when you zoom in with the sniper rifle, it removes the player crosshair. But since the script in question is clientsided and does not check for the activator, everyone gets their crosshair removed. I guess this script had never worked, since this is the first time I hear about disappearing crosshairs. Anyway, the issue should be solved. Sorry for the inconvenience.

Beta 28 fix1

• All weapons should have their original kickback back. I guess the DECORATE field "Weapon.Kickback" was simply ignored in previous versions of Skulltag/Zandronum, which led me to confusion.
• The "normal" status bar now is the 800x600 one and the "fullscreen" one is the 1280x1024 one, so the larger hud wad is no longer needed. You can choose which HUD you want by adjusting your HUD size (in Zandronum options).
• Modified a few values and timer incrementations on ZM maps. It now works as follows :
initial time = 2 mins
1st infection adds 90 seconds
2nd infection adds 75 seconds
3rd infection adds 60 seconds
4th infection adds 45 seconds
5th infection adds 30 seconds

which leads us to a total of 7 mins if I am not mistaken. I think that's reasonable.

zh_smooth_weps_v7fix

• Fixed a problem with disappearing crosshairs.
• Adjusted the weapons kickback values to match zh-beta28-fix1
• Updated the changelog inside the .pk3 for v6, v7 and v7fix

Wads order

• Skulltag related stuff
• zh-beta28
• zh-beta28-fix1
• zh mappack and testpack
• zh-smooth_weps_v7fix.pk3
• zh-duel

Download

http://sickedwick.net/uploader/files/zh ... 8-fix1.zip
http://sickedwick.net/uploader/files/zh ... _v7fix.pk3

User avatar
Fused
Contributor
Posts: 678
Joined: Sat Nov 09, 2013 9:47 am
Location: Netherlands
Contact:

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

#332

Post by Fused » Wed May 13, 2015 5:56 am

Hey Xsnake. Could you release the beta28 source codes for public?
My mods
Image Image

My socials
Image Image

User avatar
ibm5155
Addicted to Zandronum
Posts: 1641
Joined: Tue Jun 05, 2012 9:32 pm
Location: Somewhere, over the rainbow

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

#333

Post by ibm5155 » Wed May 13, 2015 4:53 pm

for now you can use the old code for making the maps
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!

<this post is proof of "Decline">

User avatar
Fused
Contributor
Posts: 678
Joined: Sat Nov 09, 2013 9:47 am
Location: Netherlands
Contact:

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

#334

Post by Fused » Wed May 13, 2015 6:33 pm

That's not why I want it. I need the source code because updating Bagel Horde on thoughts only isn't fully working out. I need the code to see how he did various things.

Edit: it would also be nice to have a feature with certain items where it checks if it's allowed to be used on a map, like an inventory item or something. That way you dont need to remove an item (if people do this) to prevent glitching and op campbspots.
Last edited by Fused on Thu May 14, 2015 1:26 pm, edited 1 time in total.
My mods
Image Image

My socials
Image Image

User avatar
Vincent(PDP)
Forum Regular
Posts: 527
Joined: Thu Mar 14, 2013 7:35 pm
Location: Sweden
Clan: My DOOM site
Clan Tag: <MDS>
Contact:

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

#335

Post by Vincent(PDP) » Sun Sep 13, 2015 6:47 pm

So this happened to me today on ZM09...
[spoiler]POT RAIN!!!!
Image
Image[/spoiler]


Lagged like hell :lol:
Last edited by Vincent(PDP) on Sun Sep 13, 2015 6:49 pm, edited 1 time in total.
//Visual Vincent ( Vincent (PDP) )
- My DOOM site Team

My projects:
Spoiler: (Open)
Doom Writer
Escape From The Laboratory - Done
Escape From The Laboratory Part 2
Parkskolan Zombie Horde Map (ZM10) - Done
In game Admin Commands for Zandronum.
Achievement Mod for Zandronum
Stats mod

User avatar
ibm5155
Addicted to Zandronum
Posts: 1641
Joined: Tue Jun 05, 2012 9:32 pm
Location: Somewhere, over the rainbow

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

#336

Post by ibm5155 » Sun Sep 13, 2015 7:42 pm

change your rain detail config in puke 48 (ultra low will Spawn pots)
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!

<this post is proof of "Decline">

User avatar
Vincent(PDP)
Forum Regular
Posts: 527
Joined: Thu Mar 14, 2013 7:35 pm
Location: Sweden
Clan: My DOOM site
Clan Tag: <MDS>
Contact:

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

#337

Post by Vincent(PDP) » Sun Sep 13, 2015 10:30 pm

ibm5155 wrote: change your rain detail config in puke 48 (ultra low will Spawn pots)
Well that's the thing. I haven't set it to ultra low. :P
//Visual Vincent ( Vincent (PDP) )
- My DOOM site Team

My projects:
Spoiler: (Open)
Doom Writer
Escape From The Laboratory - Done
Escape From The Laboratory Part 2
Parkskolan Zombie Horde Map (ZM10) - Done
In game Admin Commands for Zandronum.
Achievement Mod for Zandronum
Stats mod

User avatar
ibm5155
Addicted to Zandronum
Posts: 1641
Joined: Tue Jun 05, 2012 9:32 pm
Location: Somewhere, over the rainbow

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

#338

Post by ibm5155 » Sun Sep 13, 2015 11:49 pm

well, it's fixed for now :(
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!

<this post is proof of "Decline">

Xsnake
Forum Regular
Posts: 194
Joined: Thu Jul 05, 2012 8:58 pm
Location: France
Contact:

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

#339

Post by Xsnake » Wed Dec 16, 2015 8:54 pm

Well, I was pretty sure I had released the beta28 sources a while ago, but it looks like I haven't. Apologies for that.

Beta 28 sources

And while I'm here, even if I don't often do that, I'll post some screenies of what I've been working on lately (at a slow pace). I'm currently reworking / re doing some of my old maps.
Spoiler: My Midgar Skybox for ZE06 and ZE05 (Open)
Image
Spoiler: ZM04's new atmosphere (Open)
Image
Spoiler: The new ZE02 (Open)
Image
Spoiler: ZE05's new spawn area (Open)
Image

ZM02 and ZE04 have been taken out and need to be redone completely. Right now, I intend to finish reworking ZE05 before releasing something (along with other fixes/improvements).

Peace.

User avatar
Vincent(PDP)
Forum Regular
Posts: 527
Joined: Thu Mar 14, 2013 7:35 pm
Location: Sweden
Clan: My DOOM site
Clan Tag: <MDS>
Contact:

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

#340

Post by Vincent(PDP) » Wed Dec 16, 2015 9:15 pm

Woah!
That's some really nice work you've done there, Xsnake!
Glad to see you still care about ZH. :)
//Visual Vincent ( Vincent (PDP) )
- My DOOM site Team

My projects:
Spoiler: (Open)
Doom Writer
Escape From The Laboratory - Done
Escape From The Laboratory Part 2
Parkskolan Zombie Horde Map (ZM10) - Done
In game Admin Commands for Zandronum.
Achievement Mod for Zandronum
Stats mod

Post Reply