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Zombie:Reloaded V2.5.1


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Greyscale
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Join Date: Dec 2007
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Old 07-24-2008 , 17:46   Re: Zombie:Reloaded V2.3
#451

exvel, thanks for the sound I'll check it out.

You can change zvision to any overlays you want but an awesome one comes with it made by me ;)

Also.. new zombie/human win overlays created from scratch by me
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Old 07-24-2008 , 17:47   Re: Zombie:Reloaded V2.3
#452

Quote:
Originally Posted by Sgt-Mess View Post
What size will the image overlay be? In pixels.
1024x1024 thats standard in all overlays for the most part.

With fastdl it should take about.. 15-30 seconds to dl the vtf? And the vmt is isn't even a KB
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Sgt-Mess
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Old 07-24-2008 , 18:02   Re: Zombie:Reloaded V2.3
#453

Quote:
Originally Posted by Greyscale View Post
1024x1024 thats standard in all overlays for the most part.

With fastdl it should take about.. 15-30 seconds to dl the vtf? And the vmt is isn't even a KB
Well I was asking because I can make overlays and I was gonna make a custom animated overlay that would look kinda like the effect you get in HL2 when you go threw the portal but a pulsing effect. And see how it looked when you released the new version.
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Greyscale
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Old 07-24-2008 , 18:10   Re: Zombie:Reloaded V2.3
#454

You do that and try it out, feel free to release it here and I'll add it to the main post for people to try

New version should be out today.
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Old 07-24-2008 , 21:06   Re: Zombie:Reloaded V2.4
#455

Update
  • !zstuck now can't be used to accelerate in speed
  • Fixed auto-disabling of classes if the class file is missing classes
  • Added cvar to allow player_team to fire on first team join for the mani menu
  • Added HasZombieSpawned() native
  • Cvar to control the infection sound, defaulted to the one heard in original ZM
  • Removed auto-add of overlays to the downloads table, must be added to downloads.txt (all default materials are already configured)
  • New zvision feature that forces zombie's vision to be altered by an overlay (vtf) file, with this NVG's have been defaulted to off in classes and cfg
  • New team win overlays, cvar default values changed to the new ones
Quote:
Originally Posted by Instructions
  • Extract the contents of zombiereloaded.zip into cstrike
  • Extract the contents of overlays.zip into cstrike
  • Install zombiereloaded.phrases.txt in sourcemod/translations/ (download right under .zip file links)
  • Navigate to <yourgamedir>/cfg/sourcemod/zombiereloaded/zombiereloaded.cfg and configure the ZR options
  • Your done!
This update changed the defaults of a couple cvars and added a few. I recommend a full installation. You should disable nvgs for all zombies if you are using zvision. Don't forget to append the overlay downloads from downloads.txt to your current file, or the safe way to go is to replace the file.

Make SURE your configs are completely correct before posting them as bugs here.
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franzcis066
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Join Date: Nov 2007
Old 07-25-2008 , 04:38   Re: Zombie:Reloaded V2.4
#456

I saw through your code. When human players die they emit a zombie sound. I tested it in game also. Must be checked.
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exvel
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Join Date: Jun 2006
Location: Russia
Old 07-25-2008 , 05:24   Re: Zombie:Reloaded V2.4
#457

Awsome! Now it is the best zombie plugin i've ever seen.

what about:
Quote:
Originally Posted by exvel View Post
- shaking of screen of infected player on infection (i hope you understood me )

- !zmenu always use translation which set in ServerLang cvar, but it should use player's Steam language. For example: i translated this plugin to russian, and set "ServerLang" to "en". Text in chat prints in russian (my steam lang), but !zmenu text prints in english.
Also, i think it will be good that first zombie appears without any sound, so all humans will not start to shot him when they will hear infection sound.

And is it possible to add a features for Zombie Escape servers:
- if human not servived (died or were infected) he will not get his frags for killed zombies in the round (on ze maps humans should run to escape zone and dont camp).
- if human servived he got extra frags for serviving
- players dont lose frags for suicid
- players count of deaths always set to 0

Thank you for making this great plugin Greyscale!

Last edited by exvel; 07-25-2008 at 05:35.
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Greyscale
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Old 07-25-2008 , 13:13   Re: Zombie:Reloaded V2.4
#458

Quote:
Originally Posted by franzcis066 View Post
I saw through your code. When human players die they emit a zombie sound. I tested it in game also. Must be checked.
Thanks, fixed.

exvel, I don't know why the menus aren't being translated correctly, I'll do some testing with it today.

I'll think about adding a shake.

All that other zombie escape stuff is doable through another plugin. I don't plan on making it, but it's definitely possible for it to be made.
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hakk
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Join Date: Mar 2008
Old 07-25-2008 , 15:34   Re: Zombie:Reloaded V2.4
#459

dunno why but server crashes quite often. usually if someone leaves on server. Console just don't react any of commands and just get stuck. Somebody else have a same prob?

EDIT:
oh and also if you change side while playing your skin settings will desapear.
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Last edited by hakk; 07-25-2008 at 16:05.
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Greyscale
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Old 07-25-2008 , 16:45   Re: Zombie:Reloaded V2.4
#460

That's not good news.

The "stuck" bug happened to me but I thought I fixed it..

It's the constant forcing of "r_screenoverlay zvision" on the client that was causing it. I was doign it every game frame, but I changed it to every 0.1 seconds. Maybe that's still too much? I'll see if I can reproduce.
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