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-   -   [CS:S] Release: Zombie:Reloaded 3.1 (https://forums.alliedmods.net/showthread.php?t=205567)

rhelgeby 01-12-2013 03:43

[CS:S] Release: Zombie:Reloaded 3.1
 
1 Attachment(s)
Zombie:Reloaded 3.1

Zombie:Reloaded is now mature enough to be called stable and we bump the version to 3.1. The patches since the beta 2 release have fixed several issues and improved a few things.

There's no official CS: GO support yet, as it's not our primary focus.

Have fun with the new stuff!

Richard Helgeby &
Greyscale


Major News in This Release

Immunity Modes

Immunity modes is an old idea that has been around since ZR 3.0 beta 1. It was never given priority, until now.

These modes change the way attacks are received either as zombie or human. It's now possible to do the following:
  • Slow infection. Zombies can hurt humans so they'll loose HP. Either humans are stabbed to death, or they can be infected if go below a HP threshold. If some maps have medkits (or implement them) humans will get multiple chances of getting away from zombies.
  • Delayed infection. Instead of instantly turning a zombie, the infection is delayed a few seconds (customizable). It's also possible to enable that subsequent zombie attacks will reduce the delay by a certain amount of seconds and speedup the infection. A possible feature that can be implemented later is a cure for infection so that humans can cure themself before the time is up.
  • Instant kill. Zombies will instantly kill humans when attacking instead of infecting.
  • Block damage. Zombies can't take damage from humans, but are still vulnerable to knock back. With this mode, humans can only win by surviving the entire round.
  • Deploy a shield. This is a temporary immunity mode similar to TF2's übercharge and activated by the "zshield" command (in chat or console). Humans will be immune to infection and zombies will not receive knock back (they still receive damage). The shield only last for a few seconds and need a cooldown before it can be used again. Both values can be customized. Currently there are no visual effects when the shield is deployed, but this makes it possible for humans to use themself as a decoy.
  • Be completely immune. Humans can't be infected and zombies don't receive damage or knock back. There's no use for this mode itself and it will break the game, but it's there if someone want to be creative with addon plugins. It's practically the same as a permanent spawn protection, only that it works on zombie classes too.
It's of course possible to make various classes with different modes, so you're not bound to use only one of them.

These modes can drastically improve the gameplay and make it more fun to play.

Infection Modes

It's now possible to get better control of how many humans that are infected when the round has started. It has three modes:
  • Dynamic (default). This is the old one that scales number of zombies according to a ratio and number of players on the server.
  • Absolute. Infect an absolute number of humans. This mode also has an option to invert the infection so that everyone but a small group of humans are infected (like a survivor game mode).
  • Range. Infects a random number of players between a minimum and maximum range.
Game Mode Configs

With the introduction of immunity modes and infection modes it's possible to make a few game modes. These are not real game modes, but various configurations of Zombie:Reloaded.

A few example configs are provided (based on the Zombie Plague plugin):
  • Nemesis. Only one zombie is spawned, but it's very powerful and do instant kills (64K HP, speed, jump boost, and very low knock back). Humans must survive the round or kill it. Teamwork is essential in this mode.
  • Survivor. Everyone but a small group of humans is infected.
  • Swarm. 50% is infected. Humans fight to the death - humans are stabbed to death instead of infected. This requires a post map config to modify the immunity mode on all humans.
When the map is changed or reloaded the default configuration is restored. You need to use map configs to enable these modes. It might work to enable some of them after the map is loaded, but some modes require the class config to be reloaded and reapplied on all players (zr_config_reload and zr_class_reload commands).


Installation

Install the following requirements:
The version numbers listed above are minimum requirements. You should always get the latest stable version.

See their documentation on how to install the requirements. Though, SDK Hooks is easily installed by just extracting the contents into the "cstrike" folder on the dedicated server and all files should go in the correct folders.

Note: Verify that both Metamod:Source and SourceMod is running before continuing. Type these commands in the server console: "meta version" and "sm version". If both give version information it's working. If not, go
through their installation instructions again and verify that everything is in the correct place.

When the requirements are installed the Zombie:Reloaded release package can be extracted into the "cstrike" folder and all files should go in the correct place.

Start the dedicated server and verify that Zombie:Reloaded is running by typing this command in the server console: "zr_version".

Check the SourceMod error logs if it's not working. Zombie:Reloaded will validate and log errors if something is wrong. Look for messages from zombiereloaded.smx.

See the manual in docs/zr_manual.htm for details about configuration settings. It's recommended to look through it to get to know details about the features and how to configure them. Make sure you check it before reporting problems.


Source Code

The source code is bundled in every release and patch. It's located in addons/sourcemod/scripting/ and prepared to compile once the SDK Hooks include file is installed.

Source code repositories with build scripts are available in our GitHub repository:
The repositories are bundled with all requirements except Git itself and should compile out of box.


Addon Plugins

A few people from the Allied Modders community have developed some addon plugins as a supplement to Zombie:Reloaded. A list of them are available here:

List of Changes

These are the changes since the beta 2 release:
  • Many bug fixes and minor changes (50+).
  • Added a cvar to allow zombies to pick up weapons at the end of the round.
  • Added scream and moan commands for zombies, with spam protection.
  • Added cvar to enable suicide intercept before the first zombie.
  • Added cvar for minimum dx level on overlays.
  • Added validation error messages for individual attributes when loading classes. Easier than reading bits from a number.
  • Added external plugin API for ZR with basic infection, respawn and class tools.
  • Added improved random number generator from SMLIB. (Better random zombie selection, etc.)
  • Added infection countdown.
  • Added cvar for disabling team balancing on round end (when using a custom team balancing plugin).
  • Added knock back boost workaround for CS: GO.
  • Added immunity modes.
  • Added infection modes.
  • Changed class limit to 64 classes.
  • Changed Zombie:Reloaded to use the SDK Hooks extension instead of our old ZR Tools extension.

Downloads

weas 01-12-2013 04:19

Re: Release: Zombie:Reloaded 3.1
 
finally released a new version of the ZR!

rhelgeby 01-12-2013 04:23

Re: Release: Zombie:Reloaded 3.1
 
It's new, but not major though. I'm just declaring it stable instead of making a new patch this time.

weas 01-12-2013 04:28

Re: Release: Zombie:Reloaded 3.1
 
Support a fog in ZR?

weas 01-12-2013 04:30

Re: Release: Zombie:Reloaded 3.1
 
ZR 3.0 beta2 no support fog!!

thenumb3rguy 01-12-2013 06:51

Re: Release: Zombie:Reloaded 3.1
 
Will this work in csgo?

rhelgeby 01-12-2013 07:45

Re: Release: Zombie:Reloaded 3.1
 
Quote:

Originally Posted by rhelgeby (Post 1871924)
There's no official CS: GO support yet, as it's not our primary focus.

Even though it might work to some degree and there are some fixes available, we're not implementing them as a quick patch. We want to do a proper fix - or to find an elegant way of implementing them without affecting CS: S.

veli 01-12-2013 08:11

Re: Release: Zombie:Reloaded 3.1
 
Good Job :D. Refereshing mod give people extra boost who owning own server. I would like to test it when ready for CS GO...

Thanks to people as u we have fun and we can make servers for own wishes.

thx.

weas 01-12-2013 09:11

Re: Release: Zombie:Reloaded 3.1
 
ZR CS GO is not suitable!

Jargon 01-12-2013 09:47

Re: Release: Zombie:Reloaded 3.1
 
I am pretty excited for this. I'll investigate if the CSGO changes I've made have any adverse impact and let you know.

Franc1sco 01-12-2013 12:09

Re: Release: Zombie:Reloaded 3.1
 
Look good.


The modes of Nemesis, survivor I already had it on my server a long time ago :)

I had to edit the zr plugin to make that Nemesis not have knockback, for kill the timer to infect in round start if the round will be a nemesis round or survivor (ramdom in each round), I also did added a menu of prizes for items for zombie server (infection bomb, Become a Human, antidote bomb, golden deagle, etc etc) trying to do thing like to zombie plague of cs 1.6


I would like to make that my plugin could work without having to edit the zombiereloaded so it would be nice add these features to the ZR plugin:

-Native: OnZombiePickWeapon (for do that a specific zombie can pick a weapon or not)
-Option for zombie class: a class that only can select by a plugin, else do a native for modificate the knockback of a specific zombie

someone could do it? or else I might try to do it :?


and the modes only can execute in a pre map? could not be executed at the beginning of round for make a special round?

rhelgeby 01-12-2013 12:26

Re: Release: Zombie:Reloaded 3.1
 
The ZR API is missing a lot so I see the need for expanding it. There are already a few people who modify ZR and need to reapply their modifications every time we update it.

All three of your suggestions are valid requests, and I'll check it out. But I can't give an ETA. I might finish quickly or something else might require me to postpone it.

Some of the game modes can probably be enabled in the beginning of a round, but I haven't tested it. Theoretically it should work as long as classes are reloaded and reapplied for modes that require it (zr_config_reload and zr_class_reload commands). Most of the modes just modify infection and respawn settings so it should be fine. Remember that these game modes are just pure reconfigurations of ZR between maps.

MySTHiC 01-13-2013 06:35

Re: Release: Zombie:Reloaded 3.1
 
Is it possible for further updates that you are able to select zombie skins but not classes? or as function selectable, skin + class, skin only, class only. I mean you can decide which skins you want to wear but not which class configuration ur having every round. speed, knockback etc

MySTHiC 01-13-2013 07:34

Re: Release: Zombie:Reloaded 3.1
 
will you may include that headless zombies gets supported, same as the old zm from mms. Skin example: Alien V3, his head disappears with effects when shooting on his head

weas 01-14-2013 00:12

Re: Release: Zombie:Reloaded 3.1
 
Quote:

Originally Posted by rhelgeby (Post 1872048)
Even though it might work to some degree and there are some fixes available, we're not implementing them as a quick patch. We want to do a proper fix - or to find an elegant way of implementing them without affecting CS: S.

Richard Helgeby!! ZR 3.1 Headshot no works!! Zombie mod works!( in the sense of beheaded

Despirator 01-14-2013 15:07

Re: Release: Zombie:Reloaded 3.1
 
Quote:

Originally Posted by Franc1sco (Post 1872202)
-Native: OnZombiePickWeapon (for do that a specific zombie can pick a weapon or not)

maybe forward? btw you can force zombie to pickup a weapon without that forward using native EquipPlayerWeapon(client, weapon) on SDKHook_WeaponCanUsePost

weas 01-15-2013 02:12

Re: Release: Zombie:Reloaded 3.1
 
Richard Helgeby!! ZR 3.1 Headshot no works!! Zombie mod works!( in the sense of beheaded

rhelgeby 01-15-2013 03:16

Re: Release: Zombie:Reloaded 3.1
 
Are you using immunity modes. If so, try without them.

Anyone else able to confirm that head shot is broken with ZR enabled? Possibly when using the new immunity modes.

weas 01-15-2013 03:53

Re: Release: Zombie:Reloaded 3.1
 
Quote:

Originally Posted by rhelgeby (Post 1873744)
Are you using immunity modes. If so, try without them.

Anyone else able to confirm that head shot is broken with ZR enabled? Possibly when using the new immunity modes.


clear! ZR 3.0 general does not appear decapitated heads of zombies!

ZR 3.1 also no!! I checked

Despirator 01-15-2013 11:24

Re: Release: Zombie:Reloaded 3.1
 
need to implement credits system =)

pcquad 01-15-2013 15:25

Re: Release: Zombie:Reloaded 3.1
 
which files do i have to override exactly, to keep my configuration but take advantage of e.g. the bug fixes?

rhelgeby 01-15-2013 17:18

Re: Release: Zombie:Reloaded 3.1
 
1 Attachment(s)
You can't keep your configuration and use this version, but you can update it manually. There are new immunity mode attributes in classes and a few new cvars in the main config file.

I made a dump of changes between r693 and r735 that describe exactly what's changed. It's a bit technical but it can be viewed with a diff-viewer too:

jungjunghoo 01-16-2013 11:11

Re: Release: Zombie:Reloaded 3.1
 
Is there any mod for ZE server? :)

I'm using "Zombie:Reloaded" (3.0.0-b2) by Greyscale | Richard Helgeby

this version now. NO errors or problem. But, If this version is good...I change this soon.

What do you think?

Should I do to change it?

daleGEND 01-16-2013 11:47

Re: Release: Zombie:Reloaded 3.1
 
Couple of quick questions about this. I would like to use immunity modes, but I want it work so that if a Zombie uses a right-click knife it instantly kills a human and if they use the left-click knife it takes a few stabs. Does anyone know the HP value a right-click knife does vs a left-click knife?

Also is it possible to define model classes based off admin flags as opposed to groups? Just curious. Thanks!

djoker 01-16-2013 13:13

Re: Release: Zombie:Reloaded 3.1
 
I have a map name zm_hellarch.cfg but it did not work
Gamemod "Nemesis"

weas 01-17-2013 04:21

Re: Release: Zombie:Reloaded 3.1
 
ZR 3.1 Nemesis how done??

rhelgeby 01-17-2013 05:47

Re: Release: Zombie:Reloaded 3.1
 
See the example in cfg/sourcemod/zombiereloaded/gamemode-examples/de_dust2.cfg

weas 01-17-2013 06:00

Re: Release: Zombie:Reloaded 3.1
 
Quote:

Originally Posted by rhelgeby (Post 1874894)
See the example in cfg/sourcemod/zombiereloaded/gamemode-examples/de_dust2.cfg

for example zm_lila_epic!! example in cfg/sourcemod/zombiereloaded/gamemode-examples/zm_lila_epic?? To works Nemesis???

rhelgeby 01-17-2013 06:07

Re: Release: Zombie:Reloaded 3.1
 
Simple instructions are provided in the file I mentioned.

weas 01-17-2013 06:10

Re: Release: Zombie:Reloaded 3.1
 
Quote:

Originally Posted by rhelgeby (Post 1874900)
Simple instructions are provided in the file I mentioned.

: Крик: I have set up but nothing appears dust2

rhelgeby 01-17-2013 07:33

Re: Release: Zombie:Reloaded 3.1
 
Did you copy the file out of the gamemode-examples folder? It has to be in the regular map config folder for ZR.

pcquad 01-17-2013 12:47

Re: Release: Zombie:Reloaded 3.1
 
all i have to do is to add the new lines in the config files and replace the old plugin with the new one?
and everything will work with my last configuration?

rhelgeby 01-17-2013 13:56

Re: Release: Zombie:Reloaded 3.1
 
Yes. Basically you just need to update the immunity mode class attributes and it should work. Cvars have defaults and doesn't need to be set anywhere, but it's probably good to add those too.

The changes I made with cvars are backwards compatible so old config should still work.

djoker 01-17-2013 13:56

Re: Release: Zombie:Reloaded 3.1
 
I copy the file de_dust2.cfg and renamed it the name zm map. Strart map and gamemod not working

rhelgeby 01-17-2013 13:59

Re: Release: Zombie:Reloaded 3.1
 
Add some echo statements to see if it's actually executed.

For instance, put this on top of de_dust.cfg:
Code:

echo de_dust.cfg executed
And in the game mode config you use, for instance nemesis.cfg:
Code:

echo nemesis game config executed
Then watch the server console for these messages when reloading the map.

weas 01-18-2013 01:53

Re: Release: Zombie:Reloaded 3.1
 
Richard!!! you have a server?

rhelgeby 01-18-2013 01:56

Re: Release: Zombie:Reloaded 3.1
 
No. Only a private local test server.

weas 01-18-2013 01:59

Re: Release: Zombie:Reloaded 3.1
 
I just want to make Nemesis mod appear any maps

weas 01-18-2013 02:07

Re: Release: Zombie:Reloaded 3.1
 
By the way you should update Zombie Riot!! Zombie Riot v1.9.1b Now is bad not working!! Bad

weas 01-18-2013 02:13

Re: Release: Zombie:Reloaded 3.1
 
exec sourcemod/zombiereloaded/nemesis.cfg you mean the console to write? Richard!


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