[CS:S] Release: Zombie:Reloaded 3.1
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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:
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:
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):
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:
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Re: Release: Zombie:Reloaded 3.1
finally released a new version of the ZR!
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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.
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Re: Release: Zombie:Reloaded 3.1
Support a fog in ZR?
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Re: Release: Zombie:Reloaded 3.1
ZR 3.0 beta2 no support fog!!
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Re: Release: Zombie:Reloaded 3.1
Will this work in csgo?
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Re: Release: Zombie:Reloaded 3.1
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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. |
Re: Release: Zombie:Reloaded 3.1
ZR CS GO is not suitable!
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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.
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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? |
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. |
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
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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
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Re: Release: Zombie:Reloaded 3.1
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Re: Release: Zombie:Reloaded 3.1
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Re: Release: Zombie:Reloaded 3.1
Richard Helgeby!! ZR 3.1 Headshot no works!! Zombie mod works!( in the sense of beheaded
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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. |
Re: Release: Zombie:Reloaded 3.1
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clear! ZR 3.0 general does not appear decapitated heads of zombies! ZR 3.1 also no!! I checked |
Re: Release: Zombie:Reloaded 3.1
need to implement credits system =)
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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?
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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: |
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? |
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! |
Re: Release: Zombie:Reloaded 3.1
I have a map name zm_hellarch.cfg but it did not work
Gamemod "Nemesis" |
Re: Release: Zombie:Reloaded 3.1
ZR 3.1 Nemesis how done??
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Re: Release: Zombie:Reloaded 3.1
See the example in cfg/sourcemod/zombiereloaded/gamemode-examples/de_dust2.cfg
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Re: Release: Zombie:Reloaded 3.1
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Re: Release: Zombie:Reloaded 3.1
Simple instructions are provided in the file I mentioned.
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Re: Release: Zombie:Reloaded 3.1
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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.
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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? |
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. |
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
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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 Code:
echo nemesis game config executed |
Re: Release: Zombie:Reloaded 3.1
Richard!!! you have a server?
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Re: Release: Zombie:Reloaded 3.1
No. Only a private local test server.
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Re: Release: Zombie:Reloaded 3.1
I just want to make Nemesis mod appear any maps
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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
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Re: Release: Zombie:Reloaded 3.1
exec sourcemod/zombiereloaded/nemesis.cfg you mean the console to write? Richard!
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