Re: [TF2] Super Zombie Fortress - 1.03
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Re: [TF2] Super Zombie Fortress - 1.03
L 05/15/2011 - 00:43:05: SourceMod error session started
L 05/15/2011 - 00:43:05: Info (map "zf_degrootkeep_v2w") (file "errors_20110515.log") L 05/15/2011 - 00:43:05: [SM] Native "RemoveEdict" reported: Edict 252 (252) is not a valid edict L 05/15/2011 - 00:43:05: [SM] Displaying call stack trace for plugin "disabled\superzombie\superzombiefortress.smx ": L 05/15/2011 - 00:43:05: [SM] [0] Line 390, E:\Projects\SourceMod\General\include\tf2_sto cks.inc::TF2_RemoveWeaponSlot() L 05/15/2011 - 00:43:05: [SM] [1] Line 3051, E:\Projects\SourceMod\General\superzombiefort ress.sp::event_Inventory() L 05/15/2011 - 00:43:44: Error log file session closed. |
Re: [TF2] Super Zombie Fortress - 1.04
Updated to 1.04
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Re: [TF2] Super Zombie Fortress - 1.04
when will you be adding the custom skins????
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Re: [TF2] Super Zombie Fortress - 1.04
Don't work after update :(
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Re: [TF2] Super Zombie Fortress - 1.04
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Re: [TF2] Super Zombie Fortress - 1.04
where is fastdl?
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Re: [TF2] Super Zombie Fortress - 1.04
Any maps made for this? And can it auto-enable when it detects a certain map?
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Re: [TF2] Super Zombie Fortress - 1.04
Goo.vmt is missing from your fastdl archive. When i connect to my server, it tries to download it and fails.
Also i found a very annoying problem your "Advanced Zombie Spawn system" causes. Zombies often spawn inside walls, ceiling or other objects that they can't get out of. Perhaps make it so that it spawns them in the nearest place they can fit without getting stuck? P.S. This plugin is awesome! |
Re: [TF2] Super Zombie Fortress - 1.04
I'm running a server with multiple plugin (DB, VSH, PH etc..) and it seems there is a problem with the scout's sandman: infact when playing on normal maps, the sandman is still like on SZF mod (no stun, no damage and you can see the green smoke when you launch the ball). I have variable sm_zf_force_on set to 0.
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