Re: [ZPNM] Zombie Plague Nightmare Mod 2.8.9 + all sub-plugins [Updated on 2017.05.13
Hello its me again haha. I found the zpnm_zombieclasses cfg file but its empty, shouldn't it be filled with basic zombies?! Last mod I was using (4.3 some) had basic zombie classes in, and had to manually write the new ones, so how does it work? It is the same ??? My second question is, what is the difference between Sounds and Ambience Sounds in zombieplaguenightmare? Thanks is advance
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Re: [ZPNM] Zombie Plague Nightmare Mod 2.8.9 + all sub-plugins [Updated on 2017.05.13
It auto writes them after the server runs with the classes for the first time.
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Re: [ZPNM] Zombie Plague Nightmare Mod 2.8.9 + all sub-plugins [Updated on 2017.05.13
what is the command to give ammo myself in this mod with admin authorities
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Re: [ZPNM] Zombie Plague Nightmare Mod 2.8.9 + all sub-plugins [Updated on 2017.05.13
You must have zpnm_gp_manage_ammo_packs.amxx plugin enabled.
zpnm_set_ampks (partial)name/#userid +amount |
Re: [ZPNM] Zombie Plague Nightmare Mod 2.8.9 + all sub-plugins [Updated on 2017.05.13
Hmm.. I was navigating trough the all topics (I like to 'get the nostalgia' :D ).. and I got an ideea [even if the cs1.6 community is dead (compared to old times) :(] maybe you can try to put all the models/sounds/sprites sub-directories in a central folder (ex. models/zp_nightmare/zombie_xyz) and you could add a vip&login system (in case that you have time) otherwise.. take it as an up :)
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Re: [ZPNM] Zombie Plague Nightmare Mod 2.8.9 + all sub-plugins [Updated on 2017.05.13
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I have also done several unannounced updates but didn't have time to post them. Check the DropBox link. |
Re: [ZPNM] Zombie Plague Nightmare Mod 2.9.0 + all sub-plugins [Updated on 2017.11.25
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Re: [ZPNM] Zombie Plague Nightmare Mod 2.9.0 + all sub-plugins [Updated on 2017.11.25
PS: Do you have anymore that zpnm.di57inct.tk (or whatever was your last server dns) folder [that with all the fils including the maps, motd etc., not only the addon, the full one from 201(4/5) ] ?? *I accidentaly forgot to backup it before the classic #windows earse (sometime ago) and I didn't bother to ask you again after that I forgot about it ;\ [facepalm] * PS2: At ZPNM To Do List.txt there are some untouched selfnotes.. will you make/fix them or leave "as it is" ? PS3: The models/sounds/sprites from the zpnm resources have no corresponding (almost 30-40% of them) to the plugins from the addons. Are that from the non-used plugins dropbox? PS4: I get many errors at compiler like: Code:
zpnm_gp_frags-packs_leader(s).sma(100) : warning 233: symbol "client_disconnect" is marked as deprecated: Use client_disconnected() instead. (At majority of the scource's)Code:
//// zpnm_gp_aim_info203.smaCode:
//// zpnm_gp_data_save_sql.smaCode:
//// zombie_plague_nightmare.sma ++++ (and) ++++ (but this differ a bit) zpnm_zlcass_radioactive.smaPS5: I have AmxModX 1.8.3 (git5151) PS6: I did give u a bit from the all errors because almost all of them give an error but I can't copy paster everything.. try to compile (in 1.8.3 git5151) by yourself in order to see what plugins have error and what to fix. Thanks in advance! |
Re: [ZPNM] Zombie Plague Nightmare Mod 2.9.0 + all sub-plugins [Updated on 2017.11.25
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Re: [ZPNM] Zombie Plague Nightmare Mod 2.9.0 + all sub-plugins [Updated on 2017.11.25
Thanks, I will check later the link. :)
But this won't affect the 'efficency' of the plugin, as the error says you should replace the value with the new one.. And for the example at GeoIp in 1.8.2 was used GeoIPv1 Lite and now is GeoIPv2Country :) (see the first error) And I think in the (edit) Most of them are old.. like they are fixed or there are small bugs that u don't seem them as needing a fix? (edit2) Need anything else? is the full content right I don't think of any other thing..? '.. As for me I need a karambit but huh :))' (edit3) And what 1.8.3 have already included dhud or ?? Doesn't cancel any other functions if I ignore the dhud include? (edit4) There isn't any workaround to fix (without staying with these errors, and I think u don't wana update it (atleast for the moment), right?) warning 233: symbol "client_disconnect" is marked as deprecated: Use client_disconnected() instead. -- and in general the errors from my last post. |
Re: [ZPNM] Zombie Plague Nightmare Mod 2.9.0 + all sub-plugins [Updated on 2017.11.25
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Re: [ZPNM] Zombie Plague Nightmare Mod 2.9.0 + all sub-plugins [Updated on 2017.11.25
Happy reading/lection day :)
1) After I did did the fix for the dhud message, I tried to compile it: Zombie Plague Nightmare .sma [core] Code:
// C:\Users\armin\Desktop\Compilator\a.sma(14790) : warning 225: unreachable codePHP Code:
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public client_disconnect(iID)Code:
#if AMXX_VERSION_NUM <= 182Yeah it work.. (PS: Oh I feel like in a Bug-Report or Beta testing) (edit) You forgot some old version of plugins in scripting folder :) (edit 2) I succesfull compiled without errors the plugins, except the md5 and geoip.. I tried to modify based on you workaround and the error recommandation but it did give me another error.. (edit 3) *Until the next version* I did fix (using the author code) all the plugins with client_disconnect error.. here are all of the scripts + the fixed part: Download + FixedAPI -- zpnm_gp_freeze_camera ; freeze_effects and amx_settings_api -- give error, I Ican't fix them. (In the archive I didn't include the zpnm.sma core) * I changed for aproximatley 3 plugins the sound,sprites,model path (like from models/mod/ to models/arminc/mod/ - you change change that) (edit 4) Code:
Processing sound/zombie_plague/win_humans1.wavPS: I couldn't change the sprites/674628.spr path, any help ?? + How I can change for example models/player/zombie_source to for example: models/zpnm/player/zombie_source ? In ZPNM.sma I tried but I don't know If I f#ck'd the entire code :D *as I stated in previous posts, I want to change the default path, they can confilct with other servers one and I like to have a separate folder for my server, and isn't a problem if I have a good sv_dwd* (edit 4) a)
Spoiler
1) The HUD is bad placed I don't know (see left side).. and sometimes the upper hud (see: curent mode. can be seen behind another 2-3 messages WTF?!, like Current Mode behind AFK message behind something) 2) Why the map is in default state soooo dark? like the most dark value ;\ and in other case is so light wtf?! update:
Spoiler
-- see 1) b)
Spoiler
1) Why 1-2 player(s) can make soo much light with nightvision? And why on the center isn't a nightvision color and on the corners everytime I can see it?? 2) See in photo nr. 2 how the player's nightvision from the photo 1 can penetrate the wall and almost have a nightvision as large as the entire map :\ update:
Spoiler
-Why is so big and in some corners don't even apply? --> And all of this apply to the RED zombie assasin?? light too!! c) The Zombie Bar when crouch is .. #rip.. can you make an detect for crouch and when is happening to go higer or another fix/workaround?
Spoiler
- I will come with other photos.. if it is the case.. (edit 5) Try to make a Zombie Win/ Survivor win effect at the end, anything than now:)) And u could try to make the countdown hud more better now it to simple in my opinon.. |
Re: [ZPNM] Zombie Plague Nightmare Mod 2.9.0 + all sub-plugins [Updated on 2017.11.25
up?
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Re: [ZPNM] Zombie Plague Nightmare Mod 2.9.0 + all sub-plugins [Updated on 2017.11.25
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You can just rename the models instead. Quote:
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Re: [ZPNM] Zombie Plague Nightmare Mod 2.9.3 + all sub-plugins [Updated on 2018.01.04
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(edit) You can't do something about that hp bar? Not everytime it's so low but when is.. it's annoying.. (edit) Do you have anymore that D7_ plugins? |
Re: [ZPNM] Zombie Plague Nightmare Mod 2.9.3 + all sub-plugins [Updated on 2018.01.04
Hi!
I'm using this mode, and I'd like to ask if you know any autosave bank, registration system for it, also where can I set auracolor of nemesis,assassin,sniper,survivor? |
Re: [ZPNM] Zombie Plague Nightmare Mod 2.9.3 + all sub-plugins [Updated on 2018.01.04
It already has a SQL sub-plugin for saving classes and ammo.
Aura colors are hardcoded and read the nightvision settings from their respective class. |
Re: [ZPNM] Zombie Plague Nightmare Mod 2.9.3 + all sub-plugins [Updated on 2018.01.04
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Thanks for the fast response; also could you tell me the register of the new rounds? Sniper Vs Assassin Sniper Vs Nemesis Survivor Vs Nemesis Survivor Vs Assassin Survivor&Sniper Vs Assassin&Nemesis? because I have a laser plugin, and I would like to rewrite the code so that it is forbidden to put lasers on these rounds as well (I have already rewritten it to be forbidden in sniper and assassin round, but I couldn't find the register name of those i listed below) thanks!!! |
Re: [ZPNM] Zombie Plague Nightmare Mod 2.9.3 + all sub-plugins [Updated on 2018.01.04
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Re: [ZPNM] Zombie Plague Nightmare Mod 2.9.3 + all sub-plugins [Updated on 2018.01.04
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Hello.
Yesterday i decided to make another huge edit of ZPNM - add separate sounds to each Zombie Class, Nemesis, Assassin, Survivor and Sniper. I used this guide (yes, it's russian, so use translator): https://cs-wz.ru/stati/page,1,2,375-...herez-mod.html Everything works as intended, except of ZClass infection/humanize. If zombie attacks (no matter what, he can hit another player, wall, even miss, it doesn't matter) and then becomes a human, his name disappears from admin-menu and all notifications like "*Name* brains has been eaten" until restart. I found out, that if i cut algorithm for determining the sounds for a hit, this bug dissapears, but it's kinda sucks, cuz then this edit makes no sense, since i wanna have different sounds for every class. I tried this edit on other versions of ZP, such as regular 4.3, or 4.3fix5a, and it works just fine, this bug appears only on ZPNM. I'm not a coder at all, so i can't resolve this problem myself, so i need your help, guys. P.S. Sorry for my english, i never had a chance to properly study it. |
Re: [ZPNM] Zombie Plague Nightmare Mod 2.9.3 + all sub-plugins [Updated on 2018.01.04
When I change zp_lighting to "0" (default) in .cfg of the mod and after assassin round ends, map lighting doesn't change back to its previous lighting given in .cfg file (default) and instead remains dark as if I was given zp_lighting an "a".
edit: please reply whenever you log back in. edit2: how to disable human classes? |
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