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georgik57
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Join Date: Oct 2008
Location: 🎧Music World
Old 01-04-2018 , 15:16   Re: [ZPNM] Zombie Plague Nightmare Mod 2.9.0 + all sub-plugins [Updated on 2017.11.25
Reply With Quote #174

Quote:
Originally Posted by georgik57 View Post
Updated. Check the first post for more information.
Quote:
Originally Posted by appEW View Post
Hello. Look at this, can you include my changes in new version of ZPNM?

Instructions for beginners:
Add W_GRENADE_FLARE = "your model" in zombieplaguenightmare.ini

upd. I also have russification and you must include "ZOMBIE_ATTRIB2 = Speed" into zombie_plague.txt or zombie_plague_nightmare.txt in data/lang.
Added.



Quote:
Originally Posted by ArminC View Post
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 code
PHP Code:
// Native: zpnm_get_user_knockback
public Float:native_get_user_knockback(id)
{
    
// ZP disabled
    
if (!g_pluginenabled)
        return -
1.0;
    
    if (!
is_user_valid(id))
    {
        
log_error(AMX_ERR_NATIVE"[ZPNM] Invalid Player (%d)"id)
        return -
1.0;
    }
    
    if (!
g_zombie[id])
        return 
Float:false;
    
    if (
g_nemesis[id])
        return 
g_cached_nemkb[id];
    else if (
g_assassin[id])
        return 
g_cached_asskb[id];
    else
        return 
g_cached_zmknockback[id];
    
    return 
Float:true// Here is the problem !!

Fixed.

Quote:
Originally Posted by ArminC View Post
2)
- "You broke my heart" -- if you find 'em, try [pls] to make an opportunity and send me a PM on Steam or leave here the link. -- I had them in the first archive but I 101% deleted it forever, I can't find it.
I don't have them and I can't recover them from anywhere. Most of the addons' plug-ins are included here anyway.

Quote:
Originally Posted by ArminC View Post
(edit)
You forgot some old version of plugins in scripting folder
Those are for backup purposes.

Quote:
Originally Posted by ArminC View Post
(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..
Ignore or replace them as the compiler says. They are AMXX 1.8.3 compiler specific warnings anyway.

Quote:
Originally Posted by ArminC View Post
(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
I will do it myself in the next update. Use yours in the meantime.

Quote:
Originally Posted by ArminC View Post
-- 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)
Everything compiles fine for me now.

Quote:
Originally Posted by ArminC View Post
(edit 4)
- These are all the processed resources, the rest aren't used. You should add the unused resources along the unused plugins dropbox. (example: cso models)
All the resources included in the archive are used. Check the "extra" link's plug-ins.

Quote:
Originally Posted by ArminC View Post
PS: I couldn't change the sprites/674628.spr path, any help ??
It's hardcoded. You need to recode the plug-in if you want to change that.

Quote:
Originally Posted by ArminC View Post
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 *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*
Rescripting main plug-in is necessary for that.
You can just rename the models instead.

Quote:
Originally Posted by ArminC View Post
(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)
I adjusted the "force attack" plug-in's hud position to a bit upper one. Try it and if it's still not good you can adjust it some more yourself.

Quote:
Originally Posted by ArminC View Post
2) Why the map is in default state soooo dark? like the most dark value ;\ and in other case is so light wtf?!
That's because of those entities' render mode. Additive lights up in the dark.

Quote:
Originally Posted by ArminC View Post
update:
Spoiler

-- see 1)
Those huds are fine. They are temporary and very short so they aren't really a problem.

Quote:
Originally Posted by ArminC View Post
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!!
The light you see is a DLIGHT type. DLIGHT uses texture pixel count to measure the radius which it will light up. If a portion of the map has a high resolution texture it will light up apparently less.
Also, about the corners, the game is not perfect. It has some bugs left.

Quote:
Originally Posted by ArminC View Post
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
Working fine for me.


Quote:
Originally Posted by ArminC View Post
(edit 5)
Try to make a Zombie Win/ Survivor win effect at the end, anything than now)
Sorry, not gonna happen.

Quote:
Originally Posted by ArminC View Post
And u could try to make the countdown hud more better now it to simple in my opinon..
You are free to customize it however you want.
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