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[TF2] Zombie Fortress (Perks [v4.2.0.16] / Vanilla [v4.0.6.4])


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Author
dirtyminuth
Senior Member
Join Date: Sep 2009
Plugin ID:
1781
Plugin Version:
4.2.0.16
Plugin Category:
Gameplay
Plugin Game:
Team Fortress 2
Plugin Dependencies:
    Servers with this Plugin:
    5 
    Plugin Description:
    Survivors vs. Zombies
    Old 07-07-2010 , 17:42   Re: [TF2] Zombie Fortress (Perks and Vanilla)
    Reply With Quote #1

    Quote:
    Originally Posted by Vladimir Van Vodka View Post
    As for the sentries and the wise perk, I have seen this frequently, engineers on the servers I played on used it everytime I was connected, and as there where multiple engineers they where completely unstoppable. I would rather suggest both of those fixes, and I seriously think that sentry kills should not give you permanent damage boosts, as you need no effort to get sentry kills, you have a shotgun to help you in assisting yourself, after all.
    I've tried the engineer / Wise perk a number of times, and have been able to rack up a decent, though not overpowering, attack bonus. It was relatively easy to do so, however, when compared with bonuses for other perks. Thus, I'll probably reduce the attack bonus from a sentry from 3% to either 2% or 1%. Nothing drastic for now.

    Quote:
    Originally Posted by Vladimir Van Vodka View Post
    on a side note, will you release zf_asylum_b2 in the near future?
    Not sure. If I can push through the last set of changes required, I can probably have it done within a week's time. That being said, I agree with your assessment of the map in the previous thread. It was intentionally designed to support roaming, camping, and hiding styles. I intend to keep it this way with the update, too (though some of the camping areas have been better balanced).

    Quote:
    Originally Posted by MjrNuT View Post
    wow, quite exciting to see this unveiling. Coincidentally, I installed your v4.0.5 last night, probably during your compilation of this thread!

    The perks look crazy cool to try out! kudos
    Thanks, I hope you have a lot of fun with it! Let me know how well it was received, and if anything seems overpowered.

    Quote:
    Originally Posted by MjrNuT View Post
    A comment regarding the Sentry attack bonus situation. What about decreasing the bonus based on number of engineers spawned? Akin to the decreasing charge rate when > 1 medic heals the same person. Best analogy I can come up, so maybe not great.
    I'm going to keep the solution simple for now (see above), but introducing player count-scaled bonuses might be worth investigating for servers with lower player caps.

    Quote:
    Originally Posted by crazy-tony View Post
    Hello all ,, im tony the creator of the Crazy GFL ,,,We have been helping Dirtyminuth with the testing on the mod for some time ...

    If you would like to help add your comments or download ZF maps ..or even enter the zf map competition we have running on the website we have set up for this mod then feel free ....

    We have a test server set up for anyone wishing to test there maps and we also have people on hand to help fix maps aswel ..

    All we ask is that people also share there maps with the ZF community we are trying to build ..


    Anyway ...great work Dirtyminuth ,,,hope the plugin get approved ...
    Thanks Tony, for your help in facilitating all of the tests!

    Quote:
    Originally Posted by Vladimir Van Vodka View Post
    After searching a few hours and coming back empty handed I'm still wondering how to make a zombie fortress map, or if they require anything special to be compatible with the mod, would I need to add specific entities or set a few things in the map logic or whatnot? If so, would someone please give me an explanation or even a link to a tutorial of how to make one?
    The website listed in the OP (www.zombiefortress.co.uk), has a tutorial on the message boards. For now, there are no special entities required, and the only real thing you have to do is to kill the survivors' respawn room after setup ends. For the time being, you should be able to make a lot of progress on the map, and finalize the ZF-related entities later.
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    jockersoft
    Member
    Join Date: Aug 2008
    Old 07-08-2010 , 15:10   Re: [TF2] Zombie Fortress (Perks and Vanilla)
    Reply With Quote #2

    in your opinion, which are the best zombie fortress maps?
    I just need a couple of good maps to add to my fun box server, don't have much time trying them all
    jockersoft is offline
    dirtyminuth
    Senior Member
    Join Date: Sep 2009
    Old 07-23-2010 , 03:29   Re: [TF2] Zombie Fortress (Perks and Vanilla)
    Reply With Quote #3

    (July 23) Update Released!

    Vanilla and Perk ZF have been updated (v4.0.5.2 / v4.1.0.2 respectively)!

    This update addresses three key issues:
    1. Crits will not act strangely when ZF is disabled.
    2. Valid crit calculation logic (like Targe Charge) will now behave properly.
    3. ZF configuration file is no longer automatically generated, nor will it execute on each map change. Thus, server ops can generate their own custom ZF configuration files with greater ease.
    Have fun, and let me know of any problems! I've noted that some ZF servers are experiencing crash issues, though I have yet to reproduce any of them on my test server.
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    dirtyminuth
    Senior Member
    Join Date: Sep 2009
    Old 07-23-2010 , 03:42   Re: [TF2] Zombie Fortress (Perks and Vanilla)
    Reply With Quote #4

    Quote:
    Originally Posted by King Kambrook View Post
    Unfortunately, when ZF is disabled, players are unable to get any crits. (Random ones, backstabs etc. still work) Also, the built-in disabler for ZF on non-ZF maps doesn't seem to function so I had to write my own.
    Quote:
    Originally Posted by Neurofunk View Post
    Yea I have the sm_zf_force_on set to 0 and stuff like 2fort and what not still spawn with ZF running. Other than that the mod is great!
    Both fixed in the latest update!

    Quote:
    Originally Posted by jameless View Post
    Just a bug I noticed. It didn't affect gameplay but, I was red during waiting for players and left the survival perk menu up. When the round started I was switched to blu but the survival menu was still there and I was able to select angelic for zombie team. It showed angelic pending. When I died it showed that I had the angelic perk but I didn't get the abilities the perk normally gives so it was fine. But perhaps you might want to change it so the menus can't pop up during waiting for players?
    Sounds very strange - I'll see if menu presentation can't be cleaned up a bit. It's easy to prevent a menu from displaying during waiting for players.

    Quote:
    Originally Posted by Vladimir Van Vodka View Post
    Let's see, Since my last post I have had steady work on my map for two days, and currently 80% of the first floor's rough layout is complete, once it's complete I will try and make it playeable (which I find is the hardest part, considering the fact that I'm new to map making.) and release an alpha, dev textures and all. (I want to get the layout as good as possible before working on the next floors, textures, special features and detailing.)
    I'll compile my map soon.

    I'll post more news once it's playable.
    Nice! If you need playtests, head over the GFL website in the original post. They can get a playtest going quickly, and have server map rating votes for quick feedback!

    Quote:
    Originally Posted by jameless View Post
    Feature request: We have played this quite a bit, and we've found that pyros can be pretty overpowered for the survivors. If 2 or 3 of them they can airblast you in the air over and over while you burn to death. Is there anyway to balance this? Perhaps a flame retardant perk?
    It sounds like the root problem may be too much ammo for pyros. It's soft-limited to 125 (instead of 200), which allows for 5 airblasts. Perks that prevent fire damage are entirely possible. I'm currently reviewing a huge list of possible new perks, I'll let you know if flame damage reduction makes it in!
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    jameless
    Veteran Member
    Join Date: Jan 2010
    Old 07-23-2010 , 06:47   Re: [TF2] Zombie Fortress (Perks and Vanilla)
    Reply With Quote #5

    Quote:
    Originally Posted by dirtyminuth View Post
    ZF configuration file is no longer automatically generated, nor will it execute on each map change. Thus, server ops can generate their own custom ZF configuration files with greater ease.
    Does this mean we have to create a cfg to turn it on? Or will it still start automatically unless we tell it otherwise?
    jameless is offline
    jacek2144
    Senior Member
    Join Date: Jun 2011
    Old 06-30-2011 , 05:50   Re: [TF2] Zombie Fortress (Perks [v4.2.0.16] / Vanilla [v4.0.6.4])
    Reply With Quote #6

    Hey Guys Could You Add in New Version of Zombie Fortress These Cvars :

    - sm_zf_upgrade_buildings Def 0-2 (You Can Upgrade buildings : Sentries, Dispenser, Repair Nodes, Amplifiers) 0 - You Can't 1 - You Can Upgrade to level 2, 2 - You Can Upgrade to level 3

    -sm_zf_buildings_DrainAmmo Def 0-2 (IF Set on 2 ammo drains on sentries if set on 1 your ammo drain but you can resupply ammo if set on 2 your ammo didn't drain and you can resupply ammo)

    -sm_zf_class_survivor_pyro Def 1-0 - You Can Disable Or Enable Pyro For Survivors Userfull

    Last edited by jacek2144; 06-30-2011 at 06:00.
    jacek2144 is offline
    delidolu1genc
    Member
    Join Date: Feb 2013
    Location: Belgium
    Old 12-05-2013 , 17:18   Language Support
    Reply With Quote #7

    Thanks for plugin. I think it would be great to add on language support.
    delidolu1genc is offline
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    helpme_please
    Senior Member
    Join Date: Apr 2014
    Old 08-17-2015 , 12:15   Re: [TF2] Zombie Fortress (Perks [v4.2.0.16] / Vanilla [v4.0.6.4])
    Reply With Quote #8

    hello
    How to run plugin with map zom_ or zm_
    when roundtime is 0 Human not win

    Last edited by helpme_please; 09-01-2015 at 04:51.
    helpme_please is offline
    unusual917
    New Member
    Join Date: Jun 2021
    Old 06-24-2021 , 19:53   Re: [TF2] Zombie Fortress (Perks [v4.2.0.16] / Vanilla [v4.0.6.4])
    Reply With Quote #9

    Is there a way to configure this so it works like most of those "medic vs engineer" servers?
    unusual917 is offline
    turner148
    New Member
    Join Date: Sep 2021
    Old 09-06-2021 , 12:44   Re: [TF2] Zombie Fortress (Perks [v4.2.0.16] / Vanilla [v4.0.6.4])
    Reply With Quote #10

    Can you fix Resourceful's fire rate penalty? It doesn't work. And can the health and ammo pick up bonus be toned down as well? Getting max health, ammo, and metal is way too strong, especially since kills also give some back.

    And if possible, cap and tone down Vindictive's bonuses, I tested this with bots and with a few kills, the zombie is already an unstoppable target with 100 ATK and 96 Defense. I'd suggest the cap would be 90 ATK and 75 DEF just to balance it out.

    Last edited by turner148; 09-06-2021 at 12:46. Reason: CAPTCHA broke when I tried to put the full message
    turner148 is offline
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