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[TF2] Zombie Fortress (current version: 2.1.1)


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MrSaturn
SourceMod Donor
Join Date: Jan 2009
Old 05-01-2009 , 22:20   Re: [TF2] Zombie Fortress (current version: 2.1.1)
Reply With Quote #331

Quote:
Originally Posted by MoggieX View Post
Check your pure list or set sv_pure to 0
With regards to the zombies not spawning green, odd, update SM to the latest version and try again.

I am aware that smoetimes you get the odd survivor still being green at the next spawn, but thats quite rare.

Matt
sv_pure on my server is already set to 0. I think I will have to systematically remove plugins until I figure out which one is causing the coloration mixup.

Quote:
Originally Posted by retsam View Post
It also depends on the users settings. If you use directx8 like I do, you wont see colors. Only DX9.0/9.1 modes will you see colors(which is the default).
I have used sm_colorize a number of times and it seems to work properly.
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D3V14NC3
Junior Member
Join Date: May 2009
Old 05-05-2009 , 13:43   Re: [TF2] Zombie Fortress (current version: 2.1.1)
Reply With Quote #332

I currently have this mod running smoothly at my server, thanks.

Oh for the ones that want to check my server (24/7 Zombiemod - 24 players)

95.211.15.218:27015
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thinkr
Junior Member
Join Date: Sep 2006
Old 05-05-2009 , 16:42   Re: [TF2] Zombie Fortress (current version: 2.1.1)
Reply With Quote #333

Wow Kewl it seems you already did most of the work for a simple plugin i was hoping somone would make!!!

Sweet! Please check it out. It would only be the portion of your code that splits up 1/3 of the team which is close but would just be a small toss from there...

My Idea is posted here Please check it out an tell me if its possible?
I want to avoid double posting it...

U already did almost all of it!!!
http://forums.alliedmods.net/showthread.php?t=91722
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Zalaxy
Member
Join Date: Feb 2008
Old 05-07-2009 , 13:46   Re: [TF2] Zombie Fortress (current version: 2.1.1)
Reply With Quote #334

Hey guys. I took the liberty of taking some of the lesser known Zombie Fortress maps and posting them on FPS Banana.

I also created a map category for ZF under TF2. So if people already added maps for Banana, You can edit the map into the ZF category.

I think this is a fun plugin and so I apologize in advance to any map author's that did not want it posted. I did not take credit for any of the maps and gave a link to each map creation thread(I.E. Gamma and you're maps)

Anyways. Heres the link
Zombie Fortress Category

Let's get some PR work done
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Cadav0r
Senior Member
Join Date: Jan 2006
Location: France
Old 05-10-2009 , 12:53   Re: [TF2] Zombie Fortress (current version: 2.1.1)
Reply With Quote #335

I saw that. Good idea!
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My plugins : Admin Sounds




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MoggieX
Veteran Member
Join Date: Aug 2007
Location: n00bville
Old 05-10-2009 , 17:20   Re: [TF2] Zombie Fortress (current version: 2.1.1)
Reply With Quote #336

Quote:
Originally Posted by Cadav0r View Post
I saw that. Good idea!
Yea so did I, great idea!

I'll look at the code fior this again this week, the overlay is not working (only found this out after removing the files locally and it appears not to be downloading).

Also the fog effects I was playing with, I'll keep in the plugin, but disable by default as for servers over 24 slots, when you reach about 26/27 players the period of time between the round end and start almost kills the server! So defeintely for smaller player servers.

Matt
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MoggieX
Veteran Member
Join Date: Aug 2007
Location: n00bville
Old 05-11-2009 , 09:31   Re: [TF2] Zombie Fortress (current version: 2.1.1)
Reply With Quote #337

Quote:
Originally Posted by MoggieX View Post
Howdy,

I have made a large number of alterations to this plug-in and fixed one very annoying bug with players getting stuck in no-team and spoiling the fun for other players. The same for the continuous crashing, we've not had a crash in over a week!!

I have attached version 6 of my internal revisions, I have a 7th which includes fog and a few other changes, but i need to work on that more, need a few more days on that.

It was based upon version 2.1.1.1 of plug-in, as in the pre-released version 2.1.1.2 I did not agree with the heavy taught being disabled and the same for the sandman.

Play Test Version 7! 78.129.175.2:27030
We play tested this with 32 n00bs continuously to hammer the crap out of it for a few hours and our zombie server. Our Zombie Fortress has the latest version which we're testing atm and will be full in the evenings (UK time).

A rough outline of the changes:
  • Sandman & Heavy taunt kept
    (as mentioned believe this should be kept)
  • Fixed crashes on map change
    (Yay!)
  • Fixed the problem of player stuck with no team and no spawning
    (Double Yay!)
  • Zombie's now have Zombie Vision (lifted from Zombie Panic Source)
    (Very freaky, but adds a nice touch)
  • Zombie's have an altered FoV (Field of Vision) and flicker a dark green colour
    (same as above)
  • The sky box is altered (not in zf_dustbowl or panic) to a darker version
    (This has a hardcoded hack for dustbowl and panic, probably needs to be better coded than what I did for this)
  • Ambience sound was added (lifted from Zombie Riot)
    (the random cackle and scream adds a stunning effect)
  • The darkness and ability to change the darkness has been added
    (bit hacky atm to stop it in lake, panic and zf_dustbowl)
  • Dynamic team swapped based upon map type
    (for example if its pl_badwater, the zombies swap so that blue team are the survivors and can carry the payload to the end)
Notes:
I did consider blocking the payload from dispensing, however in our extensive play testing this was not needed, survivors were on a losing 3:1 ratio for completing the map which is quite good! (we were getting cheers when they actually survived!)

Current to-do list:
  • Add "slapme" command to get player out of stuck object (really bad in lake and in zf_panic for getting stuck in doors or sofas). Needs some limiting on it though.
  • Might be worth considering pre-caching the skybox as well, for use of custom skybox'es (my own note)
  • Also think a vote when the last player is left to capture AFK'ers in spawn behind doors that are locked
    'Slay Last Player' to all zombies and the option to 'stop slay vote' to the last survivor so that he/she can stop the vote.
  • Also as I am evil, I also think that beacon'ing the last player is a good idea, because I am a meany
Have a play!

Installation:
  1. Remove previous version of zombie fortress plugin (pop in the disbaled folder)
  2. Upload the zombiefortress_v6.smx file to your plugins dir
  3. Upload the files in the rar file and place in thier correct folders (add as bz2 to your web hosting if using sv_downloadurl)
  4. Restart the server instance
  5. Pwn some Zombies!
Oh and some screenies of V7





Matt
Howdy,

I have been and revised this version, it now includes the fog as seen in the above images, but its disabled by default.

The reason for this is because on large servers between round changes it lags like crazy, however on smaller servers of 24 players or less it should be fine.

ADDED CVARS:
sm_zf_fog_enable 0 - Disabled by default, set to 1 to enable
sm_zf_fog_density 0.4 - Toggle the density of the fog effects
sm_zf_fog_start 200 - Toggle how far away the fog starts
sm_zf_fog_end 900 - Toggle how far away the fog is at its peak
sm_zf_fog_color 200 200 200 - Modify the colour of the fog
sm_zf_zplane 4000 - Change the Z clipping plane

And an extra command to sm_zf_fog_update to update using the latest cvar settings.

These were shamelessly stolen from ev_tools - http://forums.alliedmods.net/showthread.php?t=90619

I also fixed the zombo vision not working properly, it now adds the .vtf and vmt files to the down laod table

I do STRESS if you turn the fog on, it will lag at round ends on larger servers, be warned!

Enjoy!

Matt
Attached Files
File Type: sp Get Plugin or Get Source (zombiefortress_v7.sp - 481 views - 52.7 KB)
File Type: smx zombiefortress_v7.smx (25.6 KB, 217 views)
File Type: rar zombie.rar (1.43 MB, 247 views)
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Last edited by MoggieX; 06-20-2009 at 17:17.
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crazy-tony
Member
Join Date: Aug 2008
Old 05-25-2009 , 02:35   Re: [TF2] Zombie Fortress (current version: 2.1.1)
Reply With Quote #338

Hello,, ive been running zf for a while now and since the update im having problems with spy not being able to cloak and also when you choose a class as survivor your ,,,say pyro ,,geting the weapons for the heavy even though your not the heavy ,,

I Have updated the plugin to newest version and also newest version of sm aswel ,,so im stumped on what to do now ,,,any ideas please ???
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Last edited by crazy-tony; 05-25-2009 at 22:31.
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crazy-tony
Member
Join Date: Aug 2008
Old 05-28-2009 , 16:24   Re: [TF2] Zombie Fortress (current version: 2.1.1)
Reply With Quote #339

I take it no 1 no's why im having these problems as no 1 is bothering to reply !!
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VXD Guy
Junior Member
Join Date: Apr 2009
Location: Illinois, United States
Old 05-29-2009 , 17:43   Re: [TF2] Zombie Fortress (current version: 2.1.1)
Reply With Quote #340

most of the ZF servers out there have the mult-class glitch (the medic with the minigun problem). they also have unlimited jarate for sniper and some maps cause a server crash after the first person dies. and the player health issue for zombies. and non-functional cloak.

I've patched the code to use the regenerate function (see sudden death melee redux for code details) which kinda fixed the multi-class issues. Basically add the smdr.txt to the gamedata folder for the renerate sdk call and modify the zf source to use regenerate routine after setting player class.

If you want the partially fixed but still buggy version of ZF that I'm running, I'd be happy to share but there's still ZF related server crashes on certain ZF maps. I'd rather iron out all the crash related bugs before posting the code. You can try the partially fixed version at:



The maps in rotation are the only ones that don't crash after the first death (started after the 05/26/2009 update). Server is running linux, mm 1.7.1, sm 1.2.1-hg2698 and was reloaded from scratch several times to track down the map issue.
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