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Zombie Escape Mod [ReHLDS, ReGameDLL & ReAPI]


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JaC k
Junior Member
Join Date: Jul 2016
Location: Egypt
Old 09-03-2018 , 12:13   Re: Zombie Escape Mod [ReHLDS, ReGameDLL & ReAPI]
Reply With Quote #31

Quote:
Originally Posted by HamletEagle View Post
Pro tip: fakemeta is using the same engine functions as reapi. Don't even talk about speed, there is no difference.
This what one of ReHLDS devs said: https://forums.alliedmods.net/showth...59#post2461259 (https://forums.alliedmods.net/showpo...59&postcount=4) not so faster but will be better.
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HamletEagle
AMX Mod X Plugin Approver
Join Date: Sep 2013
Location: Romania
Old 09-03-2018 , 12:41   Re: Zombie Escape Mod [ReHLDS, ReGameDLL & ReAPI]
Reply With Quote #32

Quote:
Originally Posted by JaC k View Post
This what one of ReHLDS devs said: https://forums.alliedmods.net/showth...59#post2461259 (https://forums.alliedmods.net/showpo...59&postcount=4) not so faster but will be better.
He never said anything about fakemeta, you are mixing things. And if there is a difference it will not matter.
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Last edited by HamletEagle; 09-03-2018 at 12:43.
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JaC k
Junior Member
Join Date: Jul 2016
Location: Egypt
Old 09-03-2018 , 13:01   Re: Zombie Escape Mod [ReHLDS, ReGameDLL & ReAPI]
Reply With Quote #33

or is setting pev vars through reapi more efficient than using fakemeta?
Entity variables setting are also faster but not so significantly.
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HamletEagle
AMX Mod X Plugin Approver
Join Date: Sep 2013
Location: Romania
Old 09-03-2018 , 13:16   Re: Zombie Escape Mod [ReHLDS, ReGameDLL & ReAPI]
Reply With Quote #34

Quote:
Originally Posted by JaC k View Post
or is setting pev vars through reapi more efficient than using fakemeta?
Entity variables setting are also faster but not so significantly.
Stop talking about speed in this regard, IT WILL NOT MAKE A DIFFERENCE. It's my last reply here, I'm tired of repeating the same thing again and again and again.
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Last edited by HamletEagle; 09-03-2018 at 13:17.
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Old 09-03-2018, 15:30
MiKe_MiKe
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soumyadip77
Senior Member
Join Date: Jul 2017
Location: INDIA,KOLKATA
Old 09-20-2018 , 11:17   Re: Zombie Escape Mod [ReHLDS, ReGameDLL & ReAPI]
Reply With Quote #35

Oh nice discussion hii rehamm HiHalmet How r u

Visiting Forum after 2 months but when rins my server i used Reapi and all rehlds things idk but it work better then HLDS and my maked some plugisn maked by rehlds and in my country all use rehlds
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brlight
Senior Member
Join Date: Jun 2011
Old 09-23-2018 , 08:38   Re: Zombie Escape Mod [ReHLDS, ReGameDLL & ReAPI]
Reply With Quote #36

No, better to stick with outdated versions, you will find plenty of ppl here still using windows 3.11 or even ms-dos :-)
IMO as someone refered, marking the thread REGAMEDLL/REHLDS only would be ok, but itīs to simple.
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CrazY.
Veteran Member
Join Date: May 2015
Location: SP, Brazil
Old 09-28-2018 , 09:02   Re: Zombie Escape Mod [ReHLDS, ReGameDLL & ReAPI]
Reply With Quote #37

I don't see any problem to keep this submission in forum. Who don't want to use ReHLDS, ReAPI and ReGameDLL, just search for one made to default hlds/orpheu, or even ask to OP if you have permission to make that version working in default hlds, then publish in this same thread. Simply take in account the same rules of approver in this project.
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Last edited by CrazY.; 09-28-2018 at 09:04.
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JaC k
Junior Member
Join Date: Jul 2016
Location: Egypt
Old 02-05-2019 , 19:11   Re: Zombie Escape Mod [ReHLDS, ReGameDLL & ReAPI]
Reply With Quote #38

Updated to V1.4.

Change log:
  1. Fixed ze_user_infected_pre() forward, useful for armor plugin.
  2. Fixed MySQL in coins system, inserted some small improvements.
  3. Fixed w_ model for grenades, was bugged in previous version.
  4. Used ReAPI instead of Fakemeta in cs_weap_models_api.sma.
  5. Added 3 new languages.
  6. Used ReAPI in resetting player speed.
  7. Improved the zombie random choosing, now choosing is smart.
  8. Fixed the infection message overwrite, by using synchronous channel for it.
  9. Additional text that added to extra items limit increased, you can add more.
  10. New native to stop the escape leader glow, useful in stealth plugin.
  11. Max extra-items limit increased to 60 (Was 40).
  12. Fixed two game rules, now they are handled by ze_core.
  13. Added block from using jointeam command (Was missing).
  14. Improved damage rewards, now calculate all damage and give reasonable coins.
  15. Auto set some cvars from ze_core to make things easy for users, and reduce problems.
  16. Added enable/disable sounds natives, good for developing sound menu plugin.
  17. Fixed countdown sound interference at end of round or at round restart.
  18. New native added, catching player disconnecting, useful for making replacement for disconnected player.
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JaC k
Junior Member
Join Date: Jul 2016
Location: Egypt
Old 11-26-2020 , 03:50   Re: Zombie Escape Mod [ReHLDS, ReGameDLL & ReAPI]
Reply With Quote #39

Updated to V1.6

Changelogs for v1.5 (Aug-2019), v1.6 (Nov-2020):


  1. Replaced numbers with team names in ze_core.sma.
  2. Teamscore in scoreboard will always be the same as HUD Score.
  3. Game Start Pre forward, for more modes support.
  4. Added knockback natives (Get/set/reset).
  5. Fixed Unknown command: zombie_knife in player console.
  6. Added gravity natives (Set/reset).
  7. Fixed ze_get_round_number() to return right round number.
  8. Fixed countdown to go with freeze time.
  9. Fixed the countdown sound to go with HUD countdown.
  10. Fixed round restart on player join as Dead T.
  11. Fixed round time check, game rule.
  12. Added one more translation (Turkish).


  1. Generalized coins table for other plugins usages (For general use like Statistics Website).
  2. Added Russian, Romanian translations.
  3. Added global limit for Extra-Items.
  4. Added nightvision for spectators and fixed minor bugs in nightvision and lighting.
  5. Removed countdown sound and message if game not started.
  6. Fixed disconnect all player and there is only one human rule.
  7. Some improvements in core.
  8. Fixed ze_zombie_appear() called many times + some optimization.
  9. Fixed infected pre & post forwards, now more efficient (Called one time and called in all cases now).
  10. Added new native to remove zombie countdown message.
  11. Minor improvements and small fixes (general).
  12. Improvements in speed rank system.
  13. Added return values for general forwards ZE_CONTINUE and ZE_STOP.

Last edited by JaC k; 11-26-2020 at 03:55.
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LiZou Mapper
Member
Join Date: Oct 2018
Location: Morocco
Old 10-18-2022 , 13:40   Re: Zombie Escape Mod [ReHLDS, ReGameDLL & ReAPI]
Reply With Quote #40

Updated to v1.7 -- Jul 2022

Change Log :
  1. Added new APIs
  2. Added Long-Jump for Humans/Zombies/Nemesis.
  3. Added new natives in zombie_escape.inc.
  4. Added new forwards for last Human/Zombie.
  5. Added class nemesis with skills.
  6. Added game modes manager.
  7. Added game mode escape with two Modes and some features.
  8. Added game mode nemesis with some features.
  9. Added knockback system with settings and weapons power.
  10. Added extended natives in zombie_escape.inc
  11. Added Nightvision for Human.
  12. Added CVar for release time.
  13. Added new CVar to convert required damage to frags.
  14. Added humanized pre-forward.
  15. Added new native to show or hide rank HUDs.
  16. Optimized cs_weap_models_api using ReAPI.
  17. Optimized and removed some stock's on zombie_escape_stocks.inc
  18. Optimized Extra Item Frost/Fire nade.
  19. Improvements and fix some bugs in some plugins.
  20. Improved Weapons Menu and added model replacement and Level.
  21. Improved and added CVar for win message.
  22. Improved countdown.
  23. Fixed affect Mod Sounds on 512 Sounds Limits.
  24. Removed some useless hooks, function, natives.
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Last edited by LiZou Mapper; 10-19-2022 at 11:24. Reason: Updated !
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