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


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dirtyminuth
Senior Member
Join Date: Sep 2009
Old 07-07-2010 , 17:42   Re: [TF2] Zombie Fortress (Perks and Vanilla)
Reply With Quote #11

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 #12

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
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clutchh
SourceMod Donor
Join Date: Feb 2008
Old 07-08-2010 , 16:29   Re: [TF2] Zombie Fortress (Perks and Vanilla)
Reply With Quote #13

My sourcemod logs are being spammed with the following:

PHP Code:
L 07/09/2010 04:22:39: [SMNative "GetClientAbsOrigin" reportedClient index 249 is invalid
L 07
/09/2010 04:22:39: [SMDisplaying call stack trace for plugin "zombiefortress_perk.smx":
L 07/09/2010 04:22:39: [SM]   [0]  Line 430zf_util_fx.inc::CreateParticleAtClient()
L 07/09/2010 04:22:39: [SM]   [1]  Line 358zf_util_fx.inc::fxSparksOnClient()
L 07/09/2010 04:22:39: [SM]   [2]  Line 2328zf_perk.inc::updateCondBonuses()
L 07/09/2010 04:22:39: [SM]   [3]  Line 2418zf_perk.inc::perk_OnPeriodicActive()
L 07/09/2010 04:22:39: [SM]   [4]  Line 816zombiefortress_4.1.0.0.sp::timer_main() 
Over and over.
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dirtyminuth
Senior Member
Join Date: Sep 2009
Old 07-08-2010 , 17:16   Re: [TF2] Zombie Fortress (Perks and Vanilla)
Reply With Quote #14

Quote:
Originally Posted by jockersoft View Post
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
My favorite maps are those that give survivors an option of hiding, fleeing, or defending in distinct groups. Thus, I enjoy zf_lake, zf_asylum, zf_industry, and even zf_fortress. There are many maps available just for ZF, though, at the GFL website.

Quote:
Originally Posted by clutchh View Post
My sourcemod logs are being spammed with the following:

PHP Code:
L 07/09/2010 04:22:39: [SMNative "GetClientAbsOrigin" reportedClient index 249 is invalid
L 07
/09/2010 04:22:39: [SMDisplaying call stack trace for plugin "zombiefortress_perk.smx":
L 07/09/2010 04:22:39: [SM]   [0]  Line 430zf_util_fx.inc::CreateParticleAtClient()
L 07/09/2010 04:22:39: [SM]   [1]  Line 358zf_util_fx.inc::fxSparksOnClient()
L 07/09/2010 04:22:39: [SM]   [2]  Line 2328zf_perk.inc::updateCondBonuses()
L 07/09/2010 04:22:39: [SM]   [3]  Line 2418zf_perk.inc::perk_OnPeriodicActive()
L 07/09/2010 04:22:39: [SM]   [4]  Line 816zombiefortress_4.1.0.0.sp::timer_main() 
Over and over.
Yikes, sorry about this. I know what's going on here - fxSparksOnClient should be fxSparksOnEntity. I'll push a patch tonight when I get home!
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clutchh
SourceMod Donor
Join Date: Feb 2008
Old 07-08-2010 , 17:39   Re: [TF2] Zombie Fortress (Perks and Vanilla)
Reply With Quote #15

Thanks! Hopefully before the engineer update comes out.
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TGW_Requiem
Junior Member
Join Date: Jul 2010
Old 07-09-2010 , 01:01   Re: [TF2] Zombie Fortress (Perks and Vanilla)
Reply With Quote #16

I am currently running Zombie Fortress Vanilla on my server and it seems to be crashing anywhere from 30 min to 2 hours from start up. There are no errors showing up in the sourcemod logs and there are no other mods installed on the server.

If anyone has any ideas please message me on steam or x-fire I really need your help to make this a successful server.

x-fire: Beatricelol

Steam: Beatrice_lolz
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clutchh
SourceMod Donor
Join Date: Feb 2008
Old 07-09-2010 , 01:17   Re: [TF2] Zombie Fortress (Perks and Vanilla)
Reply With Quote #17

My server has been crashing aswell since updating it today. I don't think it's related to the error I posted before though.
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dirtyminuth
Senior Member
Join Date: Sep 2009
Old 07-09-2010 , 01:19   Re: [TF2] Zombie Fortress (Perks and Vanilla)
Reply With Quote #18

Quote:
Originally Posted by clutchh View Post
Thanks! Hopefully before the engineer update comes out.
Well, I wasn't expecting the Engineer update today!

Currently, there are some problems with ZF and the engineer update. I'll update the main thread for now until I get a fix in.
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clutchh
SourceMod Donor
Join Date: Feb 2008
Old 07-09-2010 , 01:48   Re: [TF2] Zombie Fortress (Perks and Vanilla)
Reply With Quote #19

Hehe I was just kidding. Can't wait for the fix.
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dirtyminuth
Senior Member
Join Date: Sep 2009
Old 07-09-2010 , 03:36   Re: [TF2] Zombie Fortress (Perks and Vanilla)
Reply With Quote #20

Update released (both Vanilla and Perks).

This update addresses engineer update incompatibilities, the crash previously posted, and a small amount of tweaks for perks (see perk changelog).

I still don't have any of the new engineer weapons, so I can't yet address all possible issues. Let me know if anything crops up!
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