Raised This Month: $51 Target: $400
 12% 

[CS:GO] Zombie Plague 1.2.1 (Updated 01-Mar-2023)


Post New Thread Reply   
 
Thread Tools Display Modes
romeo7
Senior Member
Join Date: Mar 2017
Old 07-13-2018 , 15:35   Re: [CS:GO] Experimental: Zombie Plague 8.0.3
Reply With Quote #501

Quote:
Originally Posted by Lost_lgz View Post
for me it ok to compile zm_core and all plugins

u have scripting: sourcemod-1.9.0-git6241-windows/linux ??
error which i reported not a compiling error. this is server error log. please don`t comment. he know what about i say.
romeo7 is offline
Lost_lgz
Member
Join Date: Sep 2011
Old 07-13-2018 , 15:49   Re: [CS:GO] Experimental: Zombie Plague 8.0.3
Reply With Quote #502

too many beers on board now .......wekend
__________________
Lost_lgz is offline
Send a message via Yahoo to Lost_lgz Send a message via Skype™ to Lost_lgz
gubka
Veteran Member
Join Date: Jan 2012
Location: Russia
Old 07-13-2018 , 23:20   Re: [CS:GO] Experimental: Zombie Plague 8.0.3
Reply With Quote #503

Quote:
Originally Posted by romeo7 View Post
compiled source code giving error:
Are you use the last version 8.0.3?

P.S Update probably will be today, I fixed axisting problems and add smth more interesing, like a inficity amount of ammopacks) costumes module, etc
__________________
gubka is offline
Send a message via ICQ to gubka
Lost_lgz
Member
Join Date: Sep 2011
Old 07-14-2018 , 04:20   Re: [CS:GO] Experimental: Zombie Plague 8.0.3
Reply With Quote #504

you do not want to add cvar for armageddon and survivor enable/disable mod?
for next update:
and croshair for zombie

zp_armageddon_mode_enabled "0" // Enable armageddon mode [0-no // 1-yes]
zp_survivor_mode_enabled "0" // Enable survivor mode [0-no // 1-yes]
__________________

Last edited by Lost_lgz; 07-14-2018 at 04:21.
Lost_lgz is offline
Send a message via Yahoo to Lost_lgz Send a message via Skype™ to Lost_lgz
romeo7
Senior Member
Join Date: Mar 2017
Old 07-14-2018 , 07:35   Re: [CS:GO] Experimental: Zombie Plague 8.0.3
Reply With Quote #505

Quote:
Originally Posted by gubka View Post
Are you use the last version 8.0.3?

P.S Update probably will be today, I fixed axisting problems and add smth more interesing, like a inficity amount of ammopacks) costumes module, etc
yes 8.0.3. your compiled version ok, but source code give error.
romeo7 is offline
romeo7
Senior Member
Join Date: Mar 2017
Old 07-14-2018 , 07:38   Re: [CS:GO] Experimental: Zombie Plague 8.0.3
Reply With Quote #506

gubka why you not allow very darkness (a)?
PHP Code:
    if(StrContains(sLightStyleValue"a") != -1)
    {
        
// Set darkest light style
        
SetLightStyle(0"b");
        return;
    } 
romeo7 is offline
andrept4
Senior Member
Join Date: Dec 2012
Location: Portugal
Old 07-14-2018 , 07:50   Re: [CS:GO] Experimental: Zombie Plague 8.0.3
Reply With Quote #507

are there zombie plague maps for cs go like there was in cs 1.6?

Edit #1 - Oh nvm [https://gamebanana.com/maps/cats/9144]
__________________

Last edited by andrept4; 07-14-2018 at 07:51.
andrept4 is offline
xkonsole
AlliedModders Donor
Join Date: Mar 2018
Old 07-14-2018 , 09:42   Re: [CS:GO] Experimental: Zombie Plague 8.0.3
Reply With Quote #508

Hello. Two questions:

1. How do i disable countdown and enable round start sounds?
ROUND_START_SOUNDS some how don't work for me. I replaced .mp3 with my own. mp3s are 110kbps. paths to files, correct and they're properly downloaded to client. But alas, I can hear countdown(ROUND_COUNTER_SOUNDS) only.
Btw, when I comment out ROUND_COUNTER_SOUNDS i get this:
Spoiler

with expanding *, so commenting out something makes mod read previous line?

Have no more ideas, what to try.

2. Overlapping gloves with custom arms .mdl for humans. again, arms downloaded and displayed, but default one displayed as well. How this can be fixed?
xkonsole is offline
gubka
Veteran Member
Join Date: Jan 2012
Location: Russia
Old 07-14-2018 , 12:48   Re: [CS:GO] Experimental: Zombie Plague 8.0.3
Reply With Quote #509

Quote:
Originally Posted by xkonsole View Post
Hello. Two questions:

1. How do i disable countdown and enable round start sounds?
ROUND_START_SOUNDS some how don't work for me. I replaced .mp3 with my own. mp3s are 110kbps. paths to files, correct and they're properly downloaded to client. But alas, I can hear countdown(ROUND_COUNTER_SOUNDS) only.
Btw, when I comment out ROUND_COUNTER_SOUNDS i get this:
Spoiler

with expanding *, so commenting out something makes mod read previous line?

Have no more ideas, what to try.

2. Overlapping gloves with custom arms .mdl for humans. again, arms downloaded and displayed, but default one displayed as well. How this can be fixed?
1. Module use the static chas, to have more faster reading in module, Try to remove ROUND_COUNTER_SOUNDS to remove sound or now it will be enought to set zp_help_message to disable counter, i will look on that kind of problem later if iy will still exist in 8.0.4

2. I dont know the arms, it just prop, i am wont have access to modify them using other things, problem can be with the deploy that it update transmit state and show the custom arms but arms set on deploy so i dont know, i will look later on that, custom weapons models wont support arms at all, but standart arms should work, they even work now with standart models


Quote:
Originally Posted by romeo7 View Post
gubka why you not allow very darkness (a)?
PHP Code:
    if(StrContains(sLightStyleValue"a") != -1)
    {
        
// Set darkest light style
        
SetLightStyle(0"b");
        return;
    } 
It will make all map textures black


Quote:
you do not want to add cvar for armageddon and survivor enable/disable mod?
for next update:
and croshair for zombie

zp_armageddon_mode_enabled "0" // Enable armageddon mode [0-no // 1-yes]
zp_survivor_mode_enabled "0" // Enable survivor mode [0-no // 1-yes]
__________________
Remove zp_gamemode_survivor.smx / zp_gamemode_armageddon.smx
__________________

Last edited by gubka; 07-14-2018 at 12:51.
gubka is offline
Send a message via ICQ to gubka
xkonsole
AlliedModders Donor
Join Date: Mar 2018
Old 07-14-2018 , 18:10   Re: [CS:GO] Experimental: Zombie Plague 8.0.3
Reply With Quote #510

Quote:
Originally Posted by gubka View Post
1. Module use the static chas, to have more faster reading in module, Try to remove ROUND_COUNTER_SOUNDS to remove sound or now it will be enought to set zp_help_message to disable counter, i will look on that kind of problem later if iy will still exist in 8.0.4

2. I dont know the arms, it just prop, i am wont have access to modify them using other things, problem can be with the deploy that it update transmit state and show the custom arms but arms set on deploy so i dont know, i will look later on that, custom weapons models wont support arms at all, but standart arms should work, they even work now with standart models
Ok, disabling of zp_help_message is not an option.
Is there any way to disable target's health when you shoot them? I tried removing line 247 from damage.cpp (which is
Spoiler
),
but then got this in server console after recompile of zbm3_core.sp

Spoiler


Aaand ROUND_START_SOUNDS still don't work. Triple checked that already. They are in sounds.ini, correct names, being downloaded to client and plays fine through client's console. alas, not in mod. I even made them same length as default ones. Any suggestions on this one as well?
xkonsole is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 22:11.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode