I'm an owner of a Zombie escape server and i have an idea that might maybe help all Zombie Escape / Mod server's owners.
So, all started with an hitbox issue that i had on a zombie model, by trying to fix it, an idea came to me.
The idea is pretty simple, I figured that the most laggs that we have on the ZE mod is due to the penetration-bullet's calculation.
Indeed when you shoot though a mate (with the sv_penetration_type 0) the server has to calculate the path of the bullet in every hitboxs.
So, by decompiling humans player models and changing the hitboxs information. The server now only needs to calculate the zombies hitboxs. And of course you can't just delete the hitboxs or it will be autogenerated.
So, for my humans models i'm using that hitboxs :
$hbox 6 "ankle_L" -2.50 -3.80 -2.80 10.40 -0.20 2.00 0.00 24.10 0.00 -1.00
$hbox 7 "ankle_R" -10.40 0.30 -2.00 2.30 4.00 2.80 0.00 24.50 0.00 -1.00
By only keeping foots it prevent to do useless calculation for your server.
And of course for those who are wondering but for the knife, how is it working ?
Well, I'm sure of one thing, the knife is not using the hitboxs to do damage, since it's the same amount of damage where ever you hit. I think the knife hit is linked to the bones.
One last thing, you don't need to put those new models in the fast dl side, the hitbox is server sidded, so players don't have to download it again.
If it's needed i will do a short and simple tutorial to show how to do it.
I hope it will help the Zombie Escape / Mod community
PS : Of course if you want to reduce considerately the lagg due to the penetration, you could turn the sv_penetration_type to 1, but you will certainly need to edit some configs such as the knockback etc. (It will needs some tests).