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[TF2] Zombie Fortress (current version: 2.1.1)


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Sirot
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Join Date: Sep 2008
Old 10-27-2008 , 22:23   Re: [TF2] Zombie Fortress (current version: 1.1.5)
Reply With Quote #231

The new site is pretty much ready aside from the downloads page, which is empty. If work does not screw me over, 1.2.0 will be released alongside the website. Biggest thing about the new site is that it has a forum which has space to list servers and maps - and talk about things relating to zombies.

Preview of the new site, hosting courtesy of r3dh3adkid and his soviet propaganda. All input welcome.
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Sirot
Member
Join Date: Sep 2008
Old 10-28-2008 , 23:38   Re: [TF2] Zombie Fortress (current version: 1.2.0)
Reply With Quote #232

Zombie Fortress 1.2.0 released.

Quote:
Another content patch, but much smaller and will be built up in smaller instalments (1.2.1, 1.2.2 and so on. This content patch is focused on further defining the gameplay in Zombie Fortress. That said, I gave up trying to balance the survivors and zombies equally and instead opted to have a survival competition metagame. How long the survivors lived is recorded at end of each game and is compared with the current high score, once the survivors win; the highscore is reset to 0.
Changes from 1.1.5 to 1.2.0:
- Survivor high scores! At the end of each round, survivor times are compared (see above).
- Zombie no longer drop their weapons on death.
- Snipers now gain health and ammo from assist kills.
- Sniper’s SMG no longer needs to reload.
- Engineer’s Sentry will only start to decay after it has taken its first shot.
- Engineer’s Sentry now loses 7 hp/second when decaying, lasting approximately 22 seconds.
- Other small fixes.
Got something to say? Hit the forums!
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r3dh3adkid
Senior Member
Join Date: Apr 2008
Location: Georgia
Old 10-28-2008 , 23:44   Re: [TF2] Zombie Fortress (current version: 1.2.0)
Reply With Quote #233

Nice to see 1.2.0!

Thanks again Sirot!
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toazron1
Senior Member
Join Date: Oct 2006
Old 10-29-2008 , 10:27   Re: [TF2] Zombie Fortress (current version: 1.2.0)
Reply With Quote #234

Awesome, updated our sever. I found two minor things though.

First, you can simplify your ConvertTime function using modulus to get the time.
For example, you have someone who survived for 246 seconds.
Minutes: 246 / 60 = 4 (make sure this is an int not a float)
Seconds: 246 % 60 = 6
That person survived for 4:06m

The other is you could use GetGameTime() rather then incrementing a var in your periodic loop, I don't how how much more efficient it would be, but it is one less var you have to keep track of.
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Lebson506th
Veteran Member
Join Date: Jul 2008
Old 10-29-2008 , 11:53   Re: [TF2] Zombie Fortress (current version: 1.2.0)
Reply With Quote #235

You can just do GetGameTime at the start of a round and the end and subtract the two.
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gamma
Senior Member
Join Date: Apr 2008
Old 10-29-2008 , 13:03   Re: [TF2] Zombie Fortress (current version: 1.2.0)
Reply With Quote #236

I made two maps, zf_panic and zf_lake and I would like to update them. Is any one have any ideas for update ? I know there is one bug in zf_panic map, when soldier can jump on wall, i dont want to release new version with only that fix. And new map zf_lake, made few days ago, I need to know about balance.
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toazron1
Senior Member
Join Date: Oct 2006
Old 10-29-2008 , 13:22   Re: [TF2] Zombie Fortress (current version: 1.2.0)
Reply With Quote #237

I have a few requests for panic, the stairway rails going up to the top level of the center building are too close to the boxes to run by and you get stuck on them. The second is to raise the height of the skybox.
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Sirot
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Join Date: Sep 2008
Old 10-29-2008 , 23:53   Re: [TF2] Zombie Fortress (current version: 1.2.0)
Reply With Quote #238

Quote:
Originally Posted by toazron1 View Post
Awesome, updated our sever. I found two minor things though.

First, you can simplify your ConvertTime function using modulus to get the time.
For example, you have someone who survived for 246 seconds.
Minutes: 246 / 60 = 4 (make sure this is an int not a float)
Seconds: 246 % 60 = 6
That person survived for 4:06m

The other is you could use GetGameTime() rather then incrementing a var in your periodic loop, I don't how how much more efficient it would be, but it is one less var you have to keep track of.
I originally had ConvertTime setup like that, but on occasion things would bug out and I decided simplifying to step by step would be the best solution. I will try again in 1.2.1 since I was kind of rushing 1.2.0.

I like the GetGameTime(), it is much more efficient. I am always a bit hesitant to use the periodic loop since it is the most resource intensive piece of code in the entire plugin.
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toazron1
Senior Member
Join Date: Oct 2006
Old 10-30-2008 , 08:55   Re: [TF2] Zombie Fortress (current version: 1.2.0)
Reply With Quote #239

Quote:
Originally Posted by Sirot View Post
I originally had ConvertTime setup like that, but on occasion things would bug out
Do you have that original function handy? It could be as simple as a logical error.
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