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

ZombieMod for CS:S (Beta Testers Required)


Post New Thread Closed Thread   
 
Thread Tools Display Modes
Author Message
c0ldfyr3
AlliedModders Donor
Join Date: Aug 2005
Location: Ireland
Old 03-19-2006 , 17:02   ZombieMod for CS:S (Beta Testers Required)
#1

First, what is ZombieMod ?
ZombieMod is a recreation of the Zombie portion of Nemod, a plugin released a while back by Fysh.
For those of you who don't know of it, i'll explain.

When enabled on default settings, the level is loaded 'Dark', all players spawn normally and you cannot damage anybody.
Rifles and the MG are restricted.

After a random amount of time (2-10 seconds), one player is changed into a Zombie complete with model, unable to use any weapon other than the knife, and is given 5,000 health. They can also run alot faster than humans, are provided with night vision and have a wider 'Field Of Vision'.

Zombies change humans to zombies by slashing them once with their knife, new Zombies are then given 2,500 health and also reduced to using their knife only.

When humans attack zombies, they have a knockback effect similar to hollywood movies. When you get a headshot the effect is really displayed.

Zombies can only use voice with other zombies, same for humans.

The round ends when either all zombies are killed, or all Humans have been turned to zombies.

Features:
- Customisable Zombie models.
- Zombie sounds for hurt, death and random noises.
- zombie_health cvar, first zombie is 2x this.
- zombie_speed cvar for zombie speed.
- zombie_fov cvar for zombie Field Of View.
- zombie_knockback cvar for knockback.
- zombie_restrictions cvar to restrict weapons.
- zombie_dark cvar to allow for normal lighting during maps.
- zombie_bonus cvar to add frags for zombifying humans.
- zombie_teams cvar to use CT for Humans and T for zombies (Experimental).
- zombie_respawn cvar to respawn zombies killed by humans as a human.
- zombie_max_ammo cvar for unlimited ammunition.
- zombie_suicide cvar to remove players ability to 'suicide'.

So, wheres the download link ?
We have been testing the ZombieMod on a linux 32 slot server with no problems for about two months now.
I have just now completed the windows version and we are currently preparing for a public release.
We need windows and linux server admins who have to meet the criteria below...
Windows
- You must have access to the root HLDS folder, which contains .mdmp files created during a crash and be allowed to edit server startup command line.
Linux
- Must be have SSH access, FTP access to the HLDS folder, and the ability to run gdb.
If you think you can be a tester, please email me at c0ld(.at.)c0ld.net

Current Beta Servers
66.246.72.172:27017 [CSSMC]:.-ZombieMod-:.N.J.

Credits
Original Author: Fysh (Seems to have dissappeared from the face of the planet).

www.ZombieMod.com
www.ZombieMod.net
www.ZombieMod.info
www.ZombieMod.biz
__________________
c0ldfyr3 is offline
Send a message via MSN to c0ldfyr3 Send a message via Yahoo to c0ldfyr3
showdax
Senior Member
Join Date: Dec 2004
Old 03-19-2006 , 18:25  
#2

Sounds good! Now we just need a vehicle plugin.
showdax is offline
Send a message via MSN to showdax
lex_talionis
Member
Join Date: Aug 2005
Location: Austin, TX
Old 03-19-2006 , 22:06  
#3

Well now that was definitally different and fun!

Nice work!

I'll send you an email right away. You'll just need to explain how to turn on .mdmp since all mine currently are at zero kbytes.

Lex
__________________
lex_talionis is offline
Rebell
Veteran Member
Join Date: Nov 2004
Location: GERMANY
Old 03-20-2006 , 04:30  
#4

Will test asap

But i would post some screens here !
__________________
Rebell is offline
Spinner
Member
Join Date: Nov 2004
Location: Michcigan
Old 03-20-2006 , 08:45  
#5

Screenies?
Attached Images
File Type: jpg officerampageb80006.jpg (118.0 KB, 285 views)
File Type: jpg de_officesiege0000.jpg (123.6 KB, 266 views)
File Type: jpg de_dust0044.jpg (71.2 KB, 282 views)
Spinner is offline
Rebell
Veteran Member
Join Date: Nov 2004
Location: GERMANY
Old 03-20-2006 , 10:12  
#6

Yes looks bloody
__________________
Rebell is offline
Games
Member
Join Date: Dec 2004
Location: holland
Old 03-20-2006 , 12:24  
#7

Well i played your zombie mod on the test server and it's a nice mod to play
I do however dislike the green screen when your a zombi.

Can people turn the zombie mod on/off through rcon ?
I and some other admins have a rented cssource server we have full disk access except we can't change the commandline i believe, but we can ask hour host do do it.(i'll let you know if we want and offcourse may test your mod)
Games is offline
showdax
Senior Member
Join Date: Dec 2004
Old 03-20-2006 , 12:29  
#8

Why does FF have to be disabled with the plugin? Can't you just change mp_friendlyfire's callback to your own function and keep it disabled when you need it disabled?

Also, can you put all the extra models and materials in "models/zombiemod" and "materials/models/zombiemod" by default?

Actually, are those download configs even used? The two config files don't match the files in the download.
showdax is offline
Send a message via MSN to showdax
c0ldfyr3
AlliedModders Donor
Join Date: Aug 2005
Location: Ireland
Old 03-20-2006 , 12:31  
#9

Quote:
Originally Posted by Games
Well i played your zombie mod on the test server and it's a nice mod to play
I do however dislike the green screen when your a zombi.

Can people turn the zombie mod on/off through rcon ?
I and some other admins have a rented cssource server we have full disk access except we can't change the commandline i believe, but we can ask hour host do do it.(i'll let you know if we want and offcourse may test your mod)
The green is to convey to the player that they are indeed now with the undead. I could add a cvar, but then the only difference between humans and zombies are the model, FOV and weapons.

As for turning it on and off, it starts disabled, and with one rcon command it enables, and the same command again to disable, with no residual server effects. Once its off, its off =)
__________________
c0ldfyr3 is offline
Send a message via MSN to c0ldfyr3 Send a message via Yahoo to c0ldfyr3
c0ldfyr3
AlliedModders Donor
Join Date: Aug 2005
Location: Ireland
Old 03-20-2006 , 12:33  
#10

Quote:
Originally Posted by showdax
Why does FF have to be disabled with the plugin? Can't you just change mp_friendlyfire's callback to your own function and keep it disabled when you need it disabled?

Also, can you put all the extra models and materials in "models/zombiemod" and "materials/models/zombiemod"?
FF has to be disabled for the plugin, to allow for Free For All.
Free For All allows you to attack team mates with full damage without the "%s attacked a team mate" message, neat eh ? Thanks BAILOPAN <3

The extra models/materials are located in the following folders...
  • materials/player/models/zombiemod
    models/player/zombiemod
    cfg/zombiemod
    addons/zombiemod
That is how it will stay.
__________________
c0ldfyr3 is offline
Send a message via MSN to c0ldfyr3 Send a message via Yahoo to c0ldfyr3
Closed Thread



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 12:23.


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