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[TF2] Super Zombie Fortress - 1.05


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Mecha the Slag
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Join Date: Jun 2009
Location: Denmark
Old 05-13-2011 , 05:46   Re: [TF2] Super Zombie Fortress
Reply With Quote #11

Quote:
Originally Posted by dirtyminuth View Post
Mecha is using some stock .inc files from ZF not attached in the original post. You can find them in the original ZF thread.
Yeah, but I've attached them in this topic too just now just in case

edit: also updated to 1.02

added sm_zf_tank_health (400): Amount of health the Tank gets per alive survivor
added sm_zf_tank_health_min (1000): Minimum amount of health the Tank can spawn with
added sm_zf_tank_health_max (8000): Maximum amount of health the Tank can spawn with
added sm_zf_tank_time (70.0): Adjusts the damage the Tank takes per second. If the value is 70.0, the Tank will take damage that will make him die (if unhurt by survivors) after 70 seconds. 0 to disable.
Fixed a bug where Spies could backstab Snipers with the razorback
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Last edited by Mecha the Slag; 05-13-2011 at 06:50.
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lionheart1066
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Join Date: Aug 2009
Old 05-13-2011 , 17:27   Re: [TF2] Super Zombie Fortress - 1.02
Reply With Quote #12

My server crashes everytime I attempt to run this mod.
Happens whenever someone tries to go scout.

Last edited by lionheart1066; 05-13-2011 at 17:35.
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Mecha the Slag
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Old 05-13-2011 , 19:45   Re: [TF2] Super Zombie Fortress - 1.03
Reply With Quote #13

Updated to 1.03
  • Music is now played when a player gets backstabbed
  • Already dead zombies are now instantly respawned upon frenzy
  • Added music for the last survivor
  • Added a sound for when hit by goo to make it more clear that it hurts
  • Fixed a bug where the Advanced Music System would rapidly change instruments
  • Added more intro music variants
  • Fixed a bug with the Tank's fists
  • Added sm_zf_frenzy_chance (5.0): % Chance of a random frenzy
  • Added sm_zf_frenzy_tank (30.0): % Chance of a Tank appearing instead of a frenzy
  • Added sm_zf_tank_once (60.0): Every round there is at least one Tank. If no Tank has appeared, a Tank will be manually created when there is sm_zf_tank_once time left. Ie. if the value is 60, the Tank will be spawned when there's 60% of the time left.
  • Fixed a bug where survivors would respawn when they shouldn't

NOTE: You will need to redownload the fastdown materials AND superzombiefortress.txt, as these have been changed.
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Last edited by Mecha the Slag; 05-13-2011 at 21:43.
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Mecha the Slag
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Old 05-13-2011 , 21:05   Re: [TF2] Super Zombie Fortress - 1.02
Reply With Quote #14

Quote:
Originally Posted by lionheart1066 View Post
My server crashes everytime I attempt to run this mod.
Happens whenever someone tries to go scout.
^ isn't happening to everyone else I've been talking to

Please describe your setup (including extensions and plugins you're running, besides the default) and make absolutely sure you followed the installation instructions.
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lionheart1066
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Join Date: Aug 2009
Old 05-13-2011 , 21:52   Re: [TF2] Super Zombie Fortress - 1.02
Reply With Quote #15

Quote:
Originally Posted by Mecha the Slag View Post
^ isn't happening to everyone else I've been talking to

Please describe your setup (including extensions and plugins you're running, besides the default) and make absolutely sure you followed the installation instructions.
I found the problem not long after posting, it was a conflict with a class restriction plugin that I had on my server at the time.
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PMAvers
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Join Date: Sep 2009
Old 05-14-2011 , 00:59   Re: [TF2] Super Zombie Fortress - 1.03
Reply With Quote #16

Oh, nice.

Any suggestions to good maps that work well with it?
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Mecha the Slag
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Old 05-14-2011 , 05:23   Re: [TF2] Super Zombie Fortress - 1.03
Reply With Quote #17

Quote:
Originally Posted by PMAvers View Post
Oh, nice.

Any suggestions to good maps that work well with it?
zf_asylum_b2 and zf_christmas_panic_v1 are my favourite SZF maps
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PMAvers
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Old 05-14-2011 , 16:59   Re: [TF2] Super Zombie Fortress - 1.03
Reply With Quote #18

Quote:
Originally Posted by Mecha the Slag View Post
zf_asylum_b2 and zf_christmas_panic_v1 are my favourite SZF maps
Thanks for that, although I can't seem to find Christmas Panic v1 anywhere on the internet. There seems to be plenty of places to download a version sans-v1, though.

Also discovered that you shouldn't have VSH and ZF running at the same time on the same map. Might be a little silly.

Noticing, though, that some of the ZF stuff is bleeding through when you're running non-ZF maps and have force_on turned off still. Like some of the BG music is popping up, some weird green clouds are popping up on sawmill, Sandmans don't seem to work on other players, etc.
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RavensBro
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Old 05-14-2011 , 17:04   Re: [TF2] Super Zombie Fortress - 1.03
Reply With Quote #19

Quote:
Originally Posted by PMAvers View Post
Thanks for that, although I can't seem to find Christmas Panic v1 anywhere on the internet. There seems to be plenty of places to download a version sans-v1, though.

Also discovered that you shouldn't have VSH and ZF running at the same time on the same map. Might be a little silly.

Noticing, though, that some of the ZF stuff is bleeding through when you're running non-ZF maps and have force_on turned off still. Like some of the BG music is popping up, some weird green clouds are popping up on sawmill, Sandmans don't seem to work on other players, etc.
say what? same time so u r saying u have 2 servers running at once on the same server or i should say from the same dir? if so then yah dum dum dum
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RavensBro
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Old 05-14-2011 , 17:05   Re: [TF2] Super Zombie Fortress - 1.03
Reply With Quote #20

o yah when are the skins coming we want spooky skins
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