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

[TF2] Super Zombie Fortress - 1.05


Post New Thread Reply   
 
Thread Tools Display Modes
PMAvers
Member
Join Date: Sep 2009
Old 05-14-2011 , 17:15   Re: [TF2] Super Zombie Fortress - 1.03
Reply With Quote #21

Quote:
Originally Posted by RavensBro View Post
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
Oh, no, I just have one server running, it just switches between mods depending on what map players vote for. I didn't catch that force_on defaulted to.... well, being on, and a VSH map loaded...
PMAvers is offline
RavensBro
Veteran Member
Join Date: Sep 2009
Location: Wisonsin USA
Old 05-15-2011 , 05:59   Re: [TF2] Super Zombie Fortress - 1.03
Reply With Quote #22

L 05/15/2011 - 00:43:05: SourceMod error session started
L 05/15/2011 - 00:43:05: Info (map "zf_degrootkeep_v2w") (file "errors_20110515.log")
L 05/15/2011 - 00:43:05: [SM] Native "RemoveEdict" reported: Edict 252 (252) is not a valid edict
L 05/15/2011 - 00:43:05: [SM] Displaying call stack trace for plugin "disabled\superzombie\superzombiefortress.smx ":
L 05/15/2011 - 00:43:05: [SM] [0] Line 390, E:\Projects\SourceMod\General\include\tf2_sto cks.inc::TF2_RemoveWeaponSlot()
L 05/15/2011 - 00:43:05: [SM] [1] Line 3051, E:\Projects\SourceMod\General\superzombiefort ress.sp::event_Inventory()
L 05/15/2011 - 00:43:44: Error log file session closed.
RavensBro is offline
Mecha the Slag
Veteran Member
Join Date: Jun 2009
Location: Denmark
Old 05-17-2011 , 14:51   Re: [TF2] Super Zombie Fortress - 1.04
Reply With Quote #23

Updated to 1.04
  • AI Director now also tweaks Zombie respawn times appropriate with the survivor's performance
  • Goo balls now crit if a player stands in it for too long
  • Tank theme is now also played for the Tank
  • Increased the damage-per-second cooldown time for goo balls
  • Fixed a bug where Tanks would spawn in setup in messy maps
  • Fixed a bug where goo balls wouldn't disappear if the owner disconnected
  • Fixed a bug when removing specific weapons on Degroot
  • Fixed issue with grace period on maps without setup timers
  • Fixed a bug where Zombies would constantly respawn on round end
  • Fixed a bug where the AI Director wouldn't be active on maps without setup
  • Fixed a bug where goo balls from 'waiting for players' would carry over to the next round
  • Fixed a bug where goo would stack
  • Fixed a bug where the Tank could be a Scout or Spy
__________________
Mecha the Slag is offline
RavensBro
Veteran Member
Join Date: Sep 2009
Location: Wisonsin USA
Old 05-24-2011 , 08:28   Re: [TF2] Super Zombie Fortress - 1.04
Reply With Quote #24

when will you be adding the custom skins????
RavensBro is offline
XaxaXoxo
Senior Member
Join Date: Feb 2011
Old 06-24-2011 , 07:06   Re: [TF2] Super Zombie Fortress - 1.04
Reply With Quote #25

Don't work after update
XaxaXoxo is offline
Mecha the Slag
Veteran Member
Join Date: Jun 2009
Location: Denmark
Old 06-24-2011 , 18:31   Re: [TF2] Super Zombie Fortress - 1.04
Reply With Quote #26

Quote:
Originally Posted by XaxaXoxo View Post
Don't work after update
Once TF2Items has been fixed, grab that
__________________
Mecha the Slag is offline
supackm
New Member
Join Date: Jul 2011
Old 07-01-2011 , 11:10   Re: [TF2] Super Zombie Fortress - 1.04
Reply With Quote #27

where is fastdl?
supackm is offline
fofogogo23
Junior Member
Join Date: Jul 2011
Old 07-01-2011 , 16:27   Re: [TF2] Super Zombie Fortress - 1.04
Reply With Quote #28

Any maps made for this? And can it auto-enable when it detects a certain map?
fofogogo23 is offline
PAL-18
AlliedModders Donor
Join Date: Jul 2010
Old 07-08-2011 , 18:33   Re: [TF2] Super Zombie Fortress - 1.04
Reply With Quote #29

Goo.vmt is missing from your fastdl archive. When i connect to my server, it tries to download it and fails.

Also i found a very annoying problem your "Advanced Zombie Spawn system" causes. Zombies often spawn inside walls, ceiling or other objects that they can't get out of. Perhaps make it so that it spawns them in the nearest place they can fit without getting stuck?

P.S. This plugin is awesome!

Last edited by PAL-18; 07-08-2011 at 19:03.
PAL-18 is offline
userid_ivan
Junior Member
Join Date: May 2011
Old 07-09-2011 , 03:45   Re: [TF2] Super Zombie Fortress - 1.04
Reply With Quote #30

I'm running a server with multiple plugin (DB, VSH, PH etc..) and it seems there is a problem with the scout's sandman: infact when playing on normal maps, the sandman is still like on SZF mod (no stun, no damage and you can see the green smoke when you launch the ball). I have variable sm_zf_force_on set to 0.
userid_ivan 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 11:21.


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