Publish 413


  • Administrators

    [header]In general[/header]

    • Random Map Time no longer occurs unless there are total 64 maps on the list.
      • Fixed /votemap <mapname> not working properly.
      • Fixed reserved slots not working after the database change.
      • Fixed :text: creating purple and black checkers, it will now not parse at all if the image is invalid.
      • [header]Zombie Survival[/header]
      • Players that are on your team and on your friends list will have green rings under them.
      • The Regenerative trait has been changed. It will now provide 1 health per 5 seconds while under 50% health.
      • The Resistant trait has been changed. It will now reduce poison damage by half.
      • The Muscular trait now includes a 20% increase to melee weapon damage.
      • The Worth menu has been enlarged and functionality has been improved.
      • Weapons will now come with 2 magazines of ammunition instead of 6.
      • The Worth menu selection for ammunition has been changed to be sets of 5 and 3 boxes instead of sets of 3 and 2 boxes.
      • Added player auras while holding a medical item. Friendly players will glow a certain color depending on their current/maximum health.
      • Admins and the owner of a Flesh Creeper nest can now always break them (as long as they are a Flesh Creeper).
      • Added honorable mention: Nest Destroyer, which goes to whoever destroys the most nests.
      • Added honorable mention: Nest Master, which goes to whoever has the most zombies spawn through their nests.
      • Human players joining late will no longer be dynamically spawned on another player who is near a zombie.
      • You can now press JUMP to free roam while dead as a zombie (instead of having to mash right click until it happens).
      • Decreased the cost of the Z9000 from 60 to 50 Worth.
      • Decreased the attack delay on the Flesh Creeper from 1.1 to 0.75 seconds.
      • Decreased the damage on the Blaster from 13x7 to 12x7.
      • Decreased the damage on the Glock3 from 19x3 to 17x3.
      • The Ghoul will still slow players on hit but will also make the target immune to another slow for 2 seconds.
      • The Ghoul no longer creates poison when getting hit or killed.
      • Triggering skycade protection will now punch your view.
      • Increased the health of the Ghoul from 125 to 150.
      • Increased the speed of the Ghoul from 140 to 185.
      • Bloated Zombie death poison spray has been severely nerfed both in quantity and velocity. This is a placeholder change for the new secondary ability.
      • Maximum damage resistance has been changed from 25% to 35%. Again, temporary.
      • Reduced the damage of the Gun Turret from 13 to 12.
      • The Gun Turret will no longer fire two bullets while in manual mode (was essentially free double damage).
      • Damaging barricades or humans while dead as a zombie will now update the postmortem stats (The “That life…” text area displaying your barricade damage, brains eaten, and damage to humans).
      • Pressing reload on a nailed prop will now remove the nearest nail in that prop, even if you weren’t pointing directly at one.
      • Added endcamerapos keyvalue (setendcamerapos input) to logic_winlose. This takes a vector in the form x y z which allows you to override the position of the end game camera should the humans lose.
      • Bosses are now worth 30 points instead of 50.
      • Spawning as a Gore Child now works if you’re a crow.
      • Added a crosshair dot to the Medical Kit.
      • Optimization to client-side nail code which should free a number of cycles if a lot are being drawn.
      • Nails will now display their owner as (DEAD) Player Name if the player has died instead of displaying nothing.
      • Players can no longer create Flesh Creeper nests near zombie spawns.
      • Flesh Creeper nests can now be built faster by having multiple Flesh Creepers but is capped at 3 simultaneous builders.
      • Nail health is now easier to be seen.
      • Fixed crash which spammed CBaseEntityList::AddNonNetworkableEntity: no free slots in the console before the actual crash.
      • Fixed crash which printed red CUtlLinkedList overflow! (exhausted index range) (65535) in the console before the actual crash.
      • Fixed the Medical Kit not having lag compensation on it. Fixes playing the healing animation / sound without actually healing anyone or taking ammo.
      • Fixed the zombie volunteer list not working properly on maps without zombie gasses in them (usually ZM maps).
      • Fixed leg damage being networked to all players instead of just the local player.
      • Fixed some weapons having their bullets come out of the side of your screen while in ironsights.
      • Fixed the Lead Pipe special trait affecting the Shade.
      • Fixed Fit and Tough traits setting your health to maximum when you take them.
      • Fixed Gun Turret dropping more than the correct amount of ammo when destroyed. It should now drop half of the remaining ammo.
      • Fixed Giga Gore Child being worth 0.5 points (Gore Child remains at 0.5).
      • Fixed Film Mode not hiding the notifications or health area.
      • Fixed Film Mode option not persisting when the map changes.
      • Fixed the Stone weapon uselessly staying in your inventory if you had no more stones left to throw.
      • Fixed inappropriate model scales on Tiny, Savior, and Z9000.
      • [header]Extreme Football Throwdown[/header]
      • Added dive tackling mechanic. Press left click while going fast. You will be thrown forward, at a slightly faster speed than possible through running. Anyone in the way will be tackled. Tackling in this manner will  “grab” the target and deal damage on ground impact rather than knocking them away from you. A player can only be tackled in this manner every few seconds globally. Players cannot be dive tackled by you if you recently knocked them down (they’ll be thrown away as if  charged). Ramming takes absolute priority over dive tackling in the case of a head on. Two players dive tackling in to each other will deal mutual damage. You will take self damage if you fail to hit anyone.
      • Added high jumping mechanic. Hold crouch while standing still until you start flashing. Then press jump to perform a high jump. Your balance will be lost on the way down. If you catch the ball while in the air, you will not be knocked down.
      • Added animations for getting up.
      • Added a screen effect and idle animations for when the round hasn’t started yet.
      • Added player name tags in place of the default targetid system. Friendly tags show up at a longer range than enemy ones. Spectators can always see all tags.
      • Added a slight effect to the health bar when losing health.
      • Blitz Ball now gives a slight speed bonus to the carrier, although it is still too slow to outrun people not carrying things.
      • The Trash Bin attack delay has been slightly reduced, making it easier to put it on a person’s head.
      • Reduced the deploy delay on the Mower Trap from 2.0 seconds to 1.4 seconds.
      • The Big Pole now attacks in a 140 degree arc in front of you, making it easier to hit people.
      • The Beatdown Stick now attacks in a 90 degree arc in front of you, making it easier to hit people.
      • It is now possible to feign swings with the Big Pole by pressing right click before the swing hits.
      • Hitting the ball with the Big Pole will now launch it away. Scoring in this method will say HOME RUN! instead of TOUCH DOWN!
      • The ball will no longer be launched forward if the carrier suicides.
      • Players can no longer suicide during power struggles or when the round is over.
      • Fixed the Tomahawk spiraling after a while of being in the air.
      • Fixed players being stuck in a knocked down state if they were pinned against a wall and landed on a player.
      • Fixed weapons all having the same spawn chance. Tomahawks and Mower Traps should now properly spawn less frequently than other weapons.

  • Administrators

    [header]In general[/header]

    • Random Map Time no longer occurs unless there are total 64 maps on the list.
      • Fixed /votemap <mapname> not working properly.
      • Fixed reserved slots not working after the database change.
      • Fixed :text: creating purple and black checkers, it will now not parse at all if the image is invalid.
      • [header]Zombie Survival[/header]
      • Players that are on your team and on your friends list will have green rings under them.
      • The Regenerative trait has been changed. It will now provide 1 health per 5 seconds while under 50% health.
      • The Resistant trait has been changed. It will now reduce poison damage by half.
      • The Muscular trait now includes a 20% increase to melee weapon damage.
      • The Worth menu has been enlarged and functionality has been improved.
      • Weapons will now come with 2 magazines of ammunition instead of 6.
      • The Worth menu selection for ammunition has been changed to be sets of 5 and 3 boxes instead of sets of 3 and 2 boxes.
      • Added player auras while holding a medical item. Friendly players will glow a certain color depending on their current/maximum health.
      • Admins and the owner of a Flesh Creeper nest can now always break them (as long as they are a Flesh Creeper).
      • Added honorable mention: Nest Destroyer, which goes to whoever destroys the most nests.
      • Added honorable mention: Nest Master, which goes to whoever has the most zombies spawn through their nests.
      • Human players joining late will no longer be dynamically spawned on another player who is near a zombie.
      • You can now press JUMP to free roam while dead as a zombie (instead of having to mash right click until it happens).
      • Decreased the cost of the Z9000 from 60 to 50 Worth.
      • Decreased the attack delay on the Flesh Creeper from 1.1 to 0.75 seconds.
      • Decreased the damage on the Blaster from 13x7 to 12x7.
      • Decreased the damage on the Glock3 from 19x3 to 17x3.
      • The Ghoul will still slow players on hit but will also make the target immune to another slow for 2 seconds.
      • The Ghoul no longer creates poison when getting hit or killed.
      • Triggering skycade protection will now punch your view.
      • Increased the health of the Ghoul from 125 to 150.
      • Increased the speed of the Ghoul from 140 to 185.
      • Bloated Zombie death poison spray has been severely nerfed both in quantity and velocity. This is a placeholder change for the new secondary ability.
      • Maximum damage resistance has been changed from 25% to 35%. Again, temporary.
      • Reduced the damage of the Gun Turret from 13 to 12.
      • The Gun Turret will no longer fire two bullets while in manual mode (was essentially free double damage).
      • Damaging barricades or humans while dead as a zombie will now update the postmortem stats (The “That life…” text area displaying your barricade damage, brains eaten, and damage to humans).
      • Pressing reload on a nailed prop will now remove the nearest nail in that prop, even if you weren’t pointing directly at one.
      • Added endcamerapos keyvalue (setendcamerapos input) to logic_winlose. This takes a vector in the form x y z which allows you to override the position of the end game camera should the humans lose.
      • Bosses are now worth 30 points instead of 50.
      • Spawning as a Gore Child now works if you’re a crow.
      • Added a crosshair dot to the Medical Kit.
      • Optimization to client-side nail code which should free a number of cycles if a lot are being drawn.
      • Nails will now display their owner as (DEAD) Player Name if the player has died instead of displaying nothing.
      • Players can no longer create Flesh Creeper nests near zombie spawns.
      • Flesh Creeper nests can now be built faster by having multiple Flesh Creepers but is capped at 3 simultaneous builders.
      • Nail health is now easier to be seen.
      • Fixed crash which spammed CBaseEntityList::AddNonNetworkableEntity: no free slots in the console before the actual crash.
      • Fixed crash which printed red CUtlLinkedList overflow! (exhausted index range) (65535) in the console before the actual crash.
      • Fixed the Medical Kit not having lag compensation on it. Fixes playing the healing animation / sound without actually healing anyone or taking ammo.
      • Fixed the zombie volunteer list not working properly on maps without zombie gasses in them (usually ZM maps).
      • Fixed leg damage being networked to all players instead of just the local player.
      • Fixed some weapons having their bullets come out of the side of your screen while in ironsights.
      • Fixed the Lead Pipe special trait affecting the Shade.
      • Fixed Fit and Tough traits setting your health to maximum when you take them.
      • Fixed Gun Turret dropping more than the correct amount of ammo when destroyed. It should now drop half of the remaining ammo.
      • Fixed Giga Gore Child being worth 0.5 points (Gore Child remains at 0.5).
      • Fixed Film Mode not hiding the notifications or health area.
      • Fixed Film Mode option not persisting when the map changes.
      • Fixed the Stone weapon uselessly staying in your inventory if you had no more stones left to throw.
      • Fixed inappropriate model scales on Tiny, Savior, and Z9000.
      • [header]Extreme Football Throwdown[/header]
      • Added dive tackling mechanic. Press left click while going fast. You will be thrown forward, at a slightly faster speed than possible through running. Anyone in the way will be tackled. Tackling in this manner will  “grab” the target and deal damage on ground impact rather than knocking them away from you. A player can only be tackled in this manner every few seconds globally. Players cannot be dive tackled by you if you recently knocked them down (they’ll be thrown away as if  charged). Ramming takes absolute priority over dive tackling in the case of a head on. Two players dive tackling in to each other will deal mutual damage. You will take self damage if you fail to hit anyone.
      • Added high jumping mechanic. Hold crouch while standing still until you start flashing. Then press jump to perform a high jump. Your balance will be lost on the way down. If you catch the ball while in the air, you will not be knocked down.
      • Added animations for getting up.
      • Added a screen effect and idle animations for when the round hasn’t started yet.
      • Added player name tags in place of the default targetid system. Friendly tags show up at a longer range than enemy ones. Spectators can always see all tags.
      • Added a slight effect to the health bar when losing health.
      • Blitz Ball now gives a slight speed bonus to the carrier, although it is still too slow to outrun people not carrying things.
      • The Trash Bin attack delay has been slightly reduced, making it easier to put it on a person’s head.
      • Reduced the deploy delay on the Mower Trap from 2.0 seconds to 1.4 seconds.
      • The Big Pole now attacks in a 140 degree arc in front of you, making it easier to hit people.
      • The Beatdown Stick now attacks in a 90 degree arc in front of you, making it easier to hit people.
      • It is now possible to feign swings with the Big Pole by pressing right click before the swing hits.
      • Hitting the ball with the Big Pole will now launch it away. Scoring in this method will say HOME RUN! instead of TOUCH DOWN!
      • The ball will no longer be launched forward if the carrier suicides.
      • Players can no longer suicide during power struggles or when the round is over.
      • Fixed the Tomahawk spiraling after a while of being in the air.
      • Fixed players being stuck in a knocked down state if they were pinned against a wall and landed on a player.
      • Fixed weapons all having the same spawn chance. Tomahawks and Mower Traps should now properly spawn less frequently than other weapons.


    • Added high jumping mechanic. Hold crouch while standing still until you start flashing. Then press jump to perform a high jump. Your balance will be lost on the way down. If you catch the ball while in the air, you will not be knocked down.
      • It is now possible to feign swings with the Big Pole by pressing right click before the swing hits.
      • Hitting the ball with the Big Pole will now launch it away. Scoring in this method will say HOME RUN! instead of TOUCH DOWN!
      • The ball will no longer be launched forward if the carrier suicides.
      • Fixed the Tomahawk spiraling after a while of being in the air.
      • Fixed weapons all having the same spawn chance. Tomahawks and Mower Traps should now properly spawn less frequently than other weapons.
    Amazing EFT update! The game should be much more fun to play now.


  • You can no longer barricade phase. [fixed itself]
    Edit: The auras while holding the medkit sometimes revert to normal view.


  • Administrators

    Should fix itself on map change.



  • -snip-
    Edit: The human health aura is a clusterfuck and it’s horrible.
    Edit2: Made a suggestion that’ll work just as good for medics: http://www.noxiousnet.com/forums/index.php?topic=19450.0



  • End round alltalk carries on for the other rounds.


  • Banned

    Is there any way to disable the green rings under teammates?



  • @Kolmio:

    Is there any way to disable the green rings under teammates?

    It’s a feature added in the gamemodes, but i guess an option to enable/disable it COULD be implimented, yet i don’t see what about it is bothering you,
    it’s pretty helpful in certain occasions



  • It’s a pain when you and a friend are both standing at the top of a ladder cade.



  • An option to change friend aura colour would be nice. Can you verify that bosses don’t get their own damage resistance for “being near a boss”.


  • Administrators

    They never did.

    I decreased the opacity of the ring.



  • Less damage on bosses by themselves. The buddy ring isn’t directly on the floor and is on the ankle level.

    Edit: Looking at the arsenal crate and pressing RELOAD should buy ammo for that weapon if near it.

    http://cloud-4.steampowered.com/ugc/54358977599448403/938308436F8A0EE427D069EE670B03E3968DF9B6/
    http://cloud-4.steampowered.com/ugc/54358977599449616/D7CA5898601FCA88765F5D60D73ED3B8DCF70302/



  • Nice update. Glad the ghoul has been nerfed, as shit flying everywhere upon death is no fun for anyone.  :wacko:



  • The count of players with weapons and tools is gone. It should be added back in.



  • Technically in a way the Ghoul was buffed with it’s Health increased and massive Speed boost making it even more troublesome



  • @Klondike:

    Technically in a way the Ghoul was buffed with it’s Health increased and massive Speed boost making it even more troublesome

    I made that post 3 days go and hadn’t yet played in game. But since I have now, I see what you mean.  :blink:



  • I miss the poison spray for ghouls. If they had that combined with all the other shit, it would easily be the best class.



  • @crazyf5k:

    I miss the poison spray for ghouls. If they had that combined with all the other shit, it would easily be the best class.

    it already is easily the best class for the first two waves other than wraith if youre good at predicting people



  • [ERROR] gamemodes/zombiesurvival/gamemode/init.lua:1392: Calling net.Start with unpooled message name [http://goo.gl/qcx0y]
      1. Start - [C]:-1
      2. FullGameUpdate - gamemodes/zombiesurvival/gamemode/init.lua:1392
        3. Call - gamemodes/zombiesurvival/gamemode/init.lua:1352
        4. Call - gamemodes/zombiesurvival/gamemode/init.lua:1346
          5. unknown - gamemodes/zombiesurvival/gamemode/init.lua:1407
          6. unknown - lua/includes/modules/concommand.lua:69


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