Publish 415
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[header]In general[/header]
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The account menu has been compressed towards the top of the screen and made less ugly. Still opens if you open chat.
[header]Zombie Survival[/header]
- Added support for mapper-made weapons and items in ZE maps. This also fixes some maps which were previously unable to be completed because you could not pickup key items.
- Slug Rifle headshots now display 9999 as their damage value (this is only display damage, the actual damage isn’t even relevant).
- Slug Rifle passive no longer works on bosses.
- For maps which are not objective maps, but only have one wave, redeeming is now enabled if there are 5 or more minutes remaining in the wave. Previously it was disabled completely.
- Added point floaters to healing other players.
- Added ability to disable bosses using logic_classunlock. Added key “bossesenabled”. Added input “setbossesenabled”.
- Added fists for humans. Doesn’t do much damage and is slow. Useful only as a last resort.
- Fast Zombie pounce hit box size reduced from 32 -> 24.
- Fast Zombie pounce range reduced from 32 -> 26.
- Added func_physbox_multiplayer support which should fix a few ze_ maps not working.
- Fixed medic aura interfering with transparency radius.
- Fixed GAMEMODE.NoRedeeming being ignored by the gamemode.
- Fixed $selfillum=1 on some zombie view models. Was causing fast zombie and poison zombie view models to appear to be full bright.
- Fixed fast zombie being unable to jump or attack if they were interrupted during the pre-pounce animation.
- Fixed health area model being too small sometimes.
- Fixed redeem crash (probably).
- Fixed redeem texture for some reason having alpha channel of another texture.
- Fixed melee weapons knocking back way too hard.
- Fixed melee weapons not knocking ragdolls back when killing a player with them.
- Fixed being able to pickup pistol ammo anytime even if logic_pickups had limited ammo pickups turned on.
- Fixed nail health being lower if a prop was nailed while being held (the mass of the prop was calculated as 2 instead of the actual mass).
- Fixed Ghoul controls being wrong (English only).
- Fixed func_noair entity not working.
- Fixed Fast Zombie pounces hitting the floor if facing straight up.
- Fixed Fast Zombie pounces throwing you up instead of forward when facing down.
- Fixed rare IsNailedToWorldHierarchy Lua error and prop_playergib Lua error.
- Fixed rare errors from util.FindInSphere, util.FindInBox, ents.GetAll sometimes having null entities.
- Fixed message beacon having a message about force fields, something not currently in the game.
- Fixed zs_noredeem convar not working.
- Fixed medical aura sometimes staying around when it shouldn’t.
- Fixed rare hammer Lua error.
- Fixed rare pendboard.lua error when loading in.
- Fixed zs_redeem convar not syncing.
- Fixed dropped weapons and ammo counting towards logic_pickup counters.
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[header]In general[/header]
-
The account menu has been compressed towards the top of the screen and made less ugly. Still opens if you open chat.
[header]Zombie Survival[/header]
- Added support for mapper-made weapons and items in ZE maps. This also fixes some maps which were previously unable to be completed because you could not pickup key items.
- Slug Rifle headshots now display 9999 as their damage value (this is only display damage, the actual damage isn’t even relevant).
- Slug Rifle passive no longer works on bosses.
- For maps which are not objective maps, but only have one wave, redeeming is now enabled if there are 5 or more minutes remaining in the wave. Previously it was disabled completely.
- Added point floaters to healing other players.
- Added ability to disable bosses using logic_classunlock. Added key “bossesenabled”. Added input “setbossesenabled”.
- Added fists for humans. Doesn’t do much damage and is slow. Useful only as a last resort.
- Fast Zombie pounce hit box size reduced from 32 -> 24.
- Fast Zombie pounce range reduced from 32 -> 26.
- Added func_physbox_multiplayer support which should fix a few ze_ maps not working.
- Fixed medic aura interfering with transparency radius.
- Fixed GAMEMODE.NoRedeeming being ignored by the gamemode.
- Fixed $selfillum=1 on some zombie view models. Was causing fast zombie and poison zombie view models to appear to be full bright.
- Fixed fast zombie being unable to jump or attack if they were interrupted during the pre-pounce animation.
- Fixed health area model being too small sometimes.
- Fixed redeem crash (probably).
- Fixed redeem texture for some reason having alpha channel of another texture.
- Fixed melee weapons knocking back way too hard.
- Fixed melee weapons not knocking ragdolls back when killing a player with them.
- Fixed being able to pickup pistol ammo anytime even if logic_pickups had limited ammo pickups turned on.
- Fixed nail health being lower if a prop was nailed while being held (the mass of the prop was calculated as 2 instead of the actual mass).
- Fixed Ghoul controls being wrong (English only).
- Fixed func_noair entity not working.
- Fixed Fast Zombie pounces hitting the floor if facing straight up.
- Fixed Fast Zombie pounces throwing you up instead of forward when facing down.
- Fixed rare IsNailedToWorldHierarchy Lua error and prop_playergib Lua error.
- Fixed rare errors from util.FindInSphere, util.FindInBox, ents.GetAll sometimes having null entities.
- Fixed message beacon having a message about force fields, something not currently in the game.
- Fixed zs_noredeem convar not working.
- Fixed medical aura sometimes staying around when it shouldn’t.
- Fixed rare hammer Lua error.
- Fixed rare pendboard.lua error when loading in.
- Fixed zs_redeem convar not syncing.
- Fixed dropped weapons and ammo counting towards logic_pickup counters.
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- Fixed message beacon having a message about force fields, something not currently in the game.
NOOO
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- Fixed fast zombie being unable to jump or attack if they were interrupted during the pre-pounce animation.
Thanks, this was the worst.
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Thanks, this was the worst.
This reminds me that fast zombies are useless to attack if they are surfing over a player’s head or climbing stairs because the game logic puts him in the air, this can be exploited in some maps to extend the round in some situations.
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I noticed that your silver doesn’t show when in the silver shop. Probably want to see it when you’re in there.
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Fixed fast zombie being unable to jump or attack if they were interrupted during the pre-pounce animation.
This one, yes, amazing.
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