Zombie Escape update



  • Current round is now displayed at the very top of the hud
    Players now start with a primary and secondary, and no longer spawn with grenade equipped to prevent accidental suicide on restarts. Added additional weapons
    Rounds no longer reset 5 seconds after initial reset/cleanup. Humans can now immediately move after reset. This issue caused players to accidentally suicide with grenades and to run into trigger_hurt near the spawn on ze_zombierig. Also confused players.
    Sounds and messages no longer play during initial join while waiting for players as it’s redundant. Also prevents overlapping music from playing and visual effects not triggering properly (ze_mako_reactor).
    Reduced extra time for late joiners from 30 extra seconds to 15 extra seconds as the only reason they should join extra late is due to downloading a large map (and this should only be required once).
    Reduced intermission time because the wait between rounds is unnecessary
    Added boss health bar and fixed bosses not working properly on many ZE maps*
    Added HUD message display - Player names shown when picking up custom weapons, countdown timer bar underneath message display, filters out ** and >>>

    Boss health bar and HUD message code from https://github.com/samuelmaddock/zombie-escape

    issue list:

    • init.lua: GM:EntityTakeDamage (line 2223) causes boss entity to break and math counter does not register it as having broken (can be solved by disabling it, but only on ZE maps)
    • obj_entity_extend.lua: SetPhysicsAttacker may error if EntityTakeDamage is disabled
    • ZE HUD messages don’t initialize or display until entities\entities\point_servercommand.lua is reloaded


  • Current round is now displayed at the very top of the hud
    Players now start with a primary and secondary, and no longer spawn with grenade equipped to prevent accidental suicide on restarts. Added additional weapons
    Rounds no longer reset 5 seconds after initial reset/cleanup. Humans can now immediately move after reset. This issue caused players to accidentally suicide with grenades and to run into trigger_hurt near the spawn on ze_zombierig. Also confused players.
    Sounds and messages no longer play during initial join while waiting for players as it’s redundant. Also prevents overlapping music from playing and visual effects not triggering properly (ze_mako_reactor).
    Reduced extra time for late joiners from 30 extra seconds to 15 extra seconds as the only reason they should join extra late is due to downloading a large map (and this should only be required once).
    Reduced intermission time because the wait between rounds is unnecessary
    Added boss health bar and fixed bosses not working properly on many ZE maps*
    Added HUD message display - Player names shown when picking up custom weapons, countdown timer bar underneath message display, filters out ** and >>>

    Boss health bar and HUD message code from https://github.com/samuelmaddock/zombie-escape

    issue list:

    • init.lua: GM:EntityTakeDamage (line 2223) causes boss entity to break and math counter does not register it as having broken (can be solved by disabling it, but only on ZE maps)
    • obj_entity_extend.lua: SetPhysicsAttacker may error if EntityTakeDamage is disabled
    • ZE HUD messages don’t initialize or display until entities\entities\point_servercommand.lua is reloaded


  • It would be cool if ze messages from point_servercommand were duplicated, to also display as point_zsmessage.
    (for zs and ze) If the message contains a number, then it should stay on display via point_zsmessage and counting down.



  • Mind providing a link for said updates and fixes or is this noxiousnet exclusive only.



  • as in that’s the newest update (at the time) for the actual Zombie Escape gamemode, not the one Nox uses.



  • But this is clearly in zs I just want to know how he did it



  • Bump kinda wanna know how he fixed these issue it would help alot.



  • It’s his own modification* to the zs gamemode that include fixes and implementations (boss health bar) from the Zombie Escape gamemode for gmod.
    *Property of the United States Department of Agriculture



  • @Stelker:

    It’s his own modification* to the zs gamemode that include fixes and implementations (boss health bar) from the Zombie Escape gamemode for gmod.
    *Property of the United States Department of Agriculture

    Ill be sure to support the farms



  • Will bosses ever be fixed on ze?
    This is the only issue that is preventing most fun ze_ maps from being added, it should’ve been fixed during the time the public version added map weapon support.



  • I submitted a pull request with fixes for ZE to the official gamemode on GitHub: https://github.com/JetBoom/zombiesurvival/pull/178

    If there are more breaking issues on maps, post them on GitHub and I may get around to fixing them.



  • Thank you Sam



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