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ZP Changelog NEW

#1
Hello everyone,

The purpose of this thread is to keep you up to date with the changes that are being made to our server and it's meant to be a continuation of this thread, marking the progress of development and work.

ZP Changelog


So, what has been done so far?

  • Sandbags - Our sandbags have received a great upgrade since the ones back in the days. The placement method has been changed and greatly improved, the sandbags will now create a preview of where the sandbag will be placed, which makes placing sandbags better and easier. The preview changes color depending on where you want to place your sandbag, Green preview color means everything is fine and sandbag can be placed, Red preview color means the sandbag cannot be placed because of an obstruction, and a reason will be shown if you try to place an invalid sandbag. With the latest upgrade, the sandbags will no longer fall through the floor. The sandbags are nearly glitch-free, and they cannot be placed where they shouldn't. The sandbags glow with different color depending on their health, from green to yellow to red. When a player destroys a sandbag, he gets a reward of 5 ZoD Points.
  • Lasermines - The lasermines have received similar upgrades in regards to the sandbags. They also have a preview which indicates if the lasermine can be placed or not. They glow depending on health the same way as the sandbags. And they also give a reward of 3 ZoD Points to the player that destroys them. One of the most reported bugs, the lasermine doing damage to zombies in madness is fixed and no longer a problem.
  • New gamemodes were added: Dione, Winos, The Hunting, Predators and Snipers vs Nemesis.
  • New weapons were added :Violin, Guitar, Frost M4A1, Fire M4A1, Remote Controlled Bomb, Thunder AWP, Lego gun, Ethereal.
  • A new zombie class was added: Frozen zombie.
  • New maps were added.
  • Old bugs were fixed.


04/18/2016

  • Frozen zombie's characteristics have been changed. Frost immunity is removed, the frozen zombie will be able to get frozen again with a frost nade, and he will receive extra 300 health every time he gets frozen. He will only stay frozen for half the amount of time, similar to the burned zombie. The frozen zombie's skill has been balanced to prevent humans getting frozen too often. Humans can only get frozen once every 15 seconds, no matter how many freeze throws are thrown at them. And humans stay frozen for 0.8 seconds.
  • Burned zombie received similar balancing, humans will only burn once every 15 seconds, regardless of how many flames are thrown at them. Also to balance the burned zombie's skill a chance has been added. Burned zombies have 1/2 chance to set humans on fire. The amount of health that humans lose when set on fire has been lowered down to 10 hp.
  • Frost and Fire M4A1 were balanced so they dont freeze the zombies too often.
  • Remote Controlled Bombs are limited to 3 per round.


04/21/2016

  • Sandbags - Fixed a bug where the sandbags could be pushed away (for example on zm_oblitus). Further improved glitch prevention system.
  • Lasermines - Fixed a bug where the lasermines could be pushed away.
  • Fixed a bug with the description of The Hunting not showing up or disappearing.
  • Fixed a bug with the Hunter's regeneration not fully restoring his health.
  • Changed the kill method of the Winos's damage skill (purple shockwave).


04/22/2016

  • Predators will now get frozen for 5 seconds when they attack newly spawned players. This will prevent spawn killing.
  • When a Nemesis/Dione/Winos/Predator, etc... disconnects, the new player that takes his place will be spawned away from humans.
  • Biohazard icon got updated with some new colors during the special rounds


04/23/2016

  • Thunder awp will make a bit more lightning now.
  • Sandbags preview now moves smoother and can be seen better.
  • More to come soon...


04/24/2016

  • Slight improvements in the MightNight's darkness
  • Attempted to fix the blind nade (need confirmation).


04/25/2016

  • Confirmed that blind nade is fixed.
  • Lego Gun has been re-designed. On purchase players get 3 rockets and will get an extra rocket for every 1000 dmg made under the normal mode. So keep shooting zombies and collect rockets. There is a carry limit of 5 rockets, players can only have a maximum of 5 rockets. To earn new rockets players need to use some of the rockets they have.
  • To clarify, buying unlimited ammo doesnt give players unlimited rockets. The rockets will have to be earned by shooting zombies.
  • Added 2 new maps zm_bleakness_v3 and zm_alternative_v2


04/26/2016

  • Fixed a bug where the server wasnt blocking the command cl_minmodels 1 properly. The server now properly blocks the cl_minmodels command.
  • Changed spawn protection of humans during Predators round to 10 seconds. This should give humans more time to run away from predators when they spawn.
  • The Predator's freeze and flash skills will no longer affect humans who are under spawn protection.


04/27/2016

  • Changed predator's glow color to a better one.
  • Changed the biohazard icon's colors for each special round.
  • Changed the colors of the announcement messages on special rounds


04/29/2016

  • Lowered the spawn protection for humans during Predators round from 10 to 8 seconds. This should be more balanced.
  • Disabled violin and guitar during the Sniper and Snipers vs Nemesis rounds.
  • Prevented Dione/Winos/Hunter/Predator skills to be used after the round ends.
  • Fixed a bug where the Dione's poison stays a few seconds in to the next round and does damage or kills players. The Dione's poison will be removed at new round start (Need confirmation that it's working and there are no problems).
  • Sticked thread.


04/30/2016

  • Fixed the bug in zm_omega which gets players stuck in the third teleporter inside the secret room (Please report if you see anyone get stuck there again).
  • Fixed a bug with the RC spawning inside a wall, it should get unstuck now (Please report any problems with this).
  • Attempted to fix the RC's camera getting stuck in walls (Please confirm if it's working).
  • Fixed a bug with the Snipers vs Nemesis gamemode glitching out.
  • Changed the color of the message when a predator gets frozen for spawn killing to match the color of the glow and overall theme.
  • The Headphones will now glow white, making them more visible and better to see.
  • An explanation: The Headphones are a special extra item available to Nemes during the Vengeance round. The headphones look cool as an accessory, but they also reduce the damage taken from violins and guitars to the Nemesis wearing them. Since the human theme of the Vengeance round is now an orchestra of violins and guitars, we thought that we would balance things out by giving the Nemes something to protect their ears from the horrible music of the not so talented musicians Tongue.


05/04/2016

  • Fixed a small bug which prevented the zombie class to be restored after someone has been mutated by the Winos. When the winos turns someone into a zombie, his current zombie class is saved and he is changed to a classic zombie. With this fix the zombie class should be restored again once the round is over. Please check and confirm if this is working and if classes are being restored back to normal.
  • Tried a temporary fix to the problem with the invisible players which was caused by the frozen zombie. The problem is still not solved, but it's a good start. Please check and report if you see any invisible players which are caused directly by the frozen zombie's skill.


05/09/2016

  • Slight fixes and optimizations in the Hunter and the Predator.
  • Lowered the price of the headphones item from 20 down to 15 points.


05/12/2016

  • Fixed a problem with players getting auto unstuck on the roof above the glass spot in zm_alternative_v2.
  • Fixed a problem with players standing on an unreachable place in zm_bleakness_v3.
  • Increased Thunder Awp's damage from 2.0 to 2.5x for normal shots. Fixed the bug with the ammo going down, it was supposed to be set to 30 ammo instead of 90.


05/13/2016

  • Fixed a bug with map lighting for the 32nd player.
  • Lego gun now starts with 5 rockets on purchase. Reduced damage needed to earn rockets from 1000 to 500 dmg in normal mode. Players can now get up to 10 rockets.
  • Reduced the volume of the guitar's shooting sounds from 60% to 50%.


05/24/2016

  • Slight Improvements and optimizations in the parachute.
  • The parachute will now be the same visibility as the Hunter, this will prevent the parachute from giving out the hunter's position as much as it used to. Players used to be able to look for the empty parachute flying around and would know that is the hunter. Now it will render with the same visibility as the Hunter.
  • Visibility of the Hunter is now slightly increased, although the last visibility is enough for players who know how to look and search to actually find the Hunter. I've seen the Hunter hiding in a good spot, getting found by someone and barely escaping with 90 health. As more people understand the Hunting gamemode, more people will know how to search and find him, and it will become harder for the Hunter to hide...
  • The special attacks and skills of the Dione, Winos, Hunter and Predator now have a slight cooldown starting from the moment they are selected, to prevent early use of their skills to kill unready players. They now have to play with normal attacks for the first 20-30 seconds and then their skills will be charged and ready to use.


07/23/2016

  • Fixed a bug which caused a server crash after Dione rounds.
  • Reduced the volume of the RC Monstertruck to 50%.


08 - 09/2016

  • Balanced health for the boss clases.
    - Predators now get 10,000 health each when there are 3 predators.
    - Reduced Dione's and Winos's health, they should be more balanced now and a bit easier to kill.
  • Reduced Ethereal's electric mode shooting rate (still under work, will be re-adjusted again).
  • Button spamming feature.


09/10/2016

  • Server consistency is back (it was temporarily disabled during the upgrade). Zombie models will once again be checked for consistency with the server.
  • Added back zm_mechanix_escape_v2, all problems with it should now be fixed.
    - The train cant be glitched anymore.
    - No more explosions on new round.
    - The bridge will be properly reset every round.
    - The buttons are also properly reset every round.
  • Problems with zm_osprey_escape should also be fixed.
    - The boat should now be facing the correct direction.
    - The plane should also be facing the correct direction, no more flying backwards.


09/18/2016

  • Added Turkish translation to our ZP menus (Thanks MrDowJons)
  • Corrected problems with the Lego gun.
    - Corrected damage calculations in the normal mode, now it's 1.5x damage properly.
    - Made Lego's bullets penetrate glass.
    - Implemented new calculations for Rocket's damage based on zombie's distance from the explosion.


09/20/2016

  • Re-designed the Ethereal 2 Mode.
    - From now the laser mode will be the default shooting mode, and the electric mode will be a special mode. The electric mode needs to recharge on purchase and after every use, once fully recharged it can be activated with the right mouse click. Once activated, holding left click will shoot powerful electric shocks at the zombies dealing lots of damage. Once the electric mode is used up it will need to be recharged again.
    - Be sure to use keep shooting while the electric mode is active, maintaining that mode drains power even if it's not being used.
    - Increased laser mode's clip from 25 to 35 ammo.
    - I have decided not to make the ethereal shoot through glass. After all, it is a laser gun and the glass disperses and reflects the laser beam. And we all know that glass is a powerful electric insulator, so no point in using the electric mode to shoot through glass either.
  • Lowered price of Lego gun from 35 to 30 points.
  • Lowered price of Thunder AWP from 30 to 25 points.
  • Lowered price of Remote Controlled Bomb from 30 to 25 points.


09/26/2016

  • The moving blocks on zm_zod_egyptian are now fixed working properly again.
  • Bug with team/class select has been fixed. Players will no longer spawn if they haven't fully selected a team class.
    - This also fixes the camera glitch in some maps(for example zm_toronto_v4)
  • Added a new effect, when players earn points, it will display a "+1 point" message similar to the damage counter.
  • Disabled earning points if there are 4 or less players on the server. The game will still run like normal, but there will be no points earned for damaging/killing zombies or infecting humans until the 5th player joins. This will prevent farming points.
  • Fixed a small bug with the frost m4a1.


10/02/2016

  • Fixed a small bug with the points earning notifications.
  • Fixed a small bug with the Predator's health.
  • Fixed a small bug with the Fire M4A1.


10/16/2016

  • Map voting plugin got updated.
    - Switching between weapons(keys 1/2/3/4/5) should work much smoother during a vote now.
    - Problems with nominating maps should be fixed for all players now(Please report any problems with nominating maps).
    - Option to cancel all of the player's previous nominations when nominating a map.
    - Option to undo the vote selection and re-select another option. This way players can correct their choice when they vote for a map by mistake (limited to 1 undo action).
    - White HUD message is displayed when the time limit expires and map is about to change.


11/20/2016

  • The sandbags and lasermines have been optimized.
  • The sandbags now have a great new feature. Instead of the old preview box, the sandbags now have a preview model of the sandbags, one that everyone can see. This should increase chances of proper placement and give other players a warning when someone wants to place a sandbag, so they would get inside the spot and not be in the way. The preview gives 2 colors: green preview means sandbags can be placed, red preview means that there is an obstruction, and a proper message will be printed out when you try to place them.
  • Same thing with the lasermines, a preview will pop up to show you if the lasermine can be placed or not.
  • The ethereal is now fixed. No more glitching the electric mode into other weapons and no more endless shooting. The electric mode resets properly now.
  • The auto-unstuck is now more optimized, should work much smoother and shouldn't spam. The bug should also be fixed (please confirm this).
  • Got rid of the old temporary fix in zm_omega's third teleporter inside the secret room, and replaced with a better, more permanent solution...


11/25/2016

  • The RC Monster Trucks have been re-worked.
  • The RC MonsterTrucks now come in several different colors, the color is selected randomly on spawn (for now...)
  • The RC MonsterTrucks now have a preview model, just like the preview model of the sandbags. The preview gives 2 colors: green preview means RC can be spawned, red preview means that there is an obstruction.
  • Implemented a better method to check if the RC is stuck on spawn.
  • The RC MonsterTrucks now have a purchase/placement menu which can be access with the command "say /rc".
  • The RC MonsterTrucks now properly change angles as you drive on platforms and angled surfaces, instead of driving flat like before.
  • The RC MonsterTrucks can now drive up on stairs and wont get stuck on any obstructions that players can normally walk over.
  • The RC MonsterTrucks will now get teleported by the player teleporters on the map instead of falling down and getting stuck (Although i wouldn't recommend driving them into every teleporter out there, as the camera still needs to be adjusted for this kind of behavior).
  • Lowered price of the RC MonsterTrucks down to 20 points and set buy limit to 5 per round.
  • The auto-unstuck has been reverted back to the previous working version (please report if it's causing problems again).
  • A slight improvement in the sandbags purchase method.


12/11/2016

  • Fixed a bug with the placement of the MonsterTruck RC
  • Fixed a bug with the preview model of the RC remaining after the player gets infected/killed.
  • Fixed a bug with the preview model of the sandbags remaining after the player gets killed.
  • Fixed a bug with the preview model of the lasermine remaining after the player gets killed.
  • Implemented a method to control the lasermine's rate of fire. With this the lasermines will only make X hits on Y time intervals, regardless of the point when other zombies jump infront of the laser. In other words, the lasermine will have a set rate of fire and will not fire unless it's time to do so. This will prevent the reported glitches with the lasermine, Glitches like zombies jumping up and down the laser, making it hit them faster, or when a human would repeatedly move infront of and away from the laser, causing the lasermine to change target to him and back to the zombies, which resulted in a glitched rate of fire since the lasermine was changing it's target and an almost instant kill. Those problems should be fixed now.. I'm still not completely sure if the current speed settings are either too fast or too slow. I will be re-adjusting the lasermine's rate of fire until i find a setting that works fine...
  • A small fix in the Dione's poison skill. The dione will now get kills properly from humans that died from it's poison.


12/13/2016

  • Re-worked the lasermine's laser.
  • Established full control over the lasermine's firing speed. Smoothed out the laser, changed how fast damage is received, added sparks when the lasermine does damage, fixed bugs with changing targets.
  • The lasermine's laser now properly adjusts based on what's infront of it. It shows when a player is blocking the laser, it doesn't get stuck on doors anymore...
  • Fixed bugs with glitched damage, glitched fire rate.
  • Added a new feature. Players will now be able to see what gamemode the current round is, a message will be printed under the biohazard icon, with the appropriate color.
  • New and better colors for the Survivor and Sniper rounds.


12/28/2016

  • Blind nades are now enabled during the Snipers vs Nemes round.
  • The rtv voting should now be fixed. The map will no longer change instantly after the rtv vote is finished (Please confirm that it's working)..


1/13/2017

  • Added maps zm_exertion_aj_v1, zm_zr_aztec, zm_zr_underground_v2, zm_zr_empty_facillity.
  • Updated ZP2 to match ZP1.


1/18/2017

  • Optimized the biohazard icon.
  • The biohazard icon and the text under it will no longer overlay through menus.
  • Added a cool flashing effect to the text under the biohazard icon.


1/23/2017

  • Added zm_rylyn_v2 to the map's rotation list.
  • Removed zm_zow_funzone, zm_zow_funzone2, zm_zow_infantry, zm_heal_vintage2, zm_nub_house_final, zm_zod_extreme_crash, zod_stalkyard_final from the map's rotation.
  • As more new maps are made, a few more laggy / unpopular / population killer maps will be replaced..


2/11/2017

  • Fixed a small bug with sandbag/lasermine placement


3/5/2017

  • Reworked the gstrafe limiter. Now instead of stopping players from gstrafing after 5 seconds(very glitchy counter), it allows players to gstrafe all they want, but keeps their speed limited. If they go over the speed limit, it slows them down to keep them under the limit.
  • It also shows the speed while gstrafing in different colors: white = low speed, green = good speed, yellow = near the limit, red = over the limit.
  • The air acceleration in ZP1 has been increased to 100 aa. Enjoy.


3/15/2017

  • Slight improvements and optimizations in the map lighting. Should help reduce lag.
  • Optimizations in Mightnight's darkness, hopefully it shouldn't lag now.
  • New and improved nightvision. Nightvision will no longer cause fps drops.


3/17/2017

  • Made some improvements to the nightvision.
  • Fixed a bug with the nightvision staying on through rounds.
  • Set the proper nightvision colors for each class.


3/22/2017

  • Updated the nightvision in ZP1.
  • Players can now switch between nightvision styles through the nightvision menu. You can access this menu by saying /nightvision, or through the /fps menu.
  • If you wish, you can switch to the old nightvision style from before the update. But the new style will be set by default in interest of keeping everyone's fps stable, you will have to change it manually.
  • Updated the FPS menu.
  • Slight improvements in the flare grenades.


3/31/2017

  • Updated the sandbags and lasermine.
  • The lasermine has been greatly improved. The lasermine's laser will no longer cause any lag for players.
  • The lasermine's / sandbag's preview model now moves a lot smoother.
  • Updated the madness in ZP1.
  • Madness now has a red screen effect.
  • Players can now disable the madness aura and get better fps. Players can now type /madness_aura to disable to light caused by the madness aura. This option can also be accessed through the /fps menu.
  • When a player disables the madness aura, instead of a red light, the player will see the zombies in a red glow when they use madness.
  • Fixed several instances where the nightvision could glitch out and stay on through the next round.


4/4/2017

  • Fixed bugs with the new nightvision disappearing after the player gets frozen or after using madness.
  • Added a new nightvision type called Hybrid. The Hybrid nightvision is the best looking and lights up the most. It doesnt prevent fps drop tho..
  • Set the Hybrid nightvision as the default setting because it's currently the best nightvision. Players with low fps can manually change to the New Style Nightvision, it's even marked as a Best FPS setting.


4/10/2017

  • Reworked the blind nade
  • Fixed a small bug with the blind nade's effect
  • Fixed a bug which allowed players to avoid the blind effect by toggling nightvision.
  • Fixed a bug which allowed players to avoid the blind effect by changing nightvision style.
  • Fixed a bug with the blind effect being overwritten by the frost grenade.
  • Fixed a bug with the blind effect being overwritten by the frozen zombie's freeze skill.
  • Fixed a bug with the blind effect carrying over to the next round.
  • Improved blind nade's inner workings a bit, should be a bit smoother on the server now.
  • Fixed a bug with the nightvision not resetting properly after the player gets hit by a blind nade.
  • Attempted to fix the bug which nightvision carries over to the next round (please confirm that there are no problems, and report if it happens again)


4/11/2017

  • Updated the RC Monstertruck
  • Adjusted the RC's camera to properly follow the RC when it goes into a teleporter. No more getting the camera stuck, you can now take the RC into any teleporter on the map.
  • Temporarily moved the RC's jump commands from crouch(CTRL) to jump (SPACE). Please give feedback on this change, is it good, bad?
  • Added a new feature, now you need to press and hold ATTACK to detonate the RC. There is a progress bar.
  • Changed the way the RC's explosion works. Damage is now dealt based on distance, the closer to the explosion the more damage. Maximum damage is now 2500.
  • Added RC explosion knockback for the zombies similar to when a lm gets destroyed.
  • Removed explosion when zombies destroy the RC and replaced it with a breaking sound.
  • Added bonus points when a zombie breaks a RC. Start chasing RC cars Smile
  • Increased Thunder AWP's headshot damage to 1500
  • Thunder awp is no longer affected by zombie defense multiplier, it should be doing a bit more damage on regular hits now.
  • Fixed a couple lm placing bugs (Thanks partyhat Smile)


4/18/2017

  • Updated the zp hud.
  • Removed the ip address from the hud info. There's no need for it anymore, and it makes people uncomfortable when taking screenshots.
  • Players can now access a menu with HUD options by saying /hud.
  • Players can now enable/disable the hud.
  • Players can now change the hud position. Hopefully this helps players that use a lower resolution and the hud covers their chat.
  • Improved the inner workings of the hud, should be a bit smoother on the server now.


4/19/2017

  • Added an option to center the hud horizontally or vertically.


4/26/2017

  • Small changes to the Predators gamemode. Now lives will depend on the number of Predators (1 Predator = humans will have 1 life, 2 Predators = humans will have 2 lives, 3 Predators = humans will have 3 lives).
  • Added a new gamemode voting system. This system automates the gamemode starting process by doing a vote and automatically starting the voted gamemode next round.
  • Added an option for players to decide whether to participate in the random selection or not. On certain gamemodes, after you vote yes for the gamemode, you will see a 3rd option below, showing "Participating [YES/NO]". The Participating option is set to NO by default. Players who want to become Nemesis/Dione/Winos, etc.. have to change their Participation option to YES. Players who dont want to be Nemesis/Dione/Winos, etc.. dont have to participate. When the gamemode starts, a random player will be selected from those that participated in the random selection. Currently this option is available on votes for Nemesis, Dione, Winos, The Hunting and Predators.


5/16/2017

  • Fixed bugs with the Monster truck RC.
  • Removed the timed detonation, now it detonates instantly.
  • Fixed a bug with the RC's explosion not showing kills properly.
  • Fixed a small bug in the new gamemode voting system.
  • Prevented Neme/Dione/Winos, etc.. not getting points if the last human leaves.
  • Fixed the nightvision staying on through the next round (let me know if it happens again).



5/22/2017

  • Fixed the bug with the stay option appearing in runoff voting for map votes.
  • Fixed the gal_startvote changing the map immediately after the vote ends. It will now change the map next round instead (Please report if this is not working correctly again).


5/23/2017

  • Prevented the random selection of the same person twice in the new gamemode voting system.
  • If you participate in a vote and get picked for that round, you wont be able to participate in any other votes for the entire map.


5/26/2017

  • Frozen zombie will get more heatlth when frozen by a frost nade.
  • Frozen zombie will stay frozen by frost nade longer. Burned zombie is now the only zombie with the short freeze time.


6/8/2017

  • Disabled antidote during the first minute of the round. Antidote is now available after 04:00 round time remaining.
  • Changed the chance for the burned and frozen zombie skills from individual chance for each player to a global chance for the skill. That means that if the skill hits, it affects all players in the area, not only some.


7/23/2017

  • Lowered catcher zombie's speed to 275.
  • Lowered frozen zombie's freeze time to match the other classes.
  • Fixed a bug with the thunder awp disappearing when other weapons are dropped (pistol, knife)..
  • Fixed a couple bugs with the ethereal. Optimized the laser and properly linked it to the weapon's end.
  • Improved the Golden AK, Fire M4A1 and Frost M4A1. Changed the deployment and switching methods, it should be much smoother now and more fps friendly. Fixed a bug with the bullets flying everywhere(sometimes behind the player), properly linked the bullets to the weapon's end. Solved the problem with these weapons crashing players with high fps. Optimized these weapons and they should no longer be producing any lag.
  • Updated ZP2 to match ZP1.


7/30/2017

  • Fixed a small bug with Fire M4A1 and Frost M4A1 not being dropped properly.


9/1/2017

  • Reworked the /mute command. Fixed a couple bugs, improved the menu and added new features. Players can now type "/mute player_name" in chat to mute/unmute a player directly.
  • The problem with players being randomly sent to spec for afk should now be fixed. We have proper afk management now, server will properly check who is afk and wont think humans who were camping in a spot too long and shooting are afk. Also, players who remain afk in spec will also be kicked, but only when the server is full (admins will not be kicked).


9/5/2017

  • Humans will no longer be checked for AFK.


9/9/2017

  • Implemented a gamemode participation cooldown. Once the server picks a player as a Nemesis, Dione, etc.., he will be put into a cooldown period during which he wont be able to participate in further gamemode votes until certain time passes. Currently that's set to an hour, should cover 2 maps. This should help out the randomization process a bit by eliminating chances for repeating the same candidates. Credits go to manticore for this suggestion.

This change was developed very recently and i havent had much time to thoroughly test it out. Please report any problems you see and i will try to fix them.


9/22/2017

  • Fixed a bug with the gamemode participation cooldown timer not being updated in some cases.


10/4/2017

  • New gamemode: Zombie Tag

    The ultimate freeze tag. Avoid infection and try to survive as hordes of zombies try to infect everyone. Once a player is infected he is frozen, while the zombie that infected him becomes human again. The infection is passed along player to player, but with it, a powerful explosive is passed along as well. Once the time runs out, those explosives detonate and all infected are wiped out. The game continues until there's only 1 left, the ultimate survivor of the Zombie Tag.


10/5/2017

  • Added the missing countdown for the Zombie Tag mode.
  • Prevented players from picking up weapons during the Zombie Tag mode.
  • Changed behavior of buy menu to give grenades before buying weapons, rather than after(I might change this a bit tho)

  • New gamemode: 2X-Snipers
    Basically a Snipers vs Nemesis mode that requires 2 shots from the snipers, or 2 hits from the neme to kill. It's only a temporary test mode to see how the changes work, and if players like them, they can stay. Gameplay should be a bit more balanced now tho, give it a try..


10/12/2017

  • Fixed a bug with the Zombie Tag mode not ending in certain cases when all players are dead.
  • Prevented using grenades(grenade modes) during the Zombie Tag mode.
  • Removed 2X-Snipers mode. Didnt get the desired effect.


10/13/2017

  • Added a cool effect to the infected zombies in Zombie Tag mode. Their explosives will now beep and flash red..


11/13/2017

  • New gamemode: Infection Wars

    A war has been declared. Humans have developed a special poison knife, while the zombies create poison in their claws. The poison converts the enemy into your team, or in other words, when a human hits a zombie with the poison knife he turns into a human, and when a zombie hits a human with his poison claws he turns into a zombie. The poison can only be injected by stabbing the enemy(Right Click) and it takes a while to refill for the next attack, so make sure to use it wisely. The game goes on until 1 team is eliminated. Objective of the game is simple, knife as many enemies as you can, ensure that your team wins(whichever side you're on at the moment).


11/22/2017

  • Fixed a bug with zombie classes not being restored after Infection Wars gamemode
  • Fixed a bug with zombies getting frags during the Infection Wars gamemode.
  • Fixed a bug which was printing out "default" at the end of Zombie Tag and Infection Wars gamemodes.
  • Added a new feature to the Infection Wars gamemode. Now the player with most kills gets a reward. Go out there and kill as many people as you can Tongue.


2/4/2018

  • Points will now load faster and they wont get stuck on loading.
  • Fixed a bug with the participation option on predators round. It was marking players as participated even tho they werent selected. Now it should be working properly.
  • Improved the frozen zombie class. The hit radius has been increased, which should make it easier to use, the skill cooldown is now 5 seconds and the frozen zombie now has a 50% chance to freeze the humans. Added a new feature where the frozen zombie can extinguish burning zombies. The frozen zombie earns extra health for helping it's teammates. The frozen zombie starts with 3 charges and can refill his charges by infecting humans, helping teammates or getting frozen.
  • Improved the burned zombie class. The hit radius has been increased, which should make it easier to use, the skill cooldown is now 5 seconds and the burned zombie now has a 50% chance to set humans on fire. Added a new feature where the burned zombie can melt the ice and release zombies that are frozen. The burned zombie earns extra health for helping it's teammates. The burned zombie starts with 3 charges and can refill his charges by infecting humans, helping teammates or being set on fire.


2/12/2018

  • Fixed a bug with the participation countdown, it should now properly reset and last for exactly 1 hour. Shouldnt get stuck and require map change like before. Let me know if there are any problems with this feature again.
  • New feature: Player's fps will be displayed on the hud.


2/20/2018

  • Changed durations of rounds in Zombie Tag, starting with less time when there are more players, to more time when there are less players remaining.
  • Fixed flashes and sounds during the Zombie Tag mode.


2/25/2018

  • Fixed a bug with the participation option during predators round.
  • Removed the annoying sound from proximity nades.
  • Fixed a small bug with the thunder awp.
  • Small improvements in the zombie tag mode.

  • New Gamemode: Hot Potato

    Similar to the zombie tag, it has rounds where players are selected randomly. The zombies are given infection nades and they need to hit other zombies with them in order to pass them along. You need to hit players who dont have a grenade in order to pass it to them, hitting a player who has one will only bounce it off. When you have the grenade, you will see other zombies with grenades in green color. Once the time runs out, the players who have grenades will die. The game goes on until there's only 1 player remaining.

    Unlike zombie tag, this mode doesnt have the blinking lights, sounds and announcements, so anyone could be holding a grenade at any time. Think you can trust your nearby fellow zombies? Being sneaky can help you survive this game Wink.


3/6/2018

  • Fixed a bug with hot potato mode which can crash the server.
  • Increased grenade speed on hot potato. Grenades are now faster.
  • Added a green trail to help you aim the grenades on hot potato mode.


3/8/2018

  • Fixed a couple of things and improved the Hot Potato mode.
  • Made it easier to hit people with the grenades in Hot Potato mode.
  • Removed "Fire in the hole" sounds and messages during Hot Potato mode.


6/5/2018

  • New gamemode: Cold War

    A new war between the humans and the zombies has begun. This time both sides have selected an elite team, trained in frozen combat. Their mission: Freeze the enemy's team and wipe them all out.

    In order to succeed in their mission, both sides have chosen special roles in their elite teams:

    • Frozen zombie / CT (frost nade)
      This is the main attack role of each team. Using their skills and special equipment these classes can strike and freeze the enemy. It's their responsibility to freeze as many enemy operatives as they can, without getting themselves frozen of course. If this class gets taken out, there will be no progress made in the battle and the enemy will have the advantage and can easily take out the other team.

    • Burned zombie / T (fire nade)
      This is the main rescue unit of each team. Using their skills and special equipment these classes can unfreeze their frozen teammates. It's their resposibility to release as many team operatives as they can, while also trying to avoid getting frozen. If this class gets taken out, there will be no one who can free any team operative that gets frozen and the enemy will have an easy time picking off the rest.


    Each time a unit attacks, they require additional time to recharge their skill and reload their equipment. Use each attack wisely, try to successfully hit the enemy while dodging their attacks as well.

    It is imperative that both classes work together and help each other out, as the loss of one class can easily lead to losing the whole war. But also be careful, moving together too closely can make you an easy target. Once the whole enemy team has been frozen the rest of the army will move in and eliminate them.


6/5/2018

  • Fixed a few bugs with the Cold War mode.
  • Fixed a bug that made players lose their knife after Cold War mode (Please report if it's still happening)
  • Frozen players will no longer be seen as AFK during Cold War mode.
  • Disabled admin models during Cold War mode. Admins need to be seen what class they are.
  • Added ice block effect to the frozen players in Cold War mode.


6/9/2018

  • Fixed a few bugs with the Thunder Awp.
  • Fixed a bug with players not being able to purchase the thunder awp.
  • Fixed a bug which occurred when trying to drop the thunder awp.
  • Fixed the thunder awp death glitch, it will no longer make lightning if players get killed another way (RC monstertruck or fire nade, etc..)
  • Thunder awp now holds 5 bullets in the clip, but it also reloads faster now.
  • Improved and optimized the thunder awp's performance in general.
  • Improved and optimized the aiming line in Hot Potato mode. It will now be more fps friendly and will now longer cause issues for players with high fps.


6/15/2018

  • New Gamemode: Cannibals

    The zombies have turned on each other. Eat and cannibalize as many of your fellow zombies as you can but also try not to get eaten as well. Eat 2 or more zombies for a special treat. The game lasts until there is only one zombie remaining, the ultimate cannibal.

  • New Gamemode: Exterminator

    A new human has stepped up to fight the growing infection. Buffed up and armed to the teeth, the exterminator sets his sight on the zombies, seeking revenge for all his fallen fellow humans. The exterminator's arsenal consists of:
    • His bloody chainsaw - He likes to keep his chainsaw extra sharp and makes quick work of the zombies he encounters. He keeps their blood on it as a trophy. Press 1 to take out the chainsaw. He can either slash his chainsaw or start cutting away through the zombie horde.
    • His skeleton hook - Made from the spines of the zombies he slaughtered, he throws his hook and reels in the catch. Always looking for new spines to extend his hook. Press 2 to take out the skeleton hook.
    • His trusty dagger - Not much use but he likes to carry it everywhere he goes. He's been known to stab a few zombies with it as a way of marking his trophy. Press 3 to take out the knife.
    • His metal bear traps - That's right, he carries metal bear traps with him and there are no bears in sight. He can cleverly cover them up and make them difficult to find. When an unsuspecting zombie walks into one of them, he'll know. The zombies find it hard to open these as they dont like to let go, so zombies have to open them step by step by holding E on them. The exterminator will sense when his traps catch someone and he'll rush to them to take the kill. He can easily pick his traps up by holding E and he can place them where ever he wants. Press 4 to take out the bear traps.

    He's out for blood and he will not stop until he cuts every last zombie into bits.


6/16/2018

  • Various updates to the exterminator mode.
  • Adjusted exterminator's health.
  • Disabled extra items during the exterminator mode.
  • Made the skeleton hook show while holding.
  • Exterminator wont get trapped in his own bear trap(a leftover from testing)
  • Bear traps will be fully visible to the exterminator and hidden to everyone else.
  • Chainsaw no longer needs to be reloaded.
  • Fixed notifications on Cannibals mode.


6/18/2018

  • Adjusted exterminator's health again. It should be more balanced now.
  • The chainsaw will now properly show a knife in the kill feed.
  • Slight increase in the chainsaw's damage.
  • Added a reward for killing the exterminator/exterminating all zombies in Exterminator mode.
  • Fixed a bug with the bear trap's preview laser, it should now be only visible to the exterminator (please confirm).
  • Lowered frozen zombie's skill freeze duration during Cannibals mode.
  • Adjusted the healing rate and set a health limit on the burned and frozen zombie during Cannibals mode. That should prevent excessive health gain for these 2 classes.


6/19/2018

  • Restored reload feature for the chainsaw.
  • Skeleton hook now stuns the zombie for a little.


6/21/2018

  • Updated the gamemode voting, made it automatically refresh and update the results.
  • Adjusted exterminator's gravity a little.
  • Fixed a problem with zombies being somehow pushed away from the beartrap and being unable to reach and open it. They will no longer have that problem.


6/23/2018

  • Exterminator's health was adjusted again.
  • Exterminator will receive a proper replacement now if the player leaves.
  • Updated the Dione, Winos and Predators and made some optimizations.
  • The Dione, Winos and Predators can now choose which skill they want to use. When you press G a skills menu will show listing the available skills. It also auto refreshes, so players will know when they can use the skills again.
  • Adjusted Dione's and Winos's health to balance the game due to their newly gained control over their skills. Will consider adjusting the Predator's health as well.


6/28/2018

  • There should no longer be players getting more health by late joining in Cannibals mode.
  • Fixed a bug which made the Cannibals round endless. Now it will follow the round timer.
  • Vampire zombie got a new feature. Apart from the old features which were extra health, speed and gravity on infection, the vampire zombie now has blood sense. It can sense the blood of players near him, even through walls. This gives an extra purpose to the vampire zombie to help find hiding humans. He's now a true bloodhound.

  • New zombie class: Electric zombie

    The electric zombie was created after an accident at the power plant. It handles electricity and can hold up to 3 charges of high current energy. It can recharge by infecting humans, and it has a 50% chance to shock humans with electricity, rendering them helpless for a short time.

    The electric zombie is also a support class, it can electrify it's fellow zombies and increase their defense and make them more resistant for a short time. Zombies that are hit with electricity get as much as 50% less damage while they are affected by it.

    Do NOT go in water with the electric zombie, doing so will cause a short circuit. You will lose the charges and you'll get hurt.


7/2/2018

  • New map: zm_zod_five_b01.
  • Gamemode voting will no longer overlay other menus (zp menu, admin menu, etc..)
  • Dione/Winos/Predator skills will no longer overlay other menus (zp menu, admin menu, etc..)
  • Improved and optimized the vampire zombie. The blood sense will no longer drop fps like before. Try it out, give feedback.
  • Fixed beartrap affecting exterminator.


7/11/2018

  • Dione/Winos/Predator skills will once again be selected randomly, but you will now be able to see your next skill in the skill menu.


7/23/2018

  • Thunder awp got a complete overhaul. New models and new effects.
  • Improved inner workings of the thunder awp, should be a bit smoother now.
  • Fixed the bug with players being unable to buy the thunder awp.
  • Slightly reduced electric zombie's skill duration.
  • Slightly increased the cooldown period between electric shocks for humans. It shouldn't feel like it's being spammed very often now.
  • New feature: Electric zombie's charges protect the electric zombie from the thunder awp's effects.


7/31/2018

  • Players will no longer have high health by joining late in Cannibals mode.
  • Fixed a bug with the thunder awp which was preventing weapon change for other weapons.
  • Fixed thunder awp's animations. This includes reloading when the gun is full.
  • Increased thunder awp's reload speed again. Thunder awp reloads faster now.
  • Reworked the thunder awp's crosshair. It will now show you a thunderbolt when you're aiming and it's gonna make thunder.


8/3/2018

  • Frost M4A1 and Fire M4A1 got a complete overhaul. New models and new effects.
  • New weapon: Nuke M4A1. With the Nuke M4A1 you get a chance to radiate the zombies, dealing massive damage.


8/6/2018

  • New feature: Gamemodes will now have a nice visual effect.
[Image: rA4ilkf.png]
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#2
With the rc bomb, sometimes it glitches out when you buy it. It will become uncontrollable except for being able to detonate it.
Reply

#3

04/21/2016

  • Sandbags - Fixed a bug where the sandbags could be pushed away (for example on zm_oblitus). Further improved glitch prevention system.
  • Lasermines - Fixed a bug where the lasermines could be pushed away.
  • Fixed a bug with the description of The Hunting not showing up or disappearing.
  • Fixed a bug with the Hunter's regeneration not fully restoring his health.
  • Changed the kill method of the Winos's damage skill (purple shockwave).
[Image: rA4ilkf.png]
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#4

04/22/2016

  • Predators will now get frozen for 5 seconds when they attack newly spawned players. This will prevent spawn killing.
  • When a Nemesis/Dione/Winos/Predator, etc... disconnects, the new player that takes his place will be spawned away from humans.
  • Biohazard icon got updated with some new colors during the special rounds
[Image: rA4ilkf.png]
Reply

#5

04/23/2016

  • Thunder awp will make a bit more lightning now.
  • Sandbags preview now moves smoother and can be seen better.
  • More to come soon...
[Image: rA4ilkf.png]
Reply

#6

04/24/2016

  • Slight improvements in the MightNight's darkness
  • Attempted to fix the blind nade (need confirmation).
[Image: rA4ilkf.png]
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#7

04/25/2016

  • Confirmed that blind nade is fixed.
  • Lego Gun has been re-designed. On purchase players get 3 rockets and will get an extra rocket for every 1000 dmg made under the normal mode. So keep shooting zombies and collect rockets. There is a carry limit of 5 rockets, players can only have a maximum of 5 rockets. To earn new rockets players need to use some of the rockets they have.
  • To clarify, buying unlimited ammo doesnt give players unlimited rockets. The rockets will have to be earned by shooting zombies.
  • Added 2 new maps zm_bleakness_v3 and zm_alternative_v2
[Image: rA4ilkf.png]
Reply

#8
(04-22-2016, 08:04 PM)Spark Wrote:
04/22/2016

  • Predators will now get frozen for 5 seconds when they attack newly spawned players. This will prevent spawn killing.

This is a good implementation however yesterday I still got spawnkilled twice because they pressed G and and we both got frozen. So it doesn't really prevent spawn killing and im not sure if he pressed g after the predator was frozen or not. It was bad luck on my side too like always but if he's able to press G while he's frozen then you can maybe prevent that too from happening idk.
Reply

#9
(04-26-2016, 04:47 PM)YEEZUS Wrote:
(04-22-2016, 08:04 PM)Spark Wrote:
04/22/2016

  • Predators will now get frozen for 5 seconds when they attack newly spawned players. This will prevent spawn killing.

This is a good implementation however yesterday I still got spawnkilled twice because they pressed G and and we both got frozen. So it doesn't really prevent spawn killing and im not sure if he pressed g after the predator was frozen or not. It was bad luck on my side too like always but if he's able to press G while he's frozen then you can maybe prevent that too from happening idk.
mhm, very good example and find, i will have this prevented in the next update. Thanks Smile
[Image: rA4ilkf.png]
Reply

#10

04/26/2016

  • Fixed a bug where the server wasnt blocking the command cl_minmodels 1 properly. The server now properly blocks the cl_minmodels command.
  • Changed spawn protection of humans during Predators round to 10 seconds. This should give humans more time to run away from predators when they spawn.
  • The Predator's freeze and flash skills will no longer affect humans who are under spawn protection.
[Image: rA4ilkf.png]
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