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ZombieMod for CS:S (Beta Testers Required)


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imported_master
Zero Posts
Join Date: Mar 2006
Location: Friredberg, Germany
Old 04-03-2006 , 04:44  
#101

Hi. Im from Germany. I have a 21 Slot Linux Server and a Root Server with full access. Maybe you send me the link to download the beta and i`m going to test ist on german servers.

I played it on your testserver and it is gread fun.

good job.
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c0ldfyr3
AlliedModders Donor
Join Date: Aug 2005
Location: Ireland
Old 04-03-2006 , 11:48  
#102

Quote:
Originally Posted by lex_talionis
Only thing so far...zombie head fall off at point of death when a HS is registered...this is how it's coded now right? Could it be possible to have the head fall off with the 10th or so registered HS, this way the zombie model reverts to the HS mdl aka "head-less" model before dieing? Possible associate a different "rand" when headless? Okay...I know...all feature requests, but thought I'd ask
I LOVE FEATURE REQUESTS !!!!!

I hadn't thought about doing that but ill add it with a cvar.

Quote:
Originally Posted by SauceHelmet07
It seems, whenever it's enabled, the server's ping goes up to about 300, and whenever someone tries to join, we get the following message: "Bad Challenge"
Windows or Linux ? Did it create a mdmp/core file when it crashed ?
I would very like to be able to find the route of this problem. Have to head home right now, ill post in a bit. Add me to msn c0ld(-at-)c0ld.net
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Spinner
Member
Join Date: Nov 2004
Location: Michcigan
Old 04-03-2006 , 12:14  
#103

new version, some times model does not change, allowing zombie to look human and attack.

When zombie_dark Is on, some objects I.E. props , barrels, crates, etc, are lit up like there supposed to be, but when you shine flashlight on them they go black, and flashlight doesnt illumiate like before, making It useless. when zombie dark Is off, the props are lit up even more, and turn black when shot only to light up again seconds later.
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c0ldfyr3
AlliedModders Donor
Join Date: Aug 2005
Location: Ireland
Old 04-03-2006 , 19:36  
#104

Quote:
Originally Posted by Triple_B
How would one sign up to become a beta tester? I'm very interested in this, as the "other" zombie mods out there don't seem to have the features this does.
Quote:
Originally Posted by master
Hi. Im from Germany. I have a 21 Slot Linux Server and a Root Server with full access. Maybe you send me the link to download the beta and i`m going to test ist on german servers.

I played it on your testserver and it is gread fun.

good job.
http://c0ld.net/ZombieMod_Beta_List
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lex_talionis
Member
Join Date: Aug 2005
Location: Austin, TX
Old 04-03-2006 , 21:14  
#105

Quote:
Originally Posted by Spinner
new version, some times model does not change, allowing zombie to look human and attack.

When zombie_dark Is on, some objects I.E. props , barrels, crates, etc, are lit up like there supposed to be, but when you shine flashlight on them they go black, and flashlight doesnt illumiate like before, making It useless. when zombie dark Is off, the props are lit up even more, and turn black when shot only to light up again seconds later.
Hummm...I take it you are Linux? I'm testing windows and have tried zombie_dark and most of the time, depending on the map, only half the map goes dark, so I tend not to use it myself. Now with zombie_dark off...all is well and lighting is default.

Lex
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lex_talionis
Member
Join Date: Aug 2005
Location: Austin, TX
Old 04-04-2006 , 00:49  
#106

Testing on Windows for version zombiemod_v0.9.7j

Just wanted to say for now (I'll update this thread tomorrow at work) that all is well with the latest version and working as advertised.

-zombie_dark still works...some maps work better than others i.e. some maps only turn dark in spots...agian...a feature I don't use
-zombie_teams: works where only ONE random zombie spawns ONLY on T's side...this is how it should work right? Or, should all T's spawn as Zombies?
zombie_headshot_count, zombie_changeteam_block 1, zombie_allow_disable_nv 1, and zombie_kill_bonus: all these new cvars work fine. I'd say a huge success on the disable_nv and the headshot_count...the players (clients) have praised the new models walking around headless and the ability to turn off nv (nice work)

Here's my zombie.cfg I'm loading...I want to ask some questions below it once I get into work:

Code:
zombie_model_file	"cfg/zombiemod/models.cfg"	// File with list of models to use for zombie mod
zombie_download_file	"cfg/zombiemod/downloads.cfg"	// File with list of materials etc to download.
zombie_sound_rand	10				// How often zombies play zombie sounds.  default 50
zombie_health		2000				// Health that zombies get. default 2500
zombie_speed		400.0				// The speed that zombies travel at. default 190.0
zombie_fov		125				// Field of vision of the zombies. Normal human FOV is 90.
zombie_knockback	5				// The knockback multiplier of zombies. Set to 0 to disable knockback.
zombie_restrictions	"rifles m249"			// Space separated list of guns that are restricted during zombie mode. rifles m249
zombie_dark		0				// Makes maps very dark if enabled. If disabled, the map doesn't have to be reloaded to start zombiemode
zombie_bonus		1				// Add frags for zombifying other players.
zombie_teams		0				// Sets teams Humans = CT  Zombees = T (Experimental !)
zombie_respawn		0				// If enabled, when humans are killed, they respawn after a set amount of time.
zombie_respawn_delay	1				// Time before players are respawned in autorespawn mode
zombie_max_ammo		1				// If enabled, ammo is unlimited.
zombie_talk		0				// If enabled, zombies can only voice with zombies and humans with humans.
zombie_suicide		1				// When 1, disables players from suiciding.
zombie_suicide_text	"Dont be an asshole."		// Text for suiciding assholes.
zombie_startup		1				// ZombieMod attempts to auto load itself.
zombie_timer_max 9.0 					//n seconds then a zombie can spawn 
zombie_timer_min 4.0 					//max of n seconds and a zombie must spawn 
zombie_headshots	1				// If enabled, zombies heads get blown off on headshot deaths. (Must have zombie head and headless models)
zombie_changeteam_block 1				// When enabled, disables players from suiciding by switching teams.
zombie_headshot_count	7				// Amount of headshots before a zombie's head comes off. 0 means on death only.
zombie_changeteam_block 1				// When enabled, disables players from suiciding by switching teams.
zombie_allow_disable_nv 1				// When 1, allows zombies to disable their own night vision.
zombie_kill_bonus	1				// Amount of extra frags awarded for killing a zombie.
Another great release cold! Thanks!

Lex
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SauceHelmet07
Junior Member
Join Date: Apr 2006
Old 04-04-2006 , 03:38  
#107

Well, everythine works perfectly now, with the exception of a few members not being able to autobuy after so many rounds, and the knockback cvar having no effect on objects (Soda Machines, Filing Cabinets, etc.)

Other than that, it's working well.
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awuh0
Senior Member
Join Date: Apr 2005
Location: /dev/null
Old 04-04-2006 , 05:00  
#108

Code:
bot_add
L 04/04/2006 - 02:54:51: "Troy<2><BOT><>" connected, address "none"
L 04/04/2006 - 02:54:51: [ZOMBIE] Hooking 0x9ac20f8
L 04/04/2006 - 02:54:51: "Troy<2><BOT><Unassigned>" joined team "TERRORIST"
L 04/04/2006 - 02:54:51: "Troy<2><BOT><>" entered the game
bot_add
L 04/04/2006 - 02:54:51: "Wyatt<3><BOT><>" connected, address "none"
L 04/04/2006 - 02:54:51: [ZOMBIE] Hooking 0x9f2fad8
L 04/04/2006 - 02:54:51: "Wyatt<3><BOT><Unassigned>" joined team "CT"
L 04/04/2006 - 02:54:51: World triggered "Game_Commencing"
L 04/04/2006 - 02:54:51: "Wyatt<3><BOT><>" entered the game
L 04/04/2006 - 02:54:54: server_cvar: "sv_cheats" "1"
FCVAR_CHEAT cvars reverted to defaults.
L 04/04/2006 - 02:54:54: server_cvar: "sv_cheats" "0"
L 04/04/2006 - 02:54:54: server_cvar: "sv_cheats" "1"
FCVAR_CHEAT cvars reverted to defaults.
L 04/04/2006 - 02:54:54: server_cvar: "sv_cheats" "0"
L 04/04/2006 - 02:54:59: World triggered "Round_Start"
L 04/04/2006 - 02:55:01: World triggered "Restart_Round_(1_second)"
L 04/04/2006 - 02:55:01: Team "CT" scored "0" with "1" players
L 04/04/2006 - 02:55:01: Team "TERRORIST" scored "0" with "1" players
L 04/04/2006 - 02:55:07: World triggered "Round_Start"
zombie_version
"zombie_version" = "0.9.7 i"
 notify singleplayer replicated
 - Props Plugin version
L 04/04/2006 - 02:55:23: [ZOMBIE] Zombie: 1
1/ - player:  UTIL_SetModel:  not precached: models/zombie/classic.mdl
cat: hlds.23280.pid: No such file or directory
email debug.log to [email protected]
Tue Apr  4 00:55:23 CDT 2006: Server restart in 3 seconds
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Ph34r teh zombies!!!
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imported_master
Zero Posts
Join Date: Mar 2006
Location: Friredberg, Germany
Old 04-04-2006 , 06:52  
#109

Testing on Linux with Version 0.9.7 j.

Works fine to me.

zombie_dark 1 makes my Server go down.


Is it possible to add more then one Zombie (Bot)??

In Zombiehorde you add bot`s to team T.

When i add Bots in Zombiemod they will auto swapped to team CT and there is only one Bot (zombie).



ServerIP: 81.169.165.166:27015
Aim of Destiny | ZombieMod Beta Testing | Tick 66 | by www.AoD4Ever.com
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Spinner
Member
Join Date: Nov 2004
Location: Michcigan
Old 04-04-2006 , 10:45  
#110

Quote:
Originally Posted by SauceHelmet07
Well, everythine works perfectly now, with the exception of a few members not being able to autobuy after so many rounds, and the knockback cvar having no effect on objects (Soda Machines, Filing Cabinets, etc.)

Other than that, it's working well.
Knockback Is for zombies only I believe, to make soda machines move thats

phys_pushscale

Witch I set to 3


By the way never version works awsome, no more players changing back to ct or t when zombie, headless zombies work beautiful... good job once again cold.
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