ForrestMarkX Posted August 25, 2016 Share Posted August 25, 2016 Changelog 8/25/16 trigger_entity count now checks for the multiplayer version of props Added the proper sounds for some zombies Added shared networking system by Kigen Fixed problems with RoundActive not being set properly Fixed revolver ammo name Fixed error models with certain weapon types When a prop is flung by a zombie set the attacker to the zombie Fix the explosion made by ZMs killing players Wins and losses now adds frags to players Players can click avatars in the scoreboard to show profile now Click traces only collide with the world Made zombie selection abit better Removed unsued things from AllowPlayerPickup Molotov ammo now shows the proper name when picked up Fixed not being able to pickup molotovs for ammo Added profile for zm_bastard Removed bullet force system due to issues Removed Classify from the trace function because it's serverside only Zombie Master can't be set on fire Moved around the team creation system Adjusted the ready system so that joining players have a chance to spawn in Moved a few things to the 1 second timer for performance reasons Added better way of displaying the ZM selection text Set the NPC target every frame instead of every second Added better way of forcing a zombie to go to a position Try to make the visible filter better for hidden zombie spawns Fixed up the weapons for better compatiblity Fixed a income issue with player deaths Removed uneeded stuff Speed up things slightly by not making a material every frame Long distance trace now goes the same distance as a bullet Cleaned up targetid system Speed up round winning a tad Separated out code to client and server Players will now drop there ammo when they die Added debug function for spawning zombies All shared functions for the GM return a default value now Added zerolag lua file Changed all instances of gamemode.Call to hook.Call Moved a few things around Changed MySelf to LocalPlayer since it's not much of a speed boost Updated hook info text file Updated GM info Added more backgrounds Removed unused voicesets Changed gamemode.Call to hook.Call Removed cvar callback as it no longer seems to work Added better way for no colliding held props Added better way for getting the use entity Added translations Fixed a few errors and problems Fixed a error with a newline in one string Zombie population and ZM points can't go below 0 Try to fix the unclosable F2 menu Fixed the scoreboard with players Try to fix humans picking up big props Fixed hidden zombie spawns Fixed melee weapon range Explosive barrels don't blow up if the player is holding them Fixed Banshee sounds Moved NPC functions to the serverside Made NPC zombies alot smarter using iNPC Zombie Master can now command zombies to attack props and etc Give the NPC a target if he takes damage Lets just port the entire C++ code for getting the spawn point Changed a few trace hulls to use the HULL_HUMAN mins and maxs from ai_hull.cpp Prevent errors when LUA is refreshed Added descriptions for some cvars Added more cvars to the gamemode txt file Improved the zombie spawn flag system Moved zombie functions to their own file Moved the zombies over to a system similar to ZS Fixed a few issues related to zombie spawns Lets set the condition to COND_RECEIVED_ORDERS when forcing a NPC to move Buffed melee weapons 6 Quote Link to comment Share on other sites More sharing options...
ForrestMarkX Posted December 7, 2016 Author Share Posted December 7, 2016 Changelog 12/7/2016 Added cvar to disable time slow down Fixed a good chunk of current bugs Added map profiles for the other crocodile maps Fixed a door being closed in crocodile that shouldn't Attempted to fix a bug that caused NPCs to freeze Fixed when players get killed by an NPC it was displayed as "Something" Attempted to fix physics crashes Fixed instances where there is no ZM Fixed spectator fire bug Fixed stupid NPCs Added map profile for ZM tetris to prevent server crashing No collide players for 3 second at the start of a round Fixed a ZM being chosen at the end of a game Fixed certain types of ammo being un-pickupable On death disable the flashlight Made spectating easier to do Fixed slew of errors Props flung by players no longer damage teammates Added TargetID for the ZM Added system to prevent players getting stuck inside each other at spawn When a player dies he drops all his weapons Added map profile for crocodile v6b Fixed Banshee sound causing a sound warning Ported IsPointInBounds from C++ Removed the need to have the very expensive function "ShouldCollide" called Moved the ZM income to the Think function instead of PostThink Fixed certain types of ammo being un-pickupable Force the flashlight off for spectators when they spawn Hitting F1 can now open and close the objective menu Ported the C++ trigger code to LUA (This fixes alot of maps) Fixed the molotov igniting players Added system to mimic original ZM damage to zombies Added map profile for zm_deathrun to use the less laggy multiplayer props Restored burn damagetype to molotovs Added think function to zombies and added some bits of iNPC code Hidden zombies do not spawn alert Fixed spectators and zm getting caught on fire Delayed player change to spectator to prevent explosive barrel trolling Force disable the flashlight on death Force disable the crosshair on death Fixed a nil error from PLAYER:ShouldTakeDamage Spectators can no longer suicide Fixed the crates in zm_crocodile Added the ability for players to say !roundsleft Fixed LUA autorefresh problems Buffed the Rifle Fixed a error in trigger_playercount Zombies now spawn in a alert state Added system for extra damage to the hulk if you shoot his legs Made shotgun reload about the same speed as the original Changed the ammo amounts to the originals Tried to make zombie spawns abit better Added extra failsafe for held props 2 Quote Link to comment Share on other sites More sharing options...
ForrestMarkX Posted May 14, 2017 Author Share Posted May 14, 2017 Changelog 5/14/2017 Molotovs now hurt the owner Fixed a error when the server boots Added a better way for pushing players away who are stuck Fixed a issue with lua autorefresh that caused stack overflows Fixed a font error when opening the credits menu Fixed the hud having odd positions on large screen resolutions Added the ability for server owners to overrides the F2 Help menu Fixed a small type with the help text when going ZM Added option in the F2 Options menu to re-bind the drop weapon/ammo key Fixed the ZM being unable to move up and down with the scroll wheel if the cursor was visible Attempted to fix other models drawing over the top of nodes Updated many GUI elements Fixed a bug with the pref menu not appearing Fixed the ugly options menu Added ability for players to stay spectator Removed the need for Jetbooms EasyLabel, EasyURL and EasyButton functions Fixed a few issues with the pref menu Added a better system for pickup detection Fixed some weapons/ammo being unable to be picked up Added cvar for server owners to configure the post round join timer Phased out more of the ZS code Fixed the link for JetBooms credit not working Fixed ZM being able to scroll when a menu is open Moved a majority of the serverside concommands to the net library Removed the need for Kigens shared networking library Fixed the Banshee spamming players with a invalid rate error Improved zombie spawning on nodes without spawn points Improved the zombie panel so that more types can be added easily Added a much better system for the dragging and selection Added a better networking system that mimicks UnrealEngine replication Don't allow the server console to run zm_debug_spawn_zombie Added a much better shotgun system that works online 3 Quote Link to comment Share on other sites More sharing options...
ForrestMarkX Posted May 22, 2017 Author Share Posted May 22, 2017 Changelog 5/22/2017 Removed Shoutvote and replaced it with Solid Mapvote Updated the gamemode icon and logo Fixed the NPC classes being rather stupid and refusing to go anywhere Made the info nodes look alot better Fixed the zombie spawner messed up if there was nodes present but were blocked Updated a few classes to never transmit to the client Updated the spawn count from the item crate based on player count Fixed a issue with ammo where you couldn't pick it up if it was on a shelf Major update to the zombie class system that allows much more fluid actions Added a custom SNPC base for extra zombies Removed more of Jetbooms code Updated the weapons to be far closer to there originals Blood from zombies will now leave decals Zombies no longer disappear sometimes when dieing Fixed up a few menus to look far better Fixed selection trace touching invisible walls Added Ambush and Ceiling Ambush to zombies Made the spectator system much better Humans can no longer suicide when the round is over to prevent a double ending Added a better system for ejecting stuck players Added system to disable collision if player count is above or equal to 32 Fixed the Banshee having a sound that sounded like a revving engine Added the ability to control zombie health with cvars Zombie classes without a base now have CLASS.Base set to class_default Removed the iNPC code due to issues Added a better way to set a weapon to dropped Added a few debug commands Prevent a nil error with survivors when taking damage from molotovs Made the zombie master location system set you to the targets eye pos and not his ground pos Fixed a few issues where the mouse would not appear in some menus Default the ZMs active panel to the first one Replaced the DPanelList in the zombie spawn menu with a better alternative 2 Quote Link to comment Share on other sites More sharing options...
ForrestMarkX Posted May 24, 2017 Author Share Posted May 24, 2017 Changelog 5/24/2017 Updated icon and logo again Fixed various issues when adding custom weapons and ammo Make item crates use VertorRand and AngleRand Fixed the Immolator fire causing extreme damage Made Drifters spit the second a target is in range Made the pistol automatic instead of semi auto Improved the accuracy on the magnum Made the FOV change in the rifle zoom slower Think is now called on the client also in player classes Re-open the zombie menu when placing a rally point Fixed "Label" text overlaying player avatars for a split second in the scoreboard Made the targetid change color based on the players health Fixed a issue where props dropped from being held would be nocollided Removed unused hook Changed the disable team collision function to custom collision check since the former makes it where zombies can't hit you Change the method of income for the ZM to be random between the cvar and double of the cvar The ZM will now lose income when players die instead of gain it Players will now regen the health they lost when drowning Drowning now takes 15 seconds instead of 30 seconds Nil error checks for the kill indicators Re-enabled the zombie models in the model selector Fixed a few hull issues with the Banshee and Hulk Fixed a damage issue with the Shambler Banshee roof trap now works better Added map profiles for backwoods and mariojump Quote Link to comment Share on other sites More sharing options...
ForrestMarkX Posted January 17, 2018 Author Share Posted January 17, 2018 Changelog 1/17/2018 Moved a majority of the serverside concommands to the net library Removed the need for Kigens shared networking library Fixed the Banshee spamming players with a invalid rate error Improved zombie spawning on nodes without spawn points Improved the zombie panel so that more types can be added easily Added a much better system for the dragging and selection Added a better networking system that mimicks UnrealEngine replication Don't allow the server console to run zm_debug_spawn_zombie Added a much better shotgun system that works online Updated a few systems that were outdated or broken Cleaned up a few errors and bugs Updated the gamemode icon and logo Fixed the NPC classes being rather stupid and refusing to go anywhere Made the info nodes look alot better Fixed the zombie spawner messed up if there was nodes present but were blocked Updated a few classes to never transmit to the client Updated the spawn count from the item crate based on player count Fixed a issue with ammo where you couldn't pick it up if it was on a shelf Major update to the zombie class system that allows much more fluid actions Added a custom SNPC base for extra zombies Removed more of Jetbooms code Updated the weapons to be far closer to there originals Blood from zombies will now leave decals Zombies no longer disappear sometimes when dieing Fixed up a few menus to look far better Fixed selection trace touching invisible walls Added Ambush and Ceiling Ambush to zombies Made the spectator system much better Humans can no longer suicide when the round is over to prevent a double ending Added a better system for ejecting stuck players Added system to disable collision if player count is above or equal to 32 Fixed the Banshee having a sound that sounded like a revving engine Added the ability to control zombie health with cvars Zombie classes without a base now have CLASS.Base set to class_default Removed the iNPC code due to issues Added a better way to set a weapon to dropped Added a few debug commands Prevent a nil error with survivors when taking damage from molotovs Made the zombie master location system set you to the targets eye pos and not his ground pos Fixed a few issues where the mouse would not appear in some menus Default the ZMs active panel to the first one Replaced the DPanelList in the zombie spawn menu with a better alternative Added missing translation string Fixed various issues when adding custom weapons and ammo Make item crates use VertorRand and AngleRand Fixed the Immolator fire causing extreme damage Made Drifters spit the second a target is in range Made the pistol automatic instead of semi auto Improved the accuracy on the magnum Made the FOV change in the rifle zoom slower Think is now called on the client also in player classes Re-open the zombie menu when placing a rally point Fixed "Label" text overlaying player avatars for a split second in the scoreboard Made the targetid change color based on the players health Fixed a issue where props dropped from being held would be nocollided Removed unused hook Changed the disable team collision function to custom collision check since the former makes it where zombies can't hit you Change the method of income for the ZM to be random between the cvar and double of the cvar The ZM will now lose income when players die instead of gain it Players will now regen the health they lost when drowning Drowning now takes 15 seconds instead of 30 seconds Nil error checks for the kill indicators Re-enabled the zombie models in the model selector Fixed a few hull issues with the Banshee and Hulk Fixed a damage issue with the Shambler Banshee roof trap now works better Added map profiles for backwoods and mariojump Removed a few unused files Bloodstream no longer puts blood decals on models Made the items spawned from crates alittle better Made the zombie spawner more like the original ZM one Made it where if you are out of ammo then autoreload Slowed down pistol fire speed Buffed rifle damage and made mouse sensativity lower when zoomed Made the zoom speed on the rifle slower Force the crosshair off when changing targets as spectator If the trap menu is open then remove it if the player isn't a ZM Made it possible for the ZM to move faster by using CTRL Buffed the damage to hulk when shooting his legs Fixed a bad crash from the Shambler When in hidden spawn node place a zombie model where the spawn will happen Made the custom collision system when it's 16+ players better Made spawning item crates at high player counts more common Added a few failsafes for the zombie spawner and made the first spawn delayed like the original ZM Remove ambush nodes if the owners are dead Restored original item count system for the crates at high player counts Made it not spawn the crate at all if the item count is 1 or less Fixed a crash involving Shamblers Made it so Hulks and Banshees have the correct hull sizes Allow other classes to use baseclass.Get with class_default Zombies can now open doors Adjusted some damage scaling Adjusted the range for jumping on the Banshee Removed some uneeded stuff in the base playerclass Don't end the game if it's only 1 player ingame Force the crosshair off every 0.35 seconds for spectators Adjusted the gravity values of mario jump Made the round system act more like the original ZM did Added a system to delay changing teams Try to speed up a finding zombies since ents.FindByClass goes over ents.GetAll which is slow Default CLASS.Base to class_default for classes that don't have a base defined Improved the replacment system for weapons and ammo Attempt to fix lag with lots of physics interactions by making ammo and weapons from crates go to sleep after 5 seconds Fixed the custom weaponm/ammo system Remove any physics prop that spawns stuck inside another Made the ZM selection system much better and closer to the original Fixed a small nil error in LoadNextMap Prevent players from getting stuck inside each other if they are a late joiner Prevent players from damaging held props Fixed text getting cut off in the F1 menu Compressed a few things in the options code Force the holdtype to fists so that player sno longer look like they are holding pistols with the fists selected Fixed a issue where the SNPCs were doing fire damage Fixed a small nil error Fixed the use system breaking on a few maps Fixed the system from trying to select a ZM over and over if the debug command was enabled Removed a unused debug function Found the source of ammo and weapons causing insane physics lag and fixed it Fixed the F1 menu text being scrunched up Fixed up the zombie damage system to be more like ZMs Added fallback to make 100% sure the flashlight is always off for non-survivors Made the pickup systems lightly better Renamed some miss-named map profiles Fixed a issue with the backwoods profile Added carry swep to push and pull big props Fixed up the weapons to better act like there original counterparts Fixed a few possible nil errors Made it so picked up explosives don't explode when arround other props Item crates don't spawn from weapons given to the player Set the name of props that use targetname keyvalue Made the ZM weapon icons look more like the originals Made the Drifter act like his original version Made the item crate more like it's original version Made info_loadout more like the original version Ammo now have 4x it's OBBs to make picking it up easier Fixed zombies disappearing instead of becoming ragdolls in rare instances Changed the explosive barrel damage to DMG_DIRECT so that it does full damage and doesn't cause zombies to turn into torsos Added map profile for powercore to fix broken ammo from a crate Fixed a few nil errors Made the command go trace not collide with players and npcs Headcrabs now just set nodraw on the client instead of overriding the rendering Removed headcrab replacment classes because they caused a crash Added a fallback for the late joiner positioning system Added DrawHUD function to the player classes Removed more ZS code Removed the velocity change from the item crate because it doesn't seem to do anything Fixed errors with the scoreboard Made the drawing system for somethings better Made the explosion check for the Shambler better Fixed a problem with the drown recover system Don't play pain sounds from drown damage Fully disabled the default player death sounds Fixed headcrabs being visible Fixed issue where humans could see zombie health circles Made the baseclass system for zombies similiar to the one for players Fixed font error Made it so that non-engine NPCs still have there old draw system but still calling the needed functions Added automatic detection of engine NPCs Made the ammo cvars actually work Fixed issues with custom ammo not spawning or being setup correctly Added new hook just for adding custom items Added example file for custom items Changed SendLua to BroadcastLua Made calling zombie functions better Replaced instances of self.BaseClass with a safer method Fixed SNPCs ignoring the goto command when spawned from a zombie node Fixed fire hurting teammates if the player/npc became NULL Use a safer method to remove headcrabs in OnEntityCreated Added better method for overriding SNPC draw functions Added better credits and options menu Made the zombie table a numerical table Removed unused code Added clickable avatar element Updated scoreboard to look much better Removed the need for JetBooms BetterScreenScale function Added new hook for when a player changes resolution Fixed a nil error with the map change system Fixed a error with the human hud Added better method for picking up item crates Added helper function for detecting bad ents in FindUseEntity Use AllowPlayerPickup method for picking up item crates Made fonts and other various things change with screen res Made the power menu disappear when hitting shift as ZM like the original did Use RememberCursorPosition and RestoreCursorPosition for restoring the cursor position for ZM Fixed a small typo causing a garry's mod logo to appear in the upper left corner of the screen Immolator now sets human on fire when attacking Fixed the attack timing for some zombies being incorrect Added ZM style backgrounds for the zombie queue icons Fixed small performance issue Check if the cursor was visible when opening the scoreboard and set it back when closing it Fixed zombies spawned by trap nodes having a delayed model set Other various fixes Fixed ammo pickups spawned by the map being unpickable Fixed the mouse cursor sometimes not getting turned off when closing the scoreboard The credits menu now closes with the scoreboard Added Spanish translation by Gabi Added extra failsafes to prevent crashes on zombie death Made the Molotov acts more like the original Fixed up the carry swep Updated a few NPCs to have default capabilities Removed a few un-needed changes Fixed a few issues with changing drop weapon and ammo binds Added a much better version of SendLua that isn't limited to 255 bytes Optimized the contributor system Added a better system for disabling the crosshair Made the starting text have a text outline Made the credits list a scroll panel Fixed zombie spawner spawning zombies when disabled Don't play a pain sound if the player has godmode Added a HL2 styled quickinfo bar to the crosshair done by Zombine Various other optimizations and fixes Updated the credits panel to use the persons steamname Made it so that the zombie classes act like regular ents where you can put there code into a folder containing int.lua, shared.lua and cl_init.lua Added the original ZM tooltip system Removed some uneeded code Moved the panel remove code to it's own hook Add the skip nav ground capability to all NPCs by default Cleaned up a few bits of code Added a few more hitgroups for damage to zombies Use a faster system for turning instead of RunConsoleCommand Fixed Molotov projectile being broken Fixed error that made gamemode unplayable Added new cvar to change the zombie master scroll speed Added original ZM playermodel skins for some humans Added support for more languages Updated alot of items to use translations Added missing translations Made only real players count to the ready players Attempt to fix the zombie textures failing to load Removed some hacks that are no longer needed 1 Quote Link to comment Share on other sites More sharing options...
ForrestMarkX Posted April 3, 2018 Author Share Posted April 3, 2018 Changelog 4/3/2018 Attempt to fix super loud gun sounds Fixed the lobby menu not getting removed when the round starts Fixed certain types of grates being unable to be damaged by melee Fixed a error that caused new joiners to be frozen Added many features from Zombie Master: Reborn Fixed a few issues with the options menu Renamed the base player class to avoid confusion Changed the way the system looks for the ZM in FindZM Added Zombie Master : Reborn spawn effect Fixed a error with player drawing on the ZM that caused him to crash Fixed the naming on a label translation Fixed the volunteer menu disabling the mouse when closing it when the lobby menu is open Molotov now defaults to just 1 ammo Added ZMR nightvision Made the hud blur act more like the default HL2 HUD Added a custom game_text entity for better text drawing Fixed whitespaces in english language lua Added missing font Added ZM Hint system from ZMR Box selection no longer checks for visibility Use the zombie center for getting his screenpos Set the padding on all the catagorys in the options menu Added the Zombie Master AI system Fixed a error with the zombie drawing if it was spawned outside PVS Removed a uneeded cvar flag from a few cvars When adding zombie LUA always add and include shared.lua first Added ability to change the silhouette color Added a better and more clear system for the player drawing in the player manager NPC:Think is now shared When the game is starting draw everything in black and white Added a few of the new cmds to the settings txt Removed the backgrounds and added the base ZM one Changed the title text to be more basic Made the ZM Hud panels that scale properly with res Added a system to add more ZM powers and catagories Made the carry system act more like the ZMR version Added better way to force the weapon to reload when empty 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.