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[Zombie Master] Change Logs


ForrestMarkX
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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

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  • 3 months later...

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

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  • 5 months later...

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

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  • 2 weeks later...

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

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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

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  • 7 months later...

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

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  • 2 months later...

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

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