Welcome, Guest
You have to register before you can post on our site.



Search Forums

(Advanced Search)

Forum Statistics
» Members: 3,322
» Latest member: SaladSensations
» Forum threads: 524
» Forum posts: 1,564

Full Statistics

Online Users
There are currently 21 online users.
» 0 Member(s) | 21 Guest(s)

Latest Threads
Form submission: Team App...
Forum: Applications
Last Post: Mage
07-04-2020, 11:37 PM
» Replies: 0
» Views: 216
Forum: General
Last Post: maniac
02-20-2020, 09:08 PM
» Replies: 0
» Views: 336
Forum: Zombie
Last Post: Mage
02-18-2020, 12:43 AM
» Replies: 1
» Views: 776
there are people that wou...
Forum: General Discussion
Last Post: Mage
02-18-2020, 12:41 AM
» Replies: 1
» Views: 947
The 2.4 to 3.0 Transition...
Forum: Announcements
Last Post: Mage
02-18-2020, 12:35 AM
» Replies: 1
» Views: 1,096
I want to know only one t...
Forum: Off-Topic
Last Post: Mage
02-18-2020, 12:27 AM
» Replies: 1
» Views: 1,549
Grenades ignore mp_friend...
Forum: General
Last Post: Hallowell
09-25-2019, 11:30 AM
» Replies: 1
» Views: 1,192
Halloween 2019
Forum: General Discussion
Last Post: bellawatson4
09-18-2019, 11:59 AM
» Replies: 0
» Views: 515
Windows Server Being Forc...
Forum: Server Support
Last Post: XeroX
02-14-2019, 11:25 AM
» Replies: 9
» Views: 5,877
Form submission: Team App...
Forum: Applications
Last Post: karl-police
01-27-2019, 11:58 PM
» Replies: 0
» Views: 942

  Form submission: Team Application
Posted by: Mage - 07-04-2020, 11:37 PM - Forum: Applications - No Replies

 Applying for Position(s): Weapon/Prop Modeler,Texture Artist

Did someone refer you here, and who?: No

Name: Daniel

Age: 15

Location: Brazil

Experience with ZPS: Experience with ZP:S?, quite a lot, I discovered this half-life 2 mod when I discovered half-life 2 at the same time.

I have a decent amount of hours in it, used to play more frequently but I'm really more used to using its mod tools (Steam ZP: Mod Tools), so far I have like over five hundred hours in ZPS itself and 1,482 hours in its mod tools...well I just find messing with technical stuff from a game more fun than playing the game itself sometimes.

I have been playing it since 2016 when the 2.4 era was still a thing, and when Eugene still used his "recolored blonde hair" texture plus had many model issues, before knowing the game all I actually knew about ZPS was the most iconic zombie I ever saw in a game. Zombie Eugene, really the promoart in the MODDB is still in mind until this day.

These days, playing zps isn't my forte but now I look more forward to know how it has been made and knowing way more about it.
I do wish to play it more but I'm tired of 3.0, I look forward to the unstable version (3.1) a lot than I should, I also did workshop content (mods) and prior to that, I used to work a bit into the ZPS Gamebanana page.

Skills: Amateur 3D Artist: I do know how to model stuff in Blender, like melee weapons and accessories. sometimes other things which don't come up in my mind at the moment.

Texture Artist: This is what I most like to do in 3D models, being them textured or not I still wish to texture them. Before that I have to do a UVMAP from it, mess with model seams, and also sharp edges to make it look good (in the model itself).

Good understanding of the Source Engine: Mostly in visual stuff, like a model's material/texture (VMT & VTF), I also know the basics of a source game's console plus how can a in-game bug/glitch happen.

An "okay" understanding of the English Language: Well I admit you will see many grammar errors when I talk but, I think it can work out.

Prior Experiences: Well, not much really.

There are minor things that I did for many other source games like, hunting game bugs or weird stuff, not sure what to add in here aside from this.

Oh well, I also used to do some mods for other source games like No More Room in Hell and Counter-Strike Source

Examples of Work: My favorite part, I use to publish the works/modifications I do in my steam profile sometimes, they're mixed. some are just mods and others are my own work, like models or renders.

Most of these aren't related to ZP:S at all, mostly to my work as a texture/3d artist.

Not related to ZPS:


Misc (I mostly just worked into texturing these):

Related to ZPS:


Standalone Mods:


Those that are the most important for me are the ones that I enhance/update the game visual elements, like characters, prop models, and misc stuff.

<b>Playtester Rules & Guidelines Agreement</b>: <b>Yes, I have read the <i>Playtester Rules & Guidelines</i> and I agree to these terms/conditions</b>

Attached Files Thumbnail(s)
Print this item

Posted by: maniac - 02-20-2020, 09:08 PM - Forum: General - No Replies

Since the release of 3.0.9A, I've noticed (for me at least) there's been this issue with sprays.

Basically the spray you've set doesn't work the next time the game is loaded. It will either spray nothing, or set itself to the default spray.

If you set a new spray, that spray will work. if you re-load the game, the new spray will stop working.

it's almost like the link between the spray and the game is lost, even though the spray's path in Windows hasn't changed and the files exist in the zps dir.

The only way to resolve any sprays previously imported, is to clear them out of the zps dir and re-import:

\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2007\zps\materials\vgui\logos
\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2007\zps\materials\vgui\logos\ui

Is this just me, or can others reproduce?


Print this item

  Halloween 2019
Posted by: bellawatson4 - 09-18-2019, 11:59 AM - Forum: General Discussion - No Replies

I got a few new decorations for home decor related to zombie theme, include: Dead Eye Drake from Craigslist, three dancing skeleton light set from Craigslist, Animated metal light etc do you more suggestions for me for cool Halloween costumes?

Print this item

  I want to know only one thing.
Posted by: Neferdam - 05-12-2019, 03:14 PM - Forum: Off-Topic - Replies (1)

Is there any story about this game the origin of the infection? i.e. every game has a story otherwise it doesn't make sense because things are like that, i hope someone will give me an explanation if there is a story because i like the game a lot and i know it since 2016 but i'm playing it this year.

[Image: 377A1009A97FE88FA4DA2E8330CC7E8CE9D8D3F4]

Print this item

Information The 2.4 to 3.0 Transition FAQ
Posted by: Tabajara - 02-12-2019, 07:16 PM - Forum: Announcements - Replies (1)

Two years ago, ZPS 3.0 was released. For many, this was an overwhelming amount of changes, and with it came a lot of confusion, misconceptions, and cloudiness as well as headaches with the issues 3.0 introduced. Even now, you still may have questions. Why did we port ZPS to SDK 2013? Why leave 2.4 behind? All of these and others will be addressed in the sections below, hopefully clarifying our intentions and any misinformation.

Why did you choose to migrate to SDK 2013 rather than remaining on SDK 2007 with 2.4’s code?

The former developer team already had plans to port Zombie Panic Source to SDK 2013 MP Base when it was first released for public use by Valve. Their only programmer, SammyRock, was working on the port process to SDK 2013 and named the new version “2.5”, which included the new character, Pedro, a new game-mode (ZPM), new maps, new melee weapons, and some minor bug fixes. However, during this process, they faced a lot of impediments such as visual bugs and game crashes on the port (almost the same ones as we encountered in 3.0’s development period).

By this time, you can tell that the 2.4 build had its days numbered. There was little reason to continue working on a Source Engine version that was unstable, outdated, and had many game exploits and security breaches (which were heavily abused by an ex-ZPS community owner to crash down other community servers). Eventually, Valve released a free and updated SDK MP base build so other Source mods could update their games into the latest SDK version with more stability, bug fixes, and new functions and strings.

Initially, ZPS 2.5 was expected to be released somewhere around 2013~2014, putting an end to the 2.4 era much earlier than our release date of 3.0; however, the former programmer Sammy left the team during the porting, forcing us to rollback all the changes we did, postponing any ZPS updates indefinitely. There was no programmer to develop new features or fix existing bugs. Even if we did find a new one back then, we would have resumed the porting process instead of working under SDK 2007 (as explained above).

Why are some of 2.4’s features nonexistent or broken in the 3.0/3.1 build?

2.4’s source code was a disheveled mess and unpleasant to work on, with numerous “duct tape solutions” and “cheap fixes”. Some leftover lines of code from 2.4 started working only on the SDK 2013 build rather than on SDK 2007’s. This is why some features and core mechanics are working now, such as headshotting as a zombie, which didn’t function properly on 2.4.

The source code needed to be rewritten entirely from the ground up twice to move away from all the outdated/unnecessary lines of code. As a result, we have an improved and stable base in which our programmers are comfortable to work on and can be more efficient.

[Image: 1cedbd9a4d088829ddbaa770230b3a96.png]
We are very aware that 3.0 wasn’t up to everyone’s expectations, having balance issues, bugs, and crashes. However, many of the issues you may have previously encountered have been fixed by this point and many more will be sorted out in the upcoming 3.1 update thanks to the community and the diligent work of the ZPS team.

Why can’t we have X thing from 2.4 back on 3.0/3.1?

As mentioned, not everything from 2.4 can be fully functional on 3.0. A lot of bugs and exploits were fixed, which may have been misconstrued as a feature to gameplay. We’ve also scrapped features that were deemed unfair to players or were unbalanced in the game; however, there’s always the possibility of improvements to enhance your ZPS gameplay experience.

We are always open to hear your thoughts and ideas to improve ZPS. Not everything can be approved, but we do try our best to listen to feedback and consider implementing such feedback into the game, whether it be negative or positive reception. As always, the best place to post your feedback is on our forums, so it can be documented and discussed internally.
Why can’t you continue supporting 2.4?
We’ve completely thrown away the old source code from our workplace, directing our focus to a single build, which is 3.0. We did try working on 2.4’s source code under the SDK 2013 build, but it just didn’t make much progress back then, making us reach the decision to completely start anew, discarding 2.4’s code as a result.

Therefore, ZPS 2.4 branch is completely unsupported by us.

What’s so good about 3.0/3.1?

A question a lot ask about 3.0 is what advantages it has over 2.4, as they don’t see a sufficient reason to move forward. To many, 2.4 is where the nostalgia resides. Ever since 3.0’s release, there is a handful of people that have expressed dissatisfaction, uncertainty, and reluctance to play or be an active part of ZPS’ current development, choosing to remain adamant with their interest with the prior version.
[Image: 24f9e599f870a030230205c60fcebdd5.jpg]
We understand the desire to remain with 2.4. We all lived for five years on the same build and shared lots of fun and pleasant memories, but unfortunately it also had its share of numerous crashes, visual bugs and frustration. We adapted to 2.4, even to its bugs and instability, never believing an update would see the light of day. However, that is now in the past, and we must move forward.
The release of 3.0 was rough indeed, but it has significantly improved over time thanks to rigorous testing and the community’s feedback. Doubly so with the current 3.1 beta, which the community can actively shape and take a part in.
[Image: userint2.jpg]
There are numerous things that are possible now that couldn’t be possible on 2.4’s code or the 2007 Base. Thanks to the porting and the upcoming 3.1 update, Zombie Panic Source now has:
  • Steam Achievements
  • Steam Workshop
  • Steam Cloud
  • Steamworks features (rich presence, game bans etc.)
  • Zombie Panic Mod Tools for custom content creators
  • Linux Client Support
  • More compatible with Windows 8/8.1/10 (some people had trouble running the 2.4 build under these versions)
  • Angelscript support
  • Enhanced support for all languages
  • Greater possibilities to create new animations, characters, weapons, maps, UI, particles and sounds.
  • New recoil system, improved hitboxes, breakable doors, game instructor, human and zombie code features (sharing ammo/weapons, carrier’s spotting ability, glowing teammates, feed-o-meter regeneration, damage drop-off, hitting through teammates).
  • No more crash exploits for servers.
  • A significantly more stable client.
  • MANY old game bugs fixed.


ZPS v2.4’s source code was running on an outdated, broken, and unstable Source Engine version (SDK 2007) with plenty of game exploits, crashes and bugs we wouldn’t be able to fix because of our limitations (only Valve would be able to do it), which they did by releasing a SDK Base 2013, a brand-new, free, stable Source Engine version for the modding community.

We all got used to the same build for many years but unfortunately it is time to say goodbye to the old times. If you have a suggestion or a leftover idea from 2.4 that you wish to return, tell us what and how on the forums. Don’t hesitate to say even if it got ignored years ago.

We hope you will give future updates a chance and continue to give us feedback where to focus on and improve. Voicing your concerns and writing them on the forums is the only way we can hear you guys and direct ZPS to the right path where we all can have fun together.

We hope to have clarified all the misinformation and doubts regarding 2.4’s fate -- why some sacrifices had to be made and what our plans were by porting the game to the latest Source Engine version. As always, if you still have any questions, be sure to ask them in the comment section below.


Q: Will you guys port ZPS to Source 2?
A: Eventually, when it becomes available for free by Valve, yes.

Q: Any chances to switch the game's engine to Unity or Unreal?
A: No. Zombie Panic! Source will always stay on the Source Engine.

Q: Didn't you guys left to work on Contagion?
A: No. We're not the Contagion Team. The Zombie Panic! Team is totally a different team than Contagion's. However, many developers and playtesters retired since 2012.

Q: I want to support you guys! How can I help?
A: Thank you! But we're not accepting any donations. It's a free game. However, we're always hiring new people into the team. If you’re interested in playtesting, or want to apply for a position on the development team, you must create your application at our Team Applications sub-forum.

Thank you for your time,
- Zombie Panic! Team

Print this item

  Form submission: Team Application
Posted by: karl-police - 01-27-2019, 11:58 PM - Forum: Applications - No Replies

Applying for Position(s): Playtester

Did someone refer you here, and who?: NeoAssassin

Name: Karl

Age: 17

Location: Switzerland

Experience with ZPS: I've played Zombie Panic! Source since I was a child. If you would check my Steam profile and go to my screenshot section, you should be able to find very old screenshots.

I've actually met friends there that I still talk to today, be in Steam chat or something. It is one of the reasons why I have [GER] in my steam name.

Basically yeah, I play this game since 2011, if I'm correct. It was the beginning of learning the internet and gaming, and I can still reflect what I did when I was young and I can understand stuff now, since I'm older than I was before in 2011, its really nice. ZPS was a game I really enjoyed and I played it a lot.

ZPS wasn't the only game I played though.

I basically know mostly everything in ZPS.

Skills: I can code, LUA and stuff

I've done the basics HTML, CSS, Javascript

I'm currently learning Javascript and I do the CSS on Subreddits on Reddit. I've also helped deadmau5 together with others while he livestreamed, the language we helped him was C++ and tbh, I have to learn a lot before I can develope properly in C++ because there are a lot of things that are different from other languages, especially in LUA. Even if LUA is something from C++ that you embed into your applicaton.

In the past somewhere when I was like very young, I did something in Java for a Minecraft plugin.

But I've did a lot of stuff in LUA.

I am able to find bugs.
I can use Hammer Editor and I've heard about that script you can put in your maps, not sure what language it was. I've also tried to do something with SourcePawn and I tested it once too on a test server.

I speak 4 languages.

I have a drawing pad that I used and yeah, I do have a drawing pad that I can use to draw stuff. I like to draw, thats also something I liked since I was a child too. It would actually be interesting to get a Concept Artist, since they draw stuff and find like new ideas, very interesting.
But I choosed Playtester for now.

Prior Experiences: ?

Isn't this question the same like in Skills, I'm not sure.

If I look up Prior it means, previous experiences, but I'm not sure about previous experiences, why are those important anyways right now Smile

I actually also did beta game tests before, actually a game but I'm not sure if I can say the name of the game.

Examples of Work: I have work on the steam workshop, https://steamcommunity.com/profiles/7656...shopfiles/

I've already done textures, sound, maps, models
even for VR Chat and other games. I've also played around with Unity.
I've tried to port a map from SCP CB into the Source Engine

I also made plugins written in LUA for GMOD, for a gamemode called CW:HL2RP

and yeah

I translated the achievements from English to German very carefully.

So Smile I was talking about of my past right? Smile

That also counts as work right, because I was in that video and helped so it's some kind of work, I just wanted to share this, it's an old video and I actually appear there as a whitey, my name is found in the credits at the end of the video.
But the video is in german.

Otherwise I help other people and stuff, I'm literally everywhere and I don't want to mention any further.

Playtester Rules & Guidelines Agreement: Yes, I have read the Playtester Rules & Guidelines and I agree to these terms/conditions

Print this item

Posted by: yeflynne - 12-27-2018, 05:36 PM - Forum: Off-Topic - Replies (1)

why so many banned people on the forum member list? it says everyone's rank is banned. is that a glitch?

Print this item

  possible to have 2 skyboxes?
Posted by: yeflynne - 12-27-2018, 05:31 PM - Forum: Level Design - No Replies

like night time and then day time?

Print this item

  tournament size?
Posted by: yeflynne - 12-24-2018, 09:16 AM - Forum: Competitive Zombie Panic! - No Replies

competitive zombie panic sounds fun.. even more added pressure if there is a cash prize!

im curious, what would the player count be? 10 players? I think a cool 20 players sounds good. best of three, whoever survived the most times. id have fun watching pros win and seeing insane zombie strats lol

Print this item

  any environmentalists here?
Posted by: yeflynne - 12-24-2018, 09:11 AM - Forum: Off-Topic - No Replies

anyone here love animals? like whales and doggos and the amazon rainforest

Print this item