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  Damage Info
Posted by: XeroX - 11-27-2017, 03:34 AM - Forum: Plugins - Replies (11)

Small plugin which (via cvar) can show deaths and damage info in their respective team color.

CVars: (Bold is default value)
- toggle_debug_damage 1|0 show damage notifications. This prints to ALL players
- toggle_debug_death 1|0 show death notifications.

to change the values you need to enter (either ingame through rcon or server console): ascmd toggle_debug_damage 1 or  ascmd toggle_debug_damage 0  (same for death)

Note: You need Rcon or Root rights to be able to change the cvar.

Also don't forget to add it to your default_plugins.txt

        "name"      "Damage Info"
        "script"    "dmg_info/dmgInfo"

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  3.0 Has A Release Date! And It's the Biggest Update Yet
Posted by: JonnyBoy0719 - 10-29-2017, 04:25 PM - Forum: Announcements - No Replies

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We'e happy to finally be able to announce that the v3.0 update for Zombie Panic! Source will be released on the 8th of December, this year! Look to pass the time when the air is cold and the days are short? We've got you covered! A tiny bit past Fall, but not nearly during Winter!

The Challenge In Creating the Update
Understandably, many of you have been eager to know when the update will release. Many of you have also been disappointed in our refrain from giving a decisive release date. We've done this to allow ourselves to focus as much as possible on ensuring a top quality update, without having to worry too much about the large string of problems that occur and delay development.

To begin with we branded the update as an "engine-port" that seeked to fix exploits and instability, creating a solid base for us to build upon in later updates. The plan was to use the old code as the base, fix its flaws, and build new code on top. We eventually realised that this would not work as the old code present from v2.4 was incredibly broken and nearly impossible to work with on the new engine. After having already rewritten most of the old code, our lead programmer JonnyBoy0719, with the assistance of our second programmer, Shepard62fr, then had to completely reconstruct the code for the game. This caused a big delay but was entirely necessary for us to be able to implement the things we wanted, as well as expand upon the game in the future.

These continuous hiccups let to a few halts in code development, and the rest of the team sought to work on maps, models etc. while the code was being reviewed and fixed. However, there were two things which we couldn't accurately prepare for; The headache of trying to string old code together with new, and the massive amount of attention and hype that has surrounded this update.

The v3.0 Update
As we continued work on the update, expectations grew. Former players, server owners and content creators kept expressing their excitement and hopes of this update bringing the game back to life. When issues with salvaging the original code let to temporary breaks in development, we started coming up with ideas on how to make the game look, sound and feel more modern - While still maintaining its game design that we believe is not found in many of today's games.

At times, this led us to develop new content which was not exactly part of the original plan for the update, but that we felt needed to be in the update to make it a success, even if it slowed development down at times. It's safe to say that we were treating the update as a one-shot-opportunity to reinstate the game. An ambition which ironically led us to become sidetracked when the schedule was affected by code issues. It sadly means that we aren't able to give everything the close attention it needs, but we have plans for more updates after v3.0. So, we do apologize but we still think you'll find the update worth the wait.

Level Design
Many of the levels were introduced on the release of ZPS in 2007, or not much longer after, and haven't been changed too much since then. At the time they looked great and were very fun to play, but naturally that isn't the case anymore. Some haven't aged too well and have become unbalanced in some ways, or come to look old and outdated.

It would be better for us to completely remake the levels from scratch, but that would take too much time to prepare the levels than we had for the v3.0 release. Instead, we decided it would be best to give the levels updates, and adjust whatever necessary. This way we could improve upon the level's issues and provide levels that are more balanced and play better for the v3.0 update.

Unfortunately we haven't been able to polish every level up to the standard we'd like to, because there are so many. Although, we believe you'll be more satisfied with the changes we're making. The levels will receive more improvements in the future as we experience and learn what works and what doesn't, as well as receive your feedback on them.

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Our new level designer, Dr. Vodker, has given zps_deadend a much needed facelift. The graveyard behind the church now feels incredibly immersive. A large number of detail and design changes have been made to make it look more like a graveyard, while creating space for zombies spawns outside of the map.

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NeoAssasin has devoted a lot of time to remastering zpo_biotec. By adding a ton of more detail to the environment, the map now feels like a state-of-the-art facility that has been overrun by the undead.

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As most of you probably remember, we announced that ZPH would be receiving its first official map. The working title is zph_pithole, and our level designer Xufe has been hard at work to ensure that the map is a good mix of regular survival and the deathrun-based gameplay which we've all come to know and love through community maps!

Game Balance
In order for players to feel immersed, it's important that they aren't pulled away from that when the last hope of humanity is defeated by zombies spawning on top of their head, or when the experience of the zombie apocalypse is reduced to camping the exit of a bathroom!

We have touched upon the big overhaul we felt the game needed in regards to balance in various announcements. The most substantial change you'll find in-game is the removal, or inaccessibility of, most of the zombie spawns from the playable area. We have touched upon this before, yet we have not shown you what it looks like in-game.

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Dr. Vodker has also put in a lot work to make zps_haunted truly feel, well, haunted! All zombie spawns have now been moved outside of the map, while still allowing direct access to the playable area. The map is now darker and the environment is more overgrown to give zombies more cover when outside of the house.

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On zpo_biotec, zombies are no longer subject to spawn-camping when spawning between the helipad and lab. The zombie spawn has been moved up into a newly-crafted conference room that overlooks the courtyard where the old spawn used to be.

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Siggy Wiggy Woo has made a number of design changes to zps_asylum to accommodate new spawns for the zombies. This is one of them, located behind the cells and above the small park. This room can't be accessed by survivors, and the zombies have 2 exits; One leading to a high-traffic area and infamous camping spot, and the other leading to a more quiet area to allow zombies to flank the survivors unnoticed.

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The outside has also been given new visual details that both serve the immersion but also act as cover for the zombies when dealing with survivors camping the outside area.

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The infamous camping spot on zps_nightmare's roof has been significantly nerfed with the addition of a new zombie spawn located inside the building, next to the chimney. This way survivors can still utilize the spot, but zombies won't be at such a big disadvantage when trying to approach the area. The additional boxes work both as cover for the zombies, but also as objects to block the zombies now shortened path to the survivors.

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zps_thrillvile has had all of the zombie spawns moved out into the surrounding water. This area is off-limits to the survivors, and has direct access to both the ferris wheel, workshop and sewers.

Hardcore Mode
We wanted to present a fully developed Hardcore Mode, but sadly we have been unable to dedicate time to develop the mode fully. However, we have made good changes to the gameplay of the mode. What has changed is that zombies are no longer bullet spunges; Headshots do close to the regular damage of zps and zpo, but bodyshots are as futile as they've ever been.

This allows us to play around with the gamemode more since survivors now actually have a chance at holding out an area from the buffed undead. These changes make the gamemode feel more like an actual "hardcore" version of regular gameplay. We want to add more depth to the gamemode but are forced to wait until later updates.

We have also worked on expanding upon the sound design of the game to streamline certain events in the game and make players feel more immersed. Our Sound Designer, KaempeLaeske, has produced sound cues and sound effects for the various in-game events, as well as 3 new soundtracks for the game's OST - Each one dedicated to the 3 new maps in the update to help set the tone of the levels and give you some new tunes to enjoy while fighting for, or against, the undead.

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Above you can listen to the soundcue for the Carrier's new ability, Spotting.

We want to make it easier for new players to understand what's going on when playing zombie. We don't necessarily think that the solution is found in buffing the stats of the zombies, but by streamlining communication between them. It's easy to miss the glowing Carrier or the highlighted survivors on the screen if you're not looking in that exact direction. However, with a sound cue you'll be able to know when these events are taking place. This way new players are more easily guided towards the main action.

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Above you can listen to the new soundcue for the pre-existing Carrier's Roar ability.

User Interface
Our programmer, JonnyBoy0719, has worked hard on making the game look like a standalone game. Everything from the booting of the game to the game's scoreboard has been updated and given a unique design. One of the steps to achieving this is through updated loading screens that fit and explain the game to players; Every official map now has their own dedicated loading screen, giving players a taste of what to expect as well as accounting for the map's name and dedicated gamemode - along with randomly generated gameplay tips to read while waiting for the map to load.

Through our new game menu, we've streamlined a lot of the actions a player might take when playing and/or interacting with the community on the game; The new game menu allows players to access their achievements, character selection and bios, as well as the community hub and workshop by a simple click of the mouse. On top of this, options specifically related to Zombie Panic! are now easily accessable from the main menu and not hidden away in the advanced options - with the addition of the console being available by pressing on its own dedicated button.

Did we mention that the menu now includes animated backgrounds? Because it does! Character bios have been brought back and put into the main menu. Our level designer, Casei Magnus, has rewritten them, borrowing from the old bios of Zombie Panic! Source and Contagion.

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The new loading screen.

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Part of the new menu, the character bios menu, and the achievements menu.

We've dedicated time to fixing and improving a lot of the already existing textures, as well as adding a lot of new ones.

Our new Texture Artist, Desty, has overhauled the textures of many different things to fit better with the improved visuals and atmosphere of the game in general.

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The textures for the ammo boxes have been improved, and they have been slightly resized.

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The iconic frying pan has been re-textured to look more battle damaged. The old look simply didn't justify the amount of zombie skulls this thing has bashed in!

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Desty has also given the Revolver a slick, new texture for you to enjoy with the new update.

"Larry's Diner", the place where it all began. In the official comic by Hential Gerpies, this specific diner is established as being the point where the original group of survivors find themselves together, by chance, against what appears to be the early stages of the outbreak. On the current 2.4 version of zps_town, this diner is not named correctly. v3.0 changes that.

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Our team were all big fans of the lore that used to be in the game. Years ago, the character bios vanished as a result of the website not being maintained. The comic was never written with any dialogue, and with the established lore in the game's levels being so inconsistent, naturally a big chunk of the lore was lost with the character bios.

A significant focus for us was to reestablish the pre-existing lore, as well as expand upon it. However, just like the comic's narrative, the details are left unclear and up to the individual to interpret.

A lot of incosistencies in the game's levels makes it hard to get a feel for the story. Because of this, the map bios have all been written to account for the journey of the survivors as well as give each level a real-life location. For example, zps_policestation is now set in Boulder City, as the logo in the lobby suggests.

We've included a number of easter eggs that hint at how the survivors get from one location to the next. We have indeed mapped out their journey on a map of the United States, and put thought into considering how the survivors get from a small diner in an infested small town to the deck of a torn-in-half tanker. However, as we know a number of players like to dig into the story of the game, we are letting these to be discovered by you!

Future Plans
There's so much more we would have liked to improve upon or include in v3.0, but we unfortunately didn't have the time to begin working on them, or even continue working on them in some cases. It would have required more time for us to develop than we wanted to take, so we decided it would be best for these things to wait for future updates.

Just know that we have many more exciting things planned to come!

Finally, we want to thank you all for the massive support - not to mention the ton of really great suggestions for how we can improve the game. The backpack, penetrating bullets, Explore Mode, Human Spotting, among others, are all ideas that we've come up with from either listening to your suggestions or talking with players about random ideas when we occasionally jump on to play the game with you.

We failed to acknowledge this in the last announcement which was the result of us being forgetful in the midst of a ton of work. We apologize, and we are thankful for having such an incredibly supportive and engaging community! We are by no means a professional team, and some of us have been out of touch with the game for years. Having dedicated players giving us feedback and suggestions is a luxury which we could not afford to lose.

Now that the update is nearing completion, we are going to start dropping trailers as we inch closer to the release date.

Happy Halloween!

- Zombie Panic! Development Team

Follow us on social media at:
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  Spray Grabber
Posted by: JonnyBoy0719 - 08-12-2017, 01:24 PM - Forum: Plugins - No Replies

Plugin Information
Basically prints the name of the player from the spray, so you always know who prints the cute, weird, or the naaasty pictures.

Plugin Installation
Put the Angelscript file under zps/data/scripts/plugins, and then add the info below into the zps/default_plugins.txt Smile

		"name" "Spray Grabber"
		"script" "SprayGrabber"

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  Pills Cure Plugin
Posted by: XeroX - 08-11-2017, 01:19 PM - Forum: Plugins - Replies (1)

Upon using pills there is a chance (30% by default, can be changed at the top of the file) that it will cure your infection.

Installation: Put the pills_cure.as in zps/data/scripts/plugins and add pills_cure in your default_plugins.txt (zps root where gameinfo.txt etc is).

		"name"		"Pills Cure"
		"script"	"pills_cure"
		"lifetime"	"HOTRELOADABLE"


Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.



- Updated hooks now using CHL2MP_Player instead of CBasePlayer (Thanks to Jonny)
- Simplyfied code
- Added colors (Again thanks to Jonny telling me about them)

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  Map Chooser Extended
Posted by: JonnyBoy0719 - 08-09-2017, 07:08 PM - Forum: Plugins - Replies (5)

Plugin Information
It works similar to the Map Chooser that comes with ZPS, but this one changes the 5th slot to either increase the time, or the round. This can be changed inside the plugin to suit your needs!

But it also comes with new features, which are similar to the old AMXX map chooser and SM Extended Map Chooser. Smile

  • A Countdown to the actual vote
  • Sound countdown (Optional, can be toggled off)
  • Choose to either add more rounds, or increase the timer (the gamemode rounds must be set higher than 0 to make use of the rounds variant!)

Plugin Installation
You simply copy the MapChooserEx.as into zps/data/scripts/plugins/ and then modify zps/default_plugins.txt. (NOTE: Don't forget to comment out, or remove, the MapChooser that is already included!)

		"name" "Map Chooser Extended"
		"script" "MapChooserEx"
		"lifetime" "SERVER"

Change log

2018-01-03 | 1.0.6

  • Added config file
  • Added round support
  • Fixed some bugs related to timelimit

2017-09-14 | 1.0.5
  • Updated the hooks to use the new method
  • Re-wrote some functions to fix some loopholes
  • Fixed where it wouldn't grab the timelimit if the timelimit was set as 0 on server initial bootup
  • Fixed where the numbers it was displaying on the chat was incorrect
  • Added Color support for the chat messages

2017-09-14 | 1.0.4
  • Updated to the latest revision (Added Plugin author, version and name)

2017-08-25 | 1.0.3
  • Fixed some typos where it would cause the plugin to stop working

2017-08-19 | 1.0.2
  • Added Cvars
  • Updated the hooks to the latest revision

2017-08-11 | 1.0.1
  • Fixed "Case found ',' but expected ':'" error
  • Added Say hook (!timeleft, /timeleft and timeleft)
  • Fixed typos in PluginInit()
  • Moved the download & Precache down to MapInit() instead

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Question Summer Development Progress Update
Posted by: JonnyBoy0719 - 07-19-2017, 07:01 PM - Forum: Announcements - Replies (1)

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We hope everyone is having a great Summer full of lots of fun! We're also having so much fun working on the final stages of the build. Unfortunately, we likely won't be able to reach a Summer release due to features that need to be adjusted and tweaked, as well as bugs and issues that need to be ironed out before release. So that means we'll have to release sometime in the Fall, but it should be well worth the wait.

Like our last announcement, we have so much to discuss about our development progress and what we've done the past few months. While our main priority is security and game stability - we're always working toward improving our ability to develop with the addition of new content such as entities, animations, props and textures. As development has gone on, we've listened to the ideas and feedback of the community, and taken the time to implement ideas that we've agreed with and/or have seen as possible to address without delaying the release. Let's get straight to introducing some of these things to you, shall we?

Angelscript Support
Zombie Panic! Source will now have Angelscript support in v3.0, it works similar to how NUTscript works for Left 4 Dead 2 or Contagion. Angelscript was added to cut down the entdata for maps that use a lot of entities to make certain math related sequences.

At this moment, Angelscript is only supported for maps, but will have added support for plugins in the near future sometime after v3.0. For those who know C or C++, they will understand the basics of Angelscript. For those who don't, there is an Angelscript documentation to get you started once v3.0 goes live!

There will also be a ZPS API documentation for Angelscript, which will be easy to navigate. This documentation API will be available once v3.0 goes live!

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Linux Build
We've been working really hard preparing Linux binaries for v3.0, we need to fix all current crashes and incompatibility issues within our build. We're doing everything we can to make Linux support happen for our Linux users out there, both server and client! We would like to give a special thanks to one of our testers, Shepard62FR, who is assisting our programmer with this huge task!

Destructible Doors
If you've watched our Twitch development streams in the past, you may already be aware that Ratboy was modeling destructible doors. You can set the HP of the door and they'll have a certain amount of stages to break through. The door will become more broken the more damage you do to it, until it breaks to pieces and falls off the hinge.

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Additional Triggers

  • If the player touches trigger_infect, depending on how much % the trigger is set to (example; some can be set to 10%, or others will be 25% etc), they will get infected. Also if your health is 25 or lower, you have a higher risk of getting infected.
  • If the player touches trigger_uninfect, their infection will be removed immediately.
  • This trigger will either slowly or quickly heal the player, or set their health to a specific amount. But it cannot go above or beyond their actual max health.
  • When this trigger is enabled it will destroy any barricades it comes in contact with.
  • The trigger_escape works similar to how escaping worked in Contagion. Instead of instantly triggering a Survivor win like how it normally works on objective maps, this trigger will cause the individual player who touched it to escape. Escaping results in the player being switched to the spectator team and receiving additional points for achieving their own victory, their weapons and ammo do not drop to the ground. After 30 seconds, those players can join the zombie team to help finish off the round.

    This trigger will work great on certain maps by keeping them from ending abruptly when there's still lots of fun action that could unfold. It will also make it more urgent that the player successfully escape instead of trying to camp and rack up as many kills as they want, since they'll eventually get overrun and killed by the other players who already escaped. (Although that strategy of camping for kills in objective maps can never completely be prevented by us, and it will require moderation of the server if players feel that it's an issue.)

Game Instructor
The game instructor is the same one used by Alien Swarm and Left 4 Dead. It can be used to teach new players how to perform actions and abilities, and be used to relay other important information to players.

It will tell players things like how to manage their inventory as survivor, not to damage your teammates, how to Roar and Spot as the Carrier, things like that which will be important for new players to learn, or things that are important to inform the player of.

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The game instructor can also display a temporary beacon with text. One of the ways we've implemented this is for when someone requests weapons or ammo, you'll see a beacon display on the player who requested the item with text explaining what they requested


The backpack was originally intended to serve as a visual indication that a player is carrying an item_deliver (the objective items that you carry in your inventory), for those that don't have their own world model to display. But we're still debating what other uses to implement the backpack for. For v3.0 this will likely remain its only use, but in the future this might change.

This model was developed by our modeler, Darb Dude! As some of you might be able to tell - the selection of this particular looking backpack was inspired from the backpack which was used in the original Zombie Panic! mod for Half-life.

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Animations Adjustments
Creating new sexier models, props, textures, and sounds - reworking animations is in one of our future plans both before and after the v3.0 update. Jonnyboy has been working hard to improve as best as he can our survivor animations, especially the reload and idle animations, which you can see in those images below.

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Carry Mode for Item_deliver
The item_deliver now has the option to be set to require two hands to carry it, making the player vulnerable and unable to attack until they drop it. This will make it important for players to be very cautious or have a teammate around when transporting these items. The idea for this was inspired from the two-handed items used in L4D, such as the gas cans and propane tanks.

Infection Adjustments
We're removing the limitations from infection, such as not being able to chat, and not being able to manage your inventory or interact with items. We've decided to remove these limitations because they don't actually prevent griefing/trolling like they were probably intended to do. The player will ultimately find some way to troll or grief if they really want, limiting the players' ability was not the proper way to try to prevent that. It just made it more frustrating to play when you were infected if you actually tried to survive as long as you could. We also feel the limitations didn't offer much in terms of immersion, it was more frustrating than immersive.

When it comes down to trolling or griefing, we'll do what we can from a development perspective to prevent it - but with this issue in particular there was no good solution that worked well. It will be up to the server owners to decide if doing things like hiding or wasting ammo before they turn into a zombie is against their rules or not. It will also be up to their own community to help enforce that rule.

To help limit a players' ability to perform actions which will give them an advantage when they turn into a zombie from infection - we've reduced the known infection time to 10-15 seconds. That means you will only get an indication of your infection 10-15 seconds before you turn. This is to reduce the time the player will have to react to their infection, giving them less time to do something which will sabotage the survivor team and give them an advantage when they transfer to the zombie team.

Starting Zombie Selection Restrictions
We've implemented some restrictions to the zombie selection code that selects which players are going to be zombie at the start of the round. We've made it so that a player will no longer be zombie twice in a row, unless they volunteer for it. The less times you've been zombie, the more chance you'll have of being chosen as a starting zombie if there's no volunteers. But also the more you volunteer for zombie, the less chance you'll have of becoming zombie against others volunteers who haven't been zombie as many times.

This is to help prevent people unfairly being chosen as a starting zombie multiple times in a row, when other players haven't been chosen at all. It will also make it more fair for people to have a chance to be a starting zombie if there's a lot of other players volunteering, so that the same few people aren't always getting starting zombie.

Bullet Penetration Through Teammates
While bullets penetrating through teammates is a bit unrealistic, we felt this was a necessary addition for multiple reasons. One issue is that you can have a room full of people like the living room on harvest, where there's not a whole lot of room to shoot past your teammates - and a lot of people end up blocking each others' bullets unintentionally. Then there's griefers who will intentionally stand in your way in an attempt to waste your ammo or get you killed.
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So we've implemented bullet penetration through teammates in order to solve these issues. What bullet penetration does is allow bullets to penetrate through teammates, and reduced the damage of bullets which have penetrated through teammates. But we understand that some people might not enjoy this feature, and we've decided to make this an optional cvar that server owners can control.

Damage Drop-off
Bullets will now have drop-off damage, meaning that the further a bullet travels the less damage it will do until its damage is completely negated and reduced to 0. This is intended to keep players from being able to snipe across the map with every firearm. We can properly limit their range, thus helping to balance out the effectiveness of wide open areas.

Support for Community Content
It is no secret that our team's priority is to develop the original design of the game. It is undoubtedly the design we cherish and wish to expand upon. However, this doesn't mean that we look at custom content with ill intentions.

We understand that the reality of the new update breaking a lot of custom content is scary but it is by no means intentional. It's a matter of the two engines being different. Triggers, events, and entities are named differently, updated or just don't exist anymore so naturally most SourceMod plugins won't know what's up or down.

Our team is not going to spend time updating all custom content. We simply don't have the time. It has always been the community's responsibility to update their own content. We'll be releasing our Mod Tools completely updated once the v3.0 update rolls out. From there, you'll be able to create your own maps and upload them to the Workshop!

SourceMod for 3.0
For the past 4 or so months, Janaz Leonheart, owner of Vertigo Gaming, has been working on updating SourceMod so that it is ready when the update launches. He is currently awaiting some finalization of our Linux build to continue his work. He has also been helping us with his extensive knowledge of exploits used to attack other servers, making sure that the build is as secure as possible. Once his work is complete, he has agreed to release it, along with a guide and whatever plugins he may have updated in the testing phase, publicly for the entire community to use.

His work is not part of our development, they are two separate processes. We are merely overseeing his work while we focus on our own

Other News
Twitch Development Streams
When we first started our development streams, we planned to be streaming weekly on Fridays. But due to our schedules, the lack of work suitable for streaming and people willing to stream - we're unable to deliver on that promise. From now on the streams will be as we're able to do them, which we'll inform you of through Tweets and the Channel Feed on our Twitch Page, as well as posting a Steam Event once we're live.

You can always check out the past broadcasts directly on our Twitch page (these VODs only stay up for 2 weeks), or we've started archiving these streams on our YouTube channel.

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YouTube Channel

While we don't have much of anything uploaded to our YouTube channel yet. We plan to be uploading our teasers, trailers, and other videos to this channel. We would appreciate it if you'd all help support the channel by going and subscribing to it for future content.

We're very thankful of the huge support everyone has been giving us, it means a lot to us!

-Zombie Panic! Development Team

Follow us on social media at:
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Information v3.0 Info, Release Window, & Now Accepting Team Applications!
Posted by: JonnyBoy0719 - 04-24-2017, 12:01 PM - Forum: Announcements - No Replies

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The development has been, and still is, an incredible taxing but also enjoyable experience. Despite our team consisting of people from different cultures, with different ideas, opinions and talents, we all share the same passion for ZPS which allows us to be a very productive team.

We have reached a point in the development where we feel comfortable enough to share the news that you have all been waiting for.

Progress of v3.0
The update has come a long way from its beginnings, and JonnyBoy has put together a small showcase of the builds' progress over the months. The video also shows several new features that we are excited to properly introduce!

It's important to take note of a few things in the video though:
  • The features teased in the video are still subject to change, remember that this is the progress of the work over time. Most things have been changed or are still being tweaked in ways.

  • The Workshop for ZPS will not be implemented with the release of v3.0, even though it appears to be a selectable option in the video. However, it will be implemented later once the dedicated server is able to download and update the maps from the Workshop.

We've added many new features and entities as well as made changes to existing ones for several different reasons. We wanted to give more options and add more variety, make it easier to balance things, and give the level designer more control. Some things were suggested by community members, others were just created out of necessity from common sense or issues and ideas that arose through testing.

New Features, Updated Entities for Community Mappers

If you want to see the full list, check out our announcement on Steam Hub.

v3.0 Release Window!
We expect the update to be ready to release sometime between Summer and Fall of 2017. Since issues can spring up out of seemingly nowhere, we feel a release window allows us more time to fix potential problems and make sure everything works as intended. As opposed to a release date which could very likely be pushed back, to both you and our disappointment.

The final stages of development require large-scale playtests. What remains to be done is to properly test out the new features and maps, as well as old ones, and make sure they all get some needed balance tweaks.

Now Accepting Team Applications!
We know that community consists of many talented and dedicated people that we are sure would benefit the development. If you're interested in playtesting, or want to apply for a position on the development team, you can do so in our new Team Applications sub-forum.

It's essential that you read and follow the Application Rules & Sample Application Format if you wish for your application to be valid.

Weekly Development Streams on Twitch! Every Friday @ 9 PM EDT
We stream every Friday for a few hours starting at 9PM EDT. Come check out our channel if you have any questions about development, want to catch sneakpeeks or just want to hang out and discuss games in general.

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You can also go and check out our past broadcasts if there's anything you've missed.

Thank You!
It's been a while since the MOTY 2016 Nominations where we last addressed the community. Sadly, we didn't make into the Honorable Mention. But we did land ourselves a nice 85th place on the Top 100 Mods List. We are truly thankful for the huge, and incredibly dedicated, support that you all continue to show us. It keeps us motivated and dedicated in our work.

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See you around,
- Zombie Panic! Development Team

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