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This service will be unavailable from March 1st 2014, please download anything you wish to keep before this date.
Zombies are People Too v1 to v2:
In V2, I introduced a lot of fixes, balances, features, and conveniences. As always, if you have a bug, send it to me. I don't bite and really appreciate the feedback! You can contact me through the Send Bug option in the RTB Mod Manager, at ichverbot@gmail.com, and through RTB's forums.
- Changed zombie players' names so they will now be colored teal.
- Improved leaper hit detection. Pouncing on players from the side does damage.
- Modified leaper damage so that it is increased 1.5x if the leaper is on fire.
- Added custom CI for leaper kills that are done while on fire.
- Fixed the Outbreak CI.
- Added cool flame effect (made by Ephi) to the victims of the Molotov.
- Fixed console spam if the molotov hits a vehicle.
- Modified burnLoop so that corpses will remain on fire.
- Modified burnLoop so that zombies will never be put out.
- Modified burnLoop so that zombies take 1.25x damage.
- Modified leaper damage so that it is further modified by distance traveled. Impressive leaps will earn you bonus points.
- Added notification of success and damage for leaper pounces that are similar to regular zombie attacks.
- Fixed spawning underground as a zombie if the minigame has no zombie spawns present.
- Added basic "horde" AI so that zombies can aggress the targets of other zombies in the area that they can see.
- Increased the lifetime of the Molotov projectile.
- Removed the impulse of the Molotov.
- Fixed the energy bar not showing up at times.
- Increased the HP of all Zombies, especially the tank.
- Increased the Energy of the Tank from 200 to 250.
- Fixed the game considering dead players to have survived.
- Fixed the GUI saying "enable friendly fire", when it should say "disable."
- Added default minigame settings.
- Improved the ZombieSmash hit detection.
- Fixed the Input Events.
- Fixed the Medicine Cabinet.
- Fixed multiple glitches with Bot Zombies if the server is running Amade's Event_Bots (or any mod that adds %obj.client to bots)
- Added basic compatibility with Amade's Event_Bots.
- Renamed all "miniGame*" commands to similarly named "zombie*" commands to clear up confusion about their officiality.
- Added Rotondo's survivor decals to the list of possible Zombie decals. (awesomeFace.png)
- Decreased the chance of a special chest decal.
- Added blatantly stolen Chainsaw code for Headshot detection.
- Added 1.5x damage to Zombie Headshots.
- Added the removal of zombie heads for headshots that do overwhelming amounts of damage.
- Improved "You can not spawn this here" detection so that zombies cant be placed on vehicle spawns and messages are screw-up specific.
- Fixed "zombieGameSetUpRight" so that it can be used 100% of the time to determine if a %mini is set up properly.
- Fixed the zombie class awareness text on spawn.
- Restricted the mod from running when Gamemode_zombie is also enabled.
- Decreased boomer bile effect time from 30s to 10s.
- Increased boomer bile effect radius from 14 to 17.
- Fixed boomer bile explosion from not killing the boomer.
- Fixed boomer bile explosion not causing the "BoomerExplosion" CI from appearing.
- Added additional AI: Zombies will now attempt to jump out of water.
- Improved AI for Crouching.
- Added a feature allowing players to respawn themselves if they jet a second after they spawn and before their invuln time is up.
- Added visual notification of when the class-swap chance is over. The text turns green.
- Fixed tanks being able to class-swap.
- Added tank ability to damage troublesome AI zombies with its smash.
- Fixed tank velocity from projectiles not being nulled.
- Fixed the bottom of the tank and zombie spawns having incorrectly aligned textures.
- Improved Leaper AI.
- Fixed a glitch that effectively doubled (or more) computation requirements per thought.
- Increased the speed at which (most) zombies move.
- Fixed zombies getting new datablocks not having the proper skin color.
- Added Armor::zombieDress with handling of the local method so it's much easier to add custom clothing for your zombies.
- Added Armor.zombieDamType to accomodate Tank and Headcrab Zombies.
- Added molotov residual fire effect.
- Removed minigame resets on update.
- Added support for Space Guy's Invisibility Watch set.
- Fixed minigames not resetting after everyone dies if the Generic Army is not en route.
- Fixed a glitch that would cause players to continue burning after being dunked in water.
- Split Molotov into a seperate Add-On.
- Split Pill Bottle into a seperate Add-On.
- Split Medicine Cabinet into a seperate Add-On.
- Fixed events. Again.
- Removed the zombieConvert event. changeDataBlock now sets the %client.isZombie property accordingly.
- Added very, very basic elbow path-finding logic.
- Fixed the minigame panels not showing up if you did not have Team Deathmatch installed.
- Added a MUCH more versatile friendly fire check that will allow self-damage.
- Finally fixed the god damn GUI.
- Improved pathfinding AI.
- Added the Jockey.
- Added the ability for multiple tanks to be spawned in one round.
- Added team-chat.
- Fixed tank selection not cancelling if the minigame is reset. (Thanks for the bug report, Bracketsndashes ID:975)
- Leapers can now propell themselves off of walls mid-air.
- The Director has been implimented, allowing control over damage output/input based on how pissed he is.
- Fixed issues with the tank being set on fire.
- Added an option for the timer to be a count-down to failure instead of victory.
- Added GameConnection -> Rescue. This will tag the client with "isRescued" and will present them as an escapee, even if everyone else dies.
- Fixed a glitch causing the Reset Timer to have no influence.
- Fixed a glitch that ignored minigame settings regarding spawn usage.
- Added the Smoker.
- Removed the Boomer.
- Added the Consumer.
- Added a continuosu whiteout for the Consumer Bile's for the duration of its affects.
- Added Zombies' ability to climb walls by jumping + clicking bricks. AI cannot use this ability.
- Fixed the armor packaging and removed related hacks.
- Added about 50+ Info-tips.
- Fixed a glitch that would cause Zombies not to function in single-player. (A demo-player is fine too)
- Improved Zombie AI when choosing targets. Distance is no longer the only deciding factor.
- Improved Zombie AI when attacking vehicles or vehicle-mounted objects. Smokers are especially keen.
- Added Infected gameplay
- Fixed the pillbottle not working with the healthbar.
- Added a height check to Armor::zombieWander. Zombies will no longer meander off of tall structures.
- Added support for SpaceCasting Melee weapons. All melees do critical damage to zombies.
- Removed the molotov calling burnLoop on friendly fire.
- Removed the molotov doing less damage the further you are from its epicenter.
- Added a check on the molotov preventing damage and/or ignition if it cannot raycast from its epicenter to your world box (e.g. a wall is there)
- Changed how Zombie Armors are built in the script so they inherit default properties from ZombieStandardArmor..
- Added Safehouses, 16x16x baseplates. Bricks in the trigger cannot be destroyed. Players can be.
- Added Minigame -> SafehouseVictories [bool]. Checked will enable the minigame to reset on everyone safe, unchecked will prevent this.
- Improved stability of the paneling system (client-side). It now ignores invisible panels when setting things in place.
- Zombie Players will now use zombie face decals.
- Added the Fallen Survivor, dead survivors from L4D that can drop various equipment at random.
- Regular zombies will no longer use Rotondo's Decals or the "medival_tunic" decal.
- Added Input events "onMinigameRand1" and "onMinigameRand2" - 50% of either being called at minigame reset.
- Added Content restrictions "Human", "Zombie", and "OncePerLife"
This is a list of changes that were done by Space Guy. That means everything here can be fully credited to him.
- Added the tank's punch effect.
- Added the ability for the tank to destroy vehicles.
- Added Minigame -> SetRescueTime
- Added Minigame -> Escape
- Added the Smasher.
- Wrote the particle effect for Consumer bile.
- Fixed my impulse-nullifier script.
- Wrote the code for Item Pick-ups.
- Wrote the code for altering Kill Spam.
- Wrote the code for spectating.
Striker150 is responsible for all pretty things. In V2, he drew and sculpted:
- The new Pill Bottle with the uncapped state and independant cap debris.
- All new CI
Special Thanks to these people.
- Chrono - Player light events code for the Witch's aurora.
- Destiny - Minigame Events code.
- Sir Cox the Great, and all others I have learned from inadvertently by ripping up their mods.
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