Raised This Month: $32 Target: $400
 8% 

Release: Zombie:Reloaded 3.0 Beta 1


Post New Thread Reply   
 
Thread Tools Display Modes
Author Message
rhelgeby
Veteran Member
Join Date: Oct 2008
Location: 0x4E6F72776179
Old 07-25-2009 , 17:00   Release: Zombie:Reloaded 3.0 Beta 1
Reply With Quote #1

Update (2009.12.11): Beta 2 is now released: http://forums.alliedmods.net/showthread.php?t=111492

Here it is!

The beta everyone have been waiting for is ready. We've tested it on two servers with different gameplay styles and it's highly playable.

For those who don't know what Zombie:Reloaded is, it runs on Counter-Strike: Source servers and is a open source clone of Zombie Mod. Random players are turned into zombies that have to infect all humans with their knife. Humans defend themself with barricades and by shooting zombies away.

Release notes:
Code:
===============================================================================

                         Zombie:Reloaded Release Notes

                Targets plugin version 3.0.0 Beta 1, 2009.07.25
                          Written by Richard Helgeby

                           Last modified: 2009.07.25

===============================================================================

Release Notes
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This is a major release and it do break compatibility with older configuration!
Clean install of configuration files and reconfiguring is recommended.

A lot of work is put into this plugin. The entire plugin is completely recoded
with lots of improvements and fixes.

Our code base have expanded at least five times compared to version 2.5.1 (now
with source files above 20 000 lines). Of course, made with optimizing in mind.
This is, as far as we know, the biggest SourceMod plugin ever made!

We also hope Zombie:Reloaded will be a good learning resource for new or
existing coders to find out how certain things are done. The code is well
structured and documented with comments explaining almost what every line do.

In addition we try to make this a quality release with a well tested release
and a full user manual. Read the user manual for details on how to use or
configure individual features. Better quality and less time spent on support
gives more time for us to what we really want to do.


Richard Helgeby &
Greyscale


OVERVIEW OF MAJOR CHANGES
---------------------------

* New configuration style. Configuration files and CVARs are also validated so
  errors and invalid values are caught early.

* Expanded class system with support for human classes and additional
  attributes like setting transparency on player classes, effects or other
  special behaviour.

* New weapon configurations that support knock back multipliers per weapon and
  custom weapon groups for easy restriction.

* Market feature for pre configuring or buying equimpents and weapons from the
  oposite team, also outside the buy zone if allowed in configuration.

* Improved knock back with support for scaling based on different modules. Now
  it's possible to fully customize knock back behaviour.

* Volumetric features. Define areas in maps and do certain stuff to players in
  those areas based on a selection of features like the anti-camp.

* Improved teleport settings. Delays and limits separated per team.

* Admin menu. Configure certain settings in-game, do generic commands like
  infect, spawn and teleport.

* Cookies. This plugin is using the cookie system of SourceMod so player
  preferences can be saved until next time they connect.

* New logging system that is fully customizable. Makes it possible to decide
  what stuff to be logged by setting generic logging flags and applying module
  filters.


CONFIGURATION CHANGES
-----------------------

Configuration settings are validated when the plugin starts. The plugin will
stop, use defaults or disable features if there are invalid values. Also a
warning is logged in the SourceMod error logs.

The validation prevents unexpected or invalid behaviour in the plugin. Dealing
with errors or warnings in error logs helps a lot troubleshooting eventual
issues in the plugin caused by incorrect configurations.

It's also possible to specify the path of configuration files. This can be used
in combination with map configs, so it's possible to have different
configuration sets per map.

Support for post map configs is made. These are configs executed after the
plugin and its features are loaded. Some settings can only be changed or
overridden after loading. Those commands must be placed in post map configs.


IMPROVED CLASS SYSTEM
-----------------------

There's a lot of new features in the class system. The major change is that
it's made for multiple teams (humans and zombies). Now human classes can be
made. It has support for extended team filtering where admin-only and mother
zombie classes can be made.

In addition any attribute on one or more classes can be modified in-game, which
expands the possibilities in combination with map configs. This makes it easier
to improve the map balance by adjusting attributes like health, knock back and
running speed.

One of the new features is transparency on players. There are also immunity
modes (but it's currently a incomplete feature) that could implement slow
infection that requires zombies to stab multiple times with its knife before
the humans get infected, or stab them to death (turning into a zombie).


IMPROVED WEAPON SYSTEM
------------------------

The new weapon system lets makes it possible to do more than just restricting
weapons. Now it's possible to set knock back multipliers per weapon.

Hit groups can also be configured with knock back multipliers, or disable
damage on certain hit groups completely.

There's also a new market feature which is a custom buy menu with all available
weapons, including from the oposite team. It's also possible to buy weapons
outside the buy zone if the server admins enable that setting.

Weapon selections can be pre configured and even saved using cookies so they
can be quickly bought on next spawn or on next connect to the server.


CUSTOMIZING KNOCK BACK
------------------------

The knock back is based on three factors that are multiplied into the effective
knock back:

    - Class knock back. This is the main value.

    - Weapon knock back. Set knock back scale values per weapon.

    - Hit group knock back. Customize or completely disable knock back scale
      per hit group.

With these factors it's possible to fully customize knock back.


VOLUMETRIC FEATURES
---------------------

(Currently in development)

This is a brand new useful feature where custom defined areas in maps can do
certain stuff on players. These are the available features:

    - Anti-camp: Slay or warn players that stay too long in a certain area.
      Useful in unfair camping places, or to avoid glitches in maps.

    - Modify class attributes.

    - Restrict weapons. Takes away ammo, and gives back when leaving area.

    - Modify ammo modes.

    - Modify knock back set on players or knock back in hit groups.

    - Teleporter.

Features that modify settings will be reverted when players leave volumes.
Example of usage is to only allow pistols in tubes, use the anti-camp to hurt
humans camping in a certain unfair place, or fine tune knock back for a area in
the map.


TELEPORTER
------------

The teleporter is improved with more settings like these:

    - Deciding when players can teleport per team, before or after mother
      zombie.

    - Setting teleport delays per team.

    - Limiting number of teleports per team.

    - Abuse protection: Automatically aborting a teleport in progress if the
      player moves a certain distance (configurable).


ADMIN MENU
------------

A menu for admins with basic commands to configure certain settings in-game
or do generic commands. That is:

    - Infecting players.

    - Spawning players.

    - Modifying weapon restrictions.

    - Modifying class data.

    - Configuring log messages.


LOGGING SYSTEM
----------------

The logging system is based on logging flags and filtering that gives full
control of what log types and events to be logged.

There are a few generic log events and settings, like these:

    - Core events: Executing config files, error messages, etc.

    - Game events: Admin commands, suicide prevention, anticamp kills, etc.

    - Player commands: Commands executed by non-admins: zspawn, teleport, class
      change, etc.

    - Debug messages, if any. Usually only developers use this one.

    - Debug messages with more detail. It may cause spam, but this can be
      avoided in combination with module filtering.

    - Ignoring log events caused by server commands (console), like from map
      configs.

    - Logging to admin chat: A copy of the message is also logged to admins.

In addition a module filter can be enabled. Only log messages from modules
listed in the filter is logged, other are ignored. Except fatal errors, those
are logged anyways.

The logging system is made this way so server admins can monitor activity in
Zombie:Reloaded whithout reading spammed log messages.
Requirements:
- SourceMod 1.2.1
- ZRTools extension (bundled)

Known issues:
- SourceMod bug that causes commands in plugin config files to be executed late (it's fixed in SM 1.3.0).
- AntiStick seems to work fine on some servers, but cause bouncing props on others. Discussion forum: Engine Bug: "Physical Mayhem" Discussion
- Memory leaks. These are fixed in the latest beta 2 snapshot.

Servers:
If you're a player and want to try this plugin, theres a list of all available ZR servers. It contains all versions, and is sorted by the newest first: List of Zombie:Reloaded servers

Look at the "gs_zombiereloaded_version" column if you want to try a spesific version. Versions marked with "-dev" are development versions (work in progress). They have the newest features, but may also have bugs. Usually server admins use these versions on a test server, but if on a regular server they should be working pretty good.

Version 2.5.1.29 is known to be the best release of the old 2.5 branch.

Source repositories:
We use Mercurial as the version control system and you can monitor every tiny change at this site: Mercurial repositories for Zombie:Reloaded (Private site with limited bandwidth)

Note that unreleased snapshots won't be supported. They may even not work.

Notes:
- The default configuration isn't configured for optimal game balance yet. You'll have to experiment with these settings yourself.
- This is a beta release, so the user manual have incomplete sections. If something doesn't behave correctly for some reason, check the error logs. The messages are useful. There could be missing files or invalid values.
- Please make separate threads if you have questions or issues, unless it's directly related to trouble with these zip-files.
- If you decide to modify the source with your own changes or features, please add a fourth version number, like 3.0.0.1-b1, so it's easier to see what's our releases and not.

News - 2009.08.19:
School/work means less spare time for us, and also slower development speed. Please keep in mind that we have other stuff to do in our life too. The changes from 2.5.1 were huge amount of coding and we really like the result so far. We will continue to fix reported issues and work our way to get out of the beta stage. Thanks for the great response to this plugin.

Zombie:Reloaded Development Team
Greyscale & Richard

Enjoy!
Attached Files
File Type: zip zr-3.0.0-b1.zip (3.57 MB, 3418 views)
File Type: zip zr-3.0.0-b1-source.zip (288.7 KB, 1955 views)
File Type: zip zrtools-1.0.0-source.zip (52.1 KB, 1957 views)
__________________
Richard Helgeby

Zombie:Reloaded | PawnUnit | Object Library
(Please don't send private messages for support, they will be ignored. Use the forum.)

Last edited by rhelgeby; 10-21-2010 at 18:31.
rhelgeby is offline
Send a message via MSN to rhelgeby
exvel
SourceMod Donor
Join Date: Jun 2006
Location: Russia
Old 07-25-2009 , 17:01   Re: Release: Zombie:Reloaded 3.0 Beta 1
Reply With Quote #2

Wow! I will test it right now. It seems that is it the gretest zombiemod ever. Thank you guys.
__________________
For admins: My plugins

For developers: Colors library
exvel is offline
Send a message via ICQ to exvel
nonick
BANNED
Join Date: Jul 2008
Old 07-26-2009 , 09:36   Re: Release: Zombie:Reloaded 3.0 Beta 1
Reply With Quote #3

Hey. I whant disablet !zclass... I set "random" , first round was random zombie, second round with !zclass can change class , i want all time will be random for zombies and dont let use !zclass.
But with humens, that players can use Zclass and can change clases..

So, its posible set with now created configs?? or not added yet for v3.0??

Last edited by nonick; 07-26-2009 at 09:50.
nonick is offline
exvel
SourceMod Donor
Join Date: Jun 2006
Location: Russia
Old 07-26-2009 , 10:45   Re: Release: Zombie:Reloaded 3.0 Beta 1
Reply With Quote #4

omfg
Just find "Visual Effects (module)" section in the config and make it looks like you wish.
__________________
For admins: My plugins

For developers: Colors library

Last edited by rhelgeby; 07-26-2009 at 11:30. Reason: Thread clean up. No need to quote previous post.
exvel is offline
Send a message via ICQ to exvel
NouveauJoueur
SourceMod Donor
Join Date: May 2009
Old 07-26-2009 , 10:46   Re: Release: Zombie:Reloaded 3.0 Beta 1
Reply With Quote #5

OMFG I ALREADY DISABLED THAT AND NEVER ASKED HOW TO DO IT ... Thanks you for answering the only question I did NOT ask ....

Last edited by rhelgeby; 07-26-2009 at 11:31. Reason: Thread clean up. No need to quote previous post.
NouveauJoueur is offline
exvel
SourceMod Donor
Join Date: Jun 2006
Location: Russia
Old 07-26-2009 , 10:47   Re: Release: Zombie:Reloaded 3.0 Beta 1
Reply With Quote #6

Little bug. Found this in translation file:
Code:
"Must be zombie"
{
	"en"		"This feature requires that you are a zombie.
}
No second quote.
__________________
For admins: My plugins

For developers: Colors library
exvel is offline
Send a message via ICQ to exvel
RadziQ
Junior Member
Join Date: Jul 2009
Old 07-26-2009 , 11:20   Re: Release: Zombie:Reloaded 3.0 Beta 1
Reply With Quote #7

Yea, it works on new CS:S, I don't have problem with joining team ;]
Thanks ;]
"Good job, team"
RadziQ is offline
rhelgeby
Veteran Member
Join Date: Oct 2008
Location: 0x4E6F72776179
Old 07-26-2009 , 11:28   Re: Release: Zombie:Reloaded 3.0 Beta 1
Reply With Quote #8

To me it looks good so far, just configuration questions and one unconfirmed bug so far. But there's one file I want everyone to read before posting questions: The Zombie:Reloaded User Manual. ^^

The manual is in the docs folder in the zip-file. It should cover most configuration stuff and explain attributes and settings in detail. I'll also watch the threads in this forum and add subjects I've missed.

I wrote the manual for one reason, that is what I'm going to say now: Look in section 3.7 for class configuration. It saves us a lot of time, but if it doesn't solve your issues we'll help of course.

nonick: Well, I haven't made any settings for blocking people from changing classes. So there's not possible to force random classes on player for the moment. I've added it as a feature request for the next release.

If you only want one human class you either gotta remove the other human classes, or set their "enabled" attribute to "0". But make sure you always have one enabled human and zombie class, otherwise the plugin will give error messages and fail to load.

NouveauJoueur: This plugin is highly configurable and there are settings to configure it the way YOU want it. If you don't like a certain feature (like the light style and changing skybox) turn them off.

I can't confirm the mother zombie respawn bug right now. Couldn't see anything wrong after a quick look at the code either, but we'll have a look at it.

If you're not happy with the knock back behaviour you could disable hit groups or set all knock back multipliers to "1.0" (configs/zr/hitgroups.txt). There are also weapon knock back multipliers you may want to reset to "1.0" (configs/zr/weapons.txt).

Look at section 3.8 (Weapon Configuration) and 3.9 (Hit Group Configuration) for more details on how this stuff works.

exvel: Got it. But how does SourceMod handle this missing quote. Do you get errors in the logs? Update: Tested with a missing quote. No problems.

One more important thing:
I suggest you post questions or issues in their own threads. One thread per issue. Then it's easier to find them, and they won't drown in other posts. The old thread for 2.5.1 is a good example for this. I'd like to avoid this now since the plugin has its own forum.

If you're posting a bug, start the thread title with "[BUG]" so we'll easily find it. Please use a decriptive tile for the thread and not stuff like "need help" or "not working".
__________________
Richard Helgeby

Zombie:Reloaded | PawnUnit | Object Library
(Please don't send private messages for support, they will be ignored. Use the forum.)

Last edited by rhelgeby; 10-31-2009 at 13:29.
rhelgeby is offline
Send a message via MSN to rhelgeby
exvel
SourceMod Donor
Join Date: Jun 2006
Location: Russia
Old 07-26-2009 , 11:39   Re: Release: Zombie:Reloaded 3.0 Beta 1
Reply With Quote #9

Quote:
Originally Posted by rhelgeby View Post
exvel: Got it. But how does SourceMod handle this missing quote. Do you get errors in the logs?
Didn't figure it yet. I'm currently translating plugin and that how I found this mistake.
__________________
For admins: My plugins

For developers: Colors library
exvel is offline
Send a message via ICQ to exvel
Greyscale
SourceMod Plugin Approver
Join Date: Dec 2007
Location: strYoMommasHouse[you];
Old 07-26-2009 , 16:05   Re: Release: Zombie:Reloaded 3.0 Beta 1
Reply With Quote #10

Quote:
Originally Posted by exvel View Post
Didn't figure it yet. I'm currently translating plugin and that how I found this mistake.
When you submit your translation, feel free to fix the quote.
__________________
Greyscale is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 21:53.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode