Hl1 Zp Version 0.92 To Be Released Today
Supernorn
Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
<div class="IPBDescription">Zombie Panic</div> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The 0.92 patch for ZP should be released around noon (-7GMT/MST) today.
This is a (not-quite) final changelog for 0.92:
Zombie Panic! v 0.92 Changelog
Fixes:
- Fixed and added zombie ambient sounds. In 0.91d there were 10 zombie ambient sounds that played randomly every so often, except that 6 of those were at 44K and Stereo, which meant the HL engine wouldn't play them. It also meant that zombie sounds played about half as often as they should, since the other half of the time, the sounds were chosen, but not played. Additionally, 6 more ambient zombie sounds were added, meaning you'll hear 15, not 4 as in 0.91d.
- Made satchel charges intangible (So you can't block vents with them anymore).
- Fixed satchel duplication bug.
- Fixed "spawn on break" unlimited weapon bug. This requires a new .FGD file, which is included with this release. If you have no entities that spawn things upon breaking, you will not need to recompile your maps.
- Joining midgame will actually let you join now, instead of just spectating until the next round.
- Fixed the exploit where you could respawn as a zombie with retry even when no lives were left.
Changes:
- Added zp_waste. This is an old Playtest map we threw in for old time's sake. Thanks Toph!
- Zombie model reverted to 0.91a (pre-skeletal) version.
- Correct version of zp_paranoid added. It was correct in 0.91a, but I goofed in 0.91d and put in a much older, buggier version. This version is the right one, and much better... Sorry about that Jezpuh!
- New version of zp_town. Thanks brute_force!
- New version of zp_eastside. Thanks KungFuDiscoMonkey!
- Twilight<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
We're coming to the end of updating ZP on Half-Life. There are still a few things that need to be added, perhaps one or two more patches, and then thats it. Zombie Panic: Source all the way. Rhone as already started Coding with the current SDK (a painfull experience) and some maps and models are being put together. Stay tuned. Things should get interesting soon enough.
This is a (not-quite) final changelog for 0.92:
Zombie Panic! v 0.92 Changelog
Fixes:
- Fixed and added zombie ambient sounds. In 0.91d there were 10 zombie ambient sounds that played randomly every so often, except that 6 of those were at 44K and Stereo, which meant the HL engine wouldn't play them. It also meant that zombie sounds played about half as often as they should, since the other half of the time, the sounds were chosen, but not played. Additionally, 6 more ambient zombie sounds were added, meaning you'll hear 15, not 4 as in 0.91d.
- Made satchel charges intangible (So you can't block vents with them anymore).
- Fixed satchel duplication bug.
- Fixed "spawn on break" unlimited weapon bug. This requires a new .FGD file, which is included with this release. If you have no entities that spawn things upon breaking, you will not need to recompile your maps.
- Joining midgame will actually let you join now, instead of just spectating until the next round.
- Fixed the exploit where you could respawn as a zombie with retry even when no lives were left.
Changes:
- Added zp_waste. This is an old Playtest map we threw in for old time's sake. Thanks Toph!
- Zombie model reverted to 0.91a (pre-skeletal) version.
- Correct version of zp_paranoid added. It was correct in 0.91a, but I goofed in 0.91d and put in a much older, buggier version. This version is the right one, and much better... Sorry about that Jezpuh!
- New version of zp_town. Thanks brute_force!
- New version of zp_eastside. Thanks KungFuDiscoMonkey!
- Twilight<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
We're coming to the end of updating ZP on Half-Life. There are still a few things that need to be added, perhaps one or two more patches, and then thats it. Zombie Panic: Source all the way. Rhone as already started Coding with the current SDK (a painfull experience) and some maps and models are being put together. Stay tuned. Things should get interesting soon enough.
Comments
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Those new zombie ambient sounds will add <i>a lot</i> to the atmosphere <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
*Braaains*
<_<
>_>
/me hides
No server running new update at time of wrtting
They are awaiting release of hl2 deathmatch sdk thingy before they can even work on source zp
and zp new ver is out
AND ZP ROCKS WOO!
Actually, work has already started on ZP:S. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
...
- New version of zp_eastside. Thanks KungFuDiscoMonkey!
- Twilight<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
They changed Twilight?! But I liked Twilight...
...
- New version of zp_eastside. Thanks KungFuDiscoMonkey!
- Twilight<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
They changed Twilight?! But I liked Twilight... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yeah, we are now on Twilight v1.14. This version has improved efficiency in making seizure inducing box maps that only use 4 textures <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->