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- Better Save/Load functionality - Fixed doors not saving properly - Fixed problems in toolgun - Added Test Zombie tool - Added player list to the main menu screen - A player with who's who no longer counts as downed towards ending the game, as they will auto-revive shortly after being downed - Added a few things that do not do anything yet
Mostly internal changes Added the following shared hooks: OnRoundWating OnRoundInit OnRoundPreperation OnRoundStart OnRoundEnd Added the following server hooks: OnPlayerReady OnPlayerUnReady OnPlayerDropIn OnPlayerDropOut Reworked round networking Added some player meta functions in addition to the new features
Round rework
Rewritten the Door System to be more modular and following the same format as the new Round system. Also fixed a few bugs related to the round system change. This may be buggy. Should this version be unplayable, refer to the Master-Changes_nzTableFallback branch which has all the same gameplay features but in the old formatting as we rewrite Master-Changes.
Added quick weapon switch via keys 1-3
Wep swithing
New stuff and bug fixes! - Added Crowbar Quickknife (Use with V) - DMG_CLUB damage types now give 130 points on kill - Added Special Weapons system to later allow for grenades and other special weapons - Fixed mismatches with the new and old door and round system around the code - Fixed doors not properly working - You can now no longer ready up when no navmesh is loaded and crash the game - Some nicer lua refresh safeties - CleanUpMap now also removes decals client-side - Fixed sync with the round number - Fixed a few typos causing bugs - Added all FAS2 weapons as PaP names
added missing local(again :D)
Spectator module + Prop Pushing behaviour
Fixed a few bugs and desyncs related to the new door system, as well as restructured the entire gamemode into an addon format.
Added autogenerated speed curves - this will save caching memory Added fog and fading fog functions. Use the fog editors to set them based on your config. Fixed a few misc bugs.
A few new features and a pretty funny bug fix. - Added Special Rounds to run on intervals - The last zombie in a special round always drops max ammo - Added new sounds to the special rounds - Special Rounds now always follow one EnemyTypes table, but you can overwrite it with a normal EnemyTypes one - Fixed being able to reload more shots into your mag than you have reserve ammo with Speed Cola
A lil' update featuring some cool things along with a feature requested. - Added Frag Grenades. Use them by binding a key to "+grenade1" - Added ability for Special Weapons to have On Max Ammo functions - Weapons now get a 50% bigger mag on PaP - PaP names now draw when trying to pick up a newly-pap'd weapon from the machine - A whitelist has been added allowing you to set prefixes for which weapons will be loaded (Map Settings will always overwrite this unless changed) - Added an option to ignore Map Setting weapon lists in the config (and then use whitelist/blacklist) - Changed Blacklist table to be of O(1) complexity when checking
They have been removed now. Most of them won't work anyway. The interfaces still exist, but to be used when right clicking from the Context Menu.
- Added Der Wunderfizz - Added option to decide which perks are available in Der Wunderfizz - Added original Fire Sale model - Props should no longer automatically register themselves to the Doors list on spawn - Fixed typo in ItemCarrying that resulted in bad networking - Map Settings can now be updated individually - Added handy little console command to get a table of the position and angle of the entity you're looking at - Fixed Context Menu unable to obtain keyboard focus when editing entities with C - Added Mob of the Dead Round Music (resources for map scripts)
# Conflicts: # gamemodes/nzombies3/gamemode/mapping/sh_sync.lua # gamemodes/nzombies3/gamemode/mapping/sv_mapping.lua # gamemodes/nzombies3/gamemode/misc/sv_consolecommands.lua # gamemodes/nzombies3/gamemode/tools/sh_tools_settings.lua
- Der Wunderfizz now saves and loads with the map configs - A random Wunderfizz now actually turns on when electricity is turned on - Der Wunderfizz no longer errors on buy - Der Wunderfizz is now excluded in map cleanups
- Barricades now have the options of not having any planks - Barricades now have the option of triggering zombies to jump over it - Zombies will now ignore any other entity when searching for a barricade in their range - Barricades are now placed more fittingly on the ground - Fixed Target Priority Cheat not working on non-player entities - Added Dynamic Light entity (WIP)
…nto Master-Changes
- Added prop list by Logan - Added Wall Pieces props
- Added Zombie Blood powerup (no sound yet :( ) - Added Blood Money powerup (needs to be manually created, map scripts) - Added proper sound and visual effects to Nuke - Powerups can now be non-global and only assign to a specific player (like Zombie Blood) - Rewrote Powerups module - Added simple WIP nZombies .fgd with electricity handling - Added nz_electricity entity to be used in Hammer to make things do things when power is turned on - Zombies now only actually respawn if outside all players' 180-degrees field of view - Zombies now update to idle animation if they don't have a target and can't respawn - Zombies can now be set to not be able to attack - Nuke now blocks affected zombies from attacking - Powerups can now have an expiration function
Fixed the errors occuring when getting points related to powerups
- Fixed powerup error on game reset
- Added a few apocalyptic-themed models from Origins - Added "Apocalyptic" prop category with barricade/barrier-style props
- Fixed error on non-player entities firing bullets - Down color fade now fades from black/white to red rather than color to dark - Players losing points from other players bleeding out should no longer play the buy sound - Using kill or explode in console will now down you instead, if used while downed will kill you
- Fixed backwards compatibility with barricades
- Zombies are now totally no-collided when jumping barricades - Added failsafe to short-circuit if the zombie gets within attack range but doesn't have a valid enemy (should never happen anyway) - Removed some debug prints
- Fixed Firesale-related random box error
- Hellhounds can now jump barricades - Fixed error on Viewpunch from zombies attacking non-player entities
- Adds Panzersoldat models and sounds - Adds unavailable Panzersoldat zombie entity (WIP) - Removed nz_test_hellhounds convar
- Fixed Map Settings tool erroring on equip - Worked a bit on Panzersoldat
…nto Master-Changes
Nothing much, you still can't use him. This is just be keeping my progress with him updated and in the cloud.
- Resized Panzer slightly smaller - Added Zombie Blood sound - Added zombie being grabbed by Panzer claw animation - Fixed one of the zombies' attack animations making them look like they pass through the wall in front of them
Fixed stairs in starting area Improved doors Removed unreachable areas Removed unnecessary fencetops Removed unwanted connections
Kosovos new Navmesh
Hopefully fixed collsion issues on barricade jumps Some bug fixes & minor changes Fixed some spots on the new kosovos navmesh
…o barricade-collisions # Conflicts: # maps/ttt_kosovos.nav
Barricades & Fixes
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Ignore the merge request...
Second try at an icon. Should fit the theme better this time.
https://drive.google.com/file/d/0B1xHaGAsFiwgUUE2dl9FZFpoMms/view?usp=sharing
If you can't see the image just wait a bit. I'll get the fixed link up.