2009-07-02 20:16:21 +02:00
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===============================================================================
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Zombie:Reloaded Release Notes
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2009-12-11 17:12:39 +01:00
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Targets plugin version 3.0.0 Beta 1, 2009.07.25
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2009-07-02 20:16:21 +02:00
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Written by Richard Helgeby
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2009-12-11 17:12:39 +01:00
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Last modified: 2009.12.11
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2009-07-02 20:16:21 +02:00
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===============================================================================
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Release Notes
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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This is a major release and it do break compatibility with older configuration!
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Clean install of configuration files and reconfiguring is recommended.
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A lot of work is put into this plugin. The entire plugin is completely recoded
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with lots of improvements and fixes.
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2009-12-09 20:30:44 +01:00
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Our code base have expanded at least five times compared to version 2.5.1
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(source have reached 30 000 lines total). Of course, made with optimizing in
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mind. This is, as far as we know, the biggest SourceMod plugin ever made!
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2009-07-02 20:16:21 +02:00
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We also hope Zombie:Reloaded will be a good learning resource for new or
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existing coders to find out how certain things are done. The code is well
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structured and documented with comments explaining almost what every line do.
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In addition we try to make this a quality release with a well tested release
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and a full user manual. Read the user manual for details on how to use or
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configure individual features. Better quality and less time spent on support
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2009-12-09 20:30:44 +01:00
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gives more time for us to do more.
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2009-07-02 20:16:21 +02:00
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2009-12-11 17:12:39 +01:00
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UPDATE: See "zr_3.0-b2_release_notes.txt" for changes in Beta 2.
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2009-07-02 20:16:21 +02:00
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Richard Helgeby &
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Greyscale
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OVERVIEW OF MAJOR CHANGES
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---------------------------
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* New configuration style. Configuration files and CVARs are also validated so
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errors and invalid values are caught early.
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* Expanded class system with support for human classes and additional
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attributes like setting transparency on player classes, effects or other
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special behaviour.
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* New weapon configurations that support knock back multipliers per weapon and
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custom weapon groups for easy restriction.
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* Market feature for pre configuring or buying equimpents and weapons from the
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oposite team, also outside the buy zone if allowed in configuration.
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* Improved knock back with support for scaling based on different modules. Now
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it's possible to fully customize knock back behaviour.
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* Volumetric features. Define areas in maps and do certain stuff to players in
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those areas based on a selection of features like the anti-camp.
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* Improved teleport settings. Delays and limits separated per team.
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* Admin menu. Configure certain settings in-game, do generic commands like
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infect, spawn and teleport.
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* Cookies. This plugin is using the cookie system of SourceMod so player
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preferences can be saved until next time they connect.
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* New logging system that is fully customizable. Makes it possible to decide
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what stuff to be logged by setting generic logging flags and applying module
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filters.
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CONFIGURATION CHANGES
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-----------------------
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Configuration settings are validated when the plugin starts. The plugin will
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stop, use defaults or disable features if there are invalid values. Also a
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warning is logged in the SourceMod error logs.
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The validation prevents unexpected or invalid behaviour in the plugin. Dealing
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with errors or warnings in error logs helps a lot troubleshooting eventual
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2009-07-17 00:20:09 +02:00
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issues in the plugin caused by incorrect configurations.
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2009-07-02 20:16:21 +02:00
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It's also possible to specify the path of configuration files. This can be used
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in combination with map configs, so it's possible to have different
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configuration sets per map.
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Support for post map configs is made. These are configs executed after the
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plugin and its features are loaded. Some settings can only be changed or
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overridden after loading. Those commands must be placed in post map configs.
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IMPROVED CLASS SYSTEM
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-----------------------
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There's a lot of new features in the class system. The major change is that
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it's made for multiple teams (humans and zombies). Now human classes can be
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made. It has support for extended team filtering where admin-only and mother
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zombie classes can be made.
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In addition any attribute on one or more classes can be modified in-game, which
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expands the possibilities in combination with map configs. This makes it easier
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to improve the map balance by adjusting attributes like health, knock back and
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running speed.
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One of the new features is transparency on players. There are also immunity
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modes (but it's currently a incomplete feature) that could implement slow
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infection that requires zombies to stab multiple times with its knife before
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the humans get infected, or stab them to death (turning into a zombie).
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IMPROVED WEAPON SYSTEM
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------------------------
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The new weapon system lets makes it possible to do more than just restricting
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weapons. Now it's possible to set knock back multipliers per weapon.
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Hit groups can also be configured with knock back multipliers, or disable
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damage on certain hit groups completely.
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There's also a new market feature which is a custom buy menu with all available
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weapons, including from the oposite team. It's also possible to buy weapons
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outside the buy zone if the server admins enable that setting.
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Weapon selections can be pre configured and even saved using cookies so they
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can be quickly bought on next spawn or on next connect to the server.
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CUSTOMIZING KNOCK BACK
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------------------------
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The knock back is based on three factors that are multiplied into the effective
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knock back:
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- Class knock back. This is the main value.
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- Weapon knock back. Set knock back scale values per weapon.
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- Hit group knock back. Customize or completely disable knock back scale
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per hit group.
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With these factors it's possible to fully customize knock back.
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VOLUMETRIC FEATURES
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---------------------
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(Currently in development)
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This is a brand new useful feature where custom defined areas in maps can do
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certain stuff on players. These are the available features:
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- Anti-camp: Slay or warn players that stay too long in a certain area.
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Useful in unfair camping places, or to avoid glitches in maps.
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- Modify class attributes.
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- Restrict weapons. Takes away ammo, and gives back when leaving area.
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- Modify ammo modes.
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- Modify knock back set on players or knock back in hit groups.
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- Teleporter.
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Features that modify settings will be reverted when players leave volumes.
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Example of usage is to only allow pistols in tubes, use the anti-camp to hurt
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humans camping in a certain unfair place, or fine tune knock back for a area in
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the map.
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TELEPORTER
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------------
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The teleporter is improved with more settings like these:
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- Deciding when players can teleport per team, before or after mother
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zombie.
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- Setting teleport delays per team.
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- Limiting number of teleports per team.
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- Abuse protection: Automatically aborting a teleport in progress if the
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player moves a certain distance (configurable).
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ADMIN MENU
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------------
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A menu for admins with basic commands to configure certain settings in-game
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or do generic commands. That is:
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- Infecting players.
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- Spawning players.
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- Modifying weapon restrictions.
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- Modifying class data.
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- Configuring log messages.
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LOGGING SYSTEM
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----------------
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The logging system is based on logging flags and filtering that gives full
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control of what log types and events to be logged.
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There are a few generic log events and settings, like these:
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- Core events: Executing config files, error messages, etc.
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- Game events: Admin commands, suicide prevention, anticamp kills, etc.
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- Player commands: Commands executed by non-admins: zspawn, teleport, class
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change, etc.
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- Debug messages, if any. Usually only developers use this one.
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- Debug messages with more detail. It may cause spam, but this can be
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avoided in combination with module filtering.
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- Ignoring log events caused by server commands (console), like from map
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configs.
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- Logging to admin chat: A copy of the message is also logged to admins.
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In addition a module filter can be enabled. Only log messages from modules
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listed in the filter is logged, other are ignored. Except fatal errors, those
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are logged anyways.
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The logging system is made this way so server admins can monitor activity in
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Zombie:Reloaded whithout reading spammed log messages.
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