Added 3.1 release notes.
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Release Notes
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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(...)
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Zombie:Reloaded is now mature enough to be called stable and we bump the version
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to 3.1. The patches since the beta 2 release have fixed several issues and
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improved a few things.
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There's no official CS: GO support yet, as it's not our primary focus.
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Richard Helgeby &
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Greyscale
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2013.01.12
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OVERVIEW OF MAJOR CHANGES
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---------------------------
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*
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MAJOR NEWS IN THIS RELEASE
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----------------------------
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IMMUNITY MODES
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Immunity modes is an old idea that has been around since ZR 3.0 beta 1. It was
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never given priority, until now.
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These modes change the way attacks are received either as zombie or human. It's
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now possible to do the following:
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* Slow infection. Zombies can hurt humans so they'll loose HP. Either humans
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are stabbed to death, or they can be infected if go below a HP threshold. If
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some maps have medkits (or implement them) humans will get multiple chances
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of getting away from zombies.
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* Delayed infection. Instead of instantly turning a zombie, the infection is
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delayed a few seconds (customizable). It's also possible to enable that
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subsequent zombie attacks will reduce the delay by a certain amount of
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seconds and speedup the infection. A possible feature that can be
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implemented later is a cure for infection so that humans can cure themself
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before the time is up.
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* Instant kill. Zombies will instantly kill humans when attacking instead of
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infecting.
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* Block damage. Zombies can't take damage from humans, but are still
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vulnerable to knock back. With this mode, humans can only win by surviving
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the entire round.
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* Deploy a shield. This is a temporary immunity mode similar to TF2's
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übercharge and activated by the "zshield" command (in chat or console).
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Humans will be immune to infection and zombies will not receive knock back
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(they still receive damage). The shield only last for a few seconds and need
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a cooldown before it can be used again. Both values can be customized.
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Currently there are no visual effects when the shield is deployed, but this
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makes it possible for humans to use themself as a decoy.
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* Be completely immune. Humans can't be infected and zombies don't receive
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damage or knock back. There's no use for this mode itself and it will break
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the game, but it's there if someone want to be creative with addon plugins.
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It's practically the same as a permanent spawn protection, only that it
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works on zombie classes too.
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It's of course possible to make various classes with different modes, so you're
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not bound to use only one of them.
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These modes can drastically improve the gameplay and make it more fun to play.
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INFECTION MODES
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It's now possible to get better control of how many humans that are infected
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when the round has started. It has three modes:
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* Dynamic (default). This is the old one that scales number of zombies
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according to a ratio and number of players on the server.
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* Absolute. Infect an absolute number of humans. This mode also has an option
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to invert the infection so that everyone but a small group of humans are
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infected (like a survivor game mode).
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* Range. Infects a random number of players between a minimum and maximum
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range.
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GAME MODE CONFIGS
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With the introduction of immunity modes and infection modes it's possible to
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make a few game modes. These are not real game modes, but various configurations
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of Zombie:Reloaded.
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A few example configs are provided (based on the Zombie Plague plugin):
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* Nemesis. Only one zombie is spawned, but it's very powerful and do instant
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kills (64K HP, speed, jump boost, and very low knock back). Humans must
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survive the round or kill it. Teamwork is essential in this mode.
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* Survivor. Everyone is infected but a small group of humans.
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* Swarm. 50% is infected. Humans fight to the death - humans are stabbed to
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death instead of infected. This requires a post map config to modify the
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immunity mode on all humans.
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When the map is changed or reloaded the default configuration is restored. You
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need to use map configs to enable these modes. It might work to enable some of
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them after the map is loaded, but some modes require the class config to be
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reloaded and reapplied on all players (zr_config_reload and zr_class_reload
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commands).
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INSTALLATION
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--------------
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Install the following requirements:
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* Metamod:Source 1.8.6+
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http://sourcemm.net/
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* SourceMod 1.4.0+
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http://sourcemod.net/
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* SDK Hooks extension 2.0+
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http://forums.alliedmods.net/showthread.php?t=106748
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The version numbers listed above are minimum requirements. You should always get
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the latest stable version.
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See their documentation on how to install the requirements. Though, SDK Hooks is
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easily installed by just extracting the contents into the "cstrike" folder on
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the dedicated server and all files should go in the correct folders.
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Note: Verify that both Metamod:Source and SourceMod is running before
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continuing. Type these commands in the server console: "meta version" and
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"sm version". If both give version information it's working. If not, go
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through their installation instructions again and verify that everything
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is in the correct place.
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When the requirements are installed the Zombie:Reloaded release package can be
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extracted into the "cstrike" folder and all files should go in the correct
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place.
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Start the dedicated server and verify that Zombie:Reloaded is running by typing
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this command in the server console: "zr_version".
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Check the SourceMod error logs if it's not working. Zombie:Reloaded will
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validate and log errors if something is wrong. Look for messages from
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zombiereloaded.smx.
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See the manual in docs/zr_manual.htm for details about configuration settings.
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It's recommended to look through it to get to know details about the features
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and how to configure them. Make sure you check it before reporting problems.
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SOURCE CODE
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-------------
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The source code is bundled in every release and patch. It's located in
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addons/sourcemod/scripting/ and prepared to compile once the SDK Hooks include
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file is installed.
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Source code repositories with build scripts are available on our side at Google
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Code:
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* http://code.google.com/p/zombiereloaded/wiki/Source?tm=4
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The repositories are bundled with all requirements except Mercurial itself and
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should compile out of box.
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Snapshot builds will be available at:
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* http://code.google.com/p/zombiereloaded/downloads/list
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* http://www.helgeby.net/zrdev/release/auto/zr-3.1
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Note that helgeby.net has limited bandwith and if we want a few people to try a
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certain snapshot we'll upload it too our site at Google Code for faster
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downloads.
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Also note that we don't support snapshot builds. Only official releases and
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patches are supported.
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ADDON PLUGINS
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---------------
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A few people from the Allied Modders community have developed some addon plugins
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as a supplement to Zombie:Reloaded. A list of them are available here:
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* http://forums.alliedmods.net/showthread.php?t=159596
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LIST OF CHANGES
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-----------------
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These are the changes since the beta 2 release:
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* Many bug fixes and minor changes (50+).
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* Added a cvar to allow zombies to pick up weapons at the end of the round.
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* Added scream and moan commands for zombies, with spam protection.
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* Added cvar to enable suicide intercept before the first zombie.
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* Added cvar for minimum dx level on overlays.
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* Added validation error messages for individual attributes when loading
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classes. Easier than reading bits from a number.
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* Added external plugin API for ZR with basic infection, respawn and class
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tools.
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* Added improved random number generator from SMLIB. (Better random zombie
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selection, etc.)
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* Added infection countdown.
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* Added cvar for disabling team balancing on round end (when using a custom
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team balancing plugin).
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* Added knock back boost workaround for CS: GO.
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* Added immunity modes.
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* Added infection modes.
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* Changed class limit to 64 classes.
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* Changed Zombie:Reloaded to use the SDK Hooks extension instead of our old ZR
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Tools extension.
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