diff --git a/docs/zr_3.1_release_notes.txt b/docs/zr_3.1_release_notes.txt index 6f97930..bc99bb7 100644 --- a/docs/zr_3.1_release_notes.txt +++ b/docs/zr_3.1_release_notes.txt @@ -10,14 +10,212 @@ Release Notes ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -(...) +Zombie:Reloaded is now mature enough to be called stable and we bump the version +to 3.1. The patches since the beta 2 release have fixed several issues and +improved a few things. + +There's no official CS: GO support yet, as it's not our primary focus. Richard Helgeby & Greyscale +2013.01.12 -OVERVIEW OF MAJOR CHANGES ---------------------------- -* +MAJOR NEWS IN THIS RELEASE +---------------------------- + +IMMUNITY MODES + +Immunity modes is an old idea that has been around since ZR 3.0 beta 1. It was +never given priority, until now. + +These modes change the way attacks are received either as zombie or human. It's +now possible to do the following: + + * Slow infection. Zombies can hurt humans so they'll loose HP. Either humans + are stabbed to death, or they can be infected if go below a HP threshold. If + some maps have medkits (or implement them) humans will get multiple chances + of getting away from zombies. + + * Delayed infection. Instead of instantly turning a zombie, the infection is + delayed a few seconds (customizable). It's also possible to enable that + subsequent zombie attacks will reduce the delay by a certain amount of + seconds and speedup the infection. A possible feature that can be + implemented later is a cure for infection so that humans can cure themself + before the time is up. + + * Instant kill. Zombies will instantly kill humans when attacking instead of + infecting. + + * Block damage. Zombies can't take damage from humans, but are still + vulnerable to knock back. With this mode, humans can only win by surviving + the entire round. + + * Deploy a shield. This is a temporary immunity mode similar to TF2's + übercharge and activated by the "zshield" command (in chat or console). + Humans will be immune to infection and zombies will not receive knock back + (they still receive damage). The shield only last for a few seconds and need + a cooldown before it can be used again. Both values can be customized. + Currently there are no visual effects when the shield is deployed, but this + makes it possible for humans to use themself as a decoy. + + * Be completely immune. Humans can't be infected and zombies don't receive + damage or knock back. There's no use for this mode itself and it will break + the game, but it's there if someone want to be creative with addon plugins. + It's practically the same as a permanent spawn protection, only that it + works on zombie classes too. + +It's of course possible to make various classes with different modes, so you're +not bound to use only one of them. + +These modes can drastically improve the gameplay and make it more fun to play. + + +INFECTION MODES + +It's now possible to get better control of how many humans that are infected +when the round has started. It has three modes: + + * Dynamic (default). This is the old one that scales number of zombies + according to a ratio and number of players on the server. + + * Absolute. Infect an absolute number of humans. This mode also has an option + to invert the infection so that everyone but a small group of humans are + infected (like a survivor game mode). + + * Range. Infects a random number of players between a minimum and maximum + range. + + +GAME MODE CONFIGS + +With the introduction of immunity modes and infection modes it's possible to +make a few game modes. These are not real game modes, but various configurations +of Zombie:Reloaded. + +A few example configs are provided (based on the Zombie Plague plugin): + + * Nemesis. Only one zombie is spawned, but it's very powerful and do instant + kills (64K HP, speed, jump boost, and very low knock back). Humans must + survive the round or kill it. Teamwork is essential in this mode. + + * Survivor. Everyone is infected but a small group of humans. + + * Swarm. 50% is infected. Humans fight to the death - humans are stabbed to + death instead of infected. This requires a post map config to modify the + immunity mode on all humans. + +When the map is changed or reloaded the default configuration is restored. You +need to use map configs to enable these modes. It might work to enable some of +them after the map is loaded, but some modes require the class config to be +reloaded and reapplied on all players (zr_config_reload and zr_class_reload +commands). + + +INSTALLATION +-------------- + +Install the following requirements: + +* Metamod:Source 1.8.6+ + http://sourcemm.net/ + +* SourceMod 1.4.0+ + http://sourcemod.net/ + +* SDK Hooks extension 2.0+ + http://forums.alliedmods.net/showthread.php?t=106748 + +The version numbers listed above are minimum requirements. You should always get +the latest stable version. + +See their documentation on how to install the requirements. Though, SDK Hooks is +easily installed by just extracting the contents into the "cstrike" folder on +the dedicated server and all files should go in the correct folders. + +Note: Verify that both Metamod:Source and SourceMod is running before + continuing. Type these commands in the server console: "meta version" and + "sm version". If both give version information it's working. If not, go + through their installation instructions again and verify that everything + is in the correct place. + +When the requirements are installed the Zombie:Reloaded release package can be +extracted into the "cstrike" folder and all files should go in the correct +place. + +Start the dedicated server and verify that Zombie:Reloaded is running by typing +this command in the server console: "zr_version". + +Check the SourceMod error logs if it's not working. Zombie:Reloaded will +validate and log errors if something is wrong. Look for messages from +zombiereloaded.smx. + +See the manual in docs/zr_manual.htm for details about configuration settings. +It's recommended to look through it to get to know details about the features +and how to configure them. Make sure you check it before reporting problems. + + +SOURCE CODE +------------- + +The source code is bundled in every release and patch. It's located in +addons/sourcemod/scripting/ and prepared to compile once the SDK Hooks include +file is installed. + +Source code repositories with build scripts are available on our side at Google +Code: + + * http://code.google.com/p/zombiereloaded/wiki/Source?tm=4 + +The repositories are bundled with all requirements except Mercurial itself and +should compile out of box. + +Snapshot builds will be available at: + + * http://code.google.com/p/zombiereloaded/downloads/list + * http://www.helgeby.net/zrdev/release/auto/zr-3.1 + +Note that helgeby.net has limited bandwith and if we want a few people to try a +certain snapshot we'll upload it too our site at Google Code for faster +downloads. + +Also note that we don't support snapshot builds. Only official releases and +patches are supported. + + +ADDON PLUGINS +--------------- + +A few people from the Allied Modders community have developed some addon plugins +as a supplement to Zombie:Reloaded. A list of them are available here: + + * http://forums.alliedmods.net/showthread.php?t=159596 + + +LIST OF CHANGES +----------------- + +These are the changes since the beta 2 release: + + * Many bug fixes and minor changes (50+). + * Added a cvar to allow zombies to pick up weapons at the end of the round. + * Added scream and moan commands for zombies, with spam protection. + * Added cvar to enable suicide intercept before the first zombie. + * Added cvar for minimum dx level on overlays. + * Added validation error messages for individual attributes when loading + classes. Easier than reading bits from a number. + * Added external plugin API for ZR with basic infection, respawn and class + tools. + * Added improved random number generator from SMLIB. (Better random zombie + selection, etc.) + * Added infection countdown. + * Added cvar for disabling team balancing on round end (when using a custom + team balancing plugin). + * Added knock back boost workaround for CS: GO. + * Added immunity modes. + * Added infection modes. + * Changed class limit to 64 classes. + * Changed Zombie:Reloaded to use the SDK Hooks extension instead of our old ZR + Tools extension.