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Burridge

Server Management
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Everything posted by Burridge

  1. ZOTDM 2.2.2 This patch makes a few tweaks to the gamemode as well as some usable admin commands for us to use from Discord. Infection Changes /bite and /inject now have a 30 second cooldown Players who heal with the antivirus are now immune to infection for 5 minutes Other changes Added armour to the Ammunation shops for $2500 Added some basic admin commands to the bot Minor tweaks to some player timers to make them a little faster That's it for this release. Suggestions can be posted: https://zotdm.com/forum/3-suggestions/ Bug Reports can be posted: https://zotdm.com/forum/4-bug-reports/
  2. ZOTDM 2.2.1 This patch makes a change to the Play Area code and some changes to the anti weapon hacking code. This patch will be the final one for a couple weeks (unless something major breaks in which case I'll do my best to fix ASAP). Leaving the Play Area will now turn you into a Zombie if you are outside of it for too long (kills you to respawn already a Zombie) Anti weapon hack code has been updated to catch more specific weapons* *For example, you cannot buy a Country Rifle until you have 100 score. So it will check if you have 100 score and if you do not it will reset your weapons and give you the starting weapons for the team you play on. Weapons such as a Minigun will simply automatically reset your weapons regardless of team. That's it for this release. Suggestions can be posted: https://zotdm.com/forum/3-suggestions/ Bug Reports can be posted: https://zotdm.com/forum/4-bug-reports/
  3. Thanks for the response! Closed.
  4. Update: Try now and let me know in this thread if it is fixed.
  5. I will look into it, and try to replicate it. Sounds like the timer that handles the button presses isn't being killed properly. Although I can't say I have noticed such a bug and that skin selection was something that I spent a bit of time on due to initial issues getting it to work properly.
  6. Issue has been resolved.
  7. Should be fixed on next server restart.
  8. Whoops, fixed and uploaded said fix. Will take effect on the next restart.
  9. ZOTDM 2.2.0 This update makes some major changes to the play area and some other quality of life changes. Play Area Play area has been reduced (see attachment) When you leave the play area you are given a 10 second chance to re-enter before the script kills you New vehicles added which replace the old vehicles and only spawn within this play area Survivors have new spawns Zombies have new spawns S.T.A.R.S. have new spawns Umbrella has new spawns (due to a clash with some vehicles added in this version) S.T.A.R.S. base moved to the Big Ear Ammunation from LV moved to Fort Carson Umbrella has more vehicles, and more variety Other Changes Fixed https://zotdm.com/topic/18-zombified-stars-cant-see-other-zombies-in-the-map New skin selection screen Skins now save to your account /setskin will update your database entry for your skin /team no longer kills you, just re-spawns you Removed the CJ skin That's it for this release. Suggestions can be posted: https://zotdm.com/forum/3-suggestions/ Bug Reports can be posted: https://zotdm.com/forum/4-bug-reports/
  10. Thanks for reporting this. I will look into it.
  11. That was the hope! What don't you like about it Onil? Easily done, we already have the time moving along every n amount of seconds so it's easy enough to do.
  12. Okay, so thinking upon the Area of Play I have a more refined idea: The play area is Fort Carson, A69, Big ear and surrounding areas (see below image). We lock players into the zone in red. Instead of dynamically making it bigger we make it smaller (than the current which is LV entirely), and leave it to that area, which given the play style of the server is still quite large. Then if the server hits n number of players. I'm thinking higher than 10 at this point (maybe 25-30+) as this new play area is large compared to the original idea posted in the topic. This would mean that the initial play area is large enough that you are not totally locked down to just one tiny town, but not too large that you can never find anyone. Alternatively we could just not expand the play area outside the one shown above, and trial this and see how it goes. Honestly I am of the same mind on this one, I mostly put it in to see the reactions. I wasn't planning on adding all of these to the UI, don't worry! The only thing I was thinking of adding to the UI is the number of Humans (Survivors, S.T.A.R.S. and Umbrella) vs Zombies/Tyrants alive. I am happy to not include that in the UI though. Interesting ideas on that one. I like that idea of the sonar. It's easily done too. Love it! Unsure if I'd do that for this release but I am adding that to my book! This was discussed in the last thread, I am not convinced by it at the moment, and infection isn't super deadly honestly anyway. I think personally for now I want to leave /bite alone. The /bite might be even less effective with a smaller play area too!
  13. So as I stated last night on Discord I am making this topic as a discussion for the next version which for now I am naming 3.0.0. I suspect this won't be released for a week or two as the next week or so are rather busy for me sadly, but will be working on it as much as I can. Also depending on how some things go, they may get released as smaller versions instead (2.2, 2.3 etc.) if that seems like a better way forward. Area of Play This was discussed on Discord yesterday about reducing the area of play when there are less than n players online. At the moment my idea is based on less than 10 players. If the server has less than 10 players online the play area is locked to Fort Carson, and a tiny bit of the surrounding area. An ammunation will be added to Fort Carson. Some extra vehicles will be added to Fort Carson. S.T.A.R.S. and Umbrella team selection will be disabled while this play area rule is in effect. Separate spawns for Survivors and Zombies. It sort of becomes a Humans vs Zombies (and Tyrants) TDM. Play area opens up automatically once 10 or more players are connected to the server. An improvement to the full area of play by alerting players when they have left it, respawning them after n amount of seconds outside it. New Statistics With this release I am thinking about adding some new statistics to keep track of. One of which is useful for the above changes to the area of play. A player count statistic for use with the area of play changes. A count for number of players on a team. A suicide stat for times you die by using /pkill or die without a killer (fall damage, parking on yourself etc.). A team changes stat so you can see how many times you have changed your team (might not go ahead with this one, seems a little useless). A "times turned into zombie" stat. Progression This one has the least amount of thought into it right now, just some notes on a page quickly scribbled. Suggestions for how to earn XP and maybe a way to spend the XP for something. Also ideas on what sort of things can be used for Achievements. Some sort of XP system. Achievements. Weapon skill being re-introduced. A new event Unsure on the name right now but a new event I came up with last night. When activated all human players are "infected". This type of infection does not kill you, but will leave you on 1HP. You cannot heal this type of infection. The idea is to survive as long as possible without being killed by an enemy team. Zombies cannot /bite humans during this event.
  14. You missed it today, @[CP]KramWe've been solid 10 - 16 players since around 5 hours ago, until about 10-20 minutes ago. Still a few people in game now too!
  15. ZOTDM 2.1.2 This update makes a couple of fixes from 2.1.1's release, and also adds some new functionality. General changes Fixed the colour formatting on the message telling you /team is available after making a Zombie kill Made /changepass a password dialog rather than a simple /changepass [password] command Removed the "Abort" buttons from the login and register dialogs (pressing ESC still functions as those buttons) Added Tyrant to the menu next to Zombies. (So it now reads Zombie/Tyrant) Discord Integration With this release I have integrated some basic Discord functionality. You can join the discord by following this link: https://zotdm.com/discord Added in game chat to Discord Added death logs on the Discord Added ability to chat in game from Discord Connection messages show on Discord Added /discord in game /report sends to a private admin channel on Discord as well as in game That's it for this release. Suggestions can be posted: https://zotdm.com/forum/3-suggestions/ Bug Reports can be posted: https://zotdm.com/forum/4-bug-reports/
  16. You can access our Discord server by clicking the image above!
  17. ZOTDM 2.1.1 I am making a patch immediately available for today's 2.1.0 release. Fixed an issue with the chat splitting the string in an odd way Fixed a NaN (Not a number) error on the Kill/Death ratio textdraw Fixed a typo on the kill/death ratio textdraw saying deaths instead of K/D That's it for this release. Suggestions can be posted: https://zotdm.com/forum/3-suggestions/ Bug Reports can be posted: https://zotdm.com/forum/4-bug-reports/
  18. 2.1.0 has been released. See: https://zotdm.com/topic/13-zotdm-210/
  19. ZOTDM 2.1.0 This version is a major change from the 2.0.X version so the minor version has been bumped to 2.1.X. I was tempted to version it 3.X.X but there aren't enough major features to warrant such a change. Survivors Base removed They now have random spawns around LV They will spawn with 100 desert eagle ammo and 100 shotgun shells They will not spawn with armour Zombies/Tyrants Players will now spawn as a Tyrant automatically if 500 zombie kills has been achieved Tyrants have been merged into the Zombie team entirely. They don't need to be their own team Menu now shows the Zombie team as Zombie/Tyrant Zombies/Tyrants can now bite by walking towards a target within range Tyrants are now orange in colour S.T.A.R.S. Re-added the S.T.A.R.S. team (no heal or other commands except /sgate currently) They are now a teal colour, this one is subject to change. I want to keep the red colour for the kill streaks now Added an antivirus spawn to their base They now spawn with 1000 desert eagle rounds and 1500 M4 rounds (MP5 removed) A 150 score requirement has been added. It is clearly labelled on the team menu too Umbrella They now spawn with 1000 desert eagle rounds and 1500 M4 rounds (MP5 removed) A 150 score requirement has been added. It is clearly labelled on the team menu too General changes Added an arrow to the interiors that are enter-able (currently just the two Ammunations) to make it obvious that you are to walk at the door to enter/exit The link to the full set of rules for in game has been re-added to /rules When a player registers it is announced in chat and the number of registered accounts is also displayed Connection messages now highlight the player's name in orange The dialogs for logging in and registering also highlight the player's name in orange Chat is cleared when connecting to get rid of clutter (by cleared it sends n amount of blank white lines) Fixed a bug in the registration dialog which shows the team menu instead Improved the main chat by adding the player's ID next to their name Improved the chat to split into two lines, allowing for each chat message to be 144 characters Removed all usage of OnPlayerUpdate from the gamemode Tidied much of the gamemode code Fixed a bug where if /pkill was used it would show unknown command even though it still activated and worked (same bug occurs in the admin command /akill) Removed so many unused variables and functions Added an animation to skins when selecting in the skin selection screen Changed the camera angle to be zoomed in a little more on the skins in skin selection so players can see the skins a bit better Updated the help messages to include S.T.A.R.S. again Added a timer to auto shut base gates after n amount of seconds if they're open Added the ability to bite a player with a button press (the one added in 2.0.4 doesn't work) Optimize and tidied a lot of the commands Added kills, deaths and K/D ratio to the UI Added code to eject a passenger from a vehicle if no driver is present That's it for this release. Suggestions can be posted: https://zotdm.com/forum/3-suggestions/ Bug Reports can be posted: https://zotdm.com/forum/4-bug-reports/
  20. That looks more like a shade of teal, so I have changed the S.T.A.R.S. team's colour to teal. I think that might overcomplicate things at the moment. I think we need people to understand the base gamemode first, adding such an additional change might confuse or alienate newer players. Done. Will be done. Was that a popular part of the script? I don't remember people particularly enjoying it, but am happy to add it. I think I will leave /bite alone for now. I don't think this is possible anyway (in regards to stopping them running). I could apply an animation but that would be even slower than walking, and you wouldn't have control on direction.
  21. Nice! This happened around 5.30AM my time.
  22. Thanks for the feedback guys, keep them coming. It really is helpful and I am glad I made this topic. So I am going to breakdown some of the things posted here already and post a sort of changelog as to what has already been done for the next version. These lists do not include things still to do or planned, that is further below in this post. I am posting this now to see the general reactions to such changes, and to see if further tweaks need to be made. Team Changes are as follows currently: Survivors Base removed They now have random spawns around LV They will spawn with 100 desert eagle ammo and 100 shotgun shells They will not spawn with armour Zombies/Tyrants Players will now spawn as a Tyrant automatically if 500 zombie kills has been achieved Tyrants have been merged into the Zombie team entirely. They don't need to be their own team Tyrants have been removed from the team selection menu Tyrants are now orange in colour S.T.A.R.S. Re-added the S.T.A.R.S. team (no heal or other commands except /sgate currently) They are now a light cyan colour, this one is subject to change. I want to keep the red colour for the kill streaks now, suggestions on colour welcome (please give hex codes from https://www.color-hex.com/) A 150 score requirement has been added. It is clearly labelled on the team menu too Umbrella A 150 score requirement has been added. It is clearly labelled on the team menu too I have also done a few other changes so far, here are the non-team based changes that have been completed: Added an arrow to the interiors that are enter-able (currently just the two Ammunations) to make it obvious that you are to walk at the door to enter/exit The link to the full set of rules for in game has been re-added to /rules When a player registers it is announced in chat and the number of registered accounts is also displayed Connection messages now highlight the player's name in orange The dialogs for logging in and registering also highlight the player's name in orange Chat is cleared when connecting to get rid of clutter (by cleared it sends n amount of blank white lines) Fixed a bug in the registration dialog which shows the team menu instead Improved the main chat by adding the player's ID next to their name Improved the chat to split into two lines, allowing for each chat message to be 144 characters Removed all usage of OnPlayerUpdate from the gamemode Tidied much of the gamemode code Fixed a bug where if /pkill was used it would show unknown command even though it still activated and worked (same bug occurs in the admin command /akill) Converted the MySQL code to SA-MP's native SQLite module, I did this to cut down on the number of plugins used, also helps keep the gamemode a bit lighter (NO DATA LOSS) Removed so many unused variables and functions Added an animation to skins when selecting in the skin selection screen Changed the camera angle to be zoomed in a little more on the skins in skin selection so players can see the skins a bit better Since all of the above changes the compiled gamemode size has gone down from ~2.2MB to ~500KB. That's a huge reduction! This 2011 gamemode is starting to look a little fresher from a source code perspective. And still to do is as follows: /changepass should use a password dialog to hide the input on the screen Update the help messages to include S.T.A.R.S. again once their functionality is sorted Add a timer to auto shut base gates after n amount of seconds if they're open Add the ability to bite a player with a button press (the one added in 2.0.4 doesn't work) Optimize and tidy a lot of the commands Update the UI Add code to eject a passenger from a vehicle if no driver is present Looking at this topic there are a few other things that the next version hasn't addressed yet. I am happy to remove perks entirely for now in 2.1.0 and then rework them adding them back in a later version when they have been tested. Hmm, this is an interesting suggestion. It wouldn't hurt to give it a go. The hospitals are already rather obvious in terms of being pointed out on the map, maybe more can be done when a player is infected to help guide them towards a hospital? At the moment the infection rate is -3 HP every 4 seconds. It's tied to the same timer function that regenerates a Zombie's HP which works out at +7 every 4 seconds. Tyrants enjoy a +15 HP every 4 seconds HP regeneration. 2.0.3 added in a +25 heal per kill while playing Zombie too. I have applied that (as shown above) to Survivors, based on Marston's additional comments on your suggestion. Should S.T.A.R.S. and Umbrella have lessened ammo too? Maybe down from 2000 to 1000 or something? I think I have covered everything brought up so far. Did I miss anything? If I did please remind me and I'll take a look. I have been writing this post for a good while now, sorry it's long but I felt like it would be good to be totally clear (hopefully I have succeeded in that) and open about the changes coming up so that I can fine tune them before release. I am pretty sure I have posted all changes I have made so far, and ones still on my TODO list.
  23. Hey, so I have a question for everyone (especially for the likes of @Marston and @Onil who have been long time players over the years). With this server coming back and your excitement for it, what makes it work for you? What makes it fun for you? What keeps you coming back? I am asking this sincerely as I am trying to work out what truly makes the server click with people. Things like first impressions, features etc. These questions apply to both RP and TDM on the basis that TDM was born from a stripped down version of RP. Is there anything you would change about the current game mode to improve it? I appreciate any feedback you can give me on this subject, thanks guys!
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