Author Topic: v8 zombiemod source  (Read 17931 times)

no, use the v8 one


it'll be better, just make it so it can actually explode

Yes, it's fun. It will be better once I fix it up and polish it.

I'm going to remove some things though if that's alright, like the sleep command and the briefcase since it isn't being used. Should I use v8's Propane Tank, or replace it with Rotondo's current one from Left 4 Block? I think the one from L4B is a updated version, so it would be better.

Yeah you should probably use the left 4 block propane, oh and for some reason the crowbar can kill members on your team.


Oh and as for the "enhanced" zombie AI in zapt and l4b it's really not so advanced as it still goes directly towards the player no matter where they are most of the time.
« Last Edit: October 16, 2011, 12:34:44 AM by Lørd Tøny »

I'm going to remove the crowbar since we already have a few, it's no different. I'm keeping the propane tank since it's unique.

I never said the L4B/ZAPT AI was advanced :/ Or are you just mentioning this?

I still strongly think the way they are coded to spawn and move in L4B and ZAPT is the reason behind why so many lag.

I literally tested this in Single Player with 20 Zombies - the default max - killing bricks in their path, coming towards me, no problems.

That also reminds me, most of the time when the zombies collide with you, they do not damage you. I need to fix that.
« Last Edit: October 16, 2011, 01:01:21 AM by Awdax »

I had 10 zombies spawned using zapt and I was unable to play blockland due to the huge amount of lag.

It's a shame how the "oh so advanced, player-like AI" isn't that great at all.

The original is always the best c:

Tony you have one stuffty computer or the zombie think time is set to some insanely low number for ZAPT.



I loved this mod except for the fact that the zombies would create huge pillars or walls of themselves which pretty much forgeted anyone they were chasing, no matter where they went. Also it was no fun to play on maps that weren't open space.


Personally I like how this one was run but there are a few spots that could use improvement. The reason zombies don't "stack" anymore now is due to the wander function that allows zombies to "misplace" themselves before tracking players so they don't all charge in a line.

What would be best is a simple wander function of a determinable time before they start chasing you to avoid this consistent stacking even while running, while maintaining the low quantity of processing in order to run the zombie AI.

Just throwing out some brown townysis of zombie AI. Glad to see this is somewhat coming back.
« Last Edit: October 16, 2011, 02:13:16 AM by Conan »


Trying to fight pillars of zombies with realistic ammo weaponry won't result in much survival.

But it would be fun to fight them once in a while.




So that's why i suggested a pref to allow you to set up zombie wander time. Just set to 0 and see results.

The wander function while nice, it makes the zombie game too slow and it may take forever for a zombie to actually find you.

It's basically as lame as Zapt's addition which would spawn zombies only if a player is near their spawn.

I meant that they, by default, wander around for a specified amount of time before choosing a player to follow. Once the time is up (specified by a pref and/or a text command) they go back to being v8 zombies.

I meant that they, by default, wander around for a specified amount of time before choosing a player to follow. Once the time is up (specified by a pref and/or a text command) they go back to being v8 zombies.

Well then we are better off without that wander function. A constant hoard of zombies chasing you was pretty intense, it became even more intense since they could destroy bricks.

I'm getting a stuffload of console errors and why do the zombies constantly jump?

Also this may be due to me only playing but how come I don't turn into a zombie?

I can't turn into a zombie and zombies are now unable to kill me because someone joined my server.
« Last Edit: October 16, 2011, 03:17:53 PM by Lørd Tøny »

Well then we are better off without that wander function. A constant hoard of zombies chasing you was pretty intense, it became even more intense since they could destroy bricks.
Constant horde can still be achieved. Just set the wander function to one or two seconds and after a delay of one or two seconds you'd still get a continuous wave of zombies. I also detested the pillars of zombies due to the fact that it was practically impossible to survive one save spamming bullets incessantly.

Well besides the console errors there are a few other issues.

If a zombies kill a player their death doesn't announce it.
Zombies constantly jump
There is no team damage but velocity still affects them like when you shoot a team mate with a shotgun they will be sent flying
I have to manually reset the minigame each time a round ends.



These issues were probably always there since v8 anyways so I wouldn't worry about it.
« Last Edit: October 16, 2011, 06:23:45 PM by Lørd Tøny »

I loved this mod except for the fact that the zombies would create huge pillars or walls of themselves which pretty much forgeted anyone they were chasing, no matter where they went. Also it was no fun to play on maps that weren't open space.

Oh man those were good times.