Author Topic: Zombies are People, Too  (Read 18179 times)

Zombies are People, Too - v3

ZAPT is long overdue for an update. The most popular Zombie Gamemode continues to be Rotondo's, despite not having had an update in 2 years come the 23rd of February.

This mod isn't exactly perfect either. There are a number of severe issues crippling gameplay and turning away people from using it. This topic is geared for addressing both mechanical aspects that are either too difficult to understand or outright malfunctioning, along with suggestions for new features and improvements for existing features.

What I want to do is hear from people what they don't like about what already exists. I will aim to improve the code more than add on to it, enhancing the undead's artificial intelligent and resolving bugs that cause the mod to be unusable and/or boring.

It seems to me, even now as I go over other people's builds and servers where ZAPT is being used, that I am the only person capable of hosting a really efficient server. So, I'm curious: Why is this? What aspects are unintuitive and hard for people to work with?



Bug Fixes
Please report ANY bugs to me through PM/This Thread/RTB's Bug System.

Known Bugs:
  • I'm in the dark. It's been too long. :(



Enhancements
Things that exist which are going to get a makeover.

  • The Zombies - Improved AI, especially the addition of wall-scaling.
  • The Tank - v3 will never be published until I get my tank model. Not compromising this time.
  • Mutations - From my knowledge, nobody has created a zombie mutation that works with the existing system. It was done poorly, makes no sense, and interacts with the game code with the finesse of a gang rape.
  • The Director - Nobody knows how the damn thing works and I need to make it more intuitive.
  • The Molotov - Someone posed a way to make the flames do damage as opposed to the epicenter of the explosion. Already done, waiting to be shipped.



Additions
New stuff. Hopefully, not much.

  • Hoarding Mutation - Adds a new brick that spawns foodstuff to be carried back to a depot. As time goes on and the director becomes angrier, less food spawns (disguised as "More perishable food spoiled!"). If the group manages to secure enough food, they can return to the safehouse and win the game.
  • Survival Mutation - A modified infection mode that does not allow for player zombies or respawning.
  • Wave Mutation - 10 waves of zombies at multiple intensities.



Contributing
Because ZAPT is a public mod and will eventually be released to everyone, I'm going to try something totally different and let other people help with the game mode. If you'd be interested in supplying code, PM me an example of what you've done. It needs to demonstrate code cleanliness, ethical packaging, and comprehension of object-oriented programming. ( And don't guilt-trip me into accepting you, please. I'm a bleeding heart. :c )

The project's bitbucket page will be here:
https://bitbucket.org/Iban/zapt/



FAQ
  • What about CityRPG? - I'm one of those people that works on a bunch of stuff at once. I can't look at the same 50,000 lines of code every day.
  • Estimated release date? - When it's done.
« Last Edit: February 09, 2012, 04:30:27 PM by CityRPG »

Would you consider making ZAPT use it's own GUI rather than adding to the minigame GUI? I'm not sure whether other people would like this, but it would help me greatly. If not I will have to figure out some other way to make this work with Slayer.

Would you consider making ZAPT use it's own GUI rather than adding to the minigame GUI? I'm not sure whether other people would like this, but it would help me greatly. If not I will have to figure out some other way to make this work with Slayer.
It adds panels to the minigame gui the way that Badspot intended add-ons to work with the minigame gui. What are you doing to break this?

It adds panels to the minigame gui the way that Badspot intended add-ons to work with the minigame gui. What are you doing to break this?
My method shouldn't break it, what I plan on doing is that when my GUI is opened it grabs all extra panels off of the minigame GUI and adds them to itself, then adds them back when it's closed. Quite hacky, I know, but I'm not really sure how I can use the default GUI.

Make it a slayer gamemode.
Give us the option to spawn Zombies outside of minigames. (for testing and fun)

Those are the main reasons why I use Rotonos.

Make it a slayer gamemode.
I'm not taking a 20,000 line project and lumping it on to some gamemode manager like a tumor. It's 100% capable of running without any support.


Give us the option to spawn Zombies outside of minigames. (for testing and fun)
The entire point of the director system is to reduce the number of bots. Even though there's a cap for how many vehicles you can have spawned at one time, if the director controls which bots are active you can place as many spawns as you want and only the necessary bots will appear.

Wtf would these bots do outside of a minigame? They'd just stand there and take up resources. If you're dealing with movies just make yourself into a zombie.


Those are the main reasons why I use Rotonos.
Because it's good for richarding around with? What do your suggestions add to the overall project?

I'm probably going to amplify damage done to the head. Bushido made all his weapons horrendously ineffective so trying to shoot down a mob is impossible with his weapon set, even if aiming perfectly.

Any thoughts on a wave mode, or is that essentially going to be the horde mode?

Wave as in wave 1: Director funnels measly grunt zombies to the available spawns.

Rest should be self explanatory.

Glad to see you're still pumping out quality work.

I eagerly await any and all updates :u

The bitbucket think says I don't have permission to view the repo.
Can I apply to help :)

Any thoughts on a wave mode, or is that essentially going to be the horde mode?
I'll probably add in a "Survival" and a "Wave" mode. I'll add that to the list.

The bitbucket think says I don't have permission to view the repo.
Can I apply to help :)
You and seventh are banned from helping. >.>;


I like how you're revamping your biggest mods, nice job.

Oh my gawd
a new thread for this


why :C

Because seventh is a douche and you're a script kiddy

but that's just hard guess.