Author Topic: Zombies are People, Too  (Read 18296 times)

My main problem with ZAPT was the amount of zombies. I know more zombies decrease performance but I still want more. Can something be done to improve performance?

My main problem with ZAPT was the amount of zombies. I know more zombies decrease performance but I still want more. Can something be done to improve performance?
Centhra is working on something like this. It can't be achieved within Blockland though. We have to import the data from outside of Blockland.

Iban is doing speed testing on ::zombieThink, so I'm pretty sure he's trying to speed them up.

Iban is doing speed testing on ::zombieThink, so I'm pretty sure he's trying to speed them up.
Yeah, don't get me wrong it can be better but not by such a significant amount that you will be able to have significantly more zombies. The zombie think function in itself is very heavy in the sense that there's a lot of math to do and a lot of functions to be called and even if Kalphiter can cut 25% of these down Torque will still have speed problems with numbers of zombies 75+  (I assume, that's about where my bot mod stuffs started lagging when I was into that kinda coding)

Wow. It won't have had an update in two years on my birthday. :o

My main problem with ZAPT was the amount of zombies. I know more zombies decrease performance but I still want more. Can something be done to improve performance?
This isn't really a problem with zapt. Does rots really allow for more?

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?
stuff son, you need to play klendathu

This isn't really a problem with zapt. Does rots really allow for more?
I haven't used Rotondo's mod at all really. I've just been spoiled by the Left 4 Dead franchise.


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?


I'd host one. But every time I load the build I have to replace all the spawns. You fixed that, right?


EDIT: Also the Tank can re-spawn as a regular zombie when it has been killed in "Man Vs. Tank"
« Last Edit: February 13, 2012, 11:18:48 AM by Dexxtter »

EDIT: Also the Tank can re-spawn as a regular zombie when it has been killed in "Man Vs. Tank"
Fix this please.
Also maybe a health modifier for the tank for the amount of people playing?

Fix this please.
Will do.

Also maybe a health modifier for the tank for the amount of people playing?
Already exists.

I like how it doesn't need slayer. Slayer is impossible to understand and make a minigame the exact way you want it. TDM gamemode ftw.

I like how it doesn't need slayer. Slayer is impossible to understand and make a minigame the exact way you want it. TDM gamemode ftw.
This isn't about TDM or Slayer. I will support any mod within reason, but ZAPT will always be able to run on its own.

I've found some bugs/glitches with ZAPT and I also have some suggestions/requests.

Bugs/Glitches: Bot Consumer's death explosions do not affect players, bot Leapers have trouble leaping horizontally, also, shouldn't bot Leapers crouch when they leap? After the Tank is killed, the moment the player respawns the director immediately reselects them to play as the Tank again. On rare occasions when the Jockey dismounts its feet are still invisible. Witches glitch out and walk aimlessly in a straight path if their target survivor gets killed before she kills them first.

Suggestions/Requests: Smashers have the ability to "stun" survivors when they charge into them, this is represented by the survivor in the sit animation and unable to move for 2 to 3 seconds. Zombies will follow Consumers until they spot a survivor. Survivors should be blinded when they are near a Smoker's corpse. Maybe there could be a "Random Zombie Spawn" that would spawn a zombie depending on how frequent they are in general, for example, a Standard Zombie has a higher chance to spawn than a Jockey does.

Maybe the Pipe Bomb is less distracting for Players then Bots.