1 (edited by LordSk 2019-05-20 14:53:23)

Topic: [MOD] Zomb 3.3 (0.7.3.1)

https://i.imgur.com/RHEuMRH.png

https://i.imgur.com/jArpsem.jpg


The zombie mod is back for a third edition, with a ton of content to discover!

The wave gamemode
Fight off against waves of zombies!

The survival gamemode
Survive against an endless horde of zombies!

The mod is best enjoyed with our set of zombie skins: DOWNLOAD HERE

Unzip the file and drop the "skins" folder in your teeworlds "data" folder.

Servers to play on
[Fisico] Zomb 3.0 Official Server
Thank you Fisico
loli#15 > Zombie
loli#16 > Zombie
Thank you TeeSlayer

Server options:

sv_gametype zomb
sv_max_clients 4 -> this one is very important
sv_zomb_auto_start x (x in seconds, will auto-start when a player joins after x seconds)
sv_zomb_auto_restart x (x in seconds, auto-restart after losing a round)
sv_zomb_wave_file path (path to a .wave file)
sv_zomb_survival_difficulty x (x can be 0, 1 or 2 (easy, normal, hard))

Commands:

zomb_start ?i (starts wave mod at wave i, use 'zomb_start' to start at the beginning)
zomb_surv (starts suvival mode)
zomb_load path (load a wave file)

How to make Maps and Wave files
Here is a example wave file
Here is a description of what every zombie does

# are comments
{} declares a wave
zombies are declared in order, like this:
wartule[_elite][_enraged]: count;
example : boomer_enraged: 5;

Take a look a the map pack below to learn how to make zomb maps (it's really easy).

DOWNLOAD
3 Zomb Maps

Windows 64bit
Linux 64bit
Source on Github

This mod was first developed 3 years ago and is thus balanced for 16 players slots. Perhaps the next version will use all 64 we have now!

lordskelethom - want to reach me quickly? https://discord.gg/teeworlds

2

Re: [MOD] Zomb 3.3 (0.7.3.1)

What an awesome mod from the old days!
Thanks for the release and the work you put into it smile

3

Re: [MOD] Zomb 3.3 (0.7.3.1)

Great work!! Thanks for updating it smile

4

Re: [MOD] Zomb 3.3 (0.7.3.1)

Finally!! :D

Not Luck, Just Magic.

5

Re: [MOD] Zomb 3.3 (0.7.3.1)

GG

*** JUSTICE ALWAYS WINS ***

6 (edited by James_Trj 2018-12-29 17:43:25)

Re: [MOD] Zomb 3.3 (0.7.3.1)

I am experiencing two issues setting up a local zomb server, I am using Ubuntu 16.04 32 bits:

I tried to set a local server, it runs perfectly, but I get these two errors:

1) [5c278e7a][zomb]: Error: could not open '~/.teeworlds/MODS/ZOMB_0.7/normal.wave'
[5c278e7a][zomb]: loading default waves.


2) Some connection problem when I am near to all zombies (just as you were going to timeout, you can't move and zombies kill you, this makes the game impossible to play)... So I opened F2 console and this warning appears:

[5c27926e][register]: WARNING: Master server is not responding, switching master
[5c27926e][engine/mastersrv]: refreshing master server addresses
[5c27926e][register]: refreshing ip addresses

EDIT: I am using a big testing map, and try to play in ctf5 and the server is ok, no connection problems. Maybe is related to the amount of items in the map that I am using for testing purposes?

7

Re: [MOD] Zomb 3.3 (0.7.3.1)

What is the .cfg config file and how does it link to "normal.wave"?
Can you try without the custom normal.wave file in the .cfg?

Not Luck, Just Magic.

8 (edited by LordSk 2018-12-29 19:49:53)

Re: [MOD] Zomb 3.3 (0.7.3.1)

I've updated to mod to fix a few potential crashes.

DOWNLOAD:
Windows 64bit
Linux 64bit
Source on Github

@James_Trj
Try this new version. Map size is limited to 1024 x 1024. The bigger the map, the heavier the load, but that should not really be an issue for most map sizes (if not all?). The second problem is independent of the mod, you probably don't have your ports set up properly. I am available on the Teeworlds discord if you have any further questions.

lordskelethom - want to reach me quickly? https://discord.gg/teeworlds

9

Re: [MOD] Zomb 3.3 (0.7.3.1)

Update 3.2

  • Fixed a potential crash when suiciding to finish a wave

  • Fixed zombies being unmovable when hooked in some cases

  • Fixed pathfinding ignoring unhookable tiles

  • Added survival difficulties

sv_zomb_survival_difficulty x
x can be 0, 1 or 2 (easy, normal, hard)

DOWNLOAD
Windows 64bit
Linux 64bit
Source on Github

lordskelethom - want to reach me quickly? https://discord.gg/teeworlds

10 (edited by James_Trj 2019-01-02 04:43:20)

Re: [MOD] Zomb 3.3 (0.7.3.1)

Great! This mod is almost perfect big_smile but after a while, the "autostart spawn" becomes annoying even when is set to 3 secs. 

A 10 seconds countdown (each second with the sound of a hook colliding unhookables) would be just nice big_smile Just the same way that its done in "Monster mod"  https://www.teeworlds.com/forum/viewtop … 13&p=3

So the autostart delay could be disabled and the broadcast "wave 1 (16 zombies)" countdown could replace it, having of course, the  unhookable sound smile

Is there any way to set wave difficulty? For example, easy mod could reduce the zombies infinite jumps to 2 or 3 jumps per zombie (or limit that number of jumps to specific zombies depending on the difficulty level), that way it gives the player time to hide and collect hearts, shields and weapons to fight the remaining zombies.

About the issue I was experimenting, it was partly resolved, I just removed some pickups of the map I was using and I got rid of most of the "connecting problems issues", this messages still appears when there are a lot of zombies in survival mod, do zombies  "consume ping" (upload connection)?

I am still getting the following error:

 Error: could not open '~/.teeworlds/MODS/ZOMB_0.7/normal.wave' 

This is my cfg file:

 
sv_name teeworlds 0.7 ZOMB server
sv_port 8303
sv_rcon_password 000

sv_gametype zomb
sv_map ZOMB-5

sv_max_clients 4
sv_zomb_auto_start 3 
sv_zomb_auto_restart 3 
sv_zomb_wave_file ~/.teeworlds/MODS/ZOMB_0.7/normal.wave

sv_zomb_survival_difficulty 0

11

Re: [MOD] Zomb 3.3 (0.7.3.1)

James_Trj wrote:

Is there any way to set wave difficulty? For example, easy mod could reduce the zombies infinite jumps to 2 or 3 jumps per zombie (or limit that number of jumps to specific zombies depending on the difficulty level), that way it gives the player time to hide and collect hearts, shields and weapons to fight the remaining zombies.

Use a different wave file smile
Although I think there should be at least a provided by default easy.wave. The current normal.wave is too hard for most players when they join and play with one or two players.

James_Trj wrote:

I am still getting the following error:

 Error: could not open '~/.teeworlds/MODS/ZOMB_0.7/normal.wave' 

Do not use absolute paths, but relative paths. Something like

sv_zomb_wave_file waves/normal.wave

should work better

James_Trj wrote:

About the issue I was experimenting, it was partly resolved, I just removed some pickups of the map I was using and I got rid of most of the "connecting problems issues", this messages still appears when there are a lot of zombies in survival mod, do zombies  "consume ping" (upload connection)?

Well they send packets, so they use bandwidth, if that is your issue.

Not Luck, Just Magic.

12 (edited by James_Trj 2019-01-02 19:38:35)

Re: [MOD] Zomb 3.3 (0.7.3.1)

Thank you Dune! I'll set some interesting waves.

EDIT:

 sv_zomb_wave_file waves/normal.wave 

it worked as supposed big_smile

And I wish, just  as many players, to have a wave countdown with unhookable sound (10 secs by default but it could be changed in config file), it's a really nice detail that keeps players in suspense before every zombie wave smile

Autostart countdown is not really necessary, it behaves likes a warmup, it could be disable in config file so that the scoreboard could be show for a while after players loose, just the same way as CTF scoreboard is show after the game finishes.

13

Re: [MOD] Zomb 3.3 (0.7.3.1)

James_Trj wrote:

Thank you Dune! I'll set some interesting waves.

EDIT:

 sv_zomb_wave_file waves/normal.wave 

it worked as supposed big_smile

And I wish, just  as many players, to have a wave countdown with unhookable sound (10 secs by default but it could be changed in config file), it's a really nice detail that keeps players in suspense before every zombie wave smile

There is already a broadcast countdown (with colors if you enabled them), just without sound?

Not Luck, Just Magic.

14

Re: [MOD] Zomb 3.3 (0.7.3.1)

Dune wrote:
James_Trj wrote:

Thank you Dune! I'll set some interesting waves.

EDIT:

 sv_zomb_wave_file waves/normal.wave 

it worked as supposed big_smile

And I wish, just  as many players, to have a wave countdown with unhookable sound (10 secs by default but it could be changed in config file), it's a really nice detail that keeps players in suspense before every zombie wave smile

There is already a broadcast countdown (with colors if you enabled them), just without sound?

The current wave countdown doesn't have any sound, its too quiet, my suggestion was to have an unhookable sound (like when you try to hook an unhookable tile) for every second in the countdown.

15

Re: [MOD] Zomb 3.3 (0.7.3.1)

I would find it annoying, sound ticks that is.

16

Re: [MOD] Zomb 3.3 (0.7.3.1)

You could just use the game start noise for the countdown. Just sound it when for the last three numbers. It would also be nice if the zombies moaned like this:

https://www.youtube.com/watch?v=ToZw_5Y58MM
or the minecraft moan.
https://www.youtube.com/watch?v=Ul8vneyONZ4

Jesus is my Lord and Savior. Praise be unto God for giving us a way to live with him.

Check out my DeviantArt for all my TeeWorlds art and ideas for Teeoworlds

17

Re: [MOD] Zomb 3.3 (0.7.3.1)

Would be cool if someone designed some easier waves than the defaults smile
The wave file really is easy to edit:

#wave 1
{
    zombie: 20;
}

#wave 2
{
    zombie: 5;
    boomer: 1;
    mudge: 1;
    zombie: 15;
}
Not Luck, Just Magic.

18

Re: [MOD] Zomb 3.3 (0.7.3.1)

Dune wrote:

Would be cool if someone designed some easier waves than the defaults smile

yah currently this game mode is very hard. I noticed that bots in TW, even on other servers are very difficult.  They are basically perfect aim bots with a path finder. I think they should be nerfed a bit.

Jesus is my Lord and Savior. Praise be unto God for giving us a way to live with him.

Check out my DeviantArt for all my TeeWorlds art and ideas for Teeoworlds

19

Re: [MOD] Zomb 3.3 (0.7.3.1)

android272 wrote:
Dune wrote:

Would be cool if someone designed some easier waves than the defaults smile

yah currently this game mode is very hard. I noticed that bots in TW, even on other servers are very difficult.  They are basically perfect aim bots with a path finder. I think they should be nerfed a bit.

You can adjust the difficulty with the waves, that's the whole point of them!

Not Luck, Just Magic.

20

Re: [MOD] Zomb 3.3 (0.7.3.1)

Is the topic dead?

21

Re: [MOD] Zomb 3.3 (0.7.3.1)

No, what are you looking for?

Not Luck, Just Magic.

22

Re: [MOD] Zomb 3.3 (0.7.3.1)

Dune wrote:

No, what are you looking for?

New maps for type infclass! On server: 95.172.92.194:8306

I do not really understand what the map is made of. This is an analysis of what is needed and who is doing it and can help.

23

Re: [MOD] Zomb 3.3 (0.7.3.1)

This mod is 0.7 ZOMB, probably not what you're looking for (0.6 infclass, I assume).

Not Luck, Just Magic.

24 (edited by veter-love 2019-05-15 17:30:12)

Re: [MOD] Zomb 3.3 (0.7.3.1)

Dune wrote:

Этот мод 0.7 ZOMB, вероятно, не то, что вы ищете (0.6 infclass, я предполагаю).

Yes, 0.6 infclass. And the cards are not similar?

25 (edited by yavl 2019-05-16 16:26:43)

Re: [MOD] Zomb 3.3 (0.7.3.1)

veter-love wrote:
Dune wrote:

Этот мод 0.7 ZOMB, вероятно, не то, что вы ищете (0.6 infclass, я предполагаю).

Yes, 0.6 infclass. And the cards are not similar?

This is a whole different game mode. InfClass for 0.7 (will be named as InfCroya) with somewhat changed gameplay is almost ready and will appear soon in teeworlds 0.7 server list (1-2 weeks). Old infc maps will remain on 0.7 version.

(rus) Ты под совсем другим модом пишешь. InfClass для новой 0.7 версии тиворлдса (будет называться InfCroya) почти готов и уже скоро появится в общем списке серверов (если повезет, то в эти выходные, если нет то в следующие две). Старые карты тоже будут портированы.