View Full Version : ZM test server
The test server for the zm update is now online:
208.43.70.234:27016
It is the exact same address as regular zm just port 27016 instead of 27015. Currently it supports 10 slots to allow for enough people to test it at once. Note that it is a test server and that features will be added to it over time. The reason is so that we can focus on just testing one thing at a time.
Right now we are just testing the zombie class settings. The goal is to get the zombies the same as they are in the current zm server. Once that is done I can then get to work on restoring basic features like commands ect. Note that for now the commands are not the same.
Please post in here any changes that need to be made for the classes. Also remember that this is for non escape map settings. We will be working on zombies for escape maps AFTER we get these base classes working correctly.
These are the categories that need the most testing:
Speed
Jump Height
Jump Distance
Regeneration
We need to ensure that for each class those settings are the same as they are now. This is a little hard because the numbers are different so I need you all to test the classes out and report back on what needs to be adjusted.
XxMastagunzxX
12-23-2009, 06:50 PM
Waiting for people to join...
The new menu is harder to navigate but not bad...
I am confused about what human/zombie class overlay is...
Why is the zmarket disabled?
Changes:
The fast zombie is too fast....definitely
The jump on the fast seems right but it's hard to tell...the new *jumping* is weird
Yea the new jumping allows you to adjust the height and the length so it is going to be strange until we can work out the settings. Also I hope to make the navigation easier with commands that just jump to the menus you want but we will see.
Kavinsky
12-23-2009, 11:45 PM
why are we going to have a separate setting for escape maps?
it seems to me that you'd just be screwing everyone up by suddenly changing all there specs for an escape, why not start tweaking it on an escape, and then a cade to find a good middle ground?
By separate for escape maps I mean that there will be no fast zombies.... but we could also discuss altering the other classes to better balance for those.
Abandoned
12-24-2009, 04:02 AM
I ould love to test out with you guys, let me know when some players will be on!!
Oasis
12-24-2009, 04:40 AM
Eh, cool.
Test server updated so that races should be about the same now. Also most of the sm based plugins are now installed. If no problems are found by next week I will start to add some new plugins and begin to reprogram some of the other es ones over.
We remain on schedule for a launch within the next 30 days.
Kavinsky
01-08-2010, 09:29 AM
Zero I know zm is a cash cow for you and you have no desire to lower the ammount of people who can play it, because it would mean less money for you.
But there are no maps designed to handle 34+ people and at near max capacity its prone to people crashing because of a buffer overflow in chat or a regular crash.
Kavinsky
01-08-2010, 09:36 AM
I do however have a few suggestions for zm
start putting up polls on the main page like they do at planet half life
http://planethalflife.gamespy.com/
and let then tell everyone to vote on what they want done with said thing,
like go back to the old zm music, remove all zm music, that kind of thing
and seeing as you cant be everywhere at once why not put someone whos here for the most part and plays zm all the time in charge of the servers map rotation, I mean for crying outloud zm 4 way space tunnel is still on rotation allong with zm retard.
also I do have an idea for the test bead server, how about lowering the classics knockback and increasing its side to side maneuverability?
it seems like if you did that it would be a good intermediate between the preds and the fasts.
Future version is planned to have ability to turn music on and off and the buffer overflow can be stopped with a sm plugin. There is no way to increase side to side speed.
XxMastagunzxX
01-08-2010, 10:24 AM
Kavinsky once everything is moved from eventscrips to source mod it should lag considerably less
OMGBEARS
01-08-2010, 01:07 PM
I do however have a few suggestions for zm
start putting up polls on the main page like they do at planet half life
http://planethalflife.gamespy.com/
and let then tell everyone to vote on what they want done with said thing,
like go back to the old zm music, remove all zm music, that kind of thing
and seeing as you cant be everywhere at once why not put someone whos here for the most part and plays zm all the time in charge of the servers map rotation, I mean for crying outloud zm 4 way space tunnel is still on rotation allong with zm retard.
also I do have an idea for the test bead server, how about lowering the classics knockback and increasing its side to side maneuverability?
it seems like if you did that it would be a good intermediate between the preds and the fasts.
I really like the idea of the poll. More feedback is never a bad thing.
I've had to replace all the default sound files with blank MP3's so I can freaking play my own music or no have music at all and still hear people. Not to mention having music in ZMod and a music mod kind-of defeats the purpose of the music-mod seeing as the music mod doesn't replace the zmod music, but rather adds a rather odd track above the trance and such. I always seem to hear the devil talking to me whenever I use both the default zmod music and the mod. It's either that or the gobs of acid I just dropped.
Fuck.
I'm fairly certain that if an admin or a regular were proactive to keep in sem-constant communication via pm or email with Zero in regards to map updates and general trends in what people like and maps that work better with different quantities of players (reactor when there are like 5 people is bad, or little town with 43 is bad, etc.) that he would be interested in that and follow up. I don't know if someone else has to be in charge of it, especially since any changes would have to be through the server. The only people I would trust with uploading or editing server files would be the co-owner of the server.
I absolutely love the idea for the classic. Not even the strafe speed so much as the knock back being lowered. Aside from the infected (in before the "INFECTEDS ARE AWESOME" crowd), classics are just downright awful. Just ask Damion. He played one for the longest time and was awful at it.
I love you Damion. It's the acid talking.
Kavinsky
01-09-2010, 11:31 AM
It just seems like the too many maps problem never gets delt with.
I mean yes we have admins on who select the maps for the votes but there always the same maps because they go for the ones everyone knows and theres far too many to choose from for us to really give any new ones a chance.
All I'm proposing in that respect is maybe make someone like James can be put in charge of the map selection for Zmod and then Zero can focus on getting the mod abit more stable and trying out new ideas in the testbed server.
I mean yes Zero will have control over the maps that get removed.
For example, if he likes one of the ones James wants to remove, then of course he can and will make sure its not removed and there's nothing James can do about that but for the most part he can get the map selection successfully thinned out.
One other thing that I find kinda funny is that bad map thursday seems to be the exact opposite of that, its more like interestng maps we never play thursday.
and therefore this oh were saving it for bmt should not be a legitimate reason to keep maps like 4 way space tunnel and zm retard, that should only appy to the few maps that are so bad that they are fun to play.
Like I said with the music I am planning on programing my own version that allows you to turn it on and off.
I started working on the sm version of the ambient music mod. It is going to be a very difficult program to make but once I am done and release the code I am sure that we can end up with one that is vastly improved from our current one. Because it might take a while to program I am going to instead focus on trying to get the new zm swap done and then ween off the last es plugins over time.
This way we will be able to take advantage of the improved game play on escape maps sooner.
Expect large scale final testing within the next 2 weeks.
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