Development - To Do List
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Core - A main resource that's going to be the controller of all parts of the zombie mode scripting.
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User Interface - A new user interface for the client side.
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Sounds - New sounds to be added.
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Zombies Types - New zombie types.
- Bomb zombie.
- Panzersoldat.
- Civilian zombie.
- Weapons - Weapons will spawn at the spawn location of each map. So players will have to catch up from the spawn pickups only one weapon and a knife. The pickups will respawn after some time depending on which weapon has been selected by the script to spawn. Zombies will have the possibility to use weapons too!
Release expected by the end of this year.
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That's too vague. Why not include all the features/addons/scripts in the list?
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Wow amazing topic so helpful now I know what's going to be added (sarcasm)
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Yes, the list???
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To be honest, there are not many changes needed. I remember when there where +60 players and noone complained, also the good thing is that, there are no fps lags like on other highscripted servers (advanced user interface will hit that). I was mostly playing there, because game was really smooth in comparison to other servers
Cool things would be like bringing back weapon pick ups and adding new maps
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I've said it, I don't want to do a To-Do list. But here's it :v
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Updated the list.
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@simple01 said in Development - To Do List:
- Weapons - Weapons will spawn at the spawn location of each map. So players will have to catch up from the spawn pickups only one weapon and a knife. The pickups will respawn after some time depending on which weapon has been selected by the script to spawn. Zombies will have the possibility to use weapons too!
It sounds like dayz too bad
- Weapons - Weapons will spawn at the spawn location of each map. So players will have to catch up from the spawn pickups only one weapon and a knife. The pickups will respawn after some time depending on which weapon has been selected by the script to spawn. Zombies will have the possibility to use weapons too!
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Well is not like DayZ. Just a way to avoid extreme camping by human side.
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@simple01 It's a dumbed down version of dayz. May not be a bad thing.
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I don't see the reason why you guys is DayZ style, when it doesn't have anything to deal with it.
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@simple01 You go around finding weapons whilst fighting against zombies. Sound familiar?
Only difference is that zombies are controlled by players and it's zombies vs humans.
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Weapons are not found randomly in the map. Weapons have fixed positions at the spawn location in order to allow players to take guns when they spawn at first. There is a basic weapon which is the knife whose pickup is permanent. But the other pickups are not permanent because the weapon they spawn is selected by the script, and each weapon has a delay time before it gets spawned. At the spawn moment each player can only take one weapon and a knife.
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I'll trust on you just dont ruin the ZM mode making it like dsyz anyways I support you goodluck
And about the pickups i recommend if the weapons respawn after team swap or when zombies or humans wins in short words you can pick weapons once in a round
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It won't be DayZ at all...
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The weapon spawnpoint script you 've talked above was available in ZM a few months ago, a staff member told me it got a sort of bug which prevents it from spawning maybe, I enjoyed it very well and it wasn't like the DayZ gamemode...
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@Simple01 Yeah, maybe you should quit replying with 'That's not DayZ' and actually start working on the gamemode and prove to everybody here your point?
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@simple01 said in Development - To Do List:
- Weapons - Weapons will spawn at the spawn location of each map. So players will have to catch up from the spawn pickups only one weapon and a knife. The pickups will respawn after some time depending on which weapon has been selected by the script to spawn. Zombies will have the possibility to use weapons too!
How do you want to implement this in the server with custom maps? Do you want to add random weapon positions to each map? Considering that we have ~100 maps I think that's a bit too much
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@lolmaker said in Development - To Do List:
To be honest, there are not many changes needed. I remember when there where +60 players and noone complained, also the good thing is that, there are no fps lags like on other highscripted servers (advanced user interface will hit that). I was mostly playing there, because game was really smooth in comparison to other servers
Cool things would be like bringing back weapon pick ups and adding new mapsLet me first mention that the days of 60+ players in the ZM server are over. With some modernizations I think the server has potential to attract player counts in the range of 12 to 20 during the peaks of the day, but certainly no 60+.
About the other remarks: I've talked with @Simple01 about this.
The revamped ZM will be a modernization of the scripts, like adding a new UI and some features. More sounds, zombie spawning prioritorization (like you won't be zombie twice in the same game), and zombie-powerups. The gameplay formula will remain. I told him if he wants to do something totally else that that's possible, and that I'll provide him of a server for that.
Also, because of the server capacity (in terms of CPU load) there may not be AI. Some people may remember the times that we hosted the DayZ on the same machine as the RPG server, which wasn't quite a success...
I see some problems popping up, and I'm curious how @Simple01 is going to deal with these. For instance, in a previewing part of the new core he presented me a system that doesn't rely on mapmanager. As mapmanager/resourcemanager/votemanager/spawnmanager/edf is the classic framework for map-switching gamemodes (like derby/teamdm/zombie mode), I'm afraid that there will be deprication issues with the current maps. This is because the current maps are designed to work with these frameworks.
If the maps would still work, this means that @Simple01 is doing too much work (because he can just use the already existing parts). That isn't neccesarily bad, but that's just a shame. If the maps would not work, that's a huge bummer for the server, because then we start with a map pool that's incredibly much smaller than the current one, and will inevitably remove the zombie mode nostalgia...
What's more: @Simple01 wants to modernize the user interface by adding a UI-framework that makes use of DX. This is known to be more laggy than the default CeGUI interface. I don't believe that this will be problematic for the users, because the ZM doesn't need lots of UI. Yet the money/score/whatever can be presented in a nice interface, and also the optional login system (which will only be laggy when the login panel is being rendered). (Not to mention I personally think a login panel is totally useless for the zombie mode, because everything is saved by the user serial). I think the amount of newly added DX-user interfaces will not cause lots of lagg. But it's all up to Simple how he's going to shape them.
Btw: This is not just an answer to @LolMaker but also to the others that replied to this post. @Hex @Rage @Robust @Makanaski
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@JasperNL The maps can be easily managed by the use of the XML functions MTA provides so there's no problem handling them. About the DX Interface, it won't be laggy at all. I've made some tests before and it resulted that the use of dxDraw is lighter than ceGUI. I'm thinking about not making a login panel, but people would like to keep their stats if they switch PC so a optional login panel must be done. The spawn positions of weapons will be defined for each map separately in a Lua file in order to make sure there's no bug in spawning them out randomly ( some maths would solve the problem but it's better stay safe and put them in front of the spawn position ). About the amount of maps, some of them will be remastered with the help of the staff team and some of them will be deleted, and new ones will be added. Well all this being said, @JasperNL I'd like to know more about those problems you see popping up xd