Search found 11 matches

by fishy
Thu Sep 14, 2006 9:25 pm
Forum: General
Topic: Zombie Mod Broken AGAIN!
Replies: 39
Views: 29071

Yet another reason to go for Linux ;)

But yeah, it sucks how Valve handle these things. If it wasn't for Zombie Mod I wouldn't be running any Valve games at all.
by fishy
Thu Sep 14, 2006 9:22 pm
Forum: Bug Reports
Topic: Slot selection on zombification
Replies: 2
Views: 4806

Slot selection on zombification

It's a really odd bug, but could you stop executing slot1/slot2/slot3/etc. on clients when they get zombified?

I ask because our server uses AMX-style mani menus, and more than once I've seen votes swung to unpopular maps or the wrong people banned because when people get turned into zombies, it ...
by fishy
Thu Sep 14, 2006 9:20 pm
Forum: Bug Reports
Topic: Exploit
Replies: 48
Views: 44981

Glitched System wrote:Just to clear things up,
HACKERS
Aren't scum,( Althought some are ).
People who do that aren't hackers in the original sense, they're crackers.
by fishy
Fri Sep 01, 2006 4:48 pm
Forum: Suggestions & Requests
Topic: Respawns.
Replies: 5
Views: 6373

Respawns.

I've been thinking about how to improve my zombie server, and I think zombie mod should introduce an option that makes killed zombies respawn as zombies, not humans.

With zombies respawning as humans, it creates a problem with spawncamping, and makes getting zombified not that much of a big deal ...
by fishy
Sat Aug 26, 2006 11:17 pm
Forum: Announcements
Topic: ZombieMod 1.2.1
Replies: 70
Views: 73279

Well, 1.2.0.1 is working great for me (we don't use knockback normally). Is it worth updating to 1.2.1 at this stage, or does it not work? (Linux server btw)
by fishy
Sat Aug 26, 2006 11:14 pm
Forum: General
Topic: ZombieMod 1.2.0 Beta
Replies: 29
Views: 22513

Thats probably map related, maybe the new radar is having trouble i dunno.
I can confirm that custom maps don't work after the update. There's a list on steampowered of maps that do and don't work, but basically it's down to luck. You'll have to ask map authors to recompile. (It's a bitch for me ...
by fishy
Fri Aug 25, 2006 1:57 pm
Forum: Announcements
Topic: ZombieMod Is Broke
Replies: 81
Views: 85004

c0ldfyr3 wrote:An update will be released tonight.
Fantastic.

It's always nice (if a little disconcerting) to see third-party developers get updates done in an incredibly small fraction of the time it takes Valve.
by fishy
Mon Jun 19, 2006 12:37 am
Forum: Bug Reports
Topic: Spectator/respawn bug
Replies: 4
Views: 3972

Spectator/respawn bug

Someone on my server has noticed an interesting bug that allows spectators to stop a player of their choice from moving.

I won't go into too much detail, but it occurs when a spectator runs zombie_respawn from their console, so could you maybe prevent spectators from using that command?
by fishy
Fri Jun 09, 2006 10:39 am
Forum: Suggestions & Requests
Topic: My request...
Replies: 19
Views: 13253

I'd like to see that with some kind of threshold - say, if there are more than x players on the server, then y players get turned into zombies at the start.

This would be great because on my server, we have serious problems with 23 humans just stood there shooting the one zombie repeatedly so he ...
by fishy
Fri Jun 09, 2006 10:36 am
Forum: Suggestions & Requests
Topic: Zombie Classes
Replies: 13
Views: 7976

Human classes would be good - at the moment everyone goes straight for a pump-action, if you introduced classes it'd let us have some variety :P
by fishy
Sun May 28, 2006 5:36 pm
Forum: General
Topic: Post your ZombieMod Server Ip!
Replies: 82
Views: 99601

Re: Post your ZombieMod Server Ip!

213.244.191.56:27015 "Zombie Strike! | FDG"

24 slots. I set it up three days ago and it's already got a fair few regular players... unfortunately a lot of the time it's full :P