Version/ZombiePanic/0.92
< Version | ZombiePanic
Changelog
Fixes:
- Fixed and added zombie ambient sounds. In 0.91d there were 10 zombie ambient sounds that played randomly every so often, except that 6 of those were at 44K and Stereo, which meant the HL engine wouldn't play them. It also meant that zombie sounds played about half as often as they should, since the other half of the time, the sounds were chosen, but not played. Additionally, 6 more ambient zombie sounds were added, meaning you'll hear 15, not 4 as in 0.91d.
- Made satchel charges intangible (So you can't block vents with them anymore).
- Fixed satchel duplication bug.
- Fixed "spawn on break" unlimited weapon bug. This requires a new .FGD file, which is included with this release. If you have no entities that spawn things upon breaking, you will not need to recompile your maps.
- Joining midgame will actually let you join now, instead of just spectating until the next round.
- Fixed the exploit where you could respawn as a zombie with retry even when no lives were left.
Changes:
- Added zp_waste. This is an old Playtest map we threw in for old time's sake. Thanks Toph!
- Zombie model reverted to 0.91a (pre-skeletal) version.
- Correct version of zp_paranoid added. It was correct in 0.91a, but I goofed in 0.91d and put in a much older, buggier version. This version is the right one, and much better... Sorry about that Jezpuh!
- New version of zp_town. Thanks brute_force!
- New version of zp_eastside. Thanks KungFuDiscoMonkey!
- Twilight
We're coming to the end of updating ZP on Half-Life. There are still a few things that need to be added, perhaps one or two more patches, and then thats it. Zombie Panic: Source all the way. Rhone as already started Coding with the current SDK (a painfull experience) and some maps and models are being put together. Stay tuned. Things should get interesting soon enough.