Version/ZombiePanicSource/3.1f

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Revision as of 23:13, 12 October 2026 by Wuffesan (talk | contribs)
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General

  • Updated Model Viewer. (now uses an updated and cleaned up code)
  • Updated Steam Workshop Download for Dedicated Servers.

Achievements

  • Added 31 new achievements.
  • Fixed exploit with Melee Master achievement
  • Fixed Survivor's map achievements.

Admin. system

  • Added a RCON command and permission to control the server from in-game
    • Server operators might know this already but we would like to remind them that RCON is basically the "master key" for servers total control. Be REALLY careful to who you grant this privilege.
  • Added Beacon and Teleport admin commands
  • Kick now actually sends the proper dialog message.

Angelscript

  • Added a "CASSQL" class for MariaDB/MySQL database manipulation
  • Added a "Color" constructor with an extra parameter for alpha
  • Added a "PluginData" namespace with "SetAuthor", "SetName" and "SetVersion" functions
  • Added a Rock The Vote plugin
  • Added a "ScreenFade" method in "Utils" class
  • Added an "EntityCreator" class to create/spawn entities
  • Added "ConsoleCommand", "GrabIP", "GrabPing", "GrabConvar", "GrabTeamSpawn", "IsInPhoneTrigger", "Kick", "PlayCoughSound" and "SetVoice" methods for players
  • Added "GetParent", "GetParentAttachment", "IsInAir", "IsGrounded", "SetParent" and "SetParentAttachment" methods for entities
  • Added "AddZombieLives", "GetZombieLives", "IsHardCore" and "SetZombieLives" methods for round manager
  • Added "OnPlayerInfected" hook for players
  • Added plugin interface
  • Fixed a typo in the "Utils" class ("void DestroyTracer()" -> "void DestroyTextParams()")
  • Fixed crashes related to JSON manipulation
  • Fixed issue related to "func_breakable"'s "targetname" property
  • Fixed issue related to origin, angles and velocity for entities
  • Fixed "Rounds::RoundTimer" returning the wrong value
  • Updated "SetName" and "SetTargetName" for "CBaseEntity"
  • Updated RTV to support language override
  • Fixed prop_door_rotating ignoring the health values from CBaseEntity via AS
  • 'status' command via dedicated server doesn't try to show color values.

Balance

  • Buffed most firearms and melee weapons (Zombies arms included) damage multipliers (everywhere except the head)
  • Changed the amount of points given every 30 seconds to Survivors in Hardcore (1 -> 2)
  • Changed Survivor's flashlight field of view (45 -> 65)
  • Changed Survivor's flashlight distance (750 -> 1000)
  • Decreased inventory sorting cooldown (0.5 -> 0.25 sec)
  • Reduced amount of starting Zombies in Hardcore
  • Removed infected collisions upon turning inside a Survivor
  • Reworked random infection to infect Survivors until starting amount of Zombies is reached
  • Updated fatigue and jumping penalty for a smooth transition.
  • Increased initial Zombie HP regeneration (4 -> 5 seconds)
  • Speeded up Feed-O-Meter regeneration
  • Speeded up I.E.D. detonation time by x1.5

Bots (debugging)

  • Added client mimic feature
  • Added debugging features related to voting

Entities

  • Added a "DestroyDoor" input for level designers
  • Fixed a crash related to the "AcceptInput" input
  • Fixed some crashes scenarios and issues related to doors
  • Fixed triggers touching behaviours to prevent issues with infected players
  • Fixed observer mode not working as intended.
  • Fixed func_door not using wood_door and metal_door for surfaceprop override
  • Fixed 'health' on prop_rotating_door going wonky when set to 0 or less.
  • Fixed OnEntityDropped not firing correctly

Logging

  • Fixed some issues where SpdLog wouldn't log at all

Maps

zpo_aquatica

  • Added a new boat model
  • Major visual improvements to the overall map (elevators, offices, kitchen, park).
  • Support to AS phone messages.

zpo_biotec

  • Added an antidote view model and updated the world one
  • Updated antidote container to match the new model

zpo_corpsington
The objective version of Corpsington was very unfair for Survivors due to it's Zombies spawns placement and triggers. Thanks to dR. Vodker's rework, this should no longer be the case. During playtests sessions, the map's balance completely shifted towards Survivors wins hence the other minor changes to make it balanced again.

  • Added the ability for Zombies to block the generator
  • Decreased generator moving speed
  • Fixed a Zombie spawn inside of a door
  • Rebalanced health distribution on breakable objects (fuse box, wooden boards, windows)
  • Removed some Zombie spawns (especially the ones in the fuse box room)
  • Relocated some Zombie spawns

zpo_murksville

  • Added clipping of a hole between a fence and a flooded boat near the workshop building
  • Added clipping of a roof lip to prevent the cart from being blocked

zpo_subway

  • Added new view model of the keycard.
  • Added more clips for item_deliver.
  • Fixed missing env_sprites.

zps_cinema

  • Fixed bad puddles

zps_sapidcerebrum

  • Fixed Zombie ladder at light booth.

zps_silence

  • Fixed broken zombie spawns in the basement

Players

  • Added cheat console command "impulse 102" to self-infect yourself (debugging purposes)
  • Changed default drop amount mode from "half clip/magazine" to "full clip/magazine"
  • Fixed exploits related to panicking and dropping weapons
  • Fixed Feed-O-Meter draining automatically after dying as a Survivor underwater
  • Fixed FMOD (musics) not respecting the "mute on focus lost"
  • Fixed stamina bar/fatigue HUD not being hidden upon player death
  • Fixed where fatigue wasn't reset upon respawning under certain scenarios
  • Removed a lot of unused TF2 CVARs (Console VARiables)
  • Reworked glowing system to fix it's issues (fake/ghost ammo/items/players/weapons)
  • Reworked how Survivors take barricade planks from barricade piles (one plank at a time rather than max. inventory)
  • Reduced voice commands cooldowns from 5 to 3 seconds

Rounds system

  • Added a warmup round (server CVAR is "sv_zps_warmup_time", default is 45 seconds) to wait for slow Internet connections/PCs to join the game
  • Fixed supplies distribution spawning barricades when there is no hammer.

Textures

  • Fixed some plaster hospital related textures not having the plaster material
  • Updated Paul's model texture (Special Thanks to NoNeoTor)

Sound

  • Added a new pump sound for the Remington 870.
  • Fixed some broken sound scripts.
  • Fixed some issues related to weapons sounds.

Translations

  • Updated english and french translation

Models

  • Added more skins to the taxi and police car vehicle models.
  • Added new models:
    • models\props_uk
    • materials\models\props_uk
  • Fixed town desk LOD
  • Improvements to UK fluorescent lights.

User Interface

  • Added round countdown
  • Added Steam avatars on the voice status (can be toggled off from ZP Options)
  • Fixed console not being hidden when resuming game
  • Fixed DemoUI
  • Fixed radial menus being able to be opened when the player is dead
  • Fixed some overlapping in the ammo bank HUD
  • Fixed major overlapping issues with low and medium resolutions with Round End screen.
  • Fixed major overlapping issues with Vote Menu panel (callvote)
  • Removed cycling on empty ammo completely (before it was just if the "Show empty ammo on HUD" option was disabled)
  • Reworked crosshair's rendering, this fixes spectators not able to see a crosshair in free roaming and FPS camera modes (reminder: this feature must be enabled in ZP options)
  • Reworked keybinds menus
  • Updated Steam Workshops loading background.
  • Updated debugging overlay
  • Updated "status" command

Vote system

  • Added the ability to vote
  • Added vote cooldowns and delays functionalities

Weapons

  • Added a "blend animation" for firearms that have a slide/bolt (when they are empty)
  • Added a punch attack for survivors
  • Added a damage multiplier against barricades
  • Added a new anti-virus viewmodel.
  • Fixed props pushing exploit
  • Fixed some issues with explosives and suicide
  • Fixed world model of grenade having a bad origin
  • Updated shrapnel behaviour when it comes to breakable objects
  • Updated melee behaviour (arc swing)
  • Updated Biotec's keycard view model.
  • Updated M4's view model.