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[Release] [ZM] ZOMBIES++

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  • thebx2undefined Offline
    thebx2undefined Offline
    thebx2
    wrote on last edited by
    #112

    I tried with the updated gsc 1.2, and my friends still have the same issue unfortunately. I have a working theory that because their ping is not great, when they hit a spike the server ends the player thread, but without removing them from the session. I think, maybe. I'm going to try to add a bunch of 5 second wait states and see if that mitigates their issue, because all of us playing on good internet seem ok 99% of the time.

    also you didn't mention in your changelog that you removed the bank emulation, connect message (which I added back in for myself), and also added in thousands of lines of extra code.

    However thank you for all your hard work, I will keep troubleshooting on my own so you can do what you do. I'll share as I make progress. thanks again!

    Cahzundefined 1 Reply Last reply
    0
    • thebx2undefined thebx2

      I tried with the updated gsc 1.2, and my friends still have the same issue unfortunately. I have a working theory that because their ping is not great, when they hit a spike the server ends the player thread, but without removing them from the session. I think, maybe. I'm going to try to add a bunch of 5 second wait states and see if that mitigates their issue, because all of us playing on good internet seem ok 99% of the time.

      also you didn't mention in your changelog that you removed the bank emulation, connect message (which I added back in for myself), and also added in thousands of lines of extra code.

      However thank you for all your hard work, I will keep troubleshooting on my own so you can do what you do. I'll share as I make progress. thanks again!

      Cahzundefined Offline
      Cahzundefined Offline
      Cahz
      VIP
      wrote on last edited by
      #113

      thebx2 said in [Release] [ZM] ZOMBIES++ (Updated 8/8/2020):

      I tried with the updated gsc 1.2, and my friends still have the same issue unfortunately.

      What issue are you having? You didn't seem to make it clear.

      also you didn't mention in your changelog that you removed the bank emulation, connect message (which I added back in for myself), and also added in thousands of lines of extra code.

      Removed bank emulation for stability.
      Removed anti-kiting as nobody utilized it anyway.
      and I didn't "add in thousands of lines of code"
      I got rid of the separated gsc files as most people don't use GSC Studio. So everything got split into _clientids.gsc and _zm_powerups.gsc.
      No more main.gsc, zm_server_function.gsc, ect.

      1 Reply Last reply
      0
      • thebx2undefined Offline
        thebx2undefined Offline
        thebx2
        wrote on last edited by thebx2
        #114

        Cahz
        Sorry I'll try to be more clear with the issue.

        During a session, some of my friends experience a game freeze, seemingly at random. During this freeze, they see a static image of the moment their screen froze. everyone else see's that person's character still walking around the map. To fix it, they have to restart their game. This can sometimes happen 2 or 3 times during a game, and it sucks to lose all your points/perks and then have to spawn back in.

        This seems to happen more often to the friends with crappier computers/internet with pings sometimes up to 150ms. Since no one else posted this specific issue, and 150ms is pretty shit, I started to think maybe giving the server more time before it ends their player thread might help or eliminate the problem for them.

        I'll take your word on the volume of code, it doesn't bother me at all how much there is or how its split up. Maybe I was somehow missing part of your original code, but the copy of the old gsc I have is ~1700 ish lines iirc.

        1 Reply Last reply
        0
        • INSANEMODEundefined Offline
          INSANEMODEundefined Offline
          INSANEMODE
          Contributor
          wrote on last edited by
          #115

          fixed who's who crashing the server on die rise when you have staminup or deadshot and get revived.
          i believe it would crash when passing the custom perks to the normal giveperk function that who's who does when you get revived, since those perks don't exist normally on the map.

          what i did was prevent them from getting given back to you from who's who, and handled it when you were revived, if you had the perks.

          also removed the custom perks from the who's who ghost, to match how the perk works normally.

          i'd post the fix, but it is probably complete shit, since i have almost zero knowledge or gsc. lol

          1 Reply Last reply
          1
          • Cahzundefined Cahz

            ZOMBIES ++ MOD
            Developer: @ItsCahz
            Link: https://github.com/Paintball/BO2-GSC-Releases/tree/master/Zombies Mods/Zombies%2B%2B/v1.2
            Hello guys, I'm bringing you guys my variation of Zombies that I've been working on for a bit. Basically this is supposed to enhance the vanilla BO2 zombies and make it better. There's so many things that I need to cover.

            README
            All of the important functions can be toggled on and off inside of the dedicated_zm.cfg file or by utilizing set <dvarName> <value>. Almost no need to go and edit the GSC.

            TOGGLE-ABLE FEATURES

            • Zombie Counter on screen
            • Custom Powerup drops
            • Extra Perk Machines

            CUSTOM POWERUPS

            • Money Drop (Random amount of money)
            • Pack-A-Punch (Upgrade the current weapon of player) (this is super OP)
            • Unlimited Ammo (Probably the best one. Credit @_Ox)
            • Fast Feet (Super sonic speed)

            EXTRA PERK MACHINES

            • PHD Flopper (Nuketown, Tranzit, Buried, MOTD, Die Rise) (NO SPLASH DMG AND NO FALL DMG)
            • Stamin-Up (Nuketown)
            • Mule Kick (Nuketown, Tranzit)
            • Deadshot Daiquiri (Nuketown, Tranzit, Buried)

            Note: I cannot use the models of things that are not on the map already. Luckily maps like MOTD and Die Rise have assets I could use for PHD Flopper. But other custom perk machines will be using the Quick Revive model, Juggernog model, Speedcola model, and the Doubletap model. This also goes for the custom perk icons on the hud. Had to use already on the map icons.

            OTHER FEATURES

            • Force Spawn players on Round 1 (No more having friends spectating until Round 2)

            • Game Length gets displayed at the end of the game (hours and minutes)

            Some Pictures
            I wanted the perk machine locations to be in spots that would not normally be used, so exploring the entire map should result in finding them.
            DIERISE_PHD.jpg
            My favorite perk and perk machine!
            all perks die rise.jpg
            All perks for Die Rise. (PHD Flopper, Deadshot, and Staminup)
            custom perks.jpg
            Nuketown All extra Perks (PHD Flopper, Deadshot, Staminup, and Mule Kick)
            MOTD_PHD.jpg
            MOTD PHD Flopper Machine!
            NUKETOWN_MULEKICK.jpg
            Nuketown Mule Kick
            BURIED_PHD.jpg
            BURIED PHD FLOPPER (back of witches house. have to go tunnel way instead of fountain)
            I don't think there's much else to say here other than have fun

            Version 1.2
            should be more stable. Won't know until server owners test it.

            CuckMonsterundefined Offline
            CuckMonsterundefined Offline
            CuckMonster
            wrote on last edited by
            #116

            Cahz bhfikjdafhjlaidjh

            Fylebundefined 1 Reply Last reply
            0
            • CuckMonsterundefined CuckMonster

              Cahz bhfikjdafhjlaidjh

              Fylebundefined Offline
              Fylebundefined Offline
              Fyleb
              wrote on last edited by
              #117

              CuckMonster oaisdfjvad

              1 Reply Last reply
              0
              • CosmicLilyundefined Offline
                CosmicLilyundefined Offline
                CosmicLily
                wrote on last edited by
                #118

                I had noticed, not sure if its just me but it feels like its harder with the mod on, Do you know any customizations that would make it like original zombies?

                INSANEMODEundefined luigistyleundefined 2 Replies Last reply
                0
                • NEO_NoiseBombundefined Offline
                  NEO_NoiseBombundefined Offline
                  NEO_NoiseBomb
                  wrote on last edited by
                  #119

                  I am installing the mod for Solo use, not a server. I don't have a dedicated_zm.cfg file in my Steam/Pluto install of BO2. I know that in the readme it says to replace that one with the ZM++ cfg but since I don't have one, where do I place this modded cfg?

                  1 Reply Last reply
                  0
                  • CosmicLilyundefined CosmicLily

                    I had noticed, not sure if its just me but it feels like its harder with the mod on, Do you know any customizations that would make it like original zombies?

                    INSANEMODEundefined Offline
                    INSANEMODEundefined Offline
                    INSANEMODE
                    Contributor
                    wrote on last edited by
                    #120

                    @PrincessYoshi check the config. some of the values are different from vanilla.

                    1 Reply Last reply
                    1
                    • CosmicLilyundefined Offline
                      CosmicLilyundefined Offline
                      CosmicLily
                      wrote on last edited by
                      #121

                      Ah alright cause I noticed Origins was hard as hell while original origins was way easier. I also noticed that like you can get hit and just get down and not even a red screen.

                      1 Reply Last reply
                      0
                      • Cahzundefined Cahz

                        ZOMBIES ++ MOD
                        Developer: @ItsCahz
                        Link: https://github.com/Paintball/BO2-GSC-Releases/tree/master/Zombies Mods/Zombies%2B%2B/v1.2
                        Hello guys, I'm bringing you guys my variation of Zombies that I've been working on for a bit. Basically this is supposed to enhance the vanilla BO2 zombies and make it better. There's so many things that I need to cover.

                        README
                        All of the important functions can be toggled on and off inside of the dedicated_zm.cfg file or by utilizing set <dvarName> <value>. Almost no need to go and edit the GSC.

                        TOGGLE-ABLE FEATURES

                        • Zombie Counter on screen
                        • Custom Powerup drops
                        • Extra Perk Machines

                        CUSTOM POWERUPS

                        • Money Drop (Random amount of money)
                        • Pack-A-Punch (Upgrade the current weapon of player) (this is super OP)
                        • Unlimited Ammo (Probably the best one. Credit @_Ox)
                        • Fast Feet (Super sonic speed)

                        EXTRA PERK MACHINES

                        • PHD Flopper (Nuketown, Tranzit, Buried, MOTD, Die Rise) (NO SPLASH DMG AND NO FALL DMG)
                        • Stamin-Up (Nuketown)
                        • Mule Kick (Nuketown, Tranzit)
                        • Deadshot Daiquiri (Nuketown, Tranzit, Buried)

                        Note: I cannot use the models of things that are not on the map already. Luckily maps like MOTD and Die Rise have assets I could use for PHD Flopper. But other custom perk machines will be using the Quick Revive model, Juggernog model, Speedcola model, and the Doubletap model. This also goes for the custom perk icons on the hud. Had to use already on the map icons.

                        OTHER FEATURES

                        • Force Spawn players on Round 1 (No more having friends spectating until Round 2)

                        • Game Length gets displayed at the end of the game (hours and minutes)

                        Some Pictures
                        I wanted the perk machine locations to be in spots that would not normally be used, so exploring the entire map should result in finding them.
                        DIERISE_PHD.jpg
                        My favorite perk and perk machine!
                        all perks die rise.jpg
                        All perks for Die Rise. (PHD Flopper, Deadshot, and Staminup)
                        custom perks.jpg
                        Nuketown All extra Perks (PHD Flopper, Deadshot, Staminup, and Mule Kick)
                        MOTD_PHD.jpg
                        MOTD PHD Flopper Machine!
                        NUKETOWN_MULEKICK.jpg
                        Nuketown Mule Kick
                        BURIED_PHD.jpg
                        BURIED PHD FLOPPER (back of witches house. have to go tunnel way instead of fountain)
                        I don't think there's much else to say here other than have fun

                        Version 1.2
                        should be more stable. Won't know until server owners test it.

                        VvWANABEEvVundefined Offline
                        VvWANABEEvVundefined Offline
                        VvWANABEEvV
                        wrote on last edited by
                        #122

                        Cahz I get this error every time I start zombies
                        Exception Code: 0xC0000005
                        Exception Address: 0x00624570

                        1 Reply Last reply
                        0
                        • INSANEMODEundefined Offline
                          INSANEMODEundefined Offline
                          INSANEMODE
                          Contributor
                          wrote on last edited by
                          #123

                          made a pull request to fix issues with who's who and afterlife interacting with your custom perks.

                          https://github.com/Paintball/BO2-GSC-Releases/pull/1

                          Cahzundefined 1 Reply Last reply
                          0
                          • INSANEMODEundefined INSANEMODE

                            made a pull request to fix issues with who's who and afterlife interacting with your custom perks.

                            https://github.com/Paintball/BO2-GSC-Releases/pull/1

                            Cahzundefined Offline
                            Cahzundefined Offline
                            Cahz
                            VIP
                            wrote on last edited by
                            #124

                            INSANEMODE I merged your pull request. If anyone runs into issues, they can reply here, or contact me directly 🙂

                            1 Reply Last reply
                            0
                            • CosmicLilyundefined CosmicLily

                              I had noticed, not sure if its just me but it feels like its harder with the mod on, Do you know any customizations that would make it like original zombies?

                              luigistyleundefined Offline
                              luigistyleundefined Offline
                              luigistyle
                              Plutonium Staff
                              wrote on last edited by
                              #125

                              @PrincessYoshi said in [Release] [ZM] ZOMBIES++ (Updated 8/8/2020):

                              I had noticed, not sure if its just me but it feels like its harder with the mod on, Do you know any customizations that would make it like original zombies?

                              Pretty sure the default config raises the maximum amount of zombies at a time from the vanilla 24 up to 32, you can change that back I guess.

                              1 Reply Last reply
                              0
                              • INSANEMODEundefined Offline
                                INSANEMODEundefined Offline
                                INSANEMODE
                                Contributor
                                wrote on last edited by INSANEMODE
                                #126

                                whoops. missed an include needed in _clientids.gsc. my bad. it compiles and runs now. lol
                                made another pull request.

                                1 Reply Last reply
                                0
                                • PcJakeundefined Offline
                                  PcJakeundefined Offline
                                  PcJake
                                  Contributor
                                  wrote on last edited by
                                  #127

                                  so i fixed one out the 2 errors i have, now im getting this

                                  Unresolved external : "equipment_take" with 1 parameters in "_clientids" at line 1

                                  not to sure on what i should do, i found the line i just dont know what i should do to it

                                  1 Reply Last reply
                                  0
                                  • Exile676undefined Offline
                                    Exile676undefined Offline
                                    Exile676
                                    wrote on last edited by
                                    #128

                                    What directory do you put the dedicated_zm.cfg in?

                                    1 Reply Last reply
                                    0
                                    • Cahzundefined Cahz

                                      ZOMBIES ++ MOD
                                      Developer: @ItsCahz
                                      Link: https://github.com/Paintball/BO2-GSC-Releases/tree/master/Zombies Mods/Zombies%2B%2B/v1.2
                                      Hello guys, I'm bringing you guys my variation of Zombies that I've been working on for a bit. Basically this is supposed to enhance the vanilla BO2 zombies and make it better. There's so many things that I need to cover.

                                      README
                                      All of the important functions can be toggled on and off inside of the dedicated_zm.cfg file or by utilizing set <dvarName> <value>. Almost no need to go and edit the GSC.

                                      TOGGLE-ABLE FEATURES

                                      • Zombie Counter on screen
                                      • Custom Powerup drops
                                      • Extra Perk Machines

                                      CUSTOM POWERUPS

                                      • Money Drop (Random amount of money)
                                      • Pack-A-Punch (Upgrade the current weapon of player) (this is super OP)
                                      • Unlimited Ammo (Probably the best one. Credit @_Ox)
                                      • Fast Feet (Super sonic speed)

                                      EXTRA PERK MACHINES

                                      • PHD Flopper (Nuketown, Tranzit, Buried, MOTD, Die Rise) (NO SPLASH DMG AND NO FALL DMG)
                                      • Stamin-Up (Nuketown)
                                      • Mule Kick (Nuketown, Tranzit)
                                      • Deadshot Daiquiri (Nuketown, Tranzit, Buried)

                                      Note: I cannot use the models of things that are not on the map already. Luckily maps like MOTD and Die Rise have assets I could use for PHD Flopper. But other custom perk machines will be using the Quick Revive model, Juggernog model, Speedcola model, and the Doubletap model. This also goes for the custom perk icons on the hud. Had to use already on the map icons.

                                      OTHER FEATURES

                                      • Force Spawn players on Round 1 (No more having friends spectating until Round 2)

                                      • Game Length gets displayed at the end of the game (hours and minutes)

                                      Some Pictures
                                      I wanted the perk machine locations to be in spots that would not normally be used, so exploring the entire map should result in finding them.
                                      DIERISE_PHD.jpg
                                      My favorite perk and perk machine!
                                      all perks die rise.jpg
                                      All perks for Die Rise. (PHD Flopper, Deadshot, and Staminup)
                                      custom perks.jpg
                                      Nuketown All extra Perks (PHD Flopper, Deadshot, Staminup, and Mule Kick)
                                      MOTD_PHD.jpg
                                      MOTD PHD Flopper Machine!
                                      NUKETOWN_MULEKICK.jpg
                                      Nuketown Mule Kick
                                      BURIED_PHD.jpg
                                      BURIED PHD FLOPPER (back of witches house. have to go tunnel way instead of fountain)
                                      I don't think there's much else to say here other than have fun

                                      Version 1.2
                                      should be more stable. Won't know until server owners test it.

                                      wxsifundefined Offline
                                      wxsifundefined Offline
                                      wxsif
                                      wrote on last edited by
                                      #129

                                      Cahz i get this error everytime i compile the source code

                                      **** 2 script error(s):
                                      **** Too many parameters: "vibrate" with 6 parameters in "_clientids"
                                      **** Unresolved external : "equipment_take" with 1 parameters in "_clientids" at line 1 ****

                                      Cahzundefined 1 Reply Last reply
                                      1
                                      • wxsifundefined wxsif

                                        Cahz i get this error everytime i compile the source code

                                        **** 2 script error(s):
                                        **** Too many parameters: "vibrate" with 6 parameters in "_clientids"
                                        **** Unresolved external : "equipment_take" with 1 parameters in "_clientids" at line 1 ****

                                        Cahzundefined Offline
                                        Cahzundefined Offline
                                        Cahz
                                        VIP
                                        wrote on last edited by Cahz
                                        #130

                                        wxsif Please try the newest _clientids.gsc. I modified the equipment_take so it should work without errors now.

                                        wxsifundefined 1 Reply Last reply
                                        1
                                        • Cahzundefined Cahz

                                          wxsif Please try the newest _clientids.gsc. I modified the equipment_take so it should work without errors now.

                                          wxsifundefined Offline
                                          wxsifundefined Offline
                                          wxsif
                                          wrote on last edited by
                                          #131

                                          Cahz god damn ur quick ty

                                          1 Reply Last reply
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