Zombie Panic version 0.92
- Mr. Teatime
- Righteous Subjugator
- Posts: 3340
- Joined: Mon May 19, 2003 12:07 pm
Zombie Panic version 0.92
<strong>[Mod -> Update]</strong> - More info on <a href="http://wikipocalypse.duckandcover.cx/in ... tle=Zombie Panic (Half-Life)">Mod: Zombie Panic (Half-Life)</a>
A post-apocalyptic <em>Half Life</em> mod that we've only recently started covering, <a href="http://www.zombiepanic.org/site/index.php">Zombie Panic</a>, has reached <strong>version 0.92</strong>.<blockquote><em>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 and "spawn on break"
entities not spawning the right thing or sometimes anything. 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.
- Fixed the bug where toggling your Zombie Vision would spraypaint also.
- Fixed the starting zombie initially spawning with Zombie Vision off.
Changes:
- Weapons/Ammo/etc no longer make the HL spawning noise upon spawning.
- Zombies no longer make underwater bubbling noises while swimming.
- A survivor will see the death message showing who killed him upon death. Other survivors still see nothing.
- Added zp_ruins. Thanks Watchmaker (Recently ZeroFate)!
- 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_nation. Thanks hi!
- New version of zp_eastside. Thanks KungFuDiscoMonkey!
- New version of zp_town. Thanks brute_force!</em></blockquote>It's nice to be covering a mod that has actual releases, rather than just plans. You can download from a list of mirrors on the <a href="http://www.zombiepanic.org/site/index.php">official site</a>.
A post-apocalyptic <em>Half Life</em> mod that we've only recently started covering, <a href="http://www.zombiepanic.org/site/index.php">Zombie Panic</a>, has reached <strong>version 0.92</strong>.<blockquote><em>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 and "spawn on break"
entities not spawning the right thing or sometimes anything. 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.
- Fixed the bug where toggling your Zombie Vision would spraypaint also.
- Fixed the starting zombie initially spawning with Zombie Vision off.
Changes:
- Weapons/Ammo/etc no longer make the HL spawning noise upon spawning.
- Zombies no longer make underwater bubbling noises while swimming.
- A survivor will see the death message showing who killed him upon death. Other survivors still see nothing.
- Added zp_ruins. Thanks Watchmaker (Recently ZeroFate)!
- 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_nation. Thanks hi!
- New version of zp_eastside. Thanks KungFuDiscoMonkey!
- New version of zp_town. Thanks brute_force!</em></blockquote>It's nice to be covering a mod that has actual releases, rather than just plans. You can download from a list of mirrors on the <a href="http://www.zombiepanic.org/site/index.php">official site</a>.
- Mad Max RW
- Paparazzi
- Posts: 2253
- Joined: Tue Apr 23, 2002 1:20 am
- Location: Balls Deep in the Wasteland
- Contact:
Out of the millions of HL zombie mods this is probably the best, but it still kinda sucks. The maps are way too dark to see anything. Although, they are well made. Weapons are impossible to find and you can't see them anywhere. And they're way underpowered. I couldn't tell if headshots matter.
This mod could be awesome if they had half the map in dark and half in light, balanced for both sides. Everything dark is just stupid. I have my brightness/gamma maxed out and it made little difference.
This mod could be awesome if they had half the map in dark and half in light, balanced for both sides. Everything dark is just stupid. I have my brightness/gamma maxed out and it made little difference.
- Mr. Teatime
- Righteous Subjugator
- Posts: 3340
- Joined: Mon May 19, 2003 12:07 pm
- Hellstorm
- Scarf-wearing n00b
- Posts: 35
- Joined: Fri Oct 22, 2004 7:02 pm
- Location: Abandoned bunker, Finland
Yes, well good that you did cover it as I didn't even know about the previous patch.
I got They Hunger, Zombie Panic and Brain Bread. All good mods with zombies in them. Excspecially Brain Bread blew me away. So much blood and violence. And endless hordes of zombies to kill.
I got They Hunger, Zombie Panic and Brain Bread. All good mods with zombies in them. Excspecially Brain Bread blew me away. So much blood and violence. And endless hordes of zombies to kill.
Join the brotherhood and kill something
I don't understand how this mod is "post-apocalyptic" other then that the zombies hunt the "last" humans?
On a sidenote: In my opinion, the best zombie mod for Half-Life (1) is Heart of Evil(single-player)... did anyone play it? Based on the Apocalypse Now!-movie or Heart of Darkness-book which ever you prefer... bla bla
On a sidenote: In my opinion, the best zombie mod for Half-Life (1) is Heart of Evil(single-player)... did anyone play it? Based on the Apocalypse Now!-movie or Heart of Darkness-book which ever you prefer... bla bla
There are no 'knowns'. There are thing we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know we don't know. So when we do the best we can and we pull all this information together, and we then say well that's basically what we see as the situation, that is really only the known knowns and the known unknowns. And each year, we discover a few more of those unknown unknowns.
- Mr. Teatime
- Righteous Subjugator
- Posts: 3340
- Joined: Mon May 19, 2003 12:07 pm
- Mr. Teatime
- Righteous Subjugator
- Posts: 3340
- Joined: Mon May 19, 2003 12:07 pm
There's no one else in your room because your room smells of dried semen.
That's what I was told, anyway.
As for the mod, it <i>is</i> post-apocalyptic, but with a lot more focus on the zombies rather than the post apocalyptic (as opposed to a mod like Wasteland Half Life, which focuses a lot more on the PA theme). So I guess we could make that distinction, and only cover the latter type of mod. What does everyone else think?
That's what I was told, anyway.
As for the mod, it <i>is</i> post-apocalyptic, but with a lot more focus on the zombies rather than the post apocalyptic (as opposed to a mod like Wasteland Half Life, which focuses a lot more on the PA theme). So I guess we could make that distinction, and only cover the latter type of mod. What does everyone else think?
Well, I brought it up because, well I never associate zombies with the type of apocalypse(Nuclear Holocaust and all that) this site is focused on... on the other hand there are Ghouls in fallout, but are Ghouls zombies? Perhaps they are... Then again the Dawn of the Dead-movie has a bit of a post-apocalyptic atmosphere about it and so does that movie 28 days later(specially the scenes in the beginning of the movie where he wakes up and london is empty... does anyone know how they shot those scenes?)... bla bla blaMr. Teatime wrote: As for the mod, it <i>is</i> post-apocalyptic, but with a lot more focus on the zombies rather than the post apocalyptic (as opposed to a mod like Wasteland Half Life, which focuses a lot more on the PA theme). So I guess we could make that distinction, and only cover the latter type of mod. What does everyone else think?
There are no 'knowns'. There are thing we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know we don't know. So when we do the best we can and we pull all this information together, and we then say well that's basically what we see as the situation, that is really only the known knowns and the known unknowns. And each year, we discover a few more of those unknown unknowns.
- Hellstorm
- Scarf-wearing n00b
- Posts: 35
- Joined: Fri Oct 22, 2004 7:02 pm
- Location: Abandoned bunker, Finland
Well, let's see. Covering zombie mods would be good. Just like covering zombie movies is good. As there aren't too many of either around, or atleast not many mods focused on zombies. I think that zombie movies/mods go well with DAC.
Aa, Heart of Evil. Yes, I remember that too. Liked it.
Aa, Heart of Evil. Yes, I remember that too. Liked it.
Join the brotherhood and kill something
Haha! I never made it completly through... I was always killed at his base where the zombies helped me! hmmm... maybe I should install HL and play it again?... Steam is shit...
There are no 'knowns'. There are thing we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know we don't know. So when we do the best we can and we pull all this information together, and we then say well that's basically what we see as the situation, that is really only the known knowns and the known unknowns. And each year, we discover a few more of those unknown unknowns.