Garry's Mod

Garry's Mod

Zombie Survival
A 80CM CIRNO FUMO  [developer] 10 Apr, 2014 @ 7:33pm
Patch notes - 04/10/2014
This is a pretty big content update. :freesia:
It also fixes the problems caused by the gmod update.

WARNING: SERVER HOSTERS MUST USE THE SVN VERSION UNTIL OGG FILES ARE WHITELISTED ON SRCDS

Changes in chronological order:
  • A horrible frame freezing / FPS issue has been fixed thanks to tracking down a slowdown in the zombie footsteps code (playing a sound script is 110x slower than playing a raw sound file).
  • When holding an object, the proper hand model will now be shown instead of the HEV suit one.
  • Added zombie class: Gore Child. Very low health and points but can easily fit in to the smallest areas and gaps. Strength in numbers. Cannot be spawned as normally. Must be done through the Giga Gore Child.
  • Added Boss Zombie: Giga Gore Child. Giant baby (think the boss from Zombies Ate My Neighbors) which can throw smaller babies. Dead zombie players have the option to spawn as Gore Children by pressing ALT. Primary attack is a slow swing which knocks humans down and throws them away. Secondary attack throws Gore Children. Human players can kill Gore Children before a player takes control of them.
  • Added a completely new health area for the HUD. It involves clip planes, 3d models, and a few other things but remains minimalist.
  • Increased Blaster damage from 70 to 91.
  • Decreased Blaster fire delay from 0.9 to 0.8 seconds.
  • Slightly increased the effectiveness of the Bloated Zombie. Melee attack damage has been raised from 25 to 28. The amount of poison projectiles created on death has been increased from 15 to 20 and its walk speed has been raised by about 7%.
  • Added zs_babymode.
  • Fixed being able to move props or deployables through zombies.
  • Added new zombie class: Flesh Creeper. This class is mainly used for the new spawning system but has a weak basic attack.
  • Dynamic spawning has been completely reworked. Zombies can use the Flesh Creeper class to build infected nests. Hold right click to build. Nests take 40 seconds to build and humans can destroy these quite easily. Restrictions on location include: must be on solid ground, must be a certain distance away from other nests, and to be used as a spawn point it must not have any humans immediately nearby (melee distance).
  • Beats are now disabled on Zombie Escape maps since the vast majority of them come with their own music.
  • Fixed Aegis boards not displaying their health if their owner left or died.
  • Fixed players being able to press USE on things while they were holding something.
  • Fixed thrown babies being able to be used as physics projectiles.
  • Added new weapon to Worth: Medic Gun. Fires darts which heals team members while increasing their movement speed for 10 seconds. The effectiveness is increased by 33% if using the Surgeon buff. Base heal amount is 3HP. Uses 5 medical ammo per use so it is not as effective as a medical kit but can be used at a range with rapid fire.
  • Added new melee weapon: Lead Pipe. Hitting zombies with this weapon will temporarily disorient them.
  • Added new melee weapon: Meat Hook. Hitting zombies with this weapon will stick the hook in them and deal damage over time until the zombie dies or 50 ticks of 6 damage. The hook will then fall out for anybody to pick up again.
  • Added new weapon to Worth: Z9000 Pulse Pistol. Doesn't do as much damage as the other starter guns but slows targets on hit.
  • Added new Trait: Muscular. Allows you to carry and throw heavy props that you would otherwise be stuck dragging.
  • Added new ammo type: pulse. The Adonis now uses this ammo type instead of rifle ammo.
  • Added effect to pulse shots such as the one the Adonis uses.
  • Added damage numbers for when you damage other players or barricades.
  • Added a ding sound to the Resupply Box when ammo is available.
  • Switching zombie classes will automatically kill in console for you.
  • Increased oxygen tank capacity from 4 to 5 minutes.
  • It is now possible to spawn at a nest immediately when the wave starts.
  • Creeper nests are now unable to be damaged by friendly Flesh Creepers if only one is remaining.
  • Spawning at a dynamic spawn point (nest) will now keep your eye angles you had during spectator.
  • Picking up props, the human menu, crafting, dropping weapons/ammo, and giving weapons/ammo has been completely disabled on Zombie Escape.
  • Zombie Escape maps will no longer reset func_brush and env_global entities, which should make difficulty levels work.
  • Removed convar for Worth; it is now locked at 100. Can still be changed by maps.
  • Added ability to control redeem loadout with the logic_startingloudout entity. Keyvalue is redeemloadout and works the same as the startingloadout keyvalue.
  • Added func_noair brush which simulates a no-oxygen environment. Can be used to force players to use air tanks.
  • Fixed health display appearing twice on round restart.
  • Fixed custom messages in the top left of the screen not being reset on round restarts.
  • Fixed Fast Zombie unlock message appearing during Zombie Escape, Classic Mode, and other special rounds.
  • Fixed bug that allowed humans to move faster if holding an object while already moving slowly (due to health loss or a heavy weapon).
  • Fixed melee weapons occasionally making bullet effects if hitting things at odd angles.
  • Fixed prediction error in melee weapons. Props destroyed by the weapon would not make any debris for the client that destroyed the prop.
  • The formula for barricade health has been altered. Previously it was Clamp(Mass * 3 + Volume * 6, 150, 1100). It has now changed to Clamp(Mass * 2 + Volume * 3, 50, 1000). The old formula was causing things like boots and chairs to have 500+ health.
  • There is now 30 extra seconds before the first round of Zombie Escape.
  • Added the Noodle Arms debuff. Disallows picking up of objects in exchange for Worth.
  • Muscular now actually makes your arms bigger.
  • Targeting a person who is carrying a prop will now display "Carrying: [model]" instead of their current weapon.
  • There is now a 3 second grace period after a Meat Hook falls off of a zombie. Only the person who originally used it will be able to pick it up during this time.
  • Nailed props that have been broken off now have a more obvious effect. They also will automatically break after 10 seconds.
  • Hemophilia has been changed. It not longer prevents people from being healed. Instead, being hit by a zombie will now apply a bleeding effect on you. This will do 20% of the original damage over time.
  • Fixed spectating a zombie, having them redeem, and then staying spectated to the now-human player.
  • Fixed Muscular persisting through different rounds.
  • Committing suicide when a zombie hasn't hit you in a while will now award the kill to the nearest zombie.
  • Improved animations of Zombie Legs / Fast Zombie Legs classes.
  • Zombie Legs and Fast Zombie Legs will kick with their left legs by pressing left click and kick with their right legs by pressing right click. There's no difference between the two and this is only cosmetic.
  • Fixed players being able to continue packing up an item if another player came and claimed ownership of it during the process.
  • Fixed a rare bug where a human would have full model rotation (being able to look up and have their model tilted to the floor).
  • Fixed a bug where breaking a wooden prop with a melee weapon would not log the breakage.
  • Fixed poison eye / confusion effect lingering after death or respawn.
  • Fixed picking a class while a crow killing you.
  • Fixed being able to use trigger_zombieclass brushes while a crow to spawn as a zombie.
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Showing 1-3 of 3 comments
A 80CM CIRNO FUMO  [developer] 10 Apr, 2014 @ 7:34pm 
bump
DerkMorris 10 Apr, 2014 @ 10:10pm 
It's good update!!
AcapitalA 1 May, 2014 @ 9:07am 
Noticed it on a server, awesome!

Oh yeah, the manhack seems to fly like it's drunk, is that intended?
Last edited by AcapitalA; 1 May, 2014 @ 9:07am
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Showing 1-3 of 3 comments
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