Zombie Master 1.2.1 Final Update

Hectic Glenn

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So the end is here for the development of Zombie Master, 1.2.1 signals their final release to a modification which has been hugely successful over the past few years. Full changelist.
  • Fixed memory leak in server
  • Revolver made stronger
  • Banshee damage lowered
  • Improvement of interface responsiveness in certain situations
  • Improvement of zombie behaviour when told to swat objects
  • Additional game events for use by server plugins
  • Fixes for various exploits
  • Fix for rotated view after spectating through the zombie cam when the round restarts
  • Various other bugfixes
You can download the full 1.2.1 installer here, other mirrors will be added on the ZM files page.[br]Many congratulations to the development team and all their hard work including: Angry Lawyer, Pi Mu Rho, Ficcy and TheGreenBunny. Best of luck for the future.
 
You may consider your respective cats well and truly owned.
 
All hail ZM, the best mod available on the internets. Hats off to the ZM crew who built her, and the community who supported her.
 
All hail ZM, the best mod available on the internets. Hats off to the ZM crew who built her, and the community who supported her.
^^This. It's just a shame that Valve really doesn't support their SDK tools and just regurgitate them for people to scratch their heads and figure out to use them. It's how the Source engine was made that makes it so frustrating to use as opposed to say the Crytek engine: http://www.youtube.com/watch?v=LgXqgFhpR-A
 
Sad to hear ZM development is ending now. But I have had hundreds of game sessions with ZM and plan to have still many more!
 
If only Valve had added it to steamworks :( ah well, may ZM live long after this release and may its community support it for years after.
 
^^This. It's just a shame that Valve really doesn't support their SDK tools and just regurgitate them for people to scratch their heads and figure out to use them. It's how the Source engine was made that makes it so frustrating to use as opposed to say the Crytek engine

First off, thats the Dunia II engine and nothing to do with cryktek, secondly its been built from the ground up to be used as a sandbox, it allows you to manipulate displacement terrain, then plant objects on top of it, its no different to what the original FarCry engine had (aside a slicker interface), and the mod community behind that was hardly massive.

Also creating maps is only one small side of mod creation, creating a total conversion such as Zombie Master would still require the same ammount of new stuff to be created from scratch.
 
Why cease development on a good mod with a pretty active and sizable community?
 
Because we don't want to work on it any more?
 
Because we don't want to work on it any more?

So, are you guys doing any other HL2 projects, as a team or individually?

I myself have played Zombie Master for a little bit, it was quite fun in the beginning, but it couldn't grab my attention long enough. Still, good job on it.
 
So, are you guys doing any other HL2 projects, as a team or individually?

I myself have played Zombie Master for a little bit, it was quite fun in the beginning, but it couldn't grab my attention long enough. Still, good job on it.

Angry_Lawyer has a fulltime job that takes up all his time now. TheGreenBunny is doing university work and his own personal gaming project, and I'm doing some singleplayer stuff for HLSS along with...something else.
 
Because we don't want to work on it any more?

lol I have empathy for you





Anyways GG ZM, you guys really handled the development really well, small client, timely releases, very nice job :)
 
Neil's working on a new project. Inspired by the decompression work he had a hand in creating.

It involves phalluses and huge amounts of suction.

I look forward to it. Lots.
 

Oh, sugar, you just gone and done the dumbest thing in your whole life.

Tide's Reach?! :E

If that mod never comes out, I want you to release the tech demo of the spaceship with all the decompression stuff. That was kickass. <3

I wish. Tide's Reach has hit a sort of bump where we can't find a competent programmer. One day, though.
 
I had a hearty LOL at the 5 infractions Pi gave Orcone... they're N, E, A, L, and E :D
 
A shame to see this mod now finished (so we could class as dead due to all the stuff the developers said they were going to do to the game!)
 
So the end is here for the development of Zombie Master, 1.2.1 signals their final release to a modification which has been hugely successful over the past few years. Full changelist.
  • Fixed memory leak in server
  • Revolver made stronger
  • Banshee damage lowered
  • Improvement of interface responsiveness in certain situations
  • Improvement of zombie behaviour when told to swat objects
  • Additional game events for use by server plugins
  • Fixes for various exploits
  • Fix for rotated view after spectating through the zombie cam when the round restarts
  • Various other bugfixes
You can download the full 1.2.1 installer here, other mirrors will be added on the ZM files page.[br]Many congratulations to the development team and all their hard work including: Angry Lawyer, Pi Mu Rho, Ficcy and TheGreenBunny. Best of luck for the future.

Good update.
 
I had some good times with ZM.

Well done on all the hard work.
 
Good concept, solid mod, good final release.

Looking forward to the next bit of Pi's handicraft...
 
FINAL update? Noo. Sad to know they've thrown the project. It's great mod! Better then Zombie Panic.
 
Many congratulations

You can download the full 1.2.1 installer here, other mirrors will be added on the ZM files page.

Many congratulations to the development team and all their hard work including: Angry Lawyer, Pi Mu Rho, Ficcy and TheGreenBunny. Best of luck for the future.
 
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