Posts by XeroX

    Changes - JX MOD 1.4.0 - 10/07/2016


    Zombies now have a 5 second delay before hp regen kicks in.
    This is reset everytime you get hurt by asurvivor (DOESN'T affect health regen from zps itself)
    Survivor Armour Regen takes now longer to tick on lower levels.


    Survivor Armour per tick and starting armour (per level) increased to 2 from 1.


    Changed how mutation chance is calculated should trigger less often now even on higher levels.


    Major Upgrade Change!
    This Update changes how upgrades work in general. Previously, most upgrades would upgrade with the same value, per level, making high levels far too overpowered than intended. Each level of the upgrades now scale differently.


    This does not affect Infection, Mutation, Matyrium or the starting weapons.
    With this change, we have attempted to initially balance the teams once more. You will also notice that upgrades have generally been buffed, most changes will feel noticeable at lower levels, as they give a higher boost per upgrade, this makes it more rewarding in actually upgrading them. Overall speed for example has been increased for both sides on almost all levels.


    We will monitor these changes over the next few weeks and tweak them as needed.

    Update 20/07/2016 - 1.0.4


    - Fixed voice messages sometimes not working correctly.
    - Ammo regen is longer possible above 30lbs
    - Updated the way ammo regen works to the same way as in JXMOD.
    - EU1 and 2 have been updated to Sourcemod 1.8 and Metamod 1.10.6

    Changes - JX MOD 1.3.2 - 20/07/2016


    - Fixed an issue which caused the voice messages to not show up correctly in chat.
    - Fixed a rare bug where spawnproection didnt wear off correctly.
    - EU 1 and 2 have been updated to Sourcemod 1.8 and MetaMod 1.10.6

    Changes - JX MOD 1.3.1 - 08/07/2016



    - Fixed empowered carriers not receiving points for damaging survivors.
    - Survivors no longer receive starting weapons / have ammo regen on maps like zps_deathrun_marioworld.

    A small patch today.


    Changes - JX MOD 1.2.8 - 20/06/2016


    - Added !inventory for admins which shows the current inventory of a survivor
    - Changed to a better way of ammo regen.
    - Added primary weapon limitation. You can have 1 primary weapon. M4, AK47, MP5, Remmy, Super Shorty, Winchester and Revolver are considered as primary weapon.

    Been some time now since the last patch.


    Update 1.2.7
    Fixed fire and frost bullets not showing up. (Should be fixed now permanently)
    Fixed issues with empty result from buysong
    Fixed mutation bug that caused the mutation to not end
    Added additional visuals to the shotgun fire and frost bullets

    Release 1.0.0


    All class base stats other than the ones listed on the documentation will not be initially public.








    Update 08/02/2016 - 1.0.1


    General bug fixes, such as the huge crashes on release. Fixing Jouxbox,
    carpenter / demo man regen fixes. Class changes are below.


    Zombies have mainly been buffed which includes some changes to base
    stats & abilities, this should not affect their classes too much,
    but felt their abilities were a little weaker compared to human base
    stat abilities.



    - Doctor - Stockade - Bard -


    Changed > Distance between each spawner increased by 100%.


    Fixed cooldown bug if used whilst being too close to another spawner.




    - Bard -


    Changed > Buff Duration from 6 seconds > 9 seconds.


    Added > Buff Icons above player head to indicate an active buff.




    - Quake -


    Changed > Radius/Range of ability increased by 75.


    Changed > Base Strength of ability increased by 50%.




    - Brute -


    Changed > Base damage reduction increased by 100%




    - Dread -


    Changed > Base Radius/Range increased by 100.


    Changed > Base Slow increase by 5%.




    - Pulse -


    Changed > Base Radius/Range increased by 25.


    Changed > Base Damage increase by 5.








    Update 09/02/2016 - 1.0.2


    Fixed: Uberpush maps being able to kill players with normal guns instead of the objects / cars


    Added: Players can now drop the class weapons


    Added: Panic delay on round start (10 sec)


    Changed: Limited IED to 1 instead of 3


    Removed: Various debug leftovers in code




    Update 12/02/2016 - 1.0.3


    Fixed zombots spawning with 100 hp


    Excluded bots from attacking with different damage


    Possible fix for the breaking objectives. NEEDS TESTING.


    Removed barricades and barricade regen on bot maps (Not needed anyway)


    Fixed !rpg menu now re-opening when upgrading. No longer need to write !rpg 20 times just to upgrade something.


    Added Member commands !vmute !vgag !vkick !vban

    < Class Mod >




    I am excited to announce the release of Class Mod, SoD's newest addition to the Zombie Panic Servers.




    The mod will be released this Friday @ 6:30 PM GMT (05/02/2016) and will consume EU 1.


    Both JX MOD Servers will be taken down for the entire weekend to
    populate the new mod and get our community and new players active on the
    server!




    As of Monday, JX MOD will return on EU2 Only. We will also be changing and setting up our other mods and previous mods in weeks to come.








    What is Class Mod?




    As the mod name suggests, Class Mod is a Class-Based system which has
    many different classes with their own unique abilities. Each class will
    have different statistics, tools and upgrades to save, or destroy
    mankind. Each class has it's own leveling system, which means you can
    switch and level up any class you desire at any point.






    How do i play?




    When a new player first joins, they will be required to choose a class
    for each team. For those who have trouble reading and/or just want to
    get in and play, a random class will be assigned. You can change your
    class at any time, however, the change will not take affect until you
    next re-spawn. This means a Human can only be a single class each round,
    where-as a zombie can change at any point. The class menu can be
    accessed via the in-chat command !class






    How do upgrades work?




    Each class has their own unique upgrades, this means you can no longer
    upgrade health, speed, damage, armour from any single class. Each class
    currently has Two upgrades, which will boost current class abilities.






    What are Abilities?




    Abilities are the biggest addition to the current game-play of ZPS and
    our previous upgrade mods, it gives players additional tools to play
    with, either by spawning Med packs, sending shock-waves, placing Ammo
    packs or even slowing players. Abilities all have a specific Cool-down
    based on their class ( which will be shown on screen, or in chat for
    it's cool-down ) whilst some can be upgraded to reduce the cool-down.


    Abilities are used by the default Key : J


    Abilities can also be assigned to a custom key using : !bind <key>


    Example for your middle mouse button : !bind MOUSE3


    Example for your v key : !bind v




    How many classes have been added?




    10 Human & 7 Zombie classes have been added. Below is a full list along with their stats and abilities.
















    How do i upgrade a class?




    Each class gains experience based on the performance of the
    whole team. Experience is only given to your current class and class
    progression will be displayed in-game.


    Once a class level's up, you will gain an upgrade point which can be spent on the Class Upgrade Menu.


    Upgrades for both teams can be accessed via the !class command.


    Alternatively, we have added !rpg and !upgrade, which will open the upgrade menu directly to your current played class.


    Class Upgrades will slowly cost more points to upgrade.






    Other information on class mod




    Max Classes ) there is a maximum of 3 classes in a single round.


    If a player joins the server on a full class, they will be asked to change, if not a random will be given.


    The menu will prevent you from choosing a full class.




    Class Boosts ) Classes that have global boosts, stack. Mutliple Eye Que & Patriarchs will increase the total stats for that round.






    What other commands are available?




    VIP) !VIP - Access to the VIP Menu to unlock Skins, Buy VIP Days, EXP, Tokens,




    Jouxbox) !buysong - Buy a song of your choice !buysong name of song




    Chat Games) Brand New timed events, Players will have the chance to answer multiple in-chat questions !




    RTD) rtd or !rtd Brand new RollTheDice with many new rewards and interactive rewards.




    Hud Toggle ) !hud - can be used to disable specific in-game huds.

    As you know and as bacon stated CS:GO isnt the thing for us like i mentioned in Bacons thread its mostly played competitvly and the script had bugs and some other stuff. What if we had GMod instead as supported game for SoD ?
    You decide! Tell us if you want GMod and your favorite gamemode be supported by SoD.

    There was actually no real reason to keep it running as CSGO itself is played most of the time competitively. The script we had also had bugs. Apart from that Valve "recently" (think in november or so) they changed how community servers are setup which requires a Gameserverlogintoken (GSLT) however to get one of those tokens you would have to add your smartphone (register it) and tbh i dont see why we should do that.

    A new year a new update 1.2.6
    Fixed the "Need Ammo" message shown in chat (this is just a workaround until it will be fixed in ZPS itself)
    Updated RTD Butter to use a direct function call to drop the weapon instead of using a hackish way.
    Fixed an issue with Points being added to the Console (aka world).