Posts by Joux

    ...And say hello to Soldiers of Demise.


    For almost 6 months now (even longer) we have been discussing the options to move the community into other games, but had been slightly restricted by the current name. We had a lot of replies (and thanks for the input!) with possible names and discussed the usage of them; however, a lot of the names given unfortunately had already been taken. In terms of the rewards, we will be listed the runner up names and distribute the rewards accordingly.



    By the end of the day (hopefully!), both the main site and forums will be changing, and our new home will be on the web address of http://www.soldiersofdemise.com. The forums will be reconfigured into game divisions and most current content will be moved into the ZPS Game Division.



    Ranks, Permissions, Admins, Management Changes



    With the change, I am moving Mr.9 down from Management; it’s been a very prolonged decision but unfortunately (for us!) his life commitments and lifestyle change have taken priority. But I hope he will return very soon to once again help our community grow, and of course, dominate the leader boards!



    In Terms of Ranks and Permissions, I am re-introducing Head Admins for each game we expand into for individual game management. As it stands, this will not mean too much for anyone, and not much will currently change, but a system is being put in place for when it is needed.



    Due to Mr.9 Leaving the Management Team for Both Server and Community Roles, I am re-appointing XeroX to the Server Management side of our community. As behind the scenes and undocumented notes, XeroX has helped the ZPS servers a tremendous amount so far, with helpfull admin plugins and scripts to the barricade griefing code, aswell as alot of other help with testing scripts and other plugins.


    There is a full explanation of the roles on the new website when it goes lives. But to clarify, I have split the management now into two groups (Although this was briefly set in motion when i last made management changes.) which are Server Managers & Community Managers. For issues regarding server performance or issues with player stats and or donations, server scripts/mods, Site/Forum Issues, Server managers are in control. For anything regarding the Community, such as Admins, Members, Bans, Disputes and Player issues, Community Managers are the people to go to (in a first case scenario).



    ZP:GO + Forum Downtime


    The ZP:GO Script me and XeroX have been working on over the past two months is almost complete and ready for a live test, just a few more additions and fixes required but hopefully either this weekend or the next it would be nice to get some members together for better testing! Notes on the mod will follow on release on both the Site and Forums.


    With all these wonderful changes, I will be asking the entire community on what they would like added to the community, from admin changes, Forum Changes, Site Changes and even Game Servers for any other game you would like added to the community! I will have a write up regarding this after the new site and forums are live however.


    And finally, for a 'Heads Up', The Forums will be taken offline at some stage either this evening or tomorrow morning to make the changes to fit in with the new community name and various other works required.


    Any questions please let me know here or on steam direct.

    So JX MOD has been running for a good few months now, and there have already been some big changes to balance the script. However, now that a lot of players have some fairly high upgrades, i would like to know everyone’s thoughts on what needs to be balanced. This includes changing an upgrade completely, or simply buffing the weaker ones, or nerfing the strong ones!


    Although it is an upgrade server, and things are going to be obviously unfair on players who do not play as much, it is more of a balance and any ideas to bring new players to the community who believe they have no chance in playing with low upgrades.


    The most recent change ( and continuous struggle with speed ) is regarding ammo regen, which will disable if you are moving too fast than your upgrade speed ( However, it will now reactivate if you stand still ) . For those that have the weird and wonderful speed bug which makes you slightly faster than others, it will affect them the most. It also affects people who think they can abuse the ammo regen system too.


    So, please let me know what needs changing, or what in your perspective requires tweaking and why, no one liners such as ' humans have too much armour ' etc.

    Update : It now takes half the time to save stats than before, just watching the server with 21 people, it only froze for 2-3 seconds ( which is almost unnoticeable ) however, i still have a couple of other changes to make which should hopefully completely remove the freezing. Will be updating the JXMOD Log with alot of changes to note this.

    The random map change bug was something i was testing to fix the long map changes, but not a solution anyway, and has been disabled.


    The current issue is, the new mod has a lot more data to save after each round, and on a full server this can take around 30-35 seconds. Therefor when a round finishes, and points are distributed to players, it saves everything ( Upgrades, Player Stats, Accuracy Stats, Dailys, Achievements, TokenDB ( Skins and PP ) ) which, per player, takes about 2 seconds. Unfortunately, the map will not change until all these queries/updates are performed, so on a server with 12+ players, you will start to notice slow/temporary timeout map changes.


    I am working to get the queries compressed and run faster, and there should be a slight increase already in the server. But I am still working on it.

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    ;)

    True, it should be more rewarding by working as a team, but it is an upgrade system, and you should be rewarded for your own performance too. The reason for the increase is just to make the mod more fun for all.


    However, it does bring up a very good idea of including objective and team oriented rewards and bonuses.

    There have been a few fixes applied since release which I will briefly note, however further changes/updates will be added here.


    Main Fixes/Additions since release include;
    > !gift - Token gifting re-added.
    > rare issue with end round points not giving all points stated ( this was only an issue for a few days however ) - there is a max 25000 point limit each round ( long story short, I don't trust sourcemod with floats & integers ).
    > Point Rate in %



    Changes - JX MOD 1.1.1 - 24/11/2014


    > Points earned from kills/damage has been increased by roughly 100+%
    >> As it has been a few weeks since release, I have had a good look at average points given each round, and the current points people are on. And it would seem it is slightly hard to get the lower levels in upgrades. Although this was by designed compared to fungrades ( low levels were a lot easier to achieve ) I balanced it out in this new upgrade system. But it would seem the point rate is a tad too low at the moment. Although achievements and daily's give a big chunk of points each time, I am making playing the game without these bonus points, also rewarding,so have fun levelling a lot easier now ;) The change will obviously boost players in having higher upgrades, however, it will also allow new players to level up a lot faster ( although achievements and daily's do a good job in providing this ).


    Changes - JX MOD 1.1.2 - 25/11/2014


    > Command - !ts3 - will connect the player to the sammys-zps.com Teamspeak with their in-game name!


    > Adverts - Added Teamspeak 3 advert + Gift Advert.


    > Lotto - Changed Lotto to allow numbers 1-25 ( from 1-30 )


    > Teamwork Plugin
    >> There is a new system, which will now reward or punish starting survivors with an increase/decrease in points based on their efforts during the round. There are a few teamwork point rewards and now a Point Bonus for those survivors winning a round. This is still in early development, and will be adding several more features to make players work more as a team. You will be printed at the end of each round your point rate, along with any bonuses and punishments that have been earned for each individual round.


    Changes - JX MOD 1.1.3 - 26/11/2014 - Effective from the 1st of December


    > Xmas Presents and Candy Canes!
    >> Like every year, an Xmas event is added to the servers. This year, with ideas from Mr.9, a Calendar/Present + Game Giveaway event will be added to the servers, the biggest event yet ;) Last year there were a few game giveaways, however this year, there will be daily rewards and a final 24th of December game giveaway! i will be listing the games very soon, however i am posting the changes early for people to understand and get prepared ! More Info can be found Here


    Changes - JX MOD 1.1.4 - 01/12/2014


    > Admin print for zombie leavers for total leaves per player.
    > !cane !candy !candycane - Command to view current canes + time played each day.
    > Spectator Damage Disabled ( incoming and outgoing ).
    > Bot kills, although still do not count for any stats/dailys, now grant a small amount of points per kill.

    Changes - JX MOD 1.1.5 - 05/12/2014


    > Target upgrades now have a back option!
    > Changes to Damage, Life Steal and Toughness


    Changes - JX MOD 1.1.6 - 19/12/2014 ( WIll be live sometime this evening )


    > 21 new Achievements ( More to follow very soon also )
    > Buysong will now print the song last bought with !Start
    > Minor Bug fixes for points for melee weapons
    > Small reduction on melee points.
    > Normal Point Rate Round Cap - 15000 from 25000. Achievements are now not affected from the point cap.


    Changes - JX MOD 1.1.7 - 19/12/2014


    > 1 new Achievement
    > Point cap fix which was applied last week to correct achievement/point gain ( people gaining slightly more than rewarded if they hit the point cap). I will also note here again, achievement points are not affected by the cap. so if you gain 15000 points from the mod + 10000 from achievements, you will gain 25000.
    > Zombie Leaver Update - I still need to hook timeouts, but if you leave twice within a couple of days, 30 min auto bans will be given out. You can find a log of all leavers on http://sammys-zps.com/banme/index.php?p=warn - The automatic ban will be active this evening.
    > !warn name 1 reason - This is a feature which i am still thinking of releasing as a permanent feature. It works with the zombie leavers warns ( A Leaver gets 2 warns auto ) the reason for this addition is to have a log of all people breaking rules but not receiving a ban at the time. so !warn Joux 1 "Chat/Mic Spamming" along with the standard !mute Joux and !gag Joux command that would be given for the specific offence. Also, if a person receives too many warnings, it will also autoban them for 30 minutes for too many warnings.
    > Alot of bug fixes and tweaks! ( over the last few weeks ).


    Changes - JX MOD 1.2.2 - 09/09/2015


    JX Mod has been converted using Transitional Syntax allowing us C# like object calls. (For those interrested: wiki.alliedmods.net/SourcePawn_Transitional_Syntax)


    - Changed several queries to increase speed


    - Partially rewrote how Achievements are saved.


    - Added several ConVars which will allow us to easily enable events without the need to alter existing code.


    - Changing stuff which is currently a bit hackish when it comes to translations and colors


    - Added !steamid command will print your Steam ID and your Steam profile link.
    - Added !pr or !pointrate which shows you the current point gain percentage.


    - Removed old code which is not longer used
    - Changed the way players are saved to decrease the amount of single queries to the mysql server.
    - !vip will now give an info that skins are automatically assigned once you unlock them.
    - Almost every chat message has been changed in code so they can be easily translated into other languages.
    - Several bug fixes
    - It will now tell you which skin you have selected.
    - For Sonic skins it will always show which skin got randomly chosen.
    - Medic questions a bit more randomized
    - Changed to a better way of checking when someone uses rtd or anweres a question in Quiz or Math game in chat.


    It actually looks less then it is due to most of it being an under the hood change and not directly visible to players.


    Any bugs or suggestions post them in the Bugtracker.




    Changes - JX MOD 1.2.3 - 25/09/2015


    - Zombie base health increased to 225 from 200
    - Zombie base damage increased to 30 from 25
    - Carrier base damage reduced to 30 from 35
    - Zombie health per level increased to 4 from 2
    - Zombie damage upgrade modifier reduced to 0.09 from 0.012
    - Zombie lifesteal per level increased to 2 from 1
    - Survivors health per level increased to 2 from 1
    - Survivors melee damage modifier reduced to 0.014 from 0.016
    - Added a armour regen delay. When you get hit there is a delay before armour regen starts to tick again


    Changes - JX MOD 1.2.4 - 25/09/2015


    - Added a new Zombie upgrade Mutation (JX MOD DOCUMENTATION)
    - Finally fixed the ammo regen speed issue. Each time you regen ammo you now receive appropriately weight and will slow down. So no more running with 30 Shotgun bullets at full speed
    - Fixed minor things.
    - Added a message to all players when someone gets mutated
    - Removed the attempt to balance speed due to ammo regen issues see above.
    - Updated Sourcemod to 1.7.3 (this time it works :rolleyes: )
    - Updated Metamod to 1.10.6


    Changes - JX MOD 1.2.5 - 04/12/2015


    - Brand new point system. This is a ( part 1 ) follow up from the thread regarding the current JXMOD. The new system is now a shared point system, which, those who camp and get kills for points will no longer singularly benefit and gain solo points. Points gained from Kills and Deaths are now shared, you will still gain your own points from events, such as RTD, however, points gained from killing and playing each round will be split between your own team. This method of point sharing now gives new players in particular a much better chance of upgrading and not leaving as they find it hard to gain points alone. It also targets players who enjoy the objectives of a map, rather than trying to get as many kills as possible, everyone will now be rewarded. Along with this change, you will notice that you will receive a larger amount of points.


    Changes - JX MOD 1.2.6 - 14/01/2016


    - 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).


    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.

    Well thanks for the time and effort you have put into the community not only as an active member but as an admin, i hope everything works out for you.


    I am happy to hear you have had a good time with the community for your time here, it is good to hear that from members / players :)


    Good luck with everything :)

    JX-MOD 2015 DOCUMENTATION


    Human Upgrades


    There are a total of 10 Human Upgrades. Each upgrade will cost accordingly to the Maximum upgrade stat. You will find that some upgrades cost More per level, This is due to the upgrade having a lower Max Upgrade Limit.



    The First Upgrade is Health. For each Upgrade Level, you will receive increased Maximum health on spawn and through out the round, Medpacks & Pills will heal you to your New Maximum health.



    The Second & Third Upgrade are Armour & Armour Regeneration. For each Upgrade Level, your Starting Armour will increase on spawn. The Armour Regeneration upgrade will only regen up to your Upgraded Armour Level. Upgrading the Armour Regeneration Upgrade will increase the regeneration time.



    The Fourth Upgrade is Starting Melee. Each Upgrade will change your starting Melee Weapon. Below is a list of Starting Melee Weapons you can obtain per Upgrade Level:


    0) Plank
    1) Keyboard
    2) Spanner
    3) Cooking Pot
    4) Fryingpan
    5) Golf Club
    6) Fireman's Axe
    7) Crowbar
    8 )Pipe
    9) Machete
    10) Tireiron
    11) Wooden Bat
    12) Metal Bat
    13) Chair
    14) Shovel
    15) Sledgehammer


    The Fifth Upgrade is Starting Weapon. Each upgrade will change your starting weapon, Below is a list of Starting Weapons you can obtain per Upgrade Level.


    0) PPK
    1) USP
    2) Glock
    3) Glock18c
    4) Winchester
    5) Super Shorty
    6) Shotgun 870
    7) MP5
    8 ) AK47
    9) M4
    10) Revolver


    The Sixth Upgrade is Ammo Regeneration. Each upgrade level spent in this upgrade will increase the regeneration time of your ammunition, It will regen the ammunition based on the in-hand weapon. Each weapon will regen ammo and separate rates, For instance, pistol ammo will grant more ammo over time than shotgun or magnum bullets.



    The Seventh Upgrade is Melee Damage. This upgrade Increases your Melee damage against Zombies! Each Melee weapon will output increased damage based on the original damage. For Instance, a sledgehammer will benefit more from the upgrade than a plank in terms of 'Extra Damage' Per Hit.



    The Eighth Upgrade is Weapon Damage, This upgrade increases your Weapon Damage against Zombies! Each Melee weapon will output increased damage based on the original damage. For Instance, a revolver will benefit more from the upgrade than a PPK in terms of 'Extra Damage' Per Hit.



    The Ninth Upgrade is Stamina Regen. As a survivor, constantly moving will slow you down over time. This upgrade will allow you to run at maximum speed for longer. Each upgrade spent will increase the regeneration time of you stamina bar.



    The Tenth Upgrade is Speed. The Speed upgrade increases your maximum movement speed as a human. Each upgrade level will increase the maximum speed your player will have throughout the round.



    The Eleventh and final upgrade for Survivors is Martyrium. This upgrade will drop an active grenade which will allow you to get revenge on the zombie that killed you. Each level increases the chance for it to spawn by 1%
    Each level decrease the time it takes to explode, increases the damage and increases the range.



    Zombie Upgrades


    There are a total of 9 Zombie Upgrades. Each upgrade will cost accordingly to the Maximum upgrade stat. You will find that some upgrades cost More per level, This is due to the upgrade having a lower Max Upgrade Limit.



    The First and Second Upgrade for zombies is Health & Health Regeneration. Each Upgrade in Health will increase your total Health. The Health regeneration will regen upgrade up to your maximum health upgrade. Each upgrade level in health regen increases the regeneration rate.



    The Third Upgrade is Lifesteal. Lifesteal will 'Steal' health from your target. Granting you health for each consecutive hit. Upgrading this upgrade will increase the total health returned from each attack.



    The Fourth Upgrade is Damage. Damage increases the base damage of zombies. Each upgrade will slightly increase your damage output per hit.



    The Fifth upgrade is Toughness. The Toughness upgrade will reduce all incoming damage your receive. Each upgrade level distributed into this upgrade will reduce the damage taken from an opposing survivor. The damage reduction is percentage based, meaning you will take less damage the more damage you receive.



    The Sixth upgrade is Lunge Regeneration. This upgrade increases the zombie Lunge ability automatically over time. Increasing the upgrade level for this stat will regenerate the lunge faster.



    The Seventh upgrade is Speed.The Speed upgrade increases your maximum movement speed as a zombie. Each upgrade level will increase the maximum speed your player will have throughout the round.



    The Eighth upgrade is Infection. In JX-MOD 2015, Infection is set to 0 for Zombies, and 5% for Whitey Zombies. Upgrading the infection stat will increase your Infection Chance by 1% to a maximum 15% ( 20% Whitey ).


    The Ninth and Final upgrade for Zombies Mutation. Mutation will disable all upgrades of the survivor for 6 seconds. Upgrading the mutation stat will increase your Mutation chance by 2% to maximum of 20%. The mutated player will not be able to use !boost !rtd nor the chat while mutated. Also no stats / dailies will progress while in mutation state.


    Point Rate System


    This mod has a new feature to balance Human and Zombie 'Spammers' This is to allow players to enjoy both roles knowing they will be earning points based on their game play preference. Points in JX MOD is split into Zombie and Human points. By Wanting zombie as your main role preference, you will, over time, earn less zombie points at the end of each round. Each user has their own Point Rate which does not reset when you leave one of the servers. The idea behind this is to force players to equally want to play on both teams, and prevent Zombie Spammers from earning Zombie Points if the role is 'Spammed' . Please also refer to the Sammys-ZPS Server Rules on Zombie Spamming, you can also review them ingame with !Rules.



    JX Statistics / Achievements / Challenges


    The new mod now comes with Full Player Statistics which can be viewed @ http://sammys-zps.com/jx (currently a WIP ) You can search your STEAMID on the right hand side of the page.


    You can find your SteamID by typing STATUS in CONSOLE while in game. The Statistics will record all weapon and melee activity. Kills, Shots Fired, Shots Hit, Shots Missed and Weapon Accuracy ( Guns Only ). You will also be ranked against other players based on your weapon statistics and overall performance as a Survivor and Zombie. You will have 4 Ranks available. Upgrade Rank, Survivor Skill Rank, Zombie Skill Rank and a Global Skill Rank. To Become Ranked, You require 1 hour of gameplay, 100 survivor kills and 25 Zombie Kills. Once the requirements have been met, you can type !rank in chat to view your current rank standings. The mod now also comes with player Achievements. There are currently 31 Achievements to Obtain and find! Achievements are being kept secret for the time being. You will earn 5000 Points for Each Achievement Found and Unlocked!. You can view your current achievements on the web interface and by typing !Ribbons or !Achievements in game.


    You will also have Daily Challenges to obtain. Each day you will have a goal for 7 different challenges, These include, Survivor Frags, Zombie Frags, Survivor Killing Spree, Headshots, Damage, Rounds Won as a survivor and Melee Kills. Each time a Daily Challenge is complete you will be rewarded with Points. Also, each time a daily challenge is completed, you will increase your level in that challenge. Each level obtained will increase how tough a daily challenge will be. For Instance. Level 1 Survivor Kills is 175 Kills in a day, a Level 2 ranked Survivor Kills will become 250.



    JX Lotto


    A fun and new feature is the JX LOTTO! Each day @ 3:00 PM GMT+0, The Lotto will run! You can participate ( 3 BetCoin Entry Fee ) by picking 3 numbers from 1-30. The Lottery Jackpot is increased by 250 Points per player each day, The Pot will increase until it has been won! ( Resting back to 10000 Points ).


    1 Matching Numbers - 5% Pot
    2 Matching Numbers - 25% Pot
    3 Matching Numbers - 100% Pot


    You can access the lotto menu by typing !bet or !lotto in chat!



    JX MOD Additional Features


    VIP) !VIP - Access to the VIP Menu to unlock Skins, Buy VIP Days, Points, Tokens, BetCoins.


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


    Spree Sounds) Taken from Fungrades, Killing Sprees without sounds are back with reworked code!


    Team Math Game) Timed Event, Players will have the chance to answer multiple match questions in an alloted time to win points!


    RTD) Brand new RollTheDice with many new rewards and interactive rewards. Keeping secret the many new events ;)


    Medic) !medic - Fungrades medic has been built into the mod. Medics will have the ability to heal and cure other players based on thier level/medic upgrades.