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Zombie Panic! Source News

v3.2.5 Update Released



Hello everyone! Today we're finally bringing some quality-of-life changes focused on game performance, UI/UX improvements when using inoculators, player movement & game balance adjustements and many bugfixes we would have liked to release sooner. Full details in the list below:

Changelog


[h2]Achievements[/h2]
  • Fixed escaped Survivors not earning certain achievements if they started from the beginning.

[h2]Administration System[/h2]
  • Added "@carriers" pattern to target all Carriers in the server.
  • Changed name targeting logic to mimic SourceMod's.
  • Fixed AFK checker being too "aggressive" by kicking "AFK" players way earlier than it should be.
  • Fixed admin warning count in the chat having an offset.
  • Steam IDs in ban/warn lists are read and saved as "classic" Steam ID instead of Steam ID 3 for consistency (no need to update the IDs yourself, the game will do that automatically for you).

[h2]Angelscript[/h2]

[h2]Characters[/h2]
  • Enabled culling on survivors materials.
  • Reworked first person Lea's hands.

[h2]Client[/h2]
  • Fixed being able to see players of the opposite team silhouettes through glows.

[h2]Entities[/h2]
  • Fixed props and "func_physbox" entities not recognizing their owners whenever they were pushed. This fixes both the "teamkill with props" and "kill with props are marked as suicide" problems.
  • Potential fix for a crash related to the "game_ui" entity (this one is for community maps such as Smash Cannons).
  • Potential fix for an issue when using a "func_tank" brush entity (this one is for community maps too).
  • Restored "PVS mode" property on spawn point entities.

[h2]Engine[/h2]
  • Numerous security and stability improvements.
  • Updated to the latest public Source SDK 2013 Multiplayer engine.

[h2]Game Rules[/h2]
  • Fixed Carrier spawning with normal Zombie arms instead of Carrier's (on first spawn only).
  • Fixed forced infected Survivors not being cured if needed when someone disconnects.
  • Fixed infinite Carrier roar exploit.
  • Fixed team selection not curing force infected Survivor.
  • Fixed team selection treating escaped Survivors as "Zombie skippers".
  • Fixed "Zombie stacking" glitch.
  • Potential fix for infection being forced in 1 Survivor VS 0 Zombies situations.

[h2]General[/h2]
  • Added breakable versions of Half-Life 2 door models.
  • Minor server code optimization.
  • Updated contributors list.
  • Various improvements to loading JSON files. One of them is the ability to see why your JSON file isn't loading properly (missing file, parsing failed due to bad syntax...)

[h2]Localization[/h2]
  • Potential crash fix for achievements announcement in languages that do not use Latin characters (like Simplified Chinese).
  • Updated the sentence "you can't grab/use during reload/unload" to remove the "use" part (English and French only).

[h2]Maps[/h2]
  • [Aquatica] Added some extra ammo at lab spawns at 6 Zombies instead of 7.
  • [Aquatica] Fixed Zombie spawn timer not scaling to the amount of Zombies.
  • [Cinema] Fixed an out of bounds ammo entity and broken line of sight spawns.
  • [Frozenheart] Minor optimizations to the map and its trees.
  • [Survival Maps] Added a few movable props and fixed couple of lighting issues on Corpsington, Keretti and Silence.
  • [Town] Fixed a skybox issue.

[h2]Player Movement[/h2]
  • Slightly adjusted stamina regeneration for Survivors.
  • Slightly adjusted walking and ducking speeds for both teams.
  • Slightly adjusted Zombie lunge speed (very barely noticeable).

[h2]Server[/h2]
  • Fixed a rare crash when killing players with an invalid attacker (thanks SuperConker).
  • Fixed "impulse 103" cheat not being reset when resetting "sv_cheats".
  • Fixed some incorrect Hardcore checks when "sv_zps_hardcore" CVAR was set to "2".
  • Updated the description of "sv_zps_hardcore" CVAR to precise it only impact non-ZPH maps.

[h2]Sound[/h2]
  • Fixed dead Survivors being able to play the "win" voice line.
  • Fixed "win" voice line not being played underwater.

[h2]UI/UX[/h2]
  • [Inoculator HUD] Added a black background to the text to make it more visible.
  • [Inoculator HUD] Added a sound whenever it shows up, this should give you an audio cue whenever someone tries to heal you.
  • [Inoculator HUD] Moved it closer to the crosshair to make it more visible.
  • [Player list dialog] Added a way to copy names and Steam IDs to your system's clipboard in the menu (right click on a client). Note that you cannot copy Steam IDs of bots or SourceTV.
  • [Player list dialog] Fixed admin. icon not being hidden if an admin. has disabled the "show tags" option.
  • [Scoreboard] Fixed "Default" sorting mode not having a "secondary filter" in case of a tie.

[h2]Weapons[/h2]
  • [All shotguns] Reworked their shooting behavior in an attempt to make them more "comfortable" to use.
  • [All shotguns] Slightly changed spread patterns.
  • [Axe] Adjusted knockback and range.
  • [Baseball bats] Adjusted knockback and range.
  • [Crowbar] Adjusted swing rate.
  • [Frying pan] Adjusted range.
  • [Golf club] Adjusted base damage.
  • [Inoculator] Increased distant target range, this should make healing teammates much easier.
  • [Machete] Adjusted base damage.
  • [Meat cleaver] Adjusted range.
  • [MP5] Updated some first person animations.
  • [Pipe] Adjusted base damage.
  • [Pipe wrench] Adjusted base damage, knockback and range.
  • [Pot] Adjusted base damage and knockback.
  • [Revolver] Slightly adjusted spread patterns and slightly increased camera kick.
  • [Spanner] Adjusted range.
  • [Tennis racket] Adjusted knockback and range.
  • [Wrench] Adjusted base damage, knockback and range.


Special thanks to those who have reported and sent their crash dumps for investigation & potential fixes. We encourage anyone to always send your .dmp files directly to us via Discord or Steam forums.

v3.2.4 Update Released

We're rolling out an important quality of life patch today, focusing on an experimental fix for hitbox registration, minor client UI/UX tweaks and improvements, game crash fixes, and other bugfixes.

Changelog

[h3]Angelscript[/h3]

[h3]Characters[/h3]
  • Fixed Zombie lunge VO being playable underwater.
  • Removed Half-Life 2's H.E.V. geiger counter.

[h3]Entities[/h3]
  • Added backward compatibility for the obsolete "weapon_hammer" entity, it will spawn a "weapon_barricade" instead.
  • Fixed crashes with "Disable, Enable and Toggle" inputs for Survivors/Zombies spawn points.
  • Removed a bunch of Portal's, Half-Life 2's and Quake's unused entities.
  • Removed Half-Life 2 geiger counter update functionality in "trigger_hurt".
  • Removed start dark, show game title and world is cold properties in the "worldspawn" entity.

[h3]Game Instructor[/h3]
  • Updated barricade lesson's text (only for English and French).

[h3]Game rules[/h3]
  • [Hardcore & Survival] Changed round ending to be delayed when there is an infected Survivor.
  • [Hardcore] Changed logic to use the same one as Survival's (removed duplicated code).
  • [Objective] Cleaned some code for performance and stability.
  • [Test Mode] Changed disabling behavior to reset score, frags, assists and death counters of both players and teams as well.
  • Changed infection to be cured whenever a Survivor dies (to prevent several issues).
  • Changed team selection to assume Survivors when the round started.
  • Fixed Zombies being able to Zombie skip and join back as Survivor or Spectator or just stay in the Lobby.
  • Removed "sv_zps_hardcore 2" since it's a duplicate of using "sv_zps_hardcore 1" and "sv_voice_proximity 1".
  • Reworked the entire team selection logic for performance and stability.

[h3]Maps[/h3]
zpo_shreddingfield
  • Added breakable glowing materials for the boards over the Playground Zombie spawn doorway.
  • Added "info_player_start" as a fail safe if there's no available Zombie spawn points which gets teleported around for different objectives.
  • Adjusted Zombie spawn management to hopefully prevent spawns from breaking sometime around Parking Lot objectives.

[h3]Player[/h3]
  • Potential fix for various hit registration issues related to hit boxes and collision boxes.
  • Changed "switch to phone" key behavior, if you have the phone currently selected and press "switch to phone" again, it will switch to the last weapon you were holding (or hands as last resort).

[h3]Server[/h3]
  • Fixed AFK checker not ignoring clients during their connection process.
  • Fixed crash related to score history (used to determine assists).
  • Fixed crash when force infecting a Survivor.
  • Fixed crash when picking up barricade plank as ammo.
  • Fixed crash when trying to respawn a Zombie while a Carrier is roaring and no valid Zombie spawn was available.
  • Removed Half-Life 2, Half-Life 2 Xbox Live Rich Presence (used in the Xbox 360 port of The Orange Box) and Portal chapters/challenges systems.

[h3]SourceTV[/h3]
  • Fixed "bad ragdoll" messages preventing ragdolls to spawn.

[h3]Tools[/h3]
  • Updated FGDs to match entity changes described here.
  • Updated FGDs to set the "Generate +USE output" spawnflag on physics brushes/props off by default.

[h3]UI/UX[/h3]
  • [Health] Removed the "scan-lines" effect on the digits when playing as Zombie.
  • [Health] Restored the Half-Life 2/legacy ZPS animations when it updates.
  • [Inoculator] Changed the "X wants to heal you" text to flash white and green. This is an attempt to catch your attention that someone is trying to heal you.
  • [Inoculator] Fixed various alignment and sizing issues.
  • [MP3 player] Added an option (and client CVAR) to hide it permanently.
  • [Scoreboard] Disabled "right-click with the mouse while having the scoreboard shown to take it's control" behavior.
  • [Scoreboard] Made Spectators being able to see infected Survivors again.
  • [Spectator] Removed the top bar and it's contents (the map and timer are shown in the scoreboard already).
  • Removed Half-Life 2's "inventory history" panel (ammo pickup, item pickup, ammo denied).

[h3]Voice system[/h3]
  • Added "sv_zps_spectators_alltalk [0/1]" (0 by default) server CVAR. If enabled, Spectators can speak to and hear others teams, this applies to the opposite direction as well. The other teams still have their restriction of "team only talking" (Survivors can't speak to and hear Zombies same in the other way). In order for this to work, "all talk" must be disabled ("sv_alltalk 0") otherwise it won't do anything.

[h3]Weapons[/h3]
  • [Magnum] Fixed "recoil skip" glitch.
  • [Phone] Potential crash fix when deploying it in certain custom maps.

v3.2.3a Hotfix Released

We're rolling out a quick hotfix that address few issues on v3.2.3 update. Server owners are required to update their servers. The following changes are:

[h3]Characters[/h3]
  • Changed "random character" to really randomize the character selection instead of randomly choose once and keep the same character.
  • Fixed infected Survivors not changing to their respective infected model after being turned into a normal Zombie or Carrier.
  • Fixed Survivors being able to play with the Carrier model/VO with the "random character" option.


[h3]Game Rules[/h3]
  • Fixed inconsistencies with limited spawn points logic.
  • Fixed players being able to join Zombie team when round is starting.
  • Fixed players being unable to spawn as a Zombie in both Warmup and Test modes.


[h3]Maps[/h3]
zps_cinema
  • Added a few more trash cans in the hallways.
  • Added more Survivor spawn points outside.
  • Added triggerable sounds for the hand dryers in the Bathroom, and a water dripping sound in the sink.
  • Reduced the size of the trigger that activates the Zombies spawns outside, and adjusted how it works.
  • Slightly expanded a closet in Cinema 2 Projector Room and added a few more physics props.

v3.2.3 Update Released

Hey everyone! We're shipping a very important patch today focusing on game performance & stability, significant adjustments to shotguns, Zombie lives and other minor fixes. This update includes minor code optimizations in an attempt to fix the micro-lag spikes over the past versions. Server owners are required to update their servers to receive the latest changes.

Changelog

[h3]Admin System[/h3]
  • Flipped mute and gag actions to match SourceMod's behavior (gag = text, mute = voice).

[h3]Discord RPC[/h3]
  • Fixed shutdown log message being treated as an error instead of simple information.

[h3]Entities[/h3]
  • Re-added deprecated "Disable", "Enable" and "Toggle" outputs from v3.0.x to spawn point entities for backward compatibility. Mappers using these outputs are encouraged to update their maps to the "DisableSpawn", "EnableSpawn", and "ToggleSpawn" entities that have been there since v2.4/v3.1+.
  • Various optimizations to the player code.

[h3]Game rules[/h3]
  • Added a maximum limit of 24 starting Zombie lives when the round starts. Custom plugins can still override this limit. For servers with more than 24 player slots, the maximum limit scales with their slot count.
  • Adjusted starting Zombies lives formula.
  • Changed intermission time from 5 to 10 sec (to match the round end report time).
  • Fixed Lobby and Spectator players being counted while calculating starting Zombies lives.
  • Fixed not being able to join teams other than Survivors during Warmup.
  • Fixed SourceMod nominate/Rock The Vote results being ignored.
  • Reworked the entire spawn point selection logic in order to optimize its performance.
  • Zombie lives are now decreasing when a Zombie is killed instead of when respawning.

[h3]Maps[/h3]
zpo_tanker
  • Fixed some game text from overlapping Zombie's group HP display.

[h3]Localization[/h3]
  • Updated English and French translations for the admin system change.

[h3]Server[/h3]
  • Fixed infinite loop glitch when dropping and picking up barricades.

[h3]Tools[/h3]
  • Updated FGDs to fix a lot of inconsistencies with spawn entities.

[h3]UI/UX[/h3]
  • Changed colored parts of crosshairs to be opaque.
  • Fixed crash involving a bad player pointer and badge rewards.
  • Updated debugging overlay.

[h3]Weapons[/h3]
  • Made adjustments to shotguns (spread, base damage, damage multipliers, damage drop off).
  • [Remington 870] Updated deploy and dry fire animations.

Be sure to let us know of any game issues encountered after today's patch in our forums!

v3.2.2 Update Released

We're rolling out another small patch today that address few issues with the v3.2 update. Server owners are required to update their servers to receive the latest changes.

Changelog

[h3]Admin system[/h3]
  • Fixed some missing cases when it comes to banning clients.

[h3]Angelscript[/h3]

[h3]Characters[/h3]
  • Fixed "Carrier spotted a Survivor" VO not being played correctly.
  • Fixed missing teeth texture on Paul Survivor model.
  • Fixed rigging on Marcus Zombie model.
  • Fixed walking animations being used when ducking.
  • Removed duplicate "Carrier spotted a Survivor" entry in Carrier's sound script

[h3]Entities[/h3]
  • Reworked the spawning behavior of barricade piles when they still have the obsolete "halfpile" property and/or an invalid board count. Instead of deleting the barricade pile, it spawn with a default value. A warning in the console is printed to remind level designers to update their map accordingly.

[h3]Game rules[/h3]
  • Fixed some server crashes involving Carrier, random infection and Hardcore.
  • Removed the uncrouch restriction when being on ladders.
  • Reworked some AFK checker logic in an attempt to fix clients not being teleported back to lobby.

[h3]Props[/h3]
  • Added gibs for more prop models.
  • Fixed LCD screen props not having the "allowstatic" key/value pair in them.

[h3]Server[/h3]
  • Fixed some missing cases of "nextlevel" and "sm_nextmap" not syncing themselves (for servers running SourceMod).

[h3]User Interface[/h3]
  • Fixed minimal and flip view models options not being saved through ZP Options.
  • Removed the final extra space in the chat message when requesting ammo.

[h3]Weapons[/h3]
  • [Crowbar] Reduced a tiny bit the delay between swings.
  • [Magnum] Made the deploy slightly faster
  • [PPK & USP] Made the non-empty reload slightly faster.
  • [Remington 870] Made the pumping and reload looping sequences slightly faster.
  • [Winchester] Made the reload ending sequence slightly faster.