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Zombie Panic! v1.1a Update Released

[p]Hey everyone! We want to thank for the overwhelming response of Zombie Panic releasing on Steam and all the feedback we received these past days. Today, we're shipping our first patch addressing most of the critical issues found on launch, implementing a few suggestions and fixes by the community.[/p][p][/p][h2]Dedicated Servers[/h2][p]We've created a new dedicated server application (Zombie Panic! Dedicated Server) to properly separate the game client files from the server build and prevent any kind of conflict or interference they may get, specially for Linux where they were having issues on this regard. Server operators are encouraged to use the AppID "4523420" when maintaining their dedicated server installations through SteamCMD.[/p][p][/p][h2]Changelog[/h2][h3]Client[/h3]
  • [p]\[Linux] Fixed fog rendering causing maps to display pitch black (thanks Ostoja)[/p]
  • [p]Fixed incorrect string size for the map in the server game info dialog.[/p]
  • [p]Fixed corrupted light styles crashing the game on older maps (thanks gravitydeepimpactsun)[/p]
  • [p]Renamed client HUD message functions to their actual name.[/p]
[h3]Code[/h3]
  • [p]Reworked game menu code to fix a case where it would become unresponsive.[/p]
  • [p]Various stability improvements.[/p]
[h3]General[/h3]
  • [p]Added vehicle.sc to support older maps using func_vehicle.[/p]
  • [p]Removed rt.cfg file.[/p]
[h3]Maps[/h3]
  • [p]Fixed an out-of-bonds player spot on zpo_eastside[/p]
  • [p]Fixed a wall on zp_haunted and zph_haunted not being solid if you crouched.[/p]
[h3]Server[/h3]
  • [p]Fixed round time default value ("mp_roundtime") being 0 (infinite) instead of 10.[/p]
  • [p]Fixed round timer display being stuck at 0:00 on the scoreboard.[/p]
  • [p]Fixed the voice ban command missing a value check.[/p]
  • [p]Fixed an UserMsg (User Message) overflow on round restart related to achievements, fade to black, team and score info data being called on the same frame.[/p]
  • [p]Fixed an UserMsg payload mismatch, which could cause issues on dedicated (thanks gravitydeepimpactsun)[/p]
[h3]Sounds[/h3]
  • [p]Fixed PPK not using the correct unload clipout sound[/p]
  • [p]Fixed leadpipe not using the correct body hit sounds[/p]
  • [p]Fixed fireaxe not using the correct body hit sounds[/p]
[h3]Survivors[/h3]
  • [p]\[Hardcore] Survivors will now start the round with 35 armor.[/p]
  • [p]\[Hardcore] Fixed where the armor value was being ignored.[/p]
  • [p]Improved all weapons draw and holster animations time significantly.[/p]
  • [p]Improved 1911 reload (normal and empty) animations time slightly.[/p]
  • [p]Improved 1911 fire rate (same as the PPK)[/p]
  • [p]Improved Revolver fire rate[/p]
[p][/p][h2]Known Issues[/h2]
  • [p]Players getting randomly disconnected from the server seems to be related to Dedicated Servers and not Peer-to-Peer ones. We've deployed some potential fixes for this issue.[/p]
  • [p]Players unable to find servers on their browser list need to add a .txt file in your main mod folder called steam_appid as readonly with the following: 3825360[/p]
  • [p]The 'hit delay/player prediction' is present to prevent visual animation bugs and to fix an issue where clients failed to load a new weapon data structure. ZP1 now shows the "real" shot/hit.[/p]
  • [p]We're aware of the current game balance complaints regarding low amount of ammo/weapons on high player count and we'll continue monitoring the feedback in the upcoming days to address these problems correctly. Same can be said about certain weapons not doing enough dmg.[/p]
[p][/p][p]Lastly, we want to remind you that Zombie Panic's source code is publicly available on GitHub, where many of today's changes came from recent community contribution fixes. Please let us know what you think and report any game issues you find on our Steam forums![/p][p][/p][p]- The Zombie Panic Team[/p]