We're back with another developer update to reveal more upcoming content from the unstable build, including a special day celebrating 10 Years of Zombie Panic! Source on Steam!
Mod's Backstory
Zombie Panic! Source was initially released on Dec 28, 2007 via ModDB page as a Half-Life 2's modification beta. Back then, you were required to own any Source game to play the mod. Valve then opened a new door for mods to be delivered through the Steam platform on Oct 3, 2008. Five of these mods, including ZPS, were selected to be integrated using Steamworks Distribution, which helps streamline the delivery, installation, and update process.
It also consists of features like Steam Achievements, Steam Workshop, anti-cheat technology, management of user-generated content, etc. Getting Steam'd was a huge step to deliver faster updates and get connected with our community even more. We're very thankful for Valve developing such a great tool for the gaming platform.
To celebrate this memorable day, we've gathered exciting news regarding v3.1's development that is ready to be shown to the public!
How things are looking
We're very glad to retrieve two old melee concept weapons from the grave: the Tennis Racket and a Broom! These will be available in the unstable build for public playtesting before v3.1 public release. We'll need your help in providing feedback and ideas to adjust them for being viable in melee combat in the future. If you're thinking that we will only add melee weapons from now on, well, don't lose hope! While we're not yet ready to show them off to the public, take heart in that we have some ranged weapons that we're working on.
We're also pleased to announce the official unveiling of the Biotec facelift! Casei has given the facility a more high-tech, corporate look while retaining the essential classic gameplay which you've come to know and love. There are brand new 3D props by both Darb Dude and Ratboy, new particle effects by Dr.Vodker, new areas with better textures and decals, lighting improvements, and general bug fixes!
With these upgrades being made, we're aiming to distribute the same devotion to our other stock maps imploring for improvements and fixes. Asylum redux and Biotec editions are just the beginning of a much longer evaluation and update process. This is a long-term goal for the mapping team, but it's also a delicate process that needs careful attention to balance and detail, and we hope the results are as pleasing as Biotec's, as seen below:
Feed-O-Meter Adjustments
We've decided to make a couple of improvements to the Feed-O-Meter's usage and Berserk mode. The Feed-O-Meter will now auto regenerate itself when not in use. The regeneration process is very slow and you still should use your feed bar wisely. The Berzerk, on the other hand, now has its own bar separated from the normal Feed-O-Meter bar. This will make the zombie's life easier while allowing them to manage which feature they would like to use without affecting or wasting a single berzerk bar while lunging. The Berzerk function remains untouched beyond that.
This is a heavily experimental change that will require a long period of testing to assure it's well balanced and fair for both teams.
Zombie Teammates Glow
An additional zombie feature has also been added to improve the team's communication and create better tactical ambushes against the survivors. Zombies will be able to see their teammates glowing through nearby walls, but with a minimal range that is more limited when compared to the Carrier's roar glow - without consuming one Feed-O-Meter bar.
Upgraded Voice Menu
We've improved our voice wheel menu system, based on Left 4 Dead's radial menu, adding one extra survivor line: "Keep Moving!". This was unused content for a long time. All current VO's survivors had this line recorded and ready to use, but the previous team never went further with it.
Sadly, due to the changes in the voice system, we were forced to change our voice menu's default keys, replacing with new code commands, which is why you will have to reset your client configurations in Game Options > Keyboard.
Server Browser Info Box
Finally, we've recreated our entire server browser window from the ground up, designing two different server tabs when searching for a community server. We also implemented one server information box advising newcomers about their first connection to any ZPS server. Hopefully, with this new info box, new players will be aware which type of content they can expect out of that server.
Vanilla servers running pure ZPS gameplay will be displayed in the "Internet" tab, while custom servers running any modified plugins will be relocated to the "Custom Server" tab.
We've exhibited a lot more upcoming content (Linux client support, hitboxes fixed, weapon barricade adjustments, ammo hud changes) created to improve your ZPS experience in our previous announcement. You can check it all out in the news below:
https://steamcommunity.com/games/zps/announcements/detail/1709566654648487746
Build Status
We're very excited to get the core functionality of the build into the hands of the community as soon as possible to begin our first public beta playtesting with you all. While not everything will be properly balanced and working at first launch, the unstable build is well-considered "playable" at this moment. Hooray!
Meanwhile, we'll keep scheduling our internal playtesting and start organizing the preparations of our public playtesting. Feel free to join our official Discord server to not miss anything from us and lose the opportunity to opt-in the beta right away!
See you during Halloween,
- Zombie Panic! Development Team
v3.1 Development Update - First Look
What have we been up to?
After our last game patch back in June, we've been working at full steam on v3.1, attempting to put an end to innumerable bugs and crashes we couldn't fix before in the current build. Again, we are doing so by rewriting our source code from the ground up - this time without utilizing any of Half-Life 2: DeathMatch's code as a base.
During this time we decided it best to focus on developing a trustworthy and robust build compared to v3.0 as a whole, which is why there hasn't been updates in a while. It would not be an efficient use of our time to work on fixes for an obsolete build of the game while we were working on an updated build that would (or should) eliminate the problems we encountered.
We have also used this time to create interesting in-game features and ideas! Right now, we've got a few of those ideas, and some other changes, ready to be shown off to hear your feedback! We invite you to discuss what you think about everything on our Steam Discussions Board after reading this announcement!
**BE ADVISED**: Much of the content being announced is heavily work in progress, which makes it subject to adjustments throughout our playtesting sessions. Therefore, what is shown is likely to be changed in some way before release of v3.1, as well as afterwards.
New Recoil System
The previous recoil system was pretty bad, and didn't allow the player any sort of control over their recoil (besides just not shooting quickly). We seek to eliminate those problems with the implementation of a new, improved, recoil system!
This new system is similar to the one being used in Day of Defeat: Source, which pushes the players' view upward and to the side as bullets are fired. This means that your screen will jump around as you fire, but you will have the ability to control your recoil so more bullets hit your target.
In theory this will be a buff for the Survivors, and make it easier for them to use weapons at a high rate of fire. In order for it to be balanced, the amount of recoil for each shot will have to be adjusted to be substantial enough so that all of your bullets aren't easily hitting target. But other things, like bullet damage and spread, will likely require adjusting in order to balance this feature.
We've created a small preview of this feature for you to see how it works! Remember that this is an early concept test, this feature has not been properly balanced yet, and it will be changed. As all things, it will be adjusted depending on the results we see during testing/playing, and the feedback we receive.
https://youtu.be/O6oP9tnD_oI
Weapon Hammer Enhancement
The barricade hammer has received a significant change to its usage in v3.1. It's still used as a tool to place boards, but now also serves as a melee weapon to smash open some zombie brainz once again! While the hammer is equipped, you can freely switch between the two modes - using it as a melee weapon or as a tool.
https://youtu.be/SSnYjXWbwP8
Barricade Boards
The boards themselves have been converted into ammo that the hammer uses in order to enter "tool mode" to barricade. The boards can be dropped and picked up, just like any other ammo. When you don't have any boards, then the hammer can only be used as a melee weapon.
At the moment you can carry a maximum of 6 boards, just like you could when they were only a weapon. The only difference being you can use all of the boards from one hammer. However, 6 boards will likely be unbalanced and end up getting changed, this is just a starting point for internal testing.
Controls
The hammer starts in melee mode by default, to switch between the two modes - simply press MOUSE2 (right-click).
The controls to barricade in tool mode remain the same. EXCEPT switching between short and long boards, where you'll have to press the SPECIAL ATTACK button.
SPECIAL ATTACK currently does not have a default keybind, we will have to decide on that later, as well as if there's any other uses for the SPECIAL ATTACK or any other binds we could merge, simplify, or change.
Ammo HUD
The Ammo HUD has received some visual improvements! It now utilizes icons, with the intention of making things easier to understand at a glance without the need to read, as well as just making it look better! These icons can also be easily understood by people of any language.
Minimal Ammo HUD
As an extention of that, the Ammo HUD can be simplified even more with the option to remove the name of the ammo, so that only the ammo icon is showing. Thus freeing up a little bit more space on your screen to see. This is, of course, not intended for new players. It's intended to be used by players once they understand what each icon is, once you're ready you can toggle the ammo names off in Zombie Panic Options if you wish.
Improved Hitboxes
It's no doubt that the frustrating issue with poor hit registration has been a huge complaint in our history, especially so with the update to v3.0. We decided to investigate the issue to find out what was really going on with our hitboxes. The results weren't very pleasant at first - we found there was a horrible desynchronization between the player's model to its hitbox.
We managed to get in contact with a couple of Source community developers regarding this issue - special thanks to Mehis, programmer for Zombie Master: Reborn (a mod you should check out by the way)!
After days of testing and trying to solve this problem, we finally managed to fix it, at last! Here's a small comparison below:
Linux Support
Linux Client support for Zombie Panic! Source will finally be coming in v3.1! This is a huge, long-awaited step, opening an important door to another OS besides Windows! (Unfortunately, Mac OS X support is still out of our reach, and not in our plans.)
A huge thanks to our programmer, Shepard, for accomplishing this challenging task! It took a long time - but with extreme dedication, and amazing coordination between both our programmers, we were able to succeed!
Linux Testing
We'll require your help preparing the Linux Client for release! If you have Linux, we'll need you to look for bugs or any sort of issues with the Linux Client and report them (as well as any other feedback you have) before the release of v3.1. Our goal is to identify all possible issues and fix them before the actual public release. The Linux Client will be available for public beta testing along with the Windows Client at a later, currently undecided, time (read below).
Public Beta Testing
All of these features, and more, will be available for public beta testing sometime soon (after our internal testing)! Once it is ready, it will be announced and made available as a Beta for ZPS on Steam titled "unstable build" - considering how unstable this build may be for some users.
If you'd like to participate in the public beta testing and provide us with bug reports, feedback, or suggestions - then stay tuned! A new announcement will be published later explaining how to opt into the beta and provide us with your feedback.
This will be a big opportunity for everyone to share their thoughts and ideas, and help us perfect the build before release! Making Zombie Panic! Source more suitable and enjoyable for everyone in our community!
Why the wait?
We're currently in the process of internal playtesting, and setting up v3.1 to be as polished and balanced as we can make it for the release of the "unstable build". We want the "unstable build" to be as functional, and issue free, as we can make it - so that your playing experience is acceptable.
As always, we'll be watching and waiting for you feedback and suggestions!
See you in the next announcement, - Zombie Panic! Development Team
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Spray Contest Winners
We're happy to announce the winners of our first Zombie Panic! Source Community Spray Contest, a collaboration with GameBanana staff!
First, we'd like to thank all the participants for this contest, it surely was a great experience bringing community contest back in a different way. We also would like to thank GameBanana for hosting our first spray contest with interesting prizes!
Winning Entries
In 3rd Place
Survivor04 whateva dude by Rex_The_Impaler.
The judges enjoyed the humour of this spray with it making good use of the popular catchphrase from Paul. They did feel the actual spray was lacking a little, with the edges being cut off and the fact that the stencil effect could be improved. Well done on third place!
The spray is now featured as an official content in the game, 3 months of Ripe & 2,500 Points to the author from the GameBanana staff.
In 2nd Place
Shotgun Glasses by KonataHamster.
The original idea and humour of this entry really impressed the judges. They complemented how it fits the theme, with it referencing the ingame Winchester. The judges did feel the spray could have been refined a little further but still score a strong second place!
The spray is now featured as an official content in the game, 6 months of Ripe & 5,000 Points to the author from the GameBanana staff.
In 1st Place
"The Bait" Spray by DGF.
The runaway winner of this contest, the judges loved the look and style of this spray. The entrant showed good skill creating this from scratch. The judges stated that it would look great in-game and now it will with it's first place finish!
The spray is now featured as an official content in the game, 1 year of Ripe & 10,000 Points to the author from the GameBanana staff.
Honorable Mentions
We, of course, couldn't forget to give a huge spotlight to other well-made sprays who almost made into the top 3.
The "Chemical Alert" by ServantSaber, who did an interesting and good quality-animated spray, will be featured as an official content!
A special mention must also be given to DGF who created multiple entries for this contest. While the rules specified that each entrant can win a maximum of one prize, we liked multiple of the entrant's sprays. As such, we're very happy to announce that two additional sprays from the user will also be added as official content in the game! Well done DGF!
The "Carrier Head" Spray and the "Hello There" Spray by DGF.
Congratulations & Thanks!
Congratulations to all of the winners and honorable mentions! These sprays will be shipped right away after this post is up! Go check them out in-game and start using them everywhere! Don't forget they can also be used as a decal by community mappers!
We hope you all had as much fun as we did hosting this little contest! Thanks again to all of the participants! Be sure to let us know what you think about the winning entries and honorable mentions!
See you next time,
- Zombie Panic! Development Team
Follow us on social media at:
Community Spray Contest
Edit: This contest has ended.
Hello everyone, we're very excited to announce our first Zombie Panic! Source Community Spray Contest in collaboration with GameBanana - one of the biggest PC modding communities!
It's been a long time since our last community contest, which was a mapping contest hosted by the formers ZPS Developers. We've been discussing internally how we could bring those contests back, and we decided to start smaller with community sprays. It's something that many people from the community will be able to participate in - if you can draw or make an image, then you can enter!
With this contest we're selecting the best ZPS themed sprays to become official content, which means they'll be available to players and developers of ZPS to use in-game. The top 3 winners will also be awarded some additional prizes! If you're interested in entering, please make sure that you review all of the information below or your submission may be invalid!
Contest Rules
The winning sprays will become the property of both Monochrome, Inc and the Zombie Panic! Development Team - By entering, if you win you agree to authorize us the exclusive, indefinite right to use the image in any manner we see fit. The rights to entries not deemed as winning shall be retained by their original owners.
The spray must be: <*>Provided in either BMP, DDS, GIF, JPG, JPEG, PNG, TGA, or VMT + VTF format.
Dimensions must be a power of 2 (such as 128x128, 256x256, 512x512), and no larger than 512x512 texels in size.
The image file size cannot exceed 512kb. (This does not include the size of a VMT file, they are excluded from this requirement.)
<*>Appropriate content for Zombie Panic! Source.
<*>Original content of your own work.
The spray must NOT: <*>Contain any inappropriate content (porn, inappropriate or offensive content, warez or anything else not safe for work).
<*>Contain any religious or political views.
<*>Contain any official trademarks (such as real company names or brands), or copyrighted materials (other than properties of the Zombie Panic! Development Team - such as art, characters, etc from Zombie Panic! Source).
<*>Have been a duplicate of somebody else's work.
<*>Have been released publicly before.
Additional Rules: <*>The winning sprays will become the property of both Monochrome, Inc and the Zombie Panic! Development Team - By entering, if you win you agree to authorize us the exclusive, indefinite right to use the image in any manner we see fit. The rights to entries not deemed as winning shall be retained by their original owners.
<*>Multiple entries are allowed, however quality is better than quantity.
<*>Each entrant may only win a maximum of one (1) prize.
<*>Entrants must sign up to GameBanana and create an account to upload their submissions.
<*>Entries must be submitted and tagged as a contest entry before the deadline.
<*>Entries cannot be modified after the deadline, except for changes to the submission profile (changing the description, notes or screenshots).
<*>Team based entries are allowed, but the entrants will have to decide and agree on how to split any prizes awarded.
<*>Judges cannot enter or assist entrants.
<*>Members of the Zombie Panic! Development Team cannot enter or assist entrants. (This does not include Playtesters.)
Prizes
The following prizes will be awarded by GameBanana:
1st Place - 1 year of Ripe, 10,000 Points, and a "1st Place" Profile Medal.
2nd Place - 6 months of Ripe, 5,000 Points, and a "Runner-up" Profile Medal.
3rd Place - 3 months of Ripe, 2,500 Points, and a "Runner-up" Profile Medal.
Every Entrant - Will receive an "Entrant" Profile Medal.
Ripe is the ultimate way to support GameBanana! It has some benefits, which you can check out here!
Points can unlock special features for your GameBanana profile, or be used to buy game keys on the BananaExchange! For more details on how their point system works, check their wiki.
Medals symbolize skill, commitment and contribution on GameBanana, you can read more info about them here.
Each winner will also:
Have their spray featured as official content in-game.
Be identified with the "Contributor" status in-game and on other platforms (Discord, forums).
Honorable Mentions: If you're not among the top 3, then don't worry! Any additional sprays beyond the top 3 that we like and think would fit the game well - will be featured as Honorable Mentions.
Honorable Mentions will:
Be featured as official content in-game.
Be identified with the "Contributor" status in-game and on other platforms (Discord, forums).
As is required by the other winners - Honorable Mentions will also be required to forfeit the rights to their property, as mentioned before, if they want their spray to be added in-game and receive "Contributor" status.
Deadline
The deadline for this contest is July 30th, 2018.
Edit: This contest has ended.
Entries must be submitted onto GameBanana and tagged as a contest entry before the deadline. The entries also cannot be modified after the deadline, except for changes to the submission profile (changing the description, notes or screenshots).
After reading GameBanana rules and general information, be sure to compress your files into a .rar, .zip or .7z format.
Upload your submission to our running Gamebanana contest page before the DEADLINE! (If you don't see the contest listed on the add/edit form of your submission, make sure you have hit "Join" on this contest page first.)
Judging
The Judges will be looking to see how well the sprays match the ZPS theme and the quality of the spray. The winners will be decided ultimately on how well the sprays will work as official content in the game.
Good luck!
We're looking forward to seeing what you all come up with! Take your time, be creative, and most importantly - have fun!
Any questions or issues, please let us know in the comment section down below. Or better yet, contact us directly on our official Discord server at - https://discord.gg/zps
Best of luck!
- Zombie Panic! Development Team
Follow us on social media at:
v3.0.9a Update
Hi all,
We've released a small, yet important update to ZPS version 3.0.9!
This patch includes a few changes to the round manager regarding a zombie skipping bug, sound tweaks, and Asylum bug fixes. Full details on the list below!
v3.0.9a Changelog
General <*>Added "changelevel" as an alias to "map" in the admin built-in system.
<*>Added "sv_punish_late_joining_abuse" CVAR for server operators to control the anti-late joining abuse system (by community request).
<*>Added "sv_punish_starting_zombies_skipping" CVAR for server operators to control the anti-starting zombies skipping/anti-zombies rage quit system (by community request).
<*>Fixed an issue where kicked players wouldn't drop their inventory (could be used for griefing).
<*>Fixed a security flaw where it was possible to crash a server by cooking a grenade and dying (thanks [ZB] Winter).
<*>Fixed delivery/useable items being useable through world brushes.
<*>Fixed zombies being able to respawn infinitely even if all zombies lives are used.
<*>Made the "Allow servers to open web MOTD in Steam Overlay" CVAR disabled by default.
<*>MP3 player can be localized.
Maps <*>zpo_frozenheart
Fixed broken C4 teleporter.
<*>zps_asylum
Added cubemaps.
Fixed player clipping
Fixed misaligned decal
<*>zpo_harvest
Fixed broken z-spawn
Grammar fix in game_text
<*>zpo_biotec
Key protection
Fixed a broken z-spawn
Music engine (backported from v3.1) <*>Added ID3v1 tag parsing capability to retrieve the music's title directly from the file instead from a hardcoded list.
<*>Replaced obsolete FMODEx middleware to the latest FMOD Studio Low Level API with a lot of bug fixes, speed improvements, security fixes.
<*>[Community request] Server operators can now make a "HTTP/HTTPS jukebox" system with Angelscript/SourceMod, see this guide for details. Players will be required to enable the system through ZP Options in order to make it work.
<*>No longer relies on a hardcoded list, this makes adding custom and replacing existing musics easier, check the Steam guide for more information.
Changes for modders
Level Designers - Since delivery/useable items are no longer useable through the world, you need to make sure that your "trigger_useable" brush does NOT collide with anything.
Music - Because the music engine has been changed, music mods will have to be updated, please read this guide for details.
v3.0.9 Update
Hey everyone,
Remember when we said v3.0.8 would be the last? Yeah, we lied. Sorry! We've updated ZPS to version v3.0.9!
This is an important update because it features changes to the rounds manager where late joiners won't be able to play as a Survivor every time, a penalty for players who choose to 'zombie skip' during the round, small changes to ZP Options, tweaks to pistol fire rate and more.
We also have slightly increased movement speed for regular zombies! Check the list below for full details:
v3.0.9 Changelog
General <*>Added a "Game Manual" button that opens the Steam overlay to our official ZPS manual. (Special Thanks to: Orphanage and the dev team)
<*>Updated English and French translations.
Code
Angelscript - Added "CHL2MP_Player.OpenSteamOverlayToWebPage( const string& in szURL )" function (clients can deny it's execution, see below).
Round Manager - Fixed an exploit where players could bypass starting zombie selection and late joining.
Round Manager - Late joining as a survivor is now limited at "once per map" to prevent abuse.
Round Manager - Players that try to bypass the new late joining limitation are punished by being forced to play as a zombie.
Round Manager - Players that try to zombie skip are punished by being forced to play as a zombie.
Round Manager - Starting zombies that tries to zombie skip are forced back in the zombie team as punishment.
Server configuration - Added "sv_allow_wait_command 0" to the default server configuration in an attempt to block fast pistol firing scripts.
ZP Options - Added a tab for custom content settings.
ZP Options - Clients can control if servers can open their Steam overlay to web pages (see Angelscript function above).
ZP Options - Move "Disable player sprays" option from the misc tab to the custom content one.
UI <*>Added animations to the zombie lives counter for consistency with the rest of the HUD.
<*>Added a warning threshold to zombie lives counter (will flash red if zombies are almost out of lives).
<*>Health is no longer considered critical below 20 (HL2's value), it is now considered critical below 35 if you are a survivor and 80 as a zombie.
Maps <*>zps_sapidcerebrum
Fixed basement trap's door elevator.
Fixed Zombie ladder at the light booth.
Weapons <*>Fixed golf club dealing more damage on the stomach/chest rather than the head.
<*>Decreased pistols firing rate, the time between 2 shots has been changed from 0,11 seconds to 0,13 seconds.
Zombies <*>Increased movement speed for regular zombies 140 to 145.
Server owners are required to update their server as soon as possible - also be sure to backup your server.cfg file. Steam will automatically update your client shortly.
Official Discord Server
We'd like to remind you to join us on our official and verified Discord server! Come chat with game developers, playtesters and the rest of the community!
Discuss with everyone, suggest stuff, thank and complain changes we did, and stay tuned for sneak peeks there. Join now: https://discord.gg/zps
v3.0.8 Update - Madhouse Mayhem
Update: We're shipping a quick hotfix including fixes to SteamCMD on Linux and for "Multiple Personalities" achievement.
Hi everyone,
We're pleased to finally announce an incredible visual and gameplay overhaul to Asylum, made by one of our environmental artists, Casei Magnus (with some additional support by dr.Vodker), and some information regarding our next update!
Asylum has some updated visuals, more weapons, new locations, and some new pathing between existing rooms, however the big news is that the map isn't nearly as easy for survivors now. Winning is going to require a focused approach to that most dreaded of ZPS activities - teamwork!
The ZPS v3.0.8 update also features a fix for the achievements system, a fix for a server crash reported by a community member, a few map tweaks, and some general bugs fixes.
v3.0.8 Changelog
General
<*>New Survival Asylum overhaul.
Code
Fixed a crashing bug reported by a community member.
Fixed achievement system not properly working and giving to the wrong player team.
Fixed an issue where Eugene wouldn't be recognized for the "Multiple Personalities" achievement.
Fixed a memory leak in a rare case scenario.
Maps
zph_pithole
Added new toxic barrel props
Fixed two pushcarts to prevent doors being blocked in the lab
Removed the door move sound in the ravine
zpo_harvest
Tweaked ammo and weapon spawns above 16+ players
Made Winchester ignore gamemode rules when spawning on the fireside.
Fixed an error model inside the easter egg room.
Fixed minor old objective func errors.
zpo_frozenheart
Added new IED planting obj method.
Added physc clips on zombie vents to prevent players glitching the box of food.
Added physc clips on outside's fences.
Tweaked zombie spawn timers on the roof.
zpo_zomboeing
Tweaked tower's zombie spawn to be disabled after lockdown objective is complete.
zps_sapidcerebrum
New "breakable wall" notification textures
Fixed up basement lantern
Turned out the light in the balcony Z-spawn
Sound
<*>Added new soundscapes for Asylum.
<*>Fixed a couple of physics sound issues.
Also, we're not planning on releasing any major patches or hotfixes on the current code version (3.0.8) of the game, though we might ship a patch if something gets our attention. We've decided to call our next ZPS update version 3.1!
What's in ZPS v3.1 and how's it looking?
Despite the fact that our main priority is to get our code rewritten fully functional and properly running, we're always making some improvements and updates in other departments of our development.
In our previous announcement, we divulged a couple of new work-in-progress first-person weapon animations for pistols, shotguns, and explosives. We may look into working on other weapons to receive this same revamp and improvements, considering we're doing this in our free time and when we feel it needs work.
You can expect a more attractive main menu with a particular improvement to our scoreboard for varied resolutions on our next biggest update! This includes numerous and known bugs getting fixed where we couldn't fix before because of current difficulties our team had to deal with actual limitations and issues on the HL2:DM code as a base - which we're now developing our own code.
We know you expect us to give an estimated date when this update may or may not roll out for the public. As our code structure is relatively completed, we yet have to playtest it as much as we can to deliver at least a playable though unstable build for public beta. In all honesty, we hope to get v3.1 playable for this Summer. An announcement will be published with further information regarding our next update in the future.
Prove your sanity,
- Zombie Panic! Development Team
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Patch for v3.0.7-Hotfix3 is out!
Update: An additional patch has been released on April 30 featuring small tweaks and clips on Frozenheart; and removal of a console spam of SteamAPI on dedicated servers.
Hello everyone,
We've released a minor patch for Hotfix-3 to ZPS version 3.0.7!
This update includes blood particles improvements and game client fixes to following maps: ZPS_Cinema, ZPS_Haunted, and ZPS_Town. Players will no longer crash when joining a server running those maps listed above for the first time.
As usual, server owners are required to update their servers as soon as possible. Steam will automatically update your client any time!
What are we up to?
We're taking our valuable time working on next ZPS update to ensure everything works as intended. Unfortunately, we can not guarantee a precise date when this update will roll out. However, we've been posting a couple of sneak peeks on our official YouTube channel, showcasing new work in progress animations! Check them out on the videos below:
Stay tuned and be sure to join on our official and verified Discord server!
- Zombie Panic! Development Team
Follow us on social media at:
v3.0.7-Hotfix3 is live!
UPDATE: A new patch for v3.0.7-Hotfix3 has been released that fixes the "World Traveler" achievement.
We are shipping a very important hotfix for v3.0.7 that addresses newfound critical security exploits that could crash dedicated servers.
Servers operators are required to update their servers as soon as possible. Steam will automatically update your client shortly.
Changelog:
Code <*>Add "player is not alive" checks when performing client commands such as panicking, dropping ammo, changing ammo drop type, etc.
<*>Fixed the "drop ammo when the round is starting infinite loop" glitch that would freeze servers.
zps_town <*> Fixed visible NODRAW textures.
Meanwhile, we're still working at full steam on the next major update! Stay tuned and be sure to join on our official and verified Discord server!
- Zombie Panic! Development Team
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Minor v3.0.7-Hotfix-2 patch
Update: This patch was released again with additional fixes for Corpsington's achievement and missing textures on ZPS_haunted.
We just released a very important small patch for v3.0.7-Hotfix-2, it REALLY fixes the issue where servers could crash where the game would attempt to give dead zombies/Carriers their arms back.
We also realized that we forgot to ship an important file for blood trails to appear on gibs, so we ship that required file with this update as well.
Servers operators are encouraged to update their servers as soon as possible, players are encouraged to do the same with their clients.
Unless there is a critical bug/crash that affects all servers, everyone on the team is now hardworking on v3.0.8.