Zombie Apocalypse RPG 1.6

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

Moderators: Forum Moderators, Developers

Post Reply
hawkh20
Posts: 7
Joined: September 4th, 2010, 4:22 pm

Re: Zombie Apocalypse RPG(Beta Testing)

Post by hawkh20 » January 22nd, 2011, 1:54 am

Captain_Wrathbow wrote:Which addon server is it on? 1.8 or 1.9?

The question is more for the benefit of anyone else who reads this, since I'm going to go check it out and find out for myself, probably before you read this and reply.
i know this may sound stupid but how do you access different add on servers

User avatar
Crendgrim
Moderator Emeritus
Posts: 1328
Joined: October 15th, 2010, 10:39 am
Location: Germany

Re: Zombie Apocalypse RPG(Beta Testing) 0.1.0

Post by Crendgrim » January 22nd, 2011, 10:26 am

@hawkh20:
That depends on your version of Wesnoth with which you are uploading. If you upload your AddOn with BoW 1.8.5, it will be on the 1.8 server - and the same for 1.9.x. :)


Crend
UMC Story Images — Story images for your campaign!

User avatar
PapaSmurfReloaded
Posts: 696
Joined: November 17th, 2007, 1:10 pm
Location: Argentina

Re: Zombie Apocalypse RPG(Beta Testing) 0.1.0

Post by PapaSmurfReloaded » January 25th, 2011, 2:17 am

wesfreak wrote:Maybe you could add some location labels and an item list too? After the graveyard fighting your way to a sign post is almost life-threatening, so a label saying what an area is would be helpful.
There are signsposts with name places all over the place.

User avatar
wesfreak
Posts: 1020
Joined: October 28th, 2007, 1:11 pm
Location: in a land far far away

Re: Zombie Apocalypse RPG(Beta Testing) 0.1.0

Post by wesfreak » January 25th, 2011, 3:16 am

wesfreak wrote:fighting your way to a sign post is almost life-threatening,

User avatar
PapaSmurfReloaded
Posts: 696
Joined: November 17th, 2007, 1:10 pm
Location: Argentina

Re: Zombie Apocalypse RPG 1.0.0

Post by PapaSmurfReloaded » March 7th, 2011, 6:52 pm

If you thought this was dead.... you were mostly right, but yesterday I felt like doing some things I had left undone:

-Added some Melee Weapons.
-Now signposts can be used to travel around the map quickly.
-Death is no longer permanent, players will get the choice to revive, although they will lose the weapons they had on at the moment of their death. Deaths now appear in the score as well.

User avatar
PapaSmurfReloaded
Posts: 696
Joined: November 17th, 2007, 1:10 pm
Location: Argentina

Re: Zombie Apocalypse RPG 1.0.1

Post by PapaSmurfReloaded » March 9th, 2011, 4:36 pm

1.0.1 is out:
-Fixed many events so that there isn't such a noticeable delay at the beginning of turns.
-Changed story sequences and so that all players can see them.
-Added a final score board at the end of the game.

User avatar
PapaSmurfReloaded
Posts: 696
Joined: November 17th, 2007, 1:10 pm
Location: Argentina

Re: Zombie Apocalypse RPG 1.0.2

Post by PapaSmurfReloaded » March 10th, 2011, 2:24 am

Added 1.0.2
-Fixed minor bugs.
-Added two more classes.



User avatar
PapaSmurfReloaded
Posts: 696
Joined: November 17th, 2007, 1:10 pm
Location: Argentina

Re: Zombie Apocalypse RPG 1.1.0(For 1.9.X Wesnoth)

Post by PapaSmurfReloaded » May 30th, 2011, 7:27 pm

I will upload the game onto the 1.9.X addon server, and most likely no more updates will be made for the 1.8 Stable Zombie Apocalypse.

There aren't real big changes in the game, except that now items(not all, but most of them) are actually marked in the map, along with other hints.

EDIT: I will try to upload it again later, 1.9.X addon server seems to be dead atm.

This might take some time.

alluton
Posts: 420
Joined: June 26th, 2010, 6:49 pm
Location: Finland

Re: Zombie Apocalypse RPG 1.1.0(For 1.9.X Wesnoth)

Post by alluton » June 5th, 2011, 12:23 pm

this looks nice. If you put it to 1.9.x add-on server i will download it.
"This game cured me of my real life addiction."
-Flameslash

User avatar
PapaSmurfReloaded
Posts: 696
Joined: November 17th, 2007, 1:10 pm
Location: Argentina

Re: Zombie Apocalypse RPG 1.1.0(For 1.9.X Wesnoth)

Post by PapaSmurfReloaded » June 7th, 2011, 10:01 pm

alluton wrote:this looks nice. If you put it to 1.9.x add-on server i will download it.
I just tried again and I uploaded it, looks like the problem there was with the add-on server a few days ago was solved.

User avatar
PapaSmurfReloaded
Posts: 696
Joined: November 17th, 2007, 1:10 pm
Location: Argentina

Re: Zombie Apocalypse RPG 1.2.5(For 1.9.X Wesnoth)

Post by PapaSmurfReloaded » July 22nd, 2011, 6:48 pm

1.2.5 released.

The game should work fine, I fixed quite a bunch of bugs, and I tried to make the game less laggy and faster, it worked(but still if players don't kill enough monsters lag will increase).

knight_life
Posts: 1
Joined: October 5th, 2011, 5:10 pm

Re: Zombie Apocalypse RPG 1.2.5(For 1.9.X Wesnoth)

Post by knight_life » October 5th, 2011, 5:16 pm

I am a first time player to this RPG and just found the armory key, but the shed near the guards doesn't have any way to open it. Is this the armory or is it something else? Also it looks like you can get onto the military base, but I have no idea of how to get in. I checked all the gates and same thing, no options to get in. Is it like how to get to the flame thrower? Dig a hole to get into the shed?

Some suggestions would be helpful. Thanks!

User avatar
PapaSmurfReloaded
Posts: 696
Joined: November 17th, 2007, 1:10 pm
Location: Argentina

Re: Zombie Apocalypse RPG 1.2.5(For 1.9.X Wesnoth)

Post by PapaSmurfReloaded » October 6th, 2011, 5:22 am

knight_life wrote:I am a first time player to this RPG and just found the armory key, but the shed near the guards doesn't have any way to open it. Is this the armory or is it something else? Also it looks like you can get onto the military base, but I have no idea of how to get in. I checked all the gates and same thing, no options to get in. Is it like how to get to the flame thrower? Dig a hole to get into the shed?

Some suggestions would be helpful. Thanks!
1-Nop, that isn't the armory, the armory is in the southern part residential area, at the beginning of the game you are shown a map.
2-As the game progresses, you'll be able to get into the military base, though not through the main gate.

Asking for hints to the NPC Melchior a little south from the town square will give you hints on how to proceed.

Post Reply