Zombie Panic! Source - Tabajara
On Nov 16th, 2004, Valve released a sequel to their most acclaimed franchise Half-Life 2. Debuting their latest engine technology: Source ® - founding the path to innumerous creation of community mods since. The former Zombie Panic Team didn't waste the opportunity and began the work on their sequel, using the Half-Life 2's Source Engine as a base, leading the release of Zombie Panic! Source in Dec 28th, 2007.


Over the past year, we've been doing these official community gamenights on both ZP1 and ZPS with the help of Pikouchu's servers and we thought (people also suggested) making one on the older version too. Therefore, we'd like to celebrate this date with a Zombie Panic Source v2.4 gamenight on Nov 30th!

As always, Pikouchu will provide the community server for us, others are also welcomed to host their own. Be sure to click on "Set a reminder" to be notified, here are the timezones: GMT: 8:00 PM // PDT: 1:00 PM // EDT: 4:00 PM // CDT: 3:00 PM -- Click HERE for a quick install guide of ZPS v2.4 legacy version.

However, there are some important notice to share regarding this build;

Known 2.4 Legacy Issues
This game version still uses/shares the old Source SDK 2007 MP as a base and it's no longer officially supported by the former and current developers. There will be graphical glitches, launch issues or game crashes during your playthrough. Some might experience it while others it will run without a problem.

Pikouchu provided a handful list of known issues and troubleshooting in case you're having those.

I want more ZP1/ZPS gamenights!
We rarely do these official gamenights in high capacity out there in the community, but Pikouchu usually is the one who will occasionally schedule random game events. If you want to gather a group to play together in specific date or to know when the next event is, join his Discord server!



We will see you up ahead!
Oct 24, 2024
Zombie Panic! Source - Tabajara
We're shipping a small update today containing bugfixes reported by the community from previous patch, few Angelscript additions and other miscs. Full details in the patch notes below:

Changelog
Angelscript
  • Added "Utils.RemoveImage".
  • Fixed "Globals.SetAutoBalanceBlocked(bool)" not working in Objective maps.
Characters
  • Fixed missing texture on Paul Zombie's viewmodel arms.
Client
  • Added checks to prevent changes to DirectX levels.
  • Fixed a case where a certain player wouldn't be displayed in 'Player List'.
Game rules
  • Added experimental forced infection cure when someone dies.
  • Fixed auto balance chat spam mostly on custom gamemodes such as PG maps and The Hidden.
Maps
  • Added and updated item balance and other AS event scripts in the following maps: Aquatica, Biotec, Corpsington and Sapidcerebrum.
  • [Aquatica] Changed zombie respawn timer to not go below 1.
  • [Biotec] Fixed Lab's side doubledoors not correctly breaking via I.E.D and smoothed the zombie ladders on outside tree spawn.
  • [Frozenheart] Fixed garage side door not properly opening when being blocked and updated tree models skyboxes with less verts.
  • [Cinema] Added an anti-idle zombie method on certain spots where Survivors can't reach.
General
  • Removed unnecessary Half-Life 2 singleplayer stuff.
User Interface
  • Changed badge popups (Commander, Medic, etc...) to be an Angelscript (and SourceMod) exclusive feature.
  • Minor font scaling changes to scoreboard and ammobank hud for 1080p and higher resolutions.
Weapons
  • Updated Glock17 spread and yx with better values.
  • Updated Revolver damage multiplier on head only.
  • Updated Chair dmg multiplier and removed its unique vertical trace module.
  • Updated Shovel dmg multiplier both head and body slightly.
  • Fixed collision and rigging on Grenade worldmodel.
  • Fixed Winchester secondary attack not refreshing camping timer.
  • Updated phone names list.
Zombie Panic! Source - Tabajara
Hello everyone!

We're bringing you another series of community gamenight events, but this time on both Zombie Panic 1 and Zombie Panic! Source on July 6th and 13rd. We're partnering with LambdaGeneration platform who will be hosting and streaming the 'Zombie Night Month' where every Saturday of July there will be a gamenight event with the community in a different zombie game - first two focused on ZP1 and ZPS!



Event will start on those timezones and IP above - July 6th on Zombie Panic 1 and then July 13th on ZPS!

Just like last time, Pikouchu will be providing the Zombie Panic's dedicated servers for us! If this is your first time playing ZP1 or someone who forgot how to set up the mod, Pikouchu created a quick guide just for you! You need to have Half-Life 1 installed and follow all the instructions in the following link: https://pikouchu.com/zombie-panic

Make sure to click on "Set a reminder" on the right to not miss the start of the event day!

See you there!
- Zombie Panic Team
Apr 19, 2024
Zombie Panic! Source - Tabajara
Hey everyone!

Today, we're bringing some interesting changes to the game focused heavily on weapon balance tweaks, additional entities for mappers, Angelscript improvements, map adjustments, bug fixes as usual and other miscellaneous fixes. Two maps in question, Harvest and Frozenheart, got some deserved love after all this time.

On Harvest, we're letting Survivors go outside of the house again, some heavy optimization work has been done within the map, we've reverted the capture point objective, and made some other tweaks. On Frozenheart, we updated a group of models that had collision issues and missing LODs (Level of Detail) - improving the performance significantly. You may also notice some of those changes in many popular custom maps that use those props. Full details in the list below:

Changelog

Achievements
  • Fixed "Grand Theft Auto" (hotwire Zomboeing's truck) being increased twice.
  • Fixed last client on the server not earning achievements when round ends.
Admin system
  • Added unauthorized command usage logging to the console for dedicated servers.
  • Fixed dedicated server crash when going to hibernate after an admin gets self-banned from the warning command.
Angelscript
Entities
  • Added the ability to control the spawning of event-related weapons (snowball) in "logic_player_manager".
  • Added "game_image" entity for community mappers.
  • Fixed "item_deliver" with the "drop on switch" setting enabled not adding weight.
  • Optimized weapon and "item_deliver" pickup code.
Events
  • Updated all events CVARs descriptions to match the changes made in the previous update.
FGD
  • Added "activator only" spawnflag to "env_fade".
  • Added sphere helper to "info_beacon".
  • Removed leftovers of CSM (Cascaded Shadow Mapping) from v3.0 era.
  • Updated descriptions of "trigger_itemreceiver" to be easier to read.
Game Rules
  • Changed team balancing to no longer happen when Zombies run out of lives (even if they do gain one).
  • Fixed ammo limiter deleting shotgun shells if only Winchester were spawned. (Thanks n00kie)
  • Fixed team balancing ignoring player who is trying to join a team.
General
  • Fixed collisions and smoothing groups for a bunch of prop models.
  • Fixed "map cameras" (aka "cutscenes"/"point_viewcontrol" for mappers) not resetting players view when round restart/map changes.
  • Removed some duplicated and unused assets.
Localization
  • Added French translation for the Angelscript Rock The Vote plugin.
  • Updated several French, Russian and Simplified Chinese translation strings.
Maps
Corpsington
  • Improved Zombie spawn timings in several areas.
Frozenheart
  • Converted several dynamic/physics props models to static ones.
  • Disabled collisions on a bunch of static props that didn't need them.
  • Improved chainlink door in generator room (players should no longer get stuck on it while it opens).
  • Minor performance tweaks and visual improvements.
  • Moved item receiver trigger on the roof away from Helicopter landing zone.
  • Moved "objective list" logic to Angelscript.
  • Updated all 'game_text' entities to use translation tokens instead of raw text.
  • Various entity I/O optimization.
Harvest
  • Added more item clips in the basement and barn (for fuse and keys respectively).
  • Adjusted outer basement entrance to match player's height.
  • Changed police car headlights colors and brightness to be similar to older versions of Harvest.
  • Improved optimization around the House and Barn.
  • Improved "blast wall" sequence in the basement.
  • Improved player clipping, texture alignments and prop placement around the map.
  • Migrated some entity logic from I/O to Angelscript.
  • Removed capture point objective sequences (fuse and truck).
  • Removed "item cloning".
  • Swapped around some physics props inside the house.
Score System
  • Reduced "Survivor" badge score to 100.
  • Reduced Survivor turned score to 100 (normal) and 50 (Carrier).
  • Removed Zombie Starter points.
Sounds
  • Fixed some soundscripts referring to files that did not exist.
User Interface
  • Added two informative messages to the random infected player being chosen for team balance (one for the selection, one for the cure if it happens).
  • Potential fix for inoculator HUD staying on player's screen.
  • Removed buggy close button on HL2:DM's MOTD for SourceMod plugins. (Thanks SuperConker)
Weapons
  • Added "sv_zps_green_inoculator_mode" boolean server CVAR. If enabled, green inoculators will cure infection. If disabled (default), they will delay the infection as usual.
  • Fixed a bug where Hammer and Fists weren't doing proper damage on legs.
  • Increased Axe's damage multiplier on head by 0.1
  • Increased Cleaver's and Spanner's dmg range slightly.
  • Increased Crowbar's base damage by 1 and adjusted its firerate slightly.
  • Reduced Fist's dmg range sightly.
  • Reduced Magnum's anti-recoil skip glitch time.
  • Reduced Plank's base damage slightly and damage multiplier on body by 0.1
  • Reduced Pipe's base damage by 1.
  • Slightly increased Baseball Bat (Wood) base damage.
  • Slightly increased both Baseball Bats (Aluminum and Wood) dmg range.
  • Updated all firearms and melees to have better and consistent damage multipliers (head and body).
  • Updated Magnum's firerate back to 0.75, tweaked recoil and spread to better match old values.
  • Updated MP5 head damage multiplier slightly by 0.1
  • Updated two-handed light melee animations.
  • Updated Winchester's body damage multiplier significantly by 10%.

We'd like to give special thanks to all community members who provided valuable feedback and requested such changes to be present in this patch. We hope to continue doing these community polls in both Discord servers (Debyaka's & SoD's) and Forums to collect more suggestions on what to work next.

Zombie Panic 1 Gaming Event - Part 2
Last year we celebrated Half-Life 1's 25th anniversary with a ZP1 gaming event with the community, reaching almost 60 players around three servers hosted by Pikouchu! We noticed some of you couldn't make it or missed the date after it's announcement, therefore we're doing a second part this Summer!

We'll share more details in the future. Until then, join Pikouchu's or ZPS Official Discord servers!

See you there!
Zombie Panic! Source - Tabajara
On November 19th, 1998, Valve debuted with the release of their first revolutionary shooter Half-Life. Since then, the modding community has released lots of memorable HL1 mods - one of them being the old gem Zombie Panic 1, released on Halloween 2004 by the former Zombie Panic Team.


We'd like to celebrate this special date with a Zombie Panic 1 gaming event on Dec 2nd! Like last time, the community member Pikouchu will provide the dedicated server with 32 slots and many custom maps! We want to thank those who have previously joined us in our first community night event and hopefully we'll see you all again this December! Be sure to click on "Set a reminder" to be notified, but here are the timezones just in case: GMT: 8:00 PM // PDT: 1:00 PM // EDT: 4:00 PM // CDT: 3:00 PM

If this is your first time playing or an old timer who forgot how to set up the mod, Pikouchu created a quick easy guide just for you! You need to have Half-Life 1 installed and follow all the instructions in the following link: https://pikouchu.com/zombie-panic

If you don't have Half-Life 1, then this is the best time to get it for FREE! (until Nov 20th)



See you then!
- Zombie Panic Team
Mar 30, 2023
Zombie Panic! Source - Shepard
We're releasing a very small patch today, focused mostly on code cleanup, few UI fixes, supershorty reload animation changes and other bugfixes as usual. Full details below:

Changelog

Angelscript
Entities
  • Fixed "func_clip_vphysics" broken "start disabled" key/value pair.
  • Fixed weapons never calling the "OnPlayerUse" output.
Events
  • Added the ability to force disable an event by setting it's CVAR override to a negative value.
  • Optimized the system in general.
General
  • Code optimizations in several places.
User Interface
  • Fixed radio menus always disappearing after 5 seconds (note: the fix is applied only for radio menus created by Angelscript. SourceMod will use it's internal "workaround" to keep the menus displayed more than 5 seconds).
  • Fixed the annoying "Loading..." dialog taking the entire screen (rare on Windows, frequently on Linux).
  • Fixed uncloseable radio menus created by Angelscript.
Weapons
  • [Super Shorty] Changed the starting reload sequence to insert a buckshot straight away.
Zombie Panic! Source - Shepard
We're shipping a small patch today containing game performance tweaks, client and server crash fixes, game rules changes for server admins/mods, minor weapon adjustments, and other bugfixes as usual.

Changelog

Administration System
  • Added an exception for basic administrators (and higher privileges) to the anti-Zombie skipping system. This allows said administrators to switch from game to Spectators team in order to spectate players with bad behavior. Servers powered by SourceMod are required if not done already to "copy" their "admin. list" to ZPS's administration system in order for this to work. ZPS does not read SourceMod's admin lists.
  • Added "silence" and "unsilence" commands (shortcut to gag and mute at the same time).
  • Fixed AFK checker kicking players instead of moving them to the lobby.
Angelscript
Characters
  • Changed Survivors walking animation speed. This is an attempt to fix the "drifting feet effect".
Client
  • Potential fix for the rare no HUD issue.
Entities
  • Added a hardcoded proximity check to spawn points that use "line of sight" checks.
  • Fixed buttons that emit sparks spamming sound precache errors in the console.
  • Fixed incorrect line of sight checks for spawn points that use this mode.
  • Fixed rare crash involving "trigger_escape" and rage-quitters.
  • Reworked capture point entity in order to fix glitch where constantly going in and out of the capture zone would make the capture itself faster.
Game Rules
  • Reworked how inventory weight is calculated (no changes to values/behavior) in order to improve performance and support for custom Angelscript/SourceMod plugins.
  • Reworked how player's USE key is handled (no changes to values/behavior) in order to fix a crash.
Localization
  • Fixed mistakes in some French sentences related to Shreddingfield.
Maps
  • [Shreddingfield] Cleaned and optimized Angelscript scripts.
  • [Shreddingfield] Fixed objectives not being "registered" (they were not visible in objectives list panel and on phone).
  • [Shreddingfield] Fixed objectives text being hardcoded instead of being localized.
  • [Shreddingfield] Fixed some broken spawn points.
  • [Subway] Moved the Zombie spawn in the warehouse's staircase to somewhere else.
Models
  • Fixed invisible radio prop in Frozenheart and Harvest.
Score system
  • Removed "Worker" badge.
Server
  • Fixed crash related to players trying to switch to the phone if something removed it from their inventory.
  • Fixed crash related to player movement.
  • Removed several Half-Life 1/2: DeathMatch CVARs that are not used by ZPS.
  • Reworked "sv_cheats" handling (no behavior change, just technical stuff).
Sound
  • Fixed "Carrier has spotted a Survivor" sound cue not being played to nearby Zombies.
User Interface
  • Added player's eyes position in the debugging overlay (it's the number between parenthesis at the origin row).
  • Added "silence" and "unsilence" commands to the context menu in player list dialog.
Vote system
  • Added "silence" vote type to the "callvote" command.
Weapons
  • [Carrier & Zombie arms] Removed weight values when displaying on zps_debug command.
  • [Magnum] Reverted the recoil decay value to the same one used in v3.2.4.
  • [Winchester] Slightly increased the damage multipliers (bodyshot/limbs only).
Zombie Panic! Source - Tabajara
Happy New Year folks!

We hope you had a great 2022 and have been enjoying the v3.2.5 update so far! Today we'd like to commemorate a special day (12-28-2022) when ZPS turned 15 years old! What started as a simple HL2 modification, ported to a standalone game and now we have a sequel in the works! A huge milestone for an old Source mod still being played and supported by many!



We want to give special thanks to ALL who have been with us along the way, supporting this game in every way possible by hosting servers, creating custom content, playing with friends and inviting new people!

There's also another big milestone that this community achieved a few weeks ago. The Official Zombie Panic Source Survival Guide, created on Youtube by SFM artist McVee back in 2008, has reached over 1 million views! We hope this guide has been a great help keeping you all safe from danger and pressing the right key to PANIC!



Those were some good times... Now, let's go back to the present because we have some interesting events happening within the community that we think you should be aware of!

ZPS Community Tournaments

Throughout 2023, we'll have a series of community tournaments run by ZPS content creator Debyaka, where players will play through a pool of community-made maps fighting for the top 10 and for prizes! The series will be totally free to enter and will also be streamed on his YouTube channel! More info below!



All matches will occur monthly in the "SuperConker's Treehouse Reloaded" community server.

We may also have other free community tournaments throughout the year being run by different members in our ZPS Hub Forums, so be sure to check them out once in a while.

Zombie Panic! Gaming Night

One thing the community has been requesting a lot is a ZP1 gaming night where players can download the first game from 2004 and hang out! Therefore, we'll be planning to schedule an official ZP1 gaming event with our own Pikouchu hosting the server. More details will be shared in a future announcement!

See you later!
Dec 22, 2022
Zombie Panic! Source - Tabajara


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

Achievements
  • Fixed escaped Survivors not earning certain achievements if they started from the beginning.
Administration System
  • 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).
Angelscript
Characters
  • Enabled culling on survivors materials.
  • Reworked first person Lea's hands.
Client
  • Fixed being able to see players of the opposite team silhouettes through glows.
Entities
  • 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.
Engine
  • Numerous security and stability improvements.
  • Updated to the latest public Source SDK 2013 Multiplayer engine.
Game Rules
  • 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.
General
  • 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...)
Localization
  • 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).
Maps
  • [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.
Player Movement
  • Slightly adjusted stamina regeneration for Survivors.
  • Slightly adjusted walking and ducking speeds for both teams.
  • Slightly adjusted Zombie lunge speed (very barely noticeable).
Server
  • 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.
Sound
  • Fixed dead Survivors being able to play the "win" voice line.
  • Fixed "win" voice line not being played underwater.
UI/UX
  • [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.
Weapons
  • [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.
Apr 15, 2022
Zombie Panic! Source - Tabajara
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
Angelscript
Characters
  • Fixed Zombie lunge VO being playable underwater.
  • Removed Half-Life 2's H.E.V. geiger counter.
Entities
  • 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.
Game Instructor
  • Updated barricade lesson's text (only for English and French).
Game rules
  • [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.
Maps
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.
Player
  • 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).
Server
  • 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.
SourceTV
  • Fixed "bad ragdoll" messages preventing ragdolls to spawn.
Tools
  • Updated FGDs to match entity changes described here.
  • Updated FGDs to set the "Generate +USE output" spawnflag on physics brushes/props off by default.
UI/UX
  • [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).
Voice system
  • 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.
Weapons
  • [Magnum] Fixed "recoil skip" glitch.
  • [Phone] Potential crash fix when deploying it in certain custom maps.
...

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