Archive for the ‘Rules of _p’ Category

Okay… So I haven’t updated the blog for over half a year, all blame on me. I could explain some of the reasons but I don’t really see the point in doing so (slacking and real life are both involved). I’m pretty sure I have said it before (and I always meant it even if I fail), but I will try to update more frequently from now on.
Now, without further ado, here are some of the news that may interest you!

EDIT: I was going to type about 6 different things, but this point got so long that I think I will instead post just one each week. I decided to start with this one to make a favor to the guys at Rules of _p and because may be the most relevant one right now: porting maps from CS:Source to CS:GO.


Rules of _p and Porting Maps to CS:GO:

As many of you know, CS:GO is a thing nowadays, and with so many people buying it (because its newer, cheaper and has some healthy leagues) many end trying out and liking some mods, including Zombie Escape. Some of the players are people that moved from Source to GO (I personally will probably keep playing Source while there are still people there) but there are many people new to the mod playing it, and players always want more maps.
There are already some mappers doing new maps only for GO (like the skilled Enviolinador) but many maps are being ported over, not only for nostalgia purposes or to quickly increase the pool of available maps in GO, but also so people that never owned nor played Source can enjoy them for the first time, and many porters have appeared, most notably those from Rules of _p.

The guys at Rules of _p asked me to inform some of the possible porters to take in mind, whenever to decide to port a map or not, that in most cases is not as simple as just decompiling and recompiling, and just doing so will most likely break some events as some entity setups may stop working and must be rebuilt from scratch. So if they decide to port a map they need to check it thoroughly and make sure that everything is working fine, as they won’t be doing any good with half-assed ports that have things not working and that will need to be ported again later by someone more skilled or dedicated.
On a side note there are also other things to take into account, like replacing textures and props by default ones from GO whenever its possible, so the map size is not bigger than it should. Also special attention should be taken into the renaming of particles, something that I will explain in a future post (as this one was getting too long).

Oh, and two more things: I have been told that their next pack will try to include ZE_Paranoid_Classic and ZE_LOTR_Minas_Tirith, so I would suggest you not bothering porting those (which are amongst the hardest-to-port maps in the whole ZE-Source library, maybe second only to SyoudousZE_Mountain_Escape). The reason they haven’t been ported yet is because CS:GO has slightly different entity limitations and behavior, and they may end needing a special plugin (there are people working on it) for the templates or something to work properly. Otherwise, some kind of build-up occurs that eventually makes the server crash.
Also they told me (after a couple of cases of it happening) that you shouldn’t use the “_p” nomenclature at the end of your ported maps names (if you decide to port) as that is their custom signature that they use it to distinguish their ports from others and is starting to be considered by some as seal of approval that guarantees the quality of the port.


And that was it for today… Will post again next week (or maybe this weekend) about some other things. As mentioned on the “first paragraph’s edit” I was going to talk about six points, but after seeing how long the first one got, I decided to rather type about each one in a separate post in order to avoid an unbearable wall of text.
In case you were wondering, the other points were going to be:

Hannibal: about Last Man Standing and his farewell to mapping.
Luffaren: his Secret Project and CS:GO side projects.
Enviolinador: about Chicken Ranch and his upcoming CS:GO map (with bosses!).
Kaemon: about Mako Reactor V6 and whats up with Junon.
Mapping Trick: using “custom_particle_xxx” nomenclature to avoid particle crashes (both on Source and GO).

If you are specially interested into one these points, let me know with a comment and it might be the next one (and since the site probably lost a lot of visits due to inactivity you may be the only one commenting!).
See you! And sorry again for not updating for so long! ^_^U

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About ZE on GO

Posted: August 10, 2014 by Kaemon in Kaemon's Rants, News, Rules of _p, Special

Hi there everybody. Everything fine?

So… Lately I have been playing some Zombie Escape on CS:GO to see how it was going and whatnot and the truth is that its starting to get quite playable. The guys at Valve and/or Hidden Path have been fixing some of the big problems with GO (and now you can finally have servers with 64 players) and many people from different communities have been working on improving the mod, getting a working Knockback Plugin and porting many maps from CS:S to CS:GO so you have more maps to choose from.

In this thread from Allied Modders you can get everything you need to get a working ZE Server on GO:
Allied Modders – Plugins for ZE on GO

And in the Rules of _P blog you can download around 50 ported maps:
Rules of _p – (50 Maps)

Those maps should be, for the most part, working just fine; but take into account that some may not be completely polished yet, even if Source and GO are basically the same, there are new limitations and problems that appear (or are accentuated) in GO. An example of this is unbearable lag while fighting Bahamut (with 30+ players) because of his bone followers, something that didn’t happen on CS:S, and so, like in this example, things need to be changed and fixed after discovering what works and what doesn’t.

Now, I’m not saying the ZE Community should be migrating to CS:GO (I personally still prefer CS:S) but the truth is that CS:S in general has less players everyday while CS:GO keeps growing. Ideally what we want is to keep making the ZE Community in general (both Source and GO) grow, bringing new people in, but nowadays that is most likely to happen in GO because of it being a newer game and having a bigger community.
So if you have friends that own CS:GO but never had CS:S, now they can join Zombie Escape world!

As for us… For the moment we will try to finish our maps for CS:S and port them afterwards.
Junon is in hiatus while I work on Mako Reactor V6 (and I should be done with that soon enough), but Last Man Standing and Luffaren‘s map both keep progressing. In fact, LMS is getting really close to completion and, if we are lucky, it may be released around September.