• Survivor HUD in ZM2 2013
  • HL2MP Player Animation States in ZM2 2013
  • Spawn Menu in ZM 2013
  • Blood Overlay Effect
  • Macro Manager in ZM2 2013
Steam News

Progress Report

Date posted: Mar 15th, 2014

We're back with more news! We know that everyone is wondering about the kind of updates that have been made for ZM2. We assure you, we're working very hard to get as much done as possible. We've recruited more members since our last update, and we plan to recruit more.

v1.0.2 Development

Due to recent events, we're working on a patch for v1.0.1b. We do this so people can play ZM2 bug-free while we work on ZM2 2013. It includes all fixes as well as a few features from ZM2 v1.0.2 and ZM2 v1.0.3 2013. Meaning the patch will be v1.0.2

Changelist

*Some changes may not be listed*
  • Added blood model overlay shader
  • Added LOD models: Ammoboxes, weapons.
  • Added Macro Manager: Hidden spawn, physics explosion, expire zombie are bindable.
  • Added map specific cfgs: Mappers can place map specific cfgs in "zombie_masterob/cfg/maps"
  • Added m_rawinput
  • Added selective colorization model shader
  • Added shotgun effects
  • Fixed/Updated AI: Improved priorities, navigation. Fixed combat states, prediction, flinch anim. 
  • Fixed/Updated dynamic damage forces: Improved reponse to attacks.
  • Fixed env_projectedtexture rendering shadows when they should be disabled.
  • Fixed Source Shader Editor 
  • Fixed func_tracktrain/func_door crushing players.
  • Fixed item aura glow rendering.
  • Fixed several convar discrepancies.
  • Fixed SKS force reloading.
  • Removed high-resolution depth buffer.
  • Updated "Kill" command: ZMs submits instead.
  • Updated dust particle material: Modified alpha map.
  • Updated godrays: Improved performance
  • Updated gore: Added bloodstream effect, added blood model shader, improved performance
  • Updated lens flare: Improved performance. Added autoexposure/desaturation.
  • Updated Main Menu
  • Updated "cl_maxrenderable_dist" default value to 2500.
  • Updated multiplayer options menu: SSAO, Lens flare disabled by default. Window GUI selected by default.
  • Added "Lens Flare Brightness","Sticky Radial Menus","Light Density" options. 
  • Removed "Max Update Size","Update Rate per Second","Client Command Rate"
  • Updated preserve entities list on round restart.
  • Updated projected textures: Improved culling, improved usage of scissor optimization
  • Updated sparks particle material: Removed depth rendering
  • Updated radial ZM interface: Menus stick to edges of the screen

ZM2 2013

Gamemodes

At the beginning of every round, there's a chance of a gamemode change happening. How often a gamemode occurs can be changed via console command. We're still thinking of gamemode ideas, and we may scrap one or two of them.
Rush: Shamblers shamble faster! 
Outbreak: Resources pool twice as much! Max zombie count is also increased via a convar.
Masters: Four Zombie Masters. Max zombie count is also increased via a convar.
Survival: No primary weapons.

GUI

Adobe Flash was used for certain interfaces like the main menu. Round stats are also recorded and displayed at the end of rounds. A leaderboard will display 5 players that have topped specific stats, like most kills, most special kills, most damage dealt, least damage received, most destruction caused.

Zombie Master 2 Flash Menu - Mod DB
Sneak peek GUI in v1.0.2

Custom Arms

Custom Arms
Arm models can be switched out separately. Arm model provided by MaxOfS2D.

New Content

Extra Content For ZM2 Mappers Extra Content For ZM2 Mappers
Map PropsMap PropsMap PropsMap Props

Steam Greenlight

We have bought access to Greenlight. We also plan to release Zombie Master 2 as a free game. Though we still have plenty to do till we can publish it. We're focused on replacing half, if not, most of the content currently used in the game. We do have a concept page up for now.

Help Wanted

We're looking for character artists for zombies and survivors. Map prop artists to help finish where other ZM2 developers left off as well as design a few original maps. Sound effect artist to replace all of the weapon sfx as well as impact and danger sound effects.

That's all for now. We will be releasing more information on the next version as well as the Greenlight publication soon.

Thanks for reading,
Violent

Return

Date posted: Dec 23rd, 2013

I'm happy to announce that development of the Source 2013 patch has resumed!.. Or should I say restarted? While the first Source 2013 port was near finished, it's based off an older version of Source 2013. There were a few issues that I was unable to fix at the time. I thought it was best to wait for Valve to update it. Since then several updates were made to the Source 2013 SDK. And now that I have internet, I can work more comfortably on the new port.

As before, if the port is popular enough, it will be submitted to Steam Greenlight. Desura will still see a release. There might be minor content updates and the inclusion of new maps. If any more complications occur, another coder will be found or the source code will be released. I can't say when the new port will be finished. But the first port took less than a week. This could be released by the end of next month.

Thanks for reading,
Violent

Progress Report

Date posted: Jun 28th, 2013

I'm glad to announce that v1.0.2 is coming along quite nicely. The goal of v1.0.2 has been to fix all issues found in v1.0.1b. To implement features players have requested over time and time again. Even after this article is written, I will still be working on ZM2, finding ways to improve it. With that being said, expect more development after v1.0.2.

The Source 2013 Port

If you are unaware, Valve recently released Source SDK 2013. For the most part, Zombie Master 2 is ported to Source 2013. The only thing left to do is to reimplement all of the shaders.
Be prepared.
Macro Manager in ZM2 2013 Options in ZM2 2013 Survivor HUD in ZM2 2013 HL2MP Player Animation States in ZM2 2013Docks of the Dead on ZM2 2013 Spawn Menu in ZM2013 Traps in ZM2 2013 50 Shamblers in ZM2 2013

Some of the benefits of Source 2013 include:

  • Multi-core support: Getting the most out of your CPU/GPU.
  • Mac and Linux support: Mac/Linux clients may be released on v1.0.3
  • Updated rendering engine: Improved shadows, updated shaders, multi-core rendering.
  • Updated Steam API: Matchmaking, VPK mounting, new voting system.
  • Frequent updates: Source 2013 frequently updates with fixes and optimizations. Which means ZM2 will update along with it.
However, it seems that Source 2013 is missing vital files that I need to resume porting. Specifically the shader SDK. Fortunately, Source 2013 will be updated with it as well as other missing features in about a week. 

Performance

After the release of v1.0.1b, the first issue that was looked into was performance. I began analyzing render budgeting and pixel fill sizes to figure out what was causing these performance hits. Most perf hits were caused by having too many render targets processing at once, resource demanding shaders ( Lens flare, SSAO ) and high polycount models. This was solved mostly in the port.

Any unused or duplicate RTs were removed. Certain RTs were resized to quarter or half resolution for performance. The projected texture culling was also updated for performance and stability.

As you may know, the weapon and ammo box models in ZM2 did not have LOD models. Because of this, they render in full detail no matter what distance, possibly causing another perf hit. So several LOD models were made. Here are a few examples:

Models


SMG Ammobox
Revolver Ammobox
Shotgun Ammobox
MP5k World Model
Snubnose Revolver World Model
Glock 17 World Model

Low LOD Polycount


136
789
542
2203
2334
1340

High LOD Polycount


2086
2316
988
5867
5135
2396

New features

Macro Manager

A new option for the ZM to select that opens a separate configuration menu for macros.
Macro Manager WIP

Selective Colorization

As an alternative to creating several skins and models, I created a shader that colorizes selectively and generates designs. Once we have new hand modeled and rigged, we can reanimate all of the current weapons. Considering on implementing it into zombies and players for randomizing and customizing features and apparel colors.
Selective Colorization Shader
Updated Selective Colorization Shader

Blood Model Overlay

Currently used for melee weapons that cause bleeding. May use for gore effects. Still WIP.Blood Overlay Effect

Changelog

* Some changes aren't listed*
  • Added blood model overlay
  • Added LOD models: Ammoboxes, weapons.
  • Added map specific cfgs: Mappers can place map specific cfgs in "zombie_masterob/cfg/maps"
  • Added selective colorization model shader
  • Added ZM Macro Manager
  • Fixed/Updated AI: Improved priorities, navigation. Fixed combat states, prediction, flinch anim. 
  • Fixed/Updated dynamic damage forces: Improved reponse to attacks.
  • Fixed env_projectedtexture rendering shadows when they should be disabled.
  • Fixed func_tracktrain/func_door crushing players.
  • Fixed several convar discrepancies.
  • Fixed SKS force reloading.
  • Updated "Kill" command: ZMs submits instead.
  • Updated dust particle material: Modified alpha map.
  • Updated godrays: Improved performance.
  • Updated gore: Added bloodstream effect, improved performance.
  • Updated lens flare: Improved performance. Added autoexposure/desaturation.
  • Updated max rendering distance set to 2000.
  • Updated multiplayer options menu: Added "Lens Flare Brightness", "Sticky Radial Menus", "Light Density" options. Removed "Max Update Size","Update Rate per Second", "cl_cmdrate". SSAO, Lens flare disabled by default. Window GUI selected by default.
  • Updated preserve entities list on round restart.
  • Updated sparks particle material: Removed depth rendering.
  • Updated radial ZM interface: Menus stick to edges of the screen.

As I said before, expect more development to happen. New content is being coordinated and created by contributors and newer members of the ZM2 dev team. We're still looking for animators, skinners, modelers, mappers, sound artists and voice actors to help move development along. Any bit of help is appreciated and will be put to good use. When Zombie Master 2 becomes more presentable, we will apply for Steam Greenlight. And for those who are wondering, ZM2 will be published on Desura. That's all for now, till next time!

Thanks for reading,
Violent