================================================ |ZZZZZZZ |PPPPPP |22222 |KK |KK |5555555 |ZZZZZZZ |PPPPPPP |2222222 |KK |KK |5555555 |ZZ |PP |PP |22 |22 |KK|KK |55 |ZZ |PPPPPPP |222 |KKKK |555555 |ZZ |PPPPPP |222 |KK|KK |5555555 |ZZ |PP |2 |KK |KK |55 |ZZZZZZZ |PP |2222222 |KK |KK |555555 ------------------------------------------------ ZOMBIES AND PTERODACTYLS -2005- ================================================ ------------------------------------------------ 12-03-04 Release Contents- |- Release History |- Story |- Game Modes |- Running Around |- Hosting |- Joining |- Problems |- Credits #=======================# | Release History |:: #=======================#:: ::::::::::::::::::::::::: 12-03-04 Release ================ - Added rolls, backflips, running down walls, kicking and the katana - Added version checking to new client initialization - Hopefully fixed some map download issues, buffer overflow issues - New client-side missile prediction - New map: Kumoville (dm2) - Shock rifle fire is now somewhat homing 11-04 Release ============= - Initial Release #=======================# | Story |:: #=======================#:: ::::::::::::::::::::::::: In the Totallyscrewed Universe, Pterodactyls have always been an unruly bunch. Humans have done their thing (drinking, fighting and finding other creative ways of destroying their species), and zombies have done theirs (consisting mostly of feeling sorry for themselves). Its the Pterodactyls that are the ones to watch out for. No one ever knows what they're going to do next. This is how one day a Pterodactyl decided to bring out all of the zombies from their pathetic village in the woods, equip them with deadly weapons, and set them free among the humans. The other Pterodactyls liked this idea so much that they started helping. Pretty soon there was a huge mess. At first the humans started trying to kill the Pterodactyls, but the Pterodactyls gave the humans guns, which pleased the humans to no end. The humans even let the Pterodactyls bring them to the zombies so they could kill more. Humans love killing zombies almost as much as drinking. The zombies grew upset because they didn't really want to kill humans, they just wanted to live in their pathetic village. But... whatever. No one ever cares what zombies want. So they went along with the Pterodactyls' stupid game. #=======================# | Game Modes |:: #=======================#:: ::::::::::::::::::::::::: DM - Deathmatch. Kill everyone until you die. Repeat as necessary. KotH - King of the Hill. Kill everyone until you die, bearing in mind that you get more points for being the only player to occupy a space known as the "hill." CTF - Capture the Flag. Capture the enemy team's flag to win. Choose your team in the beginning of the game by jumping into the appropriate portal. If the enemy drops your team's flag, it will automatically reset after a minute or so (you can't bring it back yourself). Kill the Ghost - Only works in DM and KotH modes. One player is the "Ghost:" they can see in the dark and have full health. Everyone else is a ghost hunter: they can only see what their flashlight is pointing at and have 30% health. Ghost killers become ghosts by killing the ghost. Ghosts lose ghost status by getting themselves killed. Crazy Weapons - Works in all modes. Every 15 seconds or so, the server changes a weapon attribute--can be missile type, missile speed, projectile bounce, missile burst, or others. Gets very ridiculous. Caste System - a. k. a. Caste System. Works in all modes. World weapon spawns become ammo spawns and every character spawns with a weapon set determined by their model. Change caste (model) by hitting ENTER. They're probably not balanced. #=======================# | Running Around |:: #=======================#:: ::::::::::::::::::::::::: Game play is familiar side scroll play with mouse aiming. Some notable enhancements are - - Wall Stick - Jump into a wall to "stick" to it. - Wall Slide - Slide down a wall while sticking to it. - Wall Jump - Jump while sticking to a wall. - Wall Run - Press up while sticking to a wall. - Wall Run Down - Press down/stunt while sticking to a wall. - Roll/Backflip - Press down/stunt while running right or left. - Kick/Katana - Jump on an enemy to kick or use Katana (if you have it) #=======================# | Hosting |:: #=======================#:: ::::::::::::::::::::::::: When hosting you can pick the map, number of bots and gametype. You can also choose connection type. If you do not intend to play on LAN or Internet, choose Botmatch. If you intend to play on Internet, make sure that you can host. If you are under a router of any sort, chances are you can't unless you open a specific port (default for ZP2K5 is 1337) to your local IP. Otherwise, your game will still be put on the master server list, but no one will be able to join. As soon as your press the Host button the game will begin, and depending on your connection type, people may begin joining or not (if not, enjoy the bots!) #=======================# | Joining |:: #=======================#:: ::::::::::::::::::::::::: Currently, joining over LAN is by IP address--I haven't figured out how to search a LAN for games. Also, I've got no idea how the game will work with over 4 players. So basically, player A yells to everyone on the LAN "My IP address is x.x.x.x!" and everyone types that into the Join IP address box; player A then makes sure the host type is LAN and hits the host button; everyone else then presses join. Awesome! Internet play may or may not work in this release. The master server list is basically an .aspx page on www.totallyscrewed.net that gets rid of entries after five minutes. So, hosts will have hiccups every five minutes as they refresh their entries. This also means that any sever on the list may have been dead for as many as five minutes. If you actually join an Internet server, I'm not sure what the playability will be like. I'm working on improving netcode, but with a very limited testing environment it is difficult. #=======================# | Problems |:: #=======================#:: ::::::::::::::::::::::::: Some people have Winsock problems; if port 1337 (default) port is in use you'll get an error. Either play just Botmatch (no fun) or open the Player.DAT file in the data folder and change 1337 to whatever port you think is a good. Half Life uses 27105 or so, maybe that's worth a shot. Bear in mind that if the game suddenly stops working, it may mean you've been spywared! Buffer overflows occur because Winsock is trying to send much more data than it can. I'm trying to fix these, but as I said, its difficult, especially considering how difficult it is for me to host a game. Resolution should be 16 bit, and if its the same resolution as your Windows setup then mouse clicks won't register... I know its kind of asinine. You want me to take resolution options out altogether then? Huh!? Alright, didn't think so. C'mon, choosing a resolution is a new precedent for totallyscrewed... #=======================# | Credits |:: #=======================#:: ::::::::::::::::::::::::: Me - Code Graphics Maps Models Joel - Sounds (whether he likes it or not) Monique - The Idea for the Fireworks Dedicated Servering Slava - Something... can't remember.