Zombie Master 2 - 1.0.1b Hotfix
May 8, 2013 Patch 5 commentsFixes a few game-breaking issues that weren't worked out in v1.0.1

Zombie Master 2 is a multiplayer RTS/ FPS hybrid utilizing Valve's Source 2007 engine. Players are thrust into the middle of a zombie apocalypse, forced to search the remnants of their world for weapons and equipment in order to remain alive.
One player is freed from the weak flesh of his peers. A being of limitless power, he controls the grotesque hordes of undead in a constant battle against what is left of humanity. His name is spoken only in whispers, for fear of drawing his attention. For once his gaze is upon you, the true test begins.
11 comments by McViolent on May 7th, 2013

Zombie Master 2 - 1.0.1 has been released, fixing many of the game-breaking bugs, crashes that existed in the first release and resolving several gameplay balances. It also includes an updated version of the FGD.
-Added effects: anamorphic lens flares, SSAO, sunrays.
-Added game_score_team: Re-implemented.
-Added navmeshes: zm_docksofthedead, zm_backwoods_b4, zm_asylum_v1, zm_minerinconvenience,
-Added sv_softcollisions: Toggles player smooth collisions. Disabled by default.zm_gasdump_b4, zm_countrytrain_b4.
-Removed NPC smooth collisions.
-Disabled navmesh navigation and new AI movement.
-Updated content: Updated oildrum models/skins, whistler model, kabar texture, m1911/glock17/mp5k fire sounds, flashlight toggle sound.
-Updated filmgrain/vignetting: Default amount lowered.
-Updated flashlight Hud element: Changed to 4 bar battery.
-Updated main menu: Modified buttons, coded VGUI logo instead of using default mod logo.
-Updated weapon_zm_improvised: Default weaapon changed to "Crowbar"
-Updated weapon_zm_mossberg: Damage decreased from 15 to 8.
-Updated weapon_zm_mp5k: Clip size increased to 30.
-Updated weapon_zm_sks: Will only reload if clip is empty. Fire rate dropped.
-Updated weapon selection: Updated weapon categorization.
-Updated ZM2 FGD: Added weapon alts to sledgehammer and fireaxe, includes hl2 entries.
-Fixed bandwidth rate: Defaulted to 25000, fixes several issues in-game.
-Fixed custom AI base: Movement, interpolation, thinking intervals, animation cycling, improved AI senses and scheduling.
-Fixed custom weapon base: Weapon pick up, forced weapon alts.
-Fixed/Updated flashlight: Drain rate increased, flicker effect tweaked, removed broken optimization.
-Fixed fire entity extingush: May crash client or result in strange behavior.
-Fixed full body awareness: Wonky behavior.
-Fixed lag compensation: Tweaked conditions for when an entity can be compensated.
-Fixed/Updated AI navmesh navigation: Navmesh validity check.
-Fixed AI node navigation: Pathfinding, implemented NPC physics solving.
-Fixed survivor Hud: Health icon position, flashlight hud element layout.
-Fixed vignetting options: Options wouldn't save properly.
-Fixed wallsprinting: Strafing against walls for boost.
-Fixed/Updated whistler: Ragdoll sequence causing a memory leak. HP increased from 55 to 300
-Fixed ZM Interface: Mouse clicks not registering.
Fixes a few game-breaking issues that weren't worked out in v1.0.1
The full installation for Zombie Master 2 1.0.1 Beta.
The full installation for Zombie Master 2 1.0.0 Beta.
This version of the ZM2 FGD is outdated. But it has left here for all intended purposes.
Highest Rated (5 agree) 7/10
I'll be very honest. Instead of ZM2 it really should be ZM 1.5.
There's just no cohesion between the game and its concepts. There also should've been more work to the viewmodels and world models, the SKS a blaring example as it doesn't even use the same rig.
I doubt I need to say much regarding the AI, hit detection, and path finding. In fact it's worse than the first iteration.
Yes this game is fun but only because the fact it only shines in what made ZM1 fun, by itself it's rather lackluster.
Mar 19 2013, 6:41am by flyawaynow
Lowest Rated (4 agree) 1/10
I was waiting this for 2 years, this is only a patch have got small changes this isnt ZM2 this is ZM1.5 with small changes when will be the real ZM2...
Mar 17 2013, 2:11pm by vinanrra
Latest tweets from @zombiedeveloper
Messing with Steamworks SDK. dis gon b gud
Jun 8 2013, 5:43am
Creating a selective colorization shader for FPS hand materials.
Jun 4 2013, 9:38pm
Updated moddb page: T.co
May 22 2013, 1:27am
V1.0.2 coming out June.
May 16 2013, 8:08pm
T.co Released v1.0.1b hotfix
May 8 2013, 10:27pm
T.co Zombie Master 2 - 1.0.1 Beta Released!
May 8 2013, 4:24pm
Releasing the 1.0.1 patch this weekend! Everything is up to snuff, including the AI.
Mar 23 2013, 2:27am
:^v Talk about defense! T.co
Mar 5 2013, 2:42am
The first-run configuration menu that only appears once. You can access it in the multiplayer options menu. T.co
Feb 28 2013, 3:49am
Working on demonstration videos for the next Moddb update. Stay tuned.
Feb 17 2013, 3:43pm
I seen that you guys FINALLY added the corresponding viewmodel hands to the player model. This lead me to wonder if in the future you would be adding a few more personalizing features. For example. Player model bodygroups, Expression or dare I say it... Hats... Or am I just thinking over the line here?
I'll admit, player customization has crossed my mind. But I'm not sure if I'll implement anything like that soon.
Please release this amazing update! It looks fantastic!
Greenlight could bring more players imo. You should consider it ;)
It's been considered, there's still quite a bit to do before it is submitted
This mod really needs some publicity, all the servers are dead.
It is very bad when the server is empty ((
Like you.
:FacePlam:
Oh you!