Hi all, For over two years now, I've been working on and off on a plugin set I'm calling ZombieMod: Extended. The goal of the set is to be a complete run time modular replacement of Zombie:Reloaded by Greyscale (and Richard later on), which was an Open-Source replacement for ZombieMod by C0ld, which was forked from the open-source release of NemoD by Fysh in 2005. I've had to take many breaks from working on the plugin set due to really old (non-valve) bugs in SourceMod's Logic; some of them were quite challenging to fix and took months (one in fact took over a year) of time/investigating. This allowed ZME development to continue onwards, whereas before using core parts of the SM API would result in memory corruption. There were at least 9 bugs that blocked the development of ZME, and I'm happy to say they're fixed (for everyone using SourceMod). SourceMod at the moment still has a few lingering crash bugs, but it's at the point where ZME development can continue in full force. Over the last month, I've been sprinting on ZME again, writing tons of Modules. In the last month, the code size has grown over 2x. We're sitting pretty at 8.2K lines, but I suspect the point before we're able to replace ZR it's going to be about 10K. Thanks to @Seeker and @dillinger for doing some preliminary testing with me, we found a few bad bugs early on two week ago. There are still some lingering bugs, and unimplemented features, as a few of you discovered when we live tested it on ZM tonight. The only gotcha about the development of this is unless if copious amounts of Alcohol are consumed, the base is pretty confusing and can trap you quite easily. Everything is hookable, and totally hackable, which is what Zombie:Reloaded tried for slightly with zr-dev, except it was still one big compiled binary. With everything in this being in run time, instead of unloading the whole suite, I can live add a plugin that adds frost grenade capability without reloading any other plugins, losing their states. It's quite wonderful what has happened, and I can happily say due to the nature of the SourceMod bugs, no one else has ever been able to do this without a SourceMod Extension (or crazy hacks, neither of which have ever been made public). @Aprz, @Tony the Tiger!! :grin: and others seemed to indicate a dramatic clientside performance improvement, and subsequently server side framerate improvement. Some changes include class specific ammo settings, Team Preference, Generic Player/Health display (extremely similar to the old ZR Team/Health display), Mother Zombie class Selection, and many more things. If you have a feature requests, let me know in this thread and I'll let you know if they're already implemented, give you a reason as to why it can't be, or write the module and add it in. Anything is welcome, seriously. We've been pretty quiet for a while on the actual game mode front. I figured you guys should know what exactly has been going on all these years now that the suite of plugins have been live tested. The goal of the project is to replace Zombie:Reloaded, which is what we moved to before everyone else did early 2010. As well to this, a huge monumental thanks to everyone who helped test ZME tonight. There are big changes coming to ZombieMod, and in my opinion, they're wonderful.