WhoDunIt - Combat Overhaul (r81 released)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Conflagrated
 
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RE: WhoDunIt - Combat Overhaul (r76 released)

#81

Post by Conflagrated » Thu Jun 26, 2014 10:03 pm

abbuw wrote: EDIT: Also, I noticed that you can't push corpses, which is a little lame.
This is a bug that has been fixed on the SVN.

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RE: WhoDunIt - Combat Overhaul (r76 released)

#82

Post by Jigsaw » Fri Jun 27, 2014 8:36 am

I also have a little idea to help new players. Remember when ZH had achievements, which were actually saved as settings to your computer like cookies? We could use that system to give everyone a setting who has ever played WDI before, and we could enforce the fixed (is it fixed? I hope so :P) READ THIS! screen on those who don't have that setting. And if it's they still don't get it, they can go fuck themselves return to the Read This screen anytime. You could also give them a HudMessage saying "Welcome to WhoDunIt! Here's a brief explanation of the game." How's this idea?
Last edited by Jigsaw on Fri Jun 27, 2014 8:41 am, edited 1 time in total.

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RE: WhoDunIt - Combat Overhaul (r76 released)

#83

Post by Theshooter7 » Sat Jun 28, 2014 1:21 am

We've released an update for your testing pleasure!

Nothing too major has changed, just some slight balance fixes. Thus, small changelog:
  • The kick has been improved in both range and 'attack' frames, making it a bit easier to land.
  • Murderer's damage resistance has been set to a 'tiered' scaling instead of player percentage. Murderer shouldn't be so hard to kill in smaller games now.
  • Fixes for Scoreboard recording the wrong sanity/health values
  • Innocents dying in molotov fire now give the murderer health and sanity by default (though it still counts as a paranoia kill. This is to prevent 'denying' murderer kills)
  • Molotov fire duration reduced from 60 seconds to 40 seconds
  • Disabled taunts in the autoconfig script
Get it here:
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Last edited by Theshooter7 on Sat Jun 28, 2014 1:22 am, edited 1 time in total.
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RE: WhoDunIt - Combat Overhaul (r81 released)

#84

Post by TehRealSalt » Sat Jun 28, 2014 12:16 pm

Love how the new update sounds, but there doesn't seem like there's ever a WDI server that has any of the new versions (there's one, but the only time anyone was on it was when r76 was released).
Theshooter7 wrote:
  • Innocents dying in molotov fire now give the murderer health and sanity by default (though it still counts as a paranoia kill. This is to prevent 'denying' murderer kills)
How about, instead of just counting it as paranoia and also giving the murderer health and sanity, what about doing a check for whoever's picking it up. If it's an innocent, it gives him/her the innocent version whose flames count as a paranoia death and doesn't give the murderer anything. But, if the person picking it up is detected as the murderer, then the flames count towards a murderer death and gives health+sanity to the murderer.

Just a thought.

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RE: WhoDunIt - Combat Overhaul (r81 released)

#85

Post by Kaminsky » Sat Jun 28, 2014 3:12 pm

TehRealSalt wrote: Love how the new update sounds, but there doesn't seem like there's ever a WDI server that has any of the new versions (there's one, but the only time anyone was on it was when r76 was released).
This patch requires Zandronum 2.0 to play with, and many (if not all) of the servers haven't been updated to Zandronum 2.0 yet. There are at least three servers commonly used to play WhoDunIt, and it doesn't seem that they'll be updating for the time being.

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RE: WhoDunIt - Combat Overhaul (r81 released)

#86

Post by jdagenet » Sat Jun 28, 2014 6:30 pm

I'd be willing to compose some new ambient music for the project if anyone is interested in the idea.
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RE: WhoDunIt - Combat Overhaul (r81 released)

#87

Post by TehRealSalt » Sat Jun 28, 2014 10:48 pm

Dr.Robotnik wrote:This patch requires Zandronum 2.0 to play with, and many (if not all) of the servers haven't been updated to Zandronum 2.0 yet. There are at least three servers commonly used to play WhoDunIt, and it doesn't seem that they'll be updating for the time being.
I know this; I just kind of wish more servers updated.

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RE: WhoDunIt - Combat Overhaul (r81 released)

#88

Post by Jigsaw » Sun Jun 29, 2014 3:28 pm

I've checked the new version and while I like it a lot, I have some stuff to say.

- The first thing I've noticed is that the insanity bar drains in ~2 minutes to zero and then it stops moving, but the murderer doesn't go insane, looks like the bar itself could be wrongly aligned or something. Also I didn't manage to get back the old HUD no matter what I tried. Fix these, add a health percentage and it'll be fine.
- Then the next thing is that the player pain sounds are all mixed up now. I know the reason behind this because I've read the changelog, but now that the murderer has 100 HP as well, it's not necessary, it could work the way it was originally meant to. After years of playing WDI with increasingly painful pain sounds, this mixup sounds extremely weird and unnatural.
- Now this one might be just my shitty control reset due to the zan2.0 update or a bug in the updated version itself, but my weapon scrolling controls (mousewheel up & down) cannot "loop" the weapons (Cannot change from slot 1 to slot 2 (slot 3 if murd) with the previous weapon control).
- Flares still don't fizz out when thrown into water.
- The sprint function lets players access areas not meant to be accessed - though I don't have an exact example of this, but you should triple-check all maps.
- There are Voice 1 and Voice 2 classes but I haven't found any difference between the two.
- The Murderer video camera doesn't work, instead of the screens' content it's just transparent.
- The game can't find WDI14.

Now, some ideas.

- Back in the dark ages of whodunitr236, I've started taking the PK3 apart, messing with the WEAPONS lump and gave the pipe a throwing ability. It worked fine in offline mode (it was OP though) but it crashed the entire server when used online. Still if you guys like this idea, it could be done to all of the weapons. I can provide the altered PK3 if needed.
- There could be an enforced tutorial screen, I've posted that idea here before but nobody seemed to notice it.

Well that's it for now, let me know what you think. I could try & help with these.
Last edited by Jigsaw on Sun Jun 29, 2014 3:31 pm, edited 1 time in total.

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RE: WhoDunIt - Combat Overhaul (r81 released)

#89

Post by Kaminsky » Sun Jun 29, 2014 4:09 pm

TehRealSalt wrote: I know this; I just kind of wish more servers updated.
I think Zandronum 2.0 has plenty of refining to complete because of several issues that were encountered, possibly explaining why many servers do not use that version. For instance, the game would continuously crash while I used Zandronum 2.0.

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RE: WhoDunIt - Combat Overhaul (r81 released)

#90

Post by Theshooter7 » Sun Jun 29, 2014 4:33 pm

Jigsaw wrote: - The first thing I've noticed is that the insanity bar drains in ~2 minutes to zero and then it stops moving, but the murderer doesn't go insane, looks like the bar itself could be wrongly aligned or something. Also I didn't manage to get back the old HUD no matter what I tried. Fix these, add a health percentage and it'll be fine.
This shouldn't be the case as I haven't touched the sanity code at all yet. And the old HUD is not yet implemented.
Jigsaw wrote: - Then the next thing is that the player pain sounds are all mixed up now. I know the reason behind this because I've read the changelog, but now that the murderer has 100 HP as well, it's not necessary, it could work the way it was originally meant to. After years of playing WDI with increasingly painful pain sounds, this mixup sounds extremely weird and unnatural. [/list]
Actually it is still necessary because the murderer gets damage resistance which still ultimately changes how many hits he has to take before his pain sound changes. We're going to see about creating a generic 'sound font' sort of deal where the randomized sounds are generic enough that they fit together in all situations.
Jigsaw wrote: - Now this one might be just my shitty control reset due to the zan2.0 update or a bug in the updated version itself, but my weapon scrolling controls (mousewheel up & down) cannot "loop" the weapons (Cannot change from slot 1 to slot 2 (slot 3 if murd) with the previous weapon control).
I've been getting this too. I think it's a Zan 2.0 thing. Although oddly it corrects itself fine if you wait like a second or two after picking up a weapon.
Jigsaw wrote: - Flares still don't fizz out when thrown into water.
Noted.
Jigsaw wrote: - The sprint function lets players access areas not meant to be accessed - though I don't have an exact example of this, but you should triple-check all maps.
With all the exploit patching I did, the kick and the sprint shouldn't add anything additional in terms of exploits. Although I could make it so jumping while sprinting slows the momentum a bit. idk.
Jigsaw wrote: - There are Voice 1 and Voice 2 classes but I haven't found any difference between the two.
It should just be renamed versions of the 'wimpy' and 'thick' voices. We'll test again to make sure they're working.
Jigsaw wrote: - The Murderer video camera doesn't work, instead of the screens' content it's just transparent.
We're investigating this.
Jigsaw wrote: - The game can't find WDI14.
New map that I left in the MAPINFO by accident.
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RE: WhoDunIt - Combat Overhaul (r81 released)

#91

Post by Conflagrated » Sun Jun 29, 2014 6:03 pm

[quote="Jigsaw"]
- Then the next thing is that the player pain sounds are all mixed up now. I know the reason behind this because I've read the changelog, but now that the murderer has 100 HP as well, it's not necessary, it could work the way it was originally meant to. After years of playing WDI with increasingly painful pain sounds, this mixup sounds extremely weird and unnatural.
[/quote]

The murderer can have up to 80% damage resist in larger games. It would be trivial for players to take a few swings at everyone to see who doesn't progress to the next pain sound.

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RE: WhoDunIt - Combat Overhaul (r81 released)

#92

Post by ibm5155 » Sun Jun 29, 2014 6:26 pm

what's the difference btw the wimpy and thick class?
wimpy makes woman sound and thick mans sound? :lol: :rolleyes:
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RE: WhoDunIt - Combat Overhaul (r81 released)

#93

Post by Kaminsky » Sun Jun 29, 2014 6:48 pm

ibm5155 wrote: what's the difference btw the wimpy and thick class?
wimpy makes woman sound and thick mans sound? :lol: :rolleyes:
It's self-explanatory, the "wimpy" class groans in pain similarly to a weakling, while the "thick" class groans painlessly. Besides that, the two classes are equal.

Focusing on the murderer's resistance to damage, I believe that once the majority of innocent players have been killed, it's possible that the murderer could be at a disadvantage once their resistance decreases, depending on the items/weapons that the remaining innocents are carrying. For a group of innocents armed with an assortment of firearms and crippling melee weapons, the murderer can easily be killed in several blows/shots (considering that these players may often be the last survivors because of their threat). Perhaps the murderer's resistance should diminish at half the rate it currently is, maintaining a better balance between the innocents and the murderer.
Last edited by Kaminsky on Sun Jun 29, 2014 6:57 pm, edited 1 time in total.

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RE: WhoDunIt - Combat Overhaul (r81 released)

#94

Post by Infirnex » Mon Jun 30, 2014 2:21 am

It's a difficult balance.

The reward for finding (and maintaining, due to ammo scarcity) a firearm is it's sheer output. The shotgun and chainsaw allow you to be confident 1v1 with the Murderer, assuming you don't waste shells/fuel. I would list the M1 but it's just too unreliable as of now.

Now I haven't played r81 due to lack of free time and that the server is empty whenever I check. But if a 1v1 situation with a murderer is basically the same as a 1v1 with innocent + knife and gadgets, then that might pose a problem. But due to not being able to play it, take it with a grain of salt.

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RE: WhoDunIt - Combat Overhaul (r81 released)

#95

Post by Jigsaw » Mon Jun 30, 2014 8:22 am

Theshooter7 wrote: This shouldn't be the case as I haven't touched the sanity code at all yet. And the old HUD is not yet implemented.
I'm sure it has nothing to do with the sanity code because the sanity itself works, the player can go mental. However, the sanity bar in the HUD must be showing something else than sanity value, because it doesn't increase upon killing players either. It looks like it's set to an inventory item that drains but is completely independent of sanity. I've made a screenshot of this; you can see the "And it's you!" text is still barely there and by this time the bar has drained this much.
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RE: WhoDunIt - Combat Overhaul (r81 released)

#96

Post by Torr Samaho » Tue Jul 01, 2014 6:15 am

Dr.Robotnik wrote: I think Zandronum 2.0 has plenty of refining to complete because of several issues that were encountered, possibly explaining why many servers do not use that version. For instance, the game would continuously crash while I used Zandronum 2.0.
Are all of the issues you encountered with 2.0 already reported on the tracker?

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RE: WhoDunIt - Combat Overhaul (r81 released)

#97

Post by Kaminsky » Tue Jul 01, 2014 12:39 pm

Torr Samaho wrote: Are all of the issues you encountered with 2.0 already reported on the tracker?
I don't see any of the problems encountered reported already, but these are issues I've noticed personally. More specifically, the menu screen and text appeared at a smaller scale than normally seen, which was awkward.

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RE: WhoDunIt - Combat Overhaul (r81 released)

#98

Post by Theshooter7 » Tue Jul 01, 2014 6:25 pm

Dr.Robotnik wrote:
Torr Samaho wrote: Are all of the issues you encountered with 2.0 already reported on the tracker?
I don't see any of the problems encountered reported already, but these are issues I've noticed personally. More specifically, the menu screen and text appeared at a smaller scale than normally seen, which was awkward.
Did you try using a fresh ini? I know it's not entirely convenient, but some of these issues have appeared for me when I was using a copy of my ini from 1.x., including the odd text scaling.
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RE: WhoDunIt - Combat Overhaul (r81 released)

#99

Post by Torr Samaho » Tue Jul 01, 2014 8:40 pm

Dr.Robotnik wrote: I don't see any of the problems encountered reported already, but these are issues I've noticed personally. More specifically, the menu screen and text appeared at a smaller scale than normally seen, which was awkward.
Then, I'd like to remind you of the obvious: Things that are not reported have only extremely low chances of getting fixed. The reason is very simple: If we are not aware of something, we don't even know that we have to work on it.

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RE: WhoDunIt - Combat Overhaul (r81 released)

#100

Post by ibm5155 » Wed Jul 02, 2014 11:04 pm

Hey guys, I'll give u a present, a crash error kit :D
It's not about the latest wdi that requires zandronum 2.0 and yes the other running on other servers...
Also I would post on the other WDI thread, but
Theshooter7 wrote: That's actually looking pretty darn good!

Although I think any new posts from here on should go to the new thread to avoid confusion/bumping/etc.
So I posted here.

Note:90% of the crash report on it was when the next map change, I think one was when a guy killed me when I was the murder.

http://www.mediafire.com/download/4v09y ... +Crash.rar
Last edited by ibm5155 on Wed Jul 02, 2014 11:06 pm, edited 1 time in total.
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