BomberDoom (Bomberman)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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VoltlocK
 
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BomberDoom (Bomberman)

#1

Post by VoltlocK » Thu Jan 10, 2013 5:58 pm

Download Here! https://dl.dropbox.com/u/21767379/TagSk ... gamma4.pk3

THIS MOD IS UNSTABLE ONLINE, READ MORE BELOW
ALSO PLAY WITH OPENGL AND 3D MODELS

This is a mod I made originally based off my old Top-Down ST mod, was inspired when I was playing the "Blast Network" mode in Spiral Knights, which of course was based off of Bomberman.

This is a great, fun wad to play with other people! Except for the fact that it crashes a random client every fucking 30 seconds for no reason! This mod works fine offline, play online at your own RISK, I seriously cannot figure out why clients crash, I did most of my testing offline when I was making it and was not aware of the crashing till recently.

I'm just dropping this here because I'm pissed off that I can't figure out why my mod crashes a random client for some reason, and maybe someone here knows why. I hope. I offer this mod to anyone who wishes to modify it themselves, and hopefully get to the bottom of the crashes.

Anyway, some things you should know!
- The small barrel pickups increase the maximum number of barrels you can place
- The small flaming barrel pickups increase the explosion range of your barrels
- Explosions are colour coded by your personal colour!
- Bots are retarded!
- MAP01 is basically a randomly generated map every time you play it.
- The crates are 3d models, be aware of that.
- There are bonus powerups -
-- Fire barrel, which explodes slower but penetrates blocks and leaves a fire for a couple seconds (instant kill fire. replaces normal bombs)
-- Ice barrel, explodes like normal with a 6-block radius, leaves an ice block and if you're unlucky another might spread into the next grid square. (single use alt-fire)
-- Nuke barrel, explodes after 5 seconds in a SQUARE RING, ignoring all obstacles and whatnot. (single use alt-fire)
- Only MAP01, MAP02 and MAP06 actually work properly, Fletto didn't make his maps properly and they don't work as intended.

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Last edited by VoltlocK on Fri Jan 11, 2013 1:03 pm, edited 1 time in total.

Springy
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RE: BomberDoom

#2

Post by Springy » Thu Jan 10, 2013 7:49 pm

Holy shit, this looks awesome. I thought you quit modding (glad you didn't btw Volt). I used to LOVE the old bomberman games so this will be a blast to play! (Pardon the pun).
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RE: BomberDoom

#3

Post by one_Two » Thu Jan 10, 2013 8:01 pm

Yeah this is pretty cool, I particularly like the rotating camera, have to see how that works.

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Torr Samaho
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RE: BomberDoom

#4

Post by Torr Samaho » Thu Jan 10, 2013 9:09 pm

VoltlocK wrote: I'm just dropping this here because I'm pissed off that I can't figure out why my mod crashes a random client for some reason, and maybe someone here knows why.
Did you check if it's the same as the Hunter's moon crashes? You can do so by testing it with the binary I posted on the tracker: http://zandronum.com/tracker/view.php?id=1161#c5347

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Lord_of_D:
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RE: BomberDoom

#5

Post by Lord_of_D: » Thu Jan 10, 2013 10:46 pm

would be good as a minigame :D
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VoltlocK
 
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RE: BomberDoom

#6

Post by VoltlocK » Fri Jan 11, 2013 2:16 am

Torr Samaho wrote:
VoltlocK wrote: I'm just dropping this here because I'm pissed off that I can't figure out why my mod crashes a random client for some reason, and maybe someone here knows why.
Did you check if it's the same as the Hunter's moon crashes? You can do so by testing it with the binary I posted on the tracker: http://zandronum.com/tracker/view.php?id=1161#c5347
Thanks, Torr

I play-tested for about 15 minutes on a LAN server with some bots using that binary, didn't have any crashes. Might have to test with actual people, though.
Springy wrote: Holy shit, this looks awesome. I thought you quit modding (glad you didn't btw Volt). I used to LOVE the old bomberman games so this will be a blast to play! (Pardon the pun).
It was a very sudden urge, and it didn't take much effort to make it work :3
Last edited by VoltlocK on Fri Jan 11, 2013 3:44 am, edited 1 time in total.

VoltlocK
 
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RE: BomberDoom (Bomberman)

#7

Post by VoltlocK » Fri Jan 11, 2013 1:03 pm

I can comfirm that playing online with other players using that binary you provided is very stable, no crashes whatsoever :3 flawless! Also, how do I get rid of them "Actor does not have NetID" warnings that show up in the server console? I've forgotten

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RE: BomberDoom (Bomberman)

#8

Post by Strych6 » Fri Jan 11, 2013 1:59 pm

godspeed voltlock, b-man's grand
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Luke
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RE: BomberDoom (Bomberman)

#9

Post by Luke » Fri Jan 11, 2013 3:29 pm

Add a powerup to increase the player's speed!
Also: very nice mod, would be fun to play a FNF with this once it's ready!

VoltlocK
 
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RE: BomberDoom (Bomberman)

#10

Post by VoltlocK » Fri Jan 11, 2013 4:27 pm

Luke wrote: Add a powerup to increase the player's speed!
Also: very nice mod, would be fun to play a FNF with this once it's ready!
Done! Thank you for reminding me to do so :3

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Torr Samaho
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RE: BomberDoom (Bomberman)

#11

Post by Torr Samaho » Fri Jan 11, 2013 6:33 pm

VoltlocK wrote: Also, how do I get rid of them "Actor does not have NetID" warnings that show up in the server console? I've forgotten
"sv_showwarnings 0" should do the trick.

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RE: BomberDoom (Bomberman)

#12

Post by VoltlocK » Mon Jan 14, 2013 8:20 am

Sorry, what I meant to ask is what causes the warning?

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Torr Samaho
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RE: BomberDoom (Bomberman)

#13

Post by Torr Samaho » Mon Jan 14, 2013 9:18 pm

Remove the NONETID flag from the actor.

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RE: BomberDoom (Bomberman)

#14

Post by Llewellyn » Tue Jan 15, 2013 5:44 am

Do you take maps? I'd like to make a map or 7 for this, and it seems simple enough, map format wise.

VoltlocK
 
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RE: BomberDoom (Bomberman)

#15

Post by VoltlocK » Tue Jan 15, 2013 11:34 am

Yep! Taking any and all maps :D Remember to tag 16 cameras 1 to 16

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RE: BomberDoom (Bomberman)

#16

Post by jwaffe » Sun Jan 20, 2013 2:59 am

This is actually really fun, even with bots. I find myself missing the bomb kick and bomb throw powerups from Atomic Bomberman, well done so far, though.
Last edited by jwaffe on Sun Jan 20, 2013 2:59 am, edited 1 time in total.
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DevilHunter
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RE: BomberDoom (Bomberman)

#17

Post by DevilHunter » Mon Jan 21, 2013 3:29 pm

I seen this on the Testing Server, and was kinda confused on how this was even Played. That being said...
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Heh, sad to see no Servers for this yet, assuming all the bugs were worked out.

VoltlocK
 
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RE: BomberDoom (Bomberman)

#18

Post by VoltlocK » Mon Jan 21, 2013 5:16 pm

I haven't been hosting any servers because it's just too unstable without the alpha version of Zandronum. Work is also slow because of that issue, but this mod will not be forgotten :3

I can't quite work out how I would do bomb kicking without the bombs changing "targets", this causes other player's bombs to score kills for the player that kicked it. Even with the never change targets flag.

On the other hand, I'm planning on adding most of the other powerups (powerdowns, even) I was reminded of, as well as a few extra stuff like the already existing nuke barrels, and stun/zappy barrels! Zap barrels will let off some bolts of electricity that'll travel around the level for a bit and dissipates on impacts with walls and whatnot, when shocked, you'll get random 'spasms' that'll cause you to freeze for a brief moment or even drop a barrel without pressing fire!
Last edited by VoltlocK on Mon Jan 21, 2013 5:16 pm, edited 1 time in total.

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Torr Samaho
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RE: BomberDoom (Bomberman)

#19

Post by Torr Samaho » Mon Jan 21, 2013 6:41 pm

VoltlocK wrote: I haven't been hosting any servers because it's just too unstable without the alpha version of Zandronum. Work is also slow because of that issue, but this mod will not be forgotten :3
If you would like to help out with the 1.1 testing, you could host a server with the fresh official 1.1 beta build.

VoltlocK
 
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RE: BomberDoom (Bomberman)

#20

Post by VoltlocK » Sun Feb 03, 2013 6:12 pm

A video for all
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