Outcast [v1.5b] - new Virus class added!

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Empyre
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Re: Outcast [v1.32] - now with new Terminator mode!

#21

Post by Empyre » Sun May 01, 2016 3:17 am

Does Outcast require Zandronum 3.0? I am using Zandronum 2.1.2.

Could it be because of flags I am using that you might not have expected?
dmflags 1329152
dmflags2 69215552
compatflags 4
Zandronum dmflags 80
Zandronum compatflags 0
"For the world is hollow, and I have touched the sky."

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SwordGrunt
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Re: Outcast [v1.32] - now with new Terminator mode!

#22

Post by SwordGrunt » Sun May 01, 2016 2:57 pm

No, even though Zandronum 3.0 would help with a lot of stuff, it's not nearly as much of an improvement for Outcast as ZDoom 2.8 would be (flawless point system among other things) so I might as well keep it to the official version.

I hosted a server with these exact flags and it works fine. However, using +outcast_globalrank 1 on Doomseeker didn't do anything, I had to set it manually via RCon.

I also noticed Survival is still buggy as hell when it comes to resetting the rank to map start. I wish Zandronum simply restarted EVERYTHING to map start when players failed to beat the level in Survival, including global variables... unfortunately that doesn't happen so I have to mess with GetGameModeState and other stuff that doesn't seem to be very reliable.

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Re: Outcast [v1.32] - now with new Terminator mode!

#23

Post by Empyre » Sun May 01, 2016 8:26 pm

Typing it in the console worked for me. It's hassle to have to do it that way, but that's not your fault.
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Re: Outcast [v1.4] - United Monsters of the Doom Engine

#24

Post by SwordGrunt » Tue May 24, 2016 2:12 am

I've been taking a break but seeing the Delta Invasion + Outcast server with 16 people today encouraged me to at least fix some rather game-breaking issues, coupled with small fixes I had sitting around. Version 1.4 can now be downloaded from Best Ever, linked on the original post.
Spoiler: Changelog (Open)
*** General ***

- All species changing mistakes should finally be corrected for Terminator.
Players with radius damage can still hurt each other but there is nothing to
gain from doing so. Suiciding should be disabled for this gamemode to avoid
purposely denying the Terminator a frag, too.

- Every instance of A_FadeOut was made to fully fade out the actor manually
instead of relying on the function itself to remove the actor automatically.
This should fix the massive FPS drops seemingly caused by the Wraithverge on
large levels. Not sure how I never noticed this, but it shouldn't happen anymore

- sv_fastweapons 2 would freeze the game whenever spawning, since it skips all
weapon frames without codepointers, and the spawn class weapon's states had NO
codepointers... I really let this one slide through. A_RailWait takes care of it


*** Heretic ***

- Iron Lich's ice shards are now shot slightly downwards like the original

- Maulotaur now moves slightly faster (45% instead of 40% speed)


*** Hexen ***

- Added a check on the Heresiarch's script so his cubes should no longer spin
faster than normal as was happening occasionally

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Re: Outcast [v1.5] - new Virus class added!

#25

Post by SwordGrunt » Sat Jul 02, 2016 2:14 am

So yeah I stopped being lazy and finished the Virus class. Version 1.5 is now linked in the original post! Some bugfixes and small adjustments (Hexen guys can strafe now, woo!) are here along with the shiny new MSPaint monsters.

Damagefactors are also here now and they make this MUCH more balanced for Survival. It's far from a perfect system (I'm looking at you, Heretic) but it's still a huge step up for Survival gameplay and I encourage you to try it out with your favorite megawads.
Spoiler: Changelog (Open)
*** General ***

- Dynamic damagefactors have been implemented separately for each class.
You have a base damagefactor and it is increased by a fixed amount each rank.
See CVarInfo to read more on this. This is particularly useful for Survival.
Damagefactors are only applied in cooperative modes, and are enabled by default.

- Bandwidth usage from the main HUD script should be considerably lower now

- Players cannot pick up another Tome of Power if they have done so in the last
10 seconds. This makes it much easier to share Tomes particularly when multiple
spawn on the same spot (i.e. replacing BFG). Thanks to WaTaKiD for this idea!


*** Hexen ***

- Chaos Serpents, Zedek, Traductus and Menelkir morphs should no longer mess the
automatic morph order sync online, notably happened with higher packet loss.

- Fixed Wendigo projectiles missing the puff trail

- Zedek, Traductus, Menelkir and Korax can now strafe, but at half strafe speed.

- Korax projectiles are now much easier to hit as they are properly adjusted to
be aimed at enemies in your crosshair


*** Strife ***

- Sigil 5 offshots have limited lifespan now, hopefully reducing FPS lag on
insanely large areas and/or with spread rune (you still probably don't want to
shoot it with sv_fastweapons 2...)

- Fixed being able to keep the path-chooser morphs after a level change


*** Virus ***

- The Virus class has been added! Its monsters are all around the toughest, but
also the slowest of any class, and their damage is slightly higher than Doom's.

- Currently, none of the Virus monsters have HUD sprites for their weapons; most
of them have no hands or weapons that can be seen in first person at all anyway.

Doom 4 Is Not That Bad
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Re: Outcast [v1.5] - new Virus class added!

#26

Post by Doom 4 Is Not That Bad » Sat Dec 10, 2016 5:23 am

For some reason when i spawn in any game of OutCasts v1.5 i start with a score of 6500 and that unlocks all the monsters at the start. Thus can not get the feeling of progression i want D:

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Re: Outcast [v1.5] - new Virus class added!

#27

Post by SwordGrunt » Sun Dec 11, 2016 12:48 am

Doom 4 Is Not That Bad wrote:For some reason when i spawn in any game of OutCasts v1.5 i start with a score of 6500 and that unlocks all the monsters at the start. Thus can not get the feeling of progression i want D:
Check the CVar outcast_startrank in your console; it's likely set to a high amount, which instantly awards you the points equivalent to reaching that rank (this is a limitation of the rank system implemented in Outcast). To start as the first monster, simply change it to 0.

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Re: Outcast [v1.5] - new Virus class added!

#28

Post by Doom 4 Is Not That Bad » Sun Dec 11, 2016 1:41 am

Thank you very much.

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Re: Outcast [v1.5] - new Virus class added!

#29

Post by Empyre » Fri Jan 27, 2017 10:15 pm

A player on my server found a glitch. He suicided as a land carrier and then was able to move around without selecting a monster. He was able to use switches and grab keys and other things, all while being ignored by monsters. He exploited it to speed through map after map.
"For the world is hollow, and I have touched the sky."

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Re: Outcast [v1.5] - new Virus class added!

#30

Post by SwordGrunt » Sat Jan 28, 2017 5:58 pm

Empyre wrote:A player on my server found a glitch. He suicided as a land carrier and then was able to move around without selecting a monster. He was able to use switches and grab keys and other things, all while being ignored by monsters. He exploited it to speed through map after map.
I haven't touched Doom in several months and don't plan on returning to this mod anytime soon, but I'll definitely look into any bugs found and if needed upload hotfixes.

That's a nice catch, I see what happened: he summoned an Air Carrier, which freezes you completely for about 40 tics, and then unfreezes you - by suiciding and respawning within this timeframe, the player was unfrozen in the spawn state.

This should be easy to fix within the script by checking whether the player is still a Land Carrier before unfreezing him. This is likely also possible to exploit with other events that freeze the player, such as the Entity splitting and D'Sparil's serpent falling, so I will check on all of those. Thank you for reporting that.


I've uploaded v1.5b and updated the links on the original post. Along with this issue, a couple of other very minor bugs have been fixed.

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Re: Outcast [v1.5] - new Virus class added!

#31

Post by Mobius » Sat Jan 28, 2017 6:58 pm

Is this the new Internal Conflict?
dewsome: i can do this all day
dewsome: do you think you're somehow special? i spent years arguing with nostar, jenova, mobius
<+Thomas13> Mobius u r inferior, go outside and get beaten up
Alfonzo ~ "I wonder who will hear him trash talk when the dirt closes over him?"

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Re: Outcast [v1.5] - new Virus class added!

#32

Post by SwordGrunt » Sat Jan 28, 2017 7:44 pm

Mobius wrote:Is this the new Internal Conflict?
I think I played that once in a server filled with people where it was a huge mess with a bunch of random crap thrown everywhere (which is what most people seem to like nowadays anyway). Don't remember though so I can't say anything about it. Regardless, never bothered to look up other "monster mods" to see how similar or how different mine is from them, I honestly couldn't care less.

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Re: Outcast [v1.5] - new Virus class added!

#33

Post by Combinebobnt » Sat Jan 28, 2017 8:01 pm

this was more of a coop wad mobius

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Re: Outcast [v1.5] - new Virus class added!

#34

Post by Empyre » Sun Jan 29, 2017 12:47 am

Thanks for fixing this.
"For the world is hollow, and I have touched the sky."

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Re: Outcast [v1.5b] - new Virus class added!

#35

Post by Whoah » Wed Jun 07, 2017 9:00 pm

I have a couple suggestions for player classes. Wolfenstein 3D and Hacx Twitch n' Kill.

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Re: Outcast [v1.5b] - new Virus class added!

#36

Post by Whoah » Sun Jun 18, 2017 5:18 am

Or Chex Quest as a joke class

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Re: Outcast [v1.5b] - new Virus class added!

#37

Post by Whoah » Fri Jul 28, 2017 8:34 pm

Even a Blood class would be cool

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Re: Outcast [v1.5b] - new Virus class added!

#38

Post by thewolfman00001 » Thu Feb 28, 2019 2:19 pm

I try running Outcast with Zandronum and it isn't currently working. The game attempts to load up but it hangs on the load screen with the words "FATAL ERROR" at the top of the startup screen. I am using these files to run the game and in this load order: skulltag_content2.1, outcast_skulltagpatch, and outcast_v1.5b. Am I doing anything wrong?

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Re: Outcast [v1.5b] - new Virus class added!

#39

Post by thewolfman00001 » Thu Feb 28, 2019 2:29 pm

After further tinkering around with getting Outcast to run I came across an error message that was obscured by the splash screen graphics that states "Script error, "outcast_v1.5b.pk3:actors/hexen/game.txt" line 4: Unexpected '*fistgrunt' in definition of 'ArtiSpeedBoots0'" What is this about?

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Re: Outcast [v1.5b] - new Virus class added!

#40

Post by Doomenator » Thu Feb 28, 2019 9:25 pm

thewolfman00001 wrote:
Thu Feb 28, 2019 2:19 pm
Am I doing anything wrong?
Just use zandronum v2.1.2.

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