Super forms!

Discuss all aspects related to modding Zandronum here.
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Aqua Kitty
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Super forms!

#1

Post by Aqua Kitty » Sat Dec 08, 2012 11:50 pm

This is another question related to my Sonic mod. I have successfully incorporated the three main classes and a couple maps for use with it, and I came up with an interesting idea - Add seven Chaos Emerald items, collectable rings, and a super form for each class, to put it another step above Super Sonic Doom. Super forms should fit this specification if possible under Zandronum:

- Need 7 unique Emeralds and 50 rings to activate.
- Activated by pressing +Jump in midair
- Uses 1 ring every 35 tics, expires when rings are fully depleted
- Makes the affected player skin glow yellow with sparkles
- Affected player can move twice as fast, is invincible, and weapons do quad damage.
- Super form will not appear in standard competitive play, but a crippled version (No speed buff or ring drain, no invincibility only double defense and attack + sparklez) will replace the Terminator sphere.

Another question I need addressed is, how can I restrict certain weapons to classes under Zandronum? I tried the ForbiddenTo flag and it doesn't work. If RestrictedTo doesn't work I don't know what will. For example, the Riot Gun should only be used by Power so Weapon.RestrictTo (Power) may work.

I do have a test CTF map but it only works with Skulltag due to my inability to figure out why it lags so fucking badly without Skulltag resources, and I might do away with that in favor of a more vanilla-Zandronum-friendly game. On request I'll make a simple co-op/SP map and release it in its current condition so you can see what it's all about.

EDIT: RestrictTo doesn't work in Zandronum either.
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Last edited by Aqua Kitty on Sun Dec 09, 2012 12:01 am, edited 1 time in total.
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ibm5155
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RE: Super forms!

#2

Post by ibm5155 » Sun Dec 09, 2012 12:35 am

but 7 emeralds and 50 rings with only specific tag, and a loop that get out only when thingcoult be = 0
the other I remember it have a function that return the action that the player is using (0 is nothing 32 is moving up i think,...)
The rest i don´t know :s

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Torr Samaho
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RE: Super forms!

#3

Post by Torr Samaho » Sun Dec 09, 2012 11:19 am

Aqua Kitty wrote: I do have a test CTF map but it only works with Skulltag due to my inability to figure out why it lags so fucking badly without Skulltag resources, and I might do away with that in favor of a more vanilla-Zandronum-friendly game.
Can you make an example wad that lags with Zandronum and doesn't lag with Skulltag?

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Aqua Kitty
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RE: Super forms!

#4

Post by Aqua Kitty » Mon Dec 17, 2012 7:45 am

Torr Samaho wrote:
Aqua Kitty wrote: I do have a test CTF map but it only works with Skulltag due to my inability to figure out why it lags so fucking badly without Skulltag resources, and I might do away with that in favor of a more vanilla-Zandronum-friendly game.
Can you make an example wad that lags with Zandronum and doesn't lag with Skulltag?
The problem is that some hud graphics won't show up and it lags the game, I'm not sure what to do about it if I want it to work independent of Skulltag. There was already a CTF map that has this issue with Zandronum but when I load Skulltag resources everything's fine. The map you'd be looking for is JADECTF.

http://www.filedropper.com/zandronic
DooMMakU - Bullet Hell Doom
<BlakJacket> Reisen: so basically you're Uwe Boll
"The smart kids know there isn't really a line between fact and fantasy" -Ranger
Spoiler: Names I may go by ingame (Open)
Aqua Kitty
Reisen Udongein Inaba
James Frost
Cirno
Cirnobog
Cyclo-F
ARX/NG 891

Net status: Finally have a better internet plan - alive and kicking!

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Torr Samaho
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RE: Super forms!

#5

Post by Torr Samaho » Mon Jan 21, 2013 6:58 pm

Aqua Kitty wrote: The problem is that some hud graphics won't show up and it lags the game, I'm not sure what to do about it if I want it to work independent of Skulltag.
Missing graphics may cause your console to be flooded with warnings. These lead to lag on your side that has nothing to do with the connection. Just include the missing graphics in your wad and the problem should be fixed.

EDIT: I added some missing HUD graphics for CTF in 1.1. So probably the beta build I released yesterday already fixes the issue for you.
Last edited by Torr Samaho on Mon Jan 21, 2013 6:59 pm, edited 1 time in total.

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RE: Super forms!

#6

Post by HexaDoken » Tue Jan 29, 2013 2:10 pm

Aqua Kitty, I would advise you finding me on the IRC network and asking advice. What you ask for is really complex, and it would be a real pain in the ass to explain that on the forums. Much easier on the real-time planes of IRC.

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RE: Super forms!

#7

Post by one_Two » Tue Jan 29, 2013 2:14 pm

Torr Samaho wrote:
Aqua Kitty wrote: The problem is that some hud graphics won't show up and it lags the game, I'm not sure what to do about it if I want it to work independent of Skulltag.
Missing graphics may cause your console to be flooded with warnings. These lead to lag on your side that has nothing to do with the connection. Just include the missing graphics in your wad and the problem should be fixed.

EDIT: I added some missing HUD graphics for CTF in 1.1. So probably the beta build I released yesterday already fixes the issue for you.
Do any of these changes fix the text of team players going infront of the score and other info making it unreadable?

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