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Super forms!

Posted: Sat Dec 08, 2012 11:50 pm
by Aqua Kitty
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.
Spoiler: Fuck. (Open)
Image

RE: Super forms!

Posted: Sun Dec 09, 2012 12:35 am
by ibm5155
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

RE: Super forms!

Posted: Sun Dec 09, 2012 11:19 am
by Torr Samaho
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?

RE: Super forms!

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

RE: Super forms!

Posted: Mon Jan 21, 2013 6:58 pm
by Torr Samaho
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.

RE: Super forms!

Posted: Tue Jan 29, 2013 2:10 pm
by HexaDoken
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.

RE: Super forms!

Posted: Tue Jan 29, 2013 2:14 pm
by one_Two
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?