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RE: [0.7.3] Nazi Zombies: Doom Edition

Posted: Thu Nov 06, 2014 4:38 pm
by Angel_Neko_X
DieHard3436 wrote: i can take a look at some of the code because some of the problems you guys are having sounds like some of mine, but this if you want me too
Just take care of the death sequence ACS if you can.

RE: [0.7.3] Nazi Zombies: Doom Edition

Posted: Thu Nov 06, 2014 10:40 pm
by DieHard3436
well i took a look at the death code and there are some problems because the script happens when i die but when i die nothing sets me to being dead and the gameover will not happen if you want i could rewrite it to work and get everything to possibly work

RE: [0.7.3] Nazi Zombies: Doom Edition

Posted: Fri Nov 07, 2014 5:26 pm
by TheCubasy
That was another thing I was concerned about, it doesn't mark the player as dead (Or doesn't tell the game that the player has died resulting in the game over screen not working), this might have been something to do with when he was fiddling around with Last stand, if I could pinpoint where exactly the problem is I think I could solve it, you think it's in Decorate right? It wouldn't hurt to check the compiled ACS in the pk3.

RE: [0.7.3] Nazi Zombies: Doom Edition

Posted: Fri Nov 07, 2014 6:31 pm
by DieHard3436
well yeah but even if so even if the dead worked the gameover still would not happen because the gameover was set to an OPEN script that would end and never be called, it needs to be a death script type

RE: [0.7.3] Nazi Zombies: Doom Edition

Posted: Sat Nov 08, 2014 6:58 am
by NachtIntellect
I wonder how he even got it working in the first place.

RE: [0.7.3] Nazi Zombies: Doom Edition

Posted: Sun Nov 09, 2014 12:24 am
by DieHard3436
well i looked at map03 for it and nowhere did i see anything in the other files so i think someone was working on a new code and never finished it

RE: [0.7.3] Nazi Zombies: Doom Edition

Posted: Tue Nov 11, 2014 4:04 pm
by NachtIntellect
Oh, that Code I am not sure where it came from either, the most likely reason is probably from part of the new code Cubasy gave me I think, which means he may be working on this in secret and not telling us, lol maybe.

RE: [0.7.3] Nazi Zombies: Doom Edition

Posted: Tue Nov 11, 2014 11:28 pm
by DieHard3436
well i have no idea on that one nor what he was planning on doing with it then

RE: [0.7.3] Nazi Zombies: Doom Edition

Posted: Thu Feb 12, 2015 5:26 pm
by NachtIntellect
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
(Beware, the audio cuts out, this is to do with XVid)
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
UPDATE: I don't think anyone is going to bother working on this, I am willing to come back (I had lost confidence in this Mod simply because of what people had said to me) but I would ask that some people put some effort into helping me, you can do this by reporting bugs and I will fix them as I go along, I already know something is wrong with the rocket launchers fire state that causes it not to reload, I know in Blood party there is a linedef I forgot to block players, I know that there is a problem with the mystery box spewing a certain weapon that takes away the players gun, I fixed the MaxAmmo (Turns out I forgot to set the arguement to 0, silly huh?) I don't want to ever see this project die I am actually kind of annoyed at how neglected this mod is and I feel that I am not the only one, so if someone could help in anyway, please do.

I am still very inexperienced in this area, someone who originally created this mod stopped helping and he doesn't seem to want to respond to anyone, I know me and Shiga were put in charge of it, but that doesn't cut it that story is for another time though.

Old Post: Do you think this problem could be entirely related to last stand? I mean there was a script in there that is supposed to kill the player in multiplayer should they try to respawn, also the player shouldn't be respawning at all, in 0.5 scripts the actual gameover code was found in script 1 which was an open script (Skip to the end of it, I was far too lazy to take out just that bit) I have always looked towards the old code for things like references, I really have no idea how this would work, I guess the script checks constantly if a player or player's are dead, I can only speculate that the work on the last stand code has resulted in nothing working.

Code: Select all

                SCRIPT 1 OPEN
{
 int hellOnEarthTime;
 hellOnEarthTime=1050;
 if(GameSkill()<4) {Music_Change("",0);}
 else {if(random(0,1)==0) {Music_Change("DOOM641",0);}else{Music_Change("DOOM642",0);}}
 
 SpawnSpot("zombie",161,99,random(0,359));
 SpawnSpot("Sprinter",160,98,random(0,359));
 zombie_speed[0]=GetActorProperty(99,APROP_SPEED);
 zombie_speed[1]=GetActorProperty(98,APROP_SPEED);
 Thing_ChangeTID(99,98);
 Thing_Destroy(98,1);
 
 for(int y=1; y<11; y++)
 {
  barricade_time[y]=40;
  barricade_life[y]=3;
 } 
 /*player_dead[1]=0;
 if(PlayerCount()>1) {player_dead[2]=0;} else {player_dead[2]=1;}
 if(PlayerCount()>2) {player_dead[3]=0;} else {player_dead[3]=1;}
 if(PlayerCount()>3) {player_dead[4]=0;} else {player_dead[4]=1;}*/
 for(y=0; y <3 2; y++)
 {
  player_dead[y]=0;
 }
 
 Light_ChangeToValue(1,100);
 delay(35*2);
 if(GameSkill()<4) {AmbientSound("game/HORDE",127);SetMusic("NACHT",0);}
 delay(35*1);
 if(GameSkill()<4) {AmbientSound("game/ROUND",127);}
 SetFont("BIGFONT");
 HudMessage(s:"round\n1";HUDMSG_FADEOUT,0,CR_WHITE,1.5,0.5,3.0,1.0);
 delay(35);
 SetFont("SMALLFONT");
 HudMessage(s:" \nround 1";HUDMSG_FADEOUT,0,CR_ORANGE,0.8,3.0,1.0);
 
 for(y=0; y <3 2; y++)
 {
  if(!PlayerInGame(y)) {player_dead[y]=1;}
 }
 
 insta_kill=0;
 nuke=0;
 healtime=32;
 round_number=1;
 round_monstersmax=random(PlayerCount()+5,PlayerCount()+6)*(GameSkill()+1);
 round_monstersleft=round_monstersmax;
 round_tonextround=100;
 round_tildogs=4;
 round_doground=0;

 active_mysterybox=0;
 mysterybox_items[1]="Colt45";
 mysterybox_items[2]="TrenchGun";
 mysterybox_items[3]="ElephantGun";
 mysterybox_items[4]="Thompson";
 mysterybox_items[5]="MP40";
 mysterybox_items[6]="BAR";
 mysterybox_items[7]="RayGun";
 mysterybox_items[8]="M1Garand";
 mysterybox_items[9]="M2FlameThrower";
 mysterybox_items[10]="BrowningM1919";
 
 room_unlocked[0]=1; // starting room
 room_unlocked[1]=0; // "help" room, through starting room
 room_unlocked[2]=0; // upstairs, through help room
 room_unlocked[3]=0; // upstairs, through starting room
 room_unlocked[4]=0; // "help" room, through upstairs
 
 player_stepsound[1]="game/footstep1";
 player_stepsound[2]="game/footstep2";
 player_stepsound[3]="game/footstep3";
 player_stepsound[4]="game/footstep4";
 
 
 int a;
 while(true)
 {
  if(GameSkill()==4) {hellOnEarthTime-=1;}
  if(hellOnEarthTime<1) {hellOnEarthTime=1050; round_number+=1;}
  nuke-=1;
  insta_kill-=1;
  if(insta_kill<0) {insta_kill=0;}
  if(nuke<0) {nuke=0;}
  ACS_ExecuteAlways(100,0,0,0,0);
  for(y=1; y<11; y++)
  {
   barricade_time[y]-=1;
   if(barricade_time[y]<0) {barricade_time[y]=0;}
  }
  
  if(round_tonextround>0) {round_tonextround-=1;}
  else
  {
   if(round_doground==1 && random(1,25)==1)
   {
    a=random(104,109);
    SpawnSpot("TeleMain",a,0,0);
   }
   if((random(1,30)==1 && ThingCountName("zombie",0)<24) && ThingCountName("Sprinter",0)<24 && ThingCountName("HellHoundNormal",98)<12 && ThingCountName("HellHoundFlamer",98)<12 && round_monstersleft>0) 
   {
    int pass;   
    if(round_doground==1) 
    {
     a=random(100,103);
     if(a==100) {pass=1;}
     else if(a==101 && (room_unlocked[1]==1 || room_unlocked[4]==1)) {pass=1;}
     else if((a==102 || a==103) && (room_unlocked[2]==1 || room_unlocked[3]==1)) {pass=1;}
     else {pass=0;}
     
     if(pass==1)
     {
      SpawnSpot("TeleMain",a,0,0);
      SpawnSpot("demon",a,99,random(0,359));

      if(insta_kill>0)
      {
       SetActorProperty(99,APROP_Health,1);
      }
      else
      {
       if(round_number<25) {SetActorProperty(99,APROP_Health,125+round_number*15);}
       else {SetActorProperty(99,APROP_HEALTH,425);}
      }
      Thing_SetGoal(99,a-100,0,1);
      Thing_ChangeTID(99,100+round_monstersleft);
      round_monstersleft-=2;
     }
    }
    else 
    {
     a=random(150,162);
     if(a>149 && a<156) {pass=1;}
     else if((a>155 && a<159) && room_unlocked[1]==1) {pass=1;}
     else if((a>158 && a<163) && (room_unlocked[2]==1 || room_unlocked[3]==1)) {pass=1;}
     else {pass=0;}
     
     if(pass==1)
     {
      if(round_number<10) 
      {
       if(round_number<5) 
       {
        SpawnSpot("zombie",a,99,random(0,359));
       }
       else 
       {
        if(random(1,15-round_number)==1) {SpawnSpot("Sprinter",a,99,random(0,359));}
        else 
        {
         SpawnSpot("zombie",a,99,random(0,359));
        }
       }
      }
      else {SpawnSpot("Sprinter",a,99,random(0,359));}

      SetActorProperty(99,APROP_Health,(80+(GameSkill()*10))+round_number*14);
      round_monstersleft-=1;
	  if(round_monstersleft<2 && GameSkill()==4) {round_monstersleft=100;}
      Thing_ChangeTID(99,100+round_monstersleft);
     }
    }
   }

   if((ThingCountName("zombie",0)<1 && ThingCountName("Sprinter",0)<1 && (ThingCountName("HellHoundNormal",98)<1 && ThingCountName("HellHoundFlamer",98)<1)) && round_monstersleft<1)
   {
    delay(32);
    for(int temporaryVariableB=0; temporaryVariableB <3 2; temporaryVariableB++) {GiveActorInventory(1000+temporaryVariableB,"GrenadeAmmo",2);player_dead[temporaryVariableB]=0;}
    if(round_doground==1)
    {
     AmbientSound("game/DOGSOUTR",127);
     delay(328);
     round_doground=0;
    }
    else {AmbientSound("game/END",127);}
    
    delay(200);
    round_number+=1;
	  if(round_number>8) {zombie_speed[0]=zombie_speed[1];}
    round_tonextround=400;
    round_monstersmax+=random(4,PlayerCount()*5)+GameSkill();
    round_monstersleft=round_monstersmax;

    for(temporaryVariableB=0; temporaryVariableB <3 2; temporaryVariableB++)
    {
     if(!PlayerInGame(temporaryVariableB)) {player_dead[temporaryVariableB]=1;}
     // if the player decides not to rejoin, we don't want them rejoining mid-round.
    }
    AmbientSound("game/ROUND",127);
   }
  }
  healtime-=1;
  if(healtime<0) {healtime=32;}
  
  if(player_dead[0] && player_dead[1] && player_dead[2] && player_dead[3] && player_dead[4])
  {
   // all players have died.
   if(PlayerCount()==0) {/*we do nothing; nobody's connected to the server, so don't restart/change the map.*/}
   else
   {
    SetMusic("",0);
    delay(35*2);
    AmbientSound("game/GAMEOVER",127);
    SetFont("SMALLFONT");
    HudMessage(s:"GAME OVER!\nRounds survived: ",d:round_number;HUDMSG_FADEINOUT,0,CR_RED,1.5,0.1,24.0,1.0,1.0);
    HudMessage(s:"name";HUDMSG_FADEINOUT,0,CR_RED,0.1,0.2,24.0,1.0,1.0);
    HudMessage(s:"points";HUDMSG_FADEINOUT,0,CR_RED,0.5,0.2,24.0,1.0,1.0);
    HudMessage(n:1;HUDMSG_FADEINOUT,0,CR_WHITE,0.1,0.3,24.0,1.0,1.0);
    HudMessage(d:money[0];HUDMSG_FADEINOUT,0,CR_WHITE,0.5,0.3,24.0,1.0,1.0);
    if(PlayerCount()>1) {HudMessage(n:2;HUDMSG_FADEINOUT,0,CR_WHITE,0.1,0.4,24.0,1.0,1.0);HudMessage(d:money[1];HUDMSG_FADEINOUT,0,CR_WHITE,0.5,0.4,24.0,1.0,1.0);}
    if(PlayerCount()>2) {HudMessage(n:3;HUDMSG_FADEINOUT,0,CR_WHITE,0.1,0.5,24.0,1.0,1.0);HudMessage(d:money[2];HUDMSG_FADEINOUT,0,CR_WHITE,0.5,0.5,24.0,1.0,1.0);}
    if(PlayerCount()>3) {HudMessage(n:4;HUDMSG_FADEINOUT,0,CR_WHITE,0.1,0.6,24.0,1.0,1.0);HudMessage(d:money[3];HUDMSG_FADEINOUT,0,CR_WHITE,0.5,0.6,24.0,1.0,1.0);}
	   //HudMessage(s:"";HUDMSG_FADEINOUT,0,CR_WHITE,1.5,0.2,24.0,1.0,1.0);
    delay(35*30);
    ConsoleCommand("map MAP01");
   }
  }
  
  if(!PlayerCount()==0)
  {
   if(!PlayerInGame(0)) {player_dead[1]=1;}
   if(!PlayerInGame(1)) {player_dead[2]=1;}
   if(!PlayerInGame(2)) {player_dead[3]=1;}
   if(!PlayerInGame(3)) {player_dead[4]=1;}
  }
  else {player_dead[0]=0;player_dead[1]=0;player_dead[2]=0;player_dead[3]=0;player_dead[4]=0;player_dead[5]=0;} // we don't want the map to restart
  // if nobody's connected to the server, now, do we?
  delay(1);  
 }
}
EDIT: That aside, how do you guys feel about a burst fire gun? I managed to finish up a working code for a burst-fire like gun, not as if it hasn't been done before but I think we should use this somewhere even if it's just in a pistol, we need more variety, also my rule (This was what I followed during my time helping update the wad) for adding in more guns like such as in black ops (No, no black ops 2 weapons, I didn't like having somewhat futuristic weapons that weren't wonder weapons) is that they don't have the same power or clip size as one of the weapons originally in the wad.

RE: [0.7.3] Nazi Zombies: Doom Edition

Posted: Sat Feb 14, 2015 3:58 am
by The Toxic Avenger
Archived by WhiteAce's request.