SNS #45 - Epic2 with WW-Nazis!

All finished SNS events go here.
Locked
Nevanos
 
Posts: 66
Joined: Mon Jun 04, 2012 10:43 pm
Contact:

SNS #45 - Epic2 with WW-Nazis!

#1

Post by Nevanos » Sat Nov 10, 2012 3:41 pm

A re-run of our first SNS ever, with the addition of nazi soldiers! Get ready - these guys do not mess around!

Version required: Zandronum 1.0

Click your OS to download Zandro 1.0: Windows Installer | Windows | Linux x86 | Linux x86_64 | Mac OS X | FreeBSD x64

WADs: Epic 2, Epic2 Fix, Dead-Afk-v2, WW-Nazis (V2: SNS Edition - Fix made by IvanDobrovski)

What day: Saturday, November 10th, 2012

What time: 19:00 UTC

Times
Central Europe: 20:00
United Kingdom: 19:00
Russia / Moscow: 23:00

Eastern Time: 3:00 PM
Central Time (US): 2:00 PM
Mountain Time: 1:00 PM
Pacific Time: 12:00 PM

Where: Vicious Pariah's servers
Spoiler: Customized settings (Open)
Player/Client limit: 64/64
Skill: Ultra Violence
Maxlives: 2
Maplist: MAP01-MAP32 (32 maps)

DMFlags: 2179076
DMFlags2: 64
DMFlags3: 16
CompatFlags: 524356
CompatFlags2: 0

sv_randommaprotation false
sv_defaultdmflags false
Last edited by Guest on Sun Nov 11, 2012 4:55 am, edited 1 time in total.

User avatar
thevarian
 
Posts: 50
Joined: Thu Jun 07, 2012 5:28 pm
Location: Vegas
Clan: Hidden Hotdogs
Clan Tag: HH

RE: SNS #45 - Epic2 with WW-Nazis!

#2

Post by thevarian » Sat Nov 10, 2012 5:34 pm

Prepare to die Nazi scum!

User avatar
wildweasel
New User
Posts: 18
Joined: Fri Jun 22, 2012 5:01 pm
Location: Not here.
Contact:

RE: SNS #45 - Epic2 with WW-Nazis!

#3

Post by wildweasel » Sat Nov 10, 2012 10:40 pm

Wait, WW-Nazis works in Zandronum? =P

User avatar
The Toxic Avenger
Forum Staff
Posts: 1537
Joined: Fri May 25, 2012 1:12 am
Location: New Jersey
Clan: ???
Clan Tag: [???]
Contact:

RE: SNS #45 - Epic2 with WW-Nazis!

#4

Post by The Toxic Avenger » Sat Nov 10, 2012 10:43 pm

It does now!

User avatar
Ivan
Addicted to Zandronum
Posts: 2229
Joined: Mon Jun 04, 2012 5:38 pm
Location: Omnipresent

RE: SNS #45 - Epic2 with WW-Nazis!

#5

Post by Ivan » Sat Nov 10, 2012 11:06 pm

I made it compatible for Zandronum by getting rid of the super advanced features. Thankfully it doesn't take much away from the game.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

User avatar
wildweasel
New User
Posts: 18
Joined: Fri Jun 22, 2012 5:01 pm
Location: Not here.
Contact:

RE: SNS #45 - Epic2 with WW-Nazis!

#6

Post by wildweasel » Sat Nov 10, 2012 11:09 pm

Wait wait wait - who made these changes to the mod? Accuracy doesn't work the way it should anymore, projectiles don't have trails, all kinds of features are just outright missing or hacked together (like the altered enemy tracer speeds based on difficulty setting). I didn't put anybody up to do all this.

If you're going to do this to my mods in the future, I would really prefer it if you renamed the file to indicate that it's a modified version, like ww-nazis-v2-neutered.pk3, so people like me don't get into the false hope that Zandronum actually supports them unchanged.

[quote=Ivan]Thankfully it doesn't take much away from the game.[/quote]
Not in my opinion. Especially the way the weapon accuracy works, due to lack of frandom(x,y).

Really, in the future, I'd much like to be contacted about this before you go out and do it.
Last edited by wildweasel on Sat Nov 10, 2012 11:11 pm, edited 1 time in total.

User avatar
Ivan
Addicted to Zandronum
Posts: 2229
Joined: Mon Jun 04, 2012 5:38 pm
Location: Omnipresent

RE: SNS #45 - Epic2 with WW-Nazis!

#7

Post by Ivan » Sat Nov 10, 2012 11:18 pm

wildweasel wrote: Wait wait wait - who made these changes to the mod? Accuracy doesn't work the way it should anymore, projectiles don't have trails, all kinds of features are just outright missing or hacked together (like the altered enemy tracer speeds based on difficulty setting). I didn't put anybody up to do all this.

If you're going to do this to my mods in the future, I would really prefer it if you renamed the file to indicate that it's a modified version, like ww-nazis-v2-neutered.pk3, so people like me don't get into the false hope that Zandronum actually supports them unchanged.
Ivan wrote:Thankfully it doesn't take much away from the game.
Not in my opinion. Especially the way the weapon accuracy works, due to lack of frandom(x,y).

Really, in the future, I'd much like to be contacted about this before you go out and do it.
I forgot to rename it. Was too busy to contact and didn't put my name anywhere on it so thought it'd be fine.

Projectiles should have trails. I don't know why they don't.

Since this is Zandronum, what I cared MOST about was online gameplay. For singleplay they can just play on Zdoom with your version. About the significance of the lost features, I don't expect you to be objective here as you made them and god knows how hard you worked for them, but mostly they don't appeal to the online part of the game. (We can alter damagefactors online too so bullet damages increasing is not important here, for weapon accuracy that really doesn't matter due to how Doom handles projectiles and autoaim. It really only matters on really big distances in which you got perfect accurate rifles anyway). But anyway, apologies if this "unconventional" release offends you.
Last edited by Ivan on Sat Nov 10, 2012 11:19 pm, edited 1 time in total.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

TerminusEst13
Retired Staff / Community Team Member
Posts: 865
Joined: Tue Jun 05, 2012 11:06 pm

RE: SNS #45 - Epic2 with WW-Nazis!

#8

Post by TerminusEst13 » Sat Nov 10, 2012 11:41 pm

Projectiles should have trails. I don't know why they don't.
FastProjectile trail support isn't really in Zandronum. You'd have to manually do an A_SpawnItemEx for the trail.

Also, I think he's mainly upset about the A: Lack of permission, and B: The filename's the same so there's no reason for people to think there's any differences when there's actually quite a few.
I'd just like to point out that I didn't really have a lot of trouble reaching Weasel to ask him permission about modifying Nazis! for the ZDW faction, and he was more than gracious about it.
Even if you or someone else is busy, asking "Hey, is it cool if I do this?" really goes a long way.
Last edited by TerminusEst13 on Sat Nov 10, 2012 11:45 pm, edited 1 time in total.
The Ranger - New class for HeXen.
ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
Metroid: Dreadnought - I am a dumb fanboy.
DemonSteele - ~come with me to anime world~

TankDempsey
Forum Regular
Posts: 130
Joined: Mon Jun 18, 2012 9:59 pm

RE: SNS #45 - Epic2 with WW-Nazis!

#9

Post by TankDempsey » Sun Nov 11, 2012 12:39 am

FINNALY! I've been waiting for a multiplayer version of WW-Nazis, WW-nazis (for zdoom) won't even work on Zdoom! ((for me anyways)) It did not even work with skulltag or Zandronum! Thank you so much for making this
Last edited by TankDempsey on Sun Nov 11, 2012 2:52 am, edited 1 time in total.
Find me online in-game as Mario

User avatar
wildweasel
New User
Posts: 18
Joined: Fri Jun 22, 2012 5:01 pm
Location: Not here.
Contact:

RE: SNS #45 - Epic2 with WW-Nazis!

#10

Post by wildweasel » Sun Nov 11, 2012 4:44 am

I feel I should be making a public statement about this whole thing, to clarify my stances, what irked me, and how to not irk me in the future. And, most importantly, an apology for flipping out.

Header the First: Mistakes Were Made

I was not asked or notified ahead of time that SNS was planning on using my mod for one of their meetups. This, in itself, I do not have a problem with. People shouldn't have to ask me permission just to play with my mods, and really, who am I to tell people they can't play? I will admit, I was a bit excited to find that Zandronum players could now play WW-Nazis-V2 in online co-op, even though the execution was not quite what I was expecting. I admit, it is a little childish of me to call the mod "neutered" when most of the changes are aesthetic.

Had this happened to another mod team that is more strict about changes made to their work (anything on /idgames that says "users MAY NOT use this file as a base for other files" etc.), it might have gone far worse than it has. Yes, mistakes were made, but it is knowledge for the future, that can be learned from. All it really means is that the organization team (whoever they may be) just needs to be a little bit more careful, and maybe I need to be a bit less pissy when stuff like this happens. =P

Header the Second: Knowledge for the Future

In the future, if you'd like to make a mod-of-a-mod based on any of my works, all you really need to do is get in touch with me and ask. As TerminusEst said earlier, the Nazis faction for ZDoomWars does indeed have my blessing (and he even reported regularly to me via PM on the ZDoom forums to ask my opinions on some changes, if I recall; I never asked him to do that, but it's still cool that he thought to ask me about it), and really, all it took was asking if it was alright. All I generally tend to ask of mods-of-mods is that the original credits remain intact, and that the final result not overwrite the original mod that it's based on.

Which brings me to the other thing: the mod used for SNS #45 was not named differently from the mod on which it was based. If any unfortunate SNS players happen to store all their WAD files in the same folder, Ivan's modified ww-nazis-v2.pk3 would overwrite mine, meaning the experience would be "stuck" in Zandronum mode, and some players might not notice what happened, perhaps coming to me to report bugs that only cropped up in the modified version (just hypothetically, of course; not trying to say Ivan's work is buggy at all). I've been speaking with ViciousPariah over IRC this evening, and he suggested to me that future SNS mods be named with the "sns" tag to indicate that they are different from the ones you could get from, say, the /idgames archives.

Header the Third: Apologies

I apologize, as sincerely as can be conveyed via text on a message board. I apologize to Ivan for flipping out about the changes made to my mod, and especially for implying that his modified version was "neutered." I apologize to the SNS players and organizers, if I've come off as hostile towards the whole thing.

User avatar
Lord_of_D:
Posts a lot
Posts: 691
Joined: Sun Aug 26, 2012 5:31 am
Location: Mexico
Contact:

RE: SNS #45 - Epic2 with WW-Nazis!

#11

Post by Lord_of_D: » Sun Nov 11, 2012 4:48 am

liked the sns of this week, the guns of ww_nazi arent pretty cool imo, but they are ok
Image

BloodyAcid
Forum Regular
Posts: 294
Joined: Sat Jun 16, 2012 7:42 pm

RE: SNS #45 - Epic2 with WW-Nazis!

#12

Post by BloodyAcid » Tue Nov 13, 2012 12:15 am

Lots of fun with this, especially with the almost-an-hour MAP28 attempt at red switch scramble :D (With help with Ancalagon afterwards). Great times, wouldn't mind seeing ww-nazis hosted again.

User avatar
Ivan
Addicted to Zandronum
Posts: 2229
Joined: Mon Jun 04, 2012 5:38 pm
Location: Omnipresent

RE: SNS #45 - Epic2 with WW-Nazis!

#13

Post by Ivan » Thu Nov 15, 2012 2:10 am

Equinox coupled with some other map pack?
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

Locked