Zombie HORDE - The mappack project! (11 / r27) 14/12/2015

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RE: Zombie HORDE - The mappack project! (10 / r17) 03/30/2014

#1781

Post by Vincent(PDP) » Tue Jun 03, 2014 8:49 pm

Stiff wrote: Yea but there is not always place for 32 spots, else I already used this script since I found it out when I was working on ZE14.
That's why I wrote "When there's ENOUGH SPACE".

You found one out? Well last time I played there were still lots of telefrag on both ZE14 and ZM14.
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RE: Zombie HORDE - The mappack project! (10 / r17) 03/30/2014

#1782

Post by Klofkac » Fri Jun 06, 2014 10:29 pm

I used to abuse SetActorPosition on that. It's a bool function and it returns false if your position fails to be changed. So, guess, what next.
Last edited by Klofkac on Fri Jun 06, 2014 10:30 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r17) 03/30/2014

#1783

Post by Vincent(PDP) » Sun Jun 08, 2014 2:05 pm

Klofkac wrote: I used to abuse SetActorPosition on that. It's a bool function and it returns false if your position fails to be changed. So, guess, what next.
I use SetActorPosition on some places, but I use it to "create fake space" if you know what i mean. :razz:
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RE: Zombie HORDE - The mappack project! (10 / r17) 03/30/2014

#1784

Post by ibm5155 » Sun Jun 08, 2014 4:43 pm

I still don't see a need for 32 teleport areas, depending of the place you could do something like that elevator map did, or check what part of a certain area has not a player, spawn a teleport, teleport the player and remove the teleport thing...
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RE: Zombie HORDE - The mappack project! (10 / r17) 03/30/2014

#1785

Post by Klofkac » Sun Jun 08, 2014 4:52 pm

ibm5155 wrote: spawn a teleport, teleport the player and remove the teleport thing...
Or just use SetActorPosition...
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RE: Zombie HORDE - The mappack project! (10 / r17) 03/30/2014

#1786

Post by Vincent(PDP) » Sun Jun 08, 2014 5:24 pm

ibm5155 wrote: or check what part of a certain area has not a player, spawn a teleport, teleport the player and remove the teleport thing...
SetActorPosition is better. Anyway I'll keep using 32 teleports, because then it's 100% sure that you'll get teleported. And besides, it doesn't bother anyone having them there on my map.
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RE: Zombie HORDE - The mappack project! (10 / r17) 03/30/2014

#1787

Post by fr blood » Sun Jun 08, 2014 11:41 pm

Vincent(PDP) wrote: SetActorPosition is better. Anyway I'll keep using 32 teleports, because then it's 100% sure that you'll get teleported. And besides, it doesn't bother anyone having them there on my map.
Sorry to say that but telefrag isn't an issue, when you make a map by adding teleporter you know that they'll be some problem with telefrag, you can lowered the chance of being killed, but not delete it.
Because it's one of the part that makes Doom funny as it is.
And putting 32 spots at all teleporters'll look like ugly, there are a lot of way to avoir this problem.

Good Luck.

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RE: Zombie HORDE - The mappack project! (10 / r17) 03/30/2014

#1788

Post by Vincent(PDP) » Sun Jun 08, 2014 11:48 pm

fr blood wrote:
Vincent(PDP) wrote: SetActorPosition is better. Anyway I'll keep using 32 teleports, because then it's 100% sure that you'll get teleported. And besides, it doesn't bother anyone having them there on my map.
Sorry to say that but telefrag isn't an issue, when you make a map by adding teleporter you know that they'll be some problem with telefrag, you can lowered the chance of being killed, but not delete it.
Because it's one of the part that makes Doom funny as it is.
And putting 32 spots at all teleporters'll look like ugly, there are a lot of way to avoir this problem.

Good Luck.
You can avoid it completely. SetActorPosition or 32 teleporter spots raised to atleast ZHeight 64.
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RE: Zombie HORDE - The mappack project! (10 / r17) 03/30/2014

#1789

Post by ibm5155 » Mon Jun 09, 2014 2:03 am

and then someone fix zh and there you go, 64 player support, so the teleport would only work for 32 players xD
The things is, with setactor position, someone that was teleported could move to the same area where the the teleport position would be from another guy...
Still think that testing if you can spawn there is a better way xD
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RE: Zombie HORDE - The mappack project! (10 / r17) 03/30/2014

#1790

Post by Vincent(PDP) » Mon Jun 09, 2014 6:44 am

ZH doesn't support 64 players. AAAAAND yes you can move to the other player's position ut then he just won't get teleported incase you don't make a loop script. SetActorPosition is easier than try spawning the teleport.
Last edited by Vincent(PDP) on Mon Jun 09, 2014 6:45 am, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r17) 03/30/2014

#1791

Post by Vincent(PDP) » Tue Jun 10, 2014 6:03 am

ZM10 is now released and sent to Fused!

A downloadable version can be found here: http://www.mydoomsite.com/WADS/ZM10update30.zip
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RE: Zombie HORDE - The mappack project! (10 / r17) 03/30/2014

#1792

Post by Fused » Tue Jun 10, 2014 8:52 am

zh-testpack_r18

• Updated: ZE21, ZE23, ZE29, FusedResourcePack
• Added: ZM10 (parkskolan by Vincent (PDP))
• Removed: ZE26

Download Link

Maplist change : +ZM10 -ZE26

As requested, ZE26 has been removed. After a long time ZM10 has also been added. I believe the map has fixed everything Xsnake requested to change. I am afraid of possible lag to other players however, because i had some small FPS drops myself at some spots. But currently the map is worth a try. ZE17 has not been updated. I currently still work on it, but slowly.
Last edited by Fused on Tue Jun 10, 2014 9:31 am, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r17) 03/30/2014

#1793

Post by Vincent(PDP) » Tue Jun 10, 2014 9:13 am

Fused wrote: zh-testpack_r18

• Updated: ZE21, ZE23, ZE29, FusedResourcePack
• Added: ZM10 (parkskolan by Vincent (PDP))
• Removed: ZE26

Download Link

Maplist change : +ZM10 -ZE26

As requested, ZE26 has been removed. After a long time ZM10 has also been added. I believe the map has fixed everything Xsnake requested to change. I am afraid of possible lag to other players however, because i had some small FPS drops myself at some spots. But currently the map is worth a try. ZE17 has not been updated. I currently still work on it, but slowly.
The problem is that many 3D floors lag... It would be hard for me to detail it in another way since it's built from real life. It's an existing school.
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RE: Zombie HORDE - The mappack project! (10 / r17) 03/30/2014

#1794

Post by Stiff » Tue Jun 10, 2014 12:19 pm

!!! VIEW DISTANCE !!! < Even a bigger problem
Stiffstuff

Zombie Horde:
> ZE14 - Jailbreak PART 1 (Done) (Upcomming update)
> ZM14 - Jailbreak PART 2 (Done)
> ZE19 - Total Destruction PART 1 (Done) (Upcomming update)
> ZE25 - Total Destruction PART 2 (Done)
> ZEXX - Total Destruction PART 3 (Deprecated)
> ZE27 - Lava Temple (Done) (Upcomming update)

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RE: Zombie HORDE - The mappack project! (10 / r17) 03/30/2014

#1795

Post by ibm5155 » Tue Jun 10, 2014 4:23 pm

I'll just let this here.
Changing the timer on a zm map is a bad idea, it'll break your map if played with addons and people may not like to wait more x minutes...
I already did that on my map, but I removed because it was breaking addons for zh + some people didnt like to wait one more minute :s

plus, 3D floors is just a part of the problem on zm10 that's making it lag as you can see here's your map with and without 3D floors
[spoiler]Image
Image
Image
Image[/spoiler]
The main problem isn't 3D floors and yes the amount of things being renderedo n a single draw, think on nuts: there's no 3D floors, just a single sector, but there's 1k of monsters making you lag (and on my rainfall script, where you select more objects falling from the sky, more lag you'll have.

So basically what's lagging your map is:
1)3D floors (+- 10fps lost)
2)Objects (+-5 6fps lost)
3)total of sectors being rendered (+-30fps)
Last edited by ibm5155 on Tue Jun 10, 2014 4:24 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r18) 06/10/2014

#1796

Post by Vincent(PDP) » Tue Jun 10, 2014 4:36 pm

Do you have a suggestion on how to make it better with minimal notice, then?
Stiff wrote: !!! VIEW DISTANCE !!! < Even a bigger problem
No way to fix the view distance AFAIK.
Last edited by Vincent(PDP) on Tue Jun 10, 2014 4:46 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (10 / r18) 06/10/2014

#1797

Post by ibm5155 » Wed Jun 11, 2014 7:35 pm

well, you could increase the size of it, but, you could put some houses where you could not enter , put make it a void sector and not a real sector, like on abandoned mines, where all the waslls on the house outside haven't a sector inside and yes a "void" sector
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RE: Zombie HORDE - The mappack project! (10 / r18) 06/10/2014

#1798

Post by Fused » Mon Jul 07, 2014 9:32 am

If there are any updates and/or new maps for the testpack, please give them to me. I will try to release a new testpack in 3 days.

Current change:
updated: ze29 + zm10
new: ze22 - mapnumber to be decided
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RE: Zombie HORDE - The mappack project! (10 / r18) 06/10/2014

#1799

Post by Vincent(PDP) » Mon Jul 07, 2014 11:05 am

There will be an update33 of ZM10 too, Fused. (Current one is 32)

I'll send it either today or tomorrow.
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RE: Zombie HORDE - The mappack project! (10 / r18) 06/10/2014

#1800

Post by Vincent(PDP) » Tue Jul 08, 2014 2:59 pm

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