This is not what I meant. I mean, distributing the modulo operator to the inner operations. I think it can be checked after each operation that if there is to be an overflow, give the player a medal or whatever and cancel the rest of the operations, resetting the XP counter to 0.Edward-san wrote:a negative value modulo INT_MAX does not return INT_MAX. If you don't believe me, see the attached example wad (rename .zip to .pk3), puke script 10 with a negative value ...Ivan wrote: Then always take the result modulo INT_MAX
ZanXP: Experience Points for Zandronum
RE: ZanXP: Experience Points for Zandronum
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
RE: ZanXP: Experience Points for Zandronum
OOH ooh I have an idea! Make Halo heat maps. Like record a player's X/Y/Z every time they die/kill (limit 64, older positions get overwritten) and make a pukeable clientside script that spawns red flashing player bodies at every kill/death location for that player on that map. Not sure how the CLIENTSIDE script would grab database info but yeah.
Would definitely help newer competitive players visualize which areas of which maps they need to practice on.
Would definitely help newer competitive players visualize which areas of which maps they need to practice on.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

RE: ZanXP: Experience Points for Zandronum
You can kind of... execute clientside script from server? I think you can pass the arguments to it... *shrug*
𝕂𝕝𝕠𝕗𝕜𝕒𝕔
RE: ZanXP: Experience Points for Zandronum
ZanXP is now version 3a.

New features include:

New features include:
- A retooled leveling system that gets harder as you level.
- An experience bar at the bottom of your screen, to show how far along you are to the next level.
- A level-up indicator.
The only limit to my freedom is the inevitable closure of the
universe, as inevitable as your own last breath. And yet,
there remains time to create, to create, and escape.
Escape will make me God.
universe, as inevitable as your own last breath. And yet,
there remains time to create, to create, and escape.
Escape will make me God.
RE: ZanXP: Experience Points for Zandronum
Good work AlexMax, but...
I also don't like that it's only on funcrusher. It should be on an official global master server instead, typically something that isn't branded(e.g. "Funcrusher") either.
Can you explain what gets harder? Personally, I find it strange that the game would be harder as you become stronger. Kind of makes no sense to me.AlexMax wrote: [*]A retooled leveling system that gets harder as you level.
I also don't like that it's only on funcrusher. It should be on an official global master server instead, typically something that isn't branded(e.g. "Funcrusher") either.
Last edited by arkore on Wed Apr 15, 2015 10:17 am, edited 1 time in total.
Creator of Zone-F, Rocket Arena, Jail Break, Hellway Invasion, Hellstop, Bosses from Hell, Chillax II, and ArkDoom.
-
- Frequent Poster Miles card holder
- Posts: 887
- Joined: Sat Oct 12, 2013 6:58 pm
- Location: Strasbourg, France
- Contact:
RE: ZanXP: Experience Points for Zandronum
The point of having harder leveling is very common on the first person shooters, it makes sense that the more you level up the harder/longer it is, like the elo.
Indeed, should be alot better.arkore wrote: I also don't like that it's only on funcrusher. It should be on an official global master server instead, typically something that isn't branded(e.g. "Funcrusher") either.
- Doomkid
- Frequent Poster Miles card holder
- Posts: 943
- Joined: Sun Nov 25, 2012 2:04 am
- Location: Aussie Land
- Clan: UniDoom
- Clan Tag: [UD]
- Contact:
RE: ZanXP: Experience Points for Zandronum
Thanks for your reply to my post, AlexMax. When put in the context of not being a competitive yard stick, so to speak, I understand where you're coming from. Again, I think this is pretty darn cool. :)
-
- Banned
- Posts: 19
- Joined: Fri May 01, 2015 1:44 am
- Location: Australia
- Contact:
- Banned: Permanently
RE: ZanXP: Experience Points for Zandronum
I have been playing around with Zanxp, So far i have an Auth Server setup and a site to display Rankings. The page currently displays User and Experience I would like to add player level as well but im a stuck on doing so. Any help with this would be great.
Re: ZanXP: Experience Points for Zandronum
ZanXP is now version 4. Now with 100% more Capture the Flag support!

There are now three additional events that give you points:
I am open to suggestions for points - up until now I've stuck pretty closely to the Call Of Duty: Black Ops 2 source. However, especially as far as CTF is concerned, I think that there is room for improvement and suggestions. Ideas for adjustments to points and new types of rewards are welcome.

There are now three additional events that give you points:
- Capturing the Flag gives you 250 XP
- Killing the Flag Carrier gives you 100 XP
- Killing other people as the Flag Carrier gives you 100 XP
I am open to suggestions for points - up until now I've stuck pretty closely to the Call Of Duty: Black Ops 2 source. However, especially as far as CTF is concerned, I think that there is room for improvement and suggestions. Ideas for adjustments to points and new types of rewards are welcome.
Last edited by AlexMax on Thu Mar 24, 2016 10:10 pm, edited 1 time in total.
The only limit to my freedom is the inevitable closure of the
universe, as inevitable as your own last breath. And yet,
there remains time to create, to create, and escape.
Escape will make me God.
universe, as inevitable as your own last breath. And yet,
there remains time to create, to create, and escape.
Escape will make me God.
Re: ZanXP: Experience Points for Zandronum
ZanXP is now version 4a. The updates I made were actually probably worthy of a version 5, but whatever...
- The after-game XP list is now sorted. This required implementing QuickSort in ACS, which was not fun.
- I'm now using a new method of turning frags into experience that is less error prone - if you noticed that you were occasionally not getting experience for frags that you ought to have been, this was (hopefully) fixed.
- Picking up the flag is now worth 100XP.
- Returning the flag is now worth 100XP.
The only limit to my freedom is the inevitable closure of the
universe, as inevitable as your own last breath. And yet,
there remains time to create, to create, and escape.
Escape will make me God.
universe, as inevitable as your own last breath. And yet,
there remains time to create, to create, and escape.
Escape will make me God.
-
- Retired Staff / Community Team Member
- Posts: 2569
- Joined: Sat Jun 02, 2012 2:44 am
Re: ZanXP: Experience Points for Zandronum
So..... HATS?!AlexMax wrote:ZanXP is now version 4a. The updates I made were actually probably worthy of a version 5, but whatever...
The next big step for ZanXP is that I would like to reward getting to certain levels with cosmetic rewards. For example, it would be neat if there were a selection of (tasteful) skins that you could chose and show off based on your level. However, what those skins look like, what levels you would get them at, and other possibilities for level rewards are all up in the air.
- The after-game XP list is now sorted. This required implementing QuickSort in ACS, which was not fun.
- I'm now using a new method of turning frags into experience that is less error prone - if you noticed that you were occasionally not getting experience for frags that you ought to have been, this was (hopefully) fixed.
- Picking up the flag is now worth 100XP.
- Returning the flag is now worth 100XP.
- Samurai
- Frequent Poster Miles card holder
- Posts: 908
- Joined: Thu Jun 07, 2012 12:17 am
- Location: England
- Clan: Lost Faction
- Clan Tag: [LF]
Re: ZanXP: Experience Points for Zandronum
Not sure if this is possible, but maybe it would work to give a certain amount of exp for the type of weapon being used.
From playing pub, and the time of typing, Hugo is top of the exp rankings. The majority of the games he was spamming a rocket launcher into the enemy base, and racking up on the double/multi/ultra (etc) kills. For me this seems kinda cheap, and feels it is encouraging players to play DM, rather than CTF.
Just an idea, but maybe have a guide for something like:
Pistol / Chainsaw / Fist kills = 200 points
Shotgun / Chaingun kills = 100 points
SSG / RL / Plasma kills = 50 points
BFG kills = 25 points
Again not sure if it's possible to implement this. Also, maybe boost the points for capturing the flag, and protecting the flag carrier. For people who care about their exp ranking, it could possibly encourage more offensive plays, which is always more exciting.
From playing pub, and the time of typing, Hugo is top of the exp rankings. The majority of the games he was spamming a rocket launcher into the enemy base, and racking up on the double/multi/ultra (etc) kills. For me this seems kinda cheap, and feels it is encouraging players to play DM, rather than CTF.
Just an idea, but maybe have a guide for something like:
Pistol / Chainsaw / Fist kills = 200 points
Shotgun / Chaingun kills = 100 points
SSG / RL / Plasma kills = 50 points
BFG kills = 25 points
Again not sure if it's possible to implement this. Also, maybe boost the points for capturing the flag, and protecting the flag carrier. For people who care about their exp ranking, it could possibly encourage more offensive plays, which is always more exciting.
-
- Retired Staff / Community Team Member
- Posts: 2569
- Joined: Sat Jun 02, 2012 2:44 am
Re: ZanXP: Experience Points for Zandronum
SSG should give more than RL tbh, takes more skill.
- Samurai
- Frequent Poster Miles card holder
- Posts: 908
- Joined: Thu Jun 07, 2012 12:17 am
- Location: England
- Clan: Lost Faction
- Clan Tag: [LF]
Re: ZanXP: Experience Points for Zandronum
Yeah, maybe knock RL down to BFG tier, or something, it's rare to see anyone use it in pub except for spam anyway.
I'm sure someone could come up with a better scale for it anyway, that was just a rough version.
I'm sure someone could come up with a better scale for it anyway, that was just a rough version.
-
- Frequent Poster Miles card holder
- Posts: 887
- Joined: Sat Oct 12, 2013 6:58 pm
- Location: Strasbourg, France
- Contact:
Re: ZanXP: Experience Points for Zandronum
Also what I told him but he didn't really seem to go with the idea though.Samurai wrote:Not sure if this is possible, but maybe it would work to give a certain amount of exp for the type of weapon being used.
From playing pub, and the time of typing, Hugo is top of the exp rankings. The majority of the games he was spamming a rocket launcher into the enemy base, and racking up on the double/multi/ultra (etc) kills. For me this seems kinda cheap, and feels it is encouraging players to play DM, rather than CTF.
Just an idea, but maybe have a guide for something like:
Pistol / Chainsaw / Fist kills = 200 points
Shotgun / Chaingun kills = 100 points
SSG / RL / Plasma kills = 50 points
BFG kills = 25 points
The BFG should probably be on par with PR/RL tho seeing it isn't quite used in CTF.
Re: ZanXP: Experience Points for Zandronum
I've been going back and forth with some players, arguing over how much experience various events should give you. To make things easier, here is a google sheet that you can make copy of and put your own numbers into. If you have alternative numbers that you'd like to show me, post them. Don't edit the red numbers, they're either set in stone or automatically calculated.
https://docs.google.com/spreadsheets/d/ ... sp=sharing
Also, the vast majority of the points you get from spamming come in the form of multikills and sprees, who cares if you get half as many points for the kill when you're getting 1,000 for the spree and 250 for the multikill anyway. If you want to nerf spamming, nerf sprees and especially multikills.
https://docs.google.com/spreadsheets/d/ ... sp=sharing
I don't think this can be implemented with ACS currently. Even if it was, I would be hesitant to do so - the 100 kill XP is the one number that everything else is designed around.Kara Kurt wrote: Also what I told him but he didn't really seem to go with the idea though.
The BFG should probably be on par with PR/RL tho seeing it isn't quite used in CTF.
Also, the vast majority of the points you get from spamming come in the form of multikills and sprees, who cares if you get half as many points for the kill when you're getting 1,000 for the spree and 250 for the multikill anyway. If you want to nerf spamming, nerf sprees and especially multikills.
This doesn't exist yet, but I'd like it to. What should count as "protecting the flag carrier"? Killing an enemy player that is within 512 (or some distance) units of a flag carrier? Killing an enemy player when you're within 512 units of the flag carrier? Both?Samurai wrote:protecting the flag carrier.
- SwordGrunt
- Forum Regular
- Posts: 377
- Joined: Thu Jun 07, 2012 8:43 pm
Re: ZanXP: Experience Points for Zandronum
The former seems better. The ideal would be killing a player that has damaged the flag carrier since he has picked it up, but that would require incredibly complex coding including playerclass modification so just stick with distance checks which would be way easier.AlexMax wrote:This doesn't exist yet, but I'd like it to. What should count as "protecting the flag carrier"? Killing an enemy player that is within 512 (or some distance) units of a flag carrier? Killing an enemy player when you're within 512 units of the flag carrier? Both?Samurai wrote:protecting the flag carrier.
-
- Retired Staff / Community Team Member
- Posts: 2569
- Joined: Sat Jun 02, 2012 2:44 am
Re: ZanXP: Experience Points for Zandronum
Could be really ezpz to make if this ever comes to fruition.SwordGrunt wrote:The former seems better. The ideal would be killing a player that has damaged the flag carrier since he has picked it up, but that would require incredibly complex coding including playerclass modification so just stick with distance checks which would be way easier.AlexMax wrote:This doesn't exist yet, but I'd like it to. What should count as "protecting the flag carrier"? Killing an enemy player that is within 512 (or some distance) units of a flag carrier? Killing an enemy player when you're within 512 units of the flag carrier? Both?Samurai wrote:protecting the flag carrier.
Re: ZanXP: Experience Points for Zandronum
Looking at spreadsheet as of this post, I must say that the rewards for playing CTF are underwhelming when compared to the experience earned for fragging. Experience granted for capturing a flag should be far more than the amount you get for a a few frags or a spree.
I disagree with Shane regarding Touching and Returning the Flag. They should be worth more than a standard kill (at least RTF should). If you don't return the flag, you get scored on and you lose. Yes it is pub and yes you touch/return the flag a lot. However, you are more likely to frag more than you touch the flag and this is especially true on grind maps. There's nothing wrong with giving exp to someone who gets 80 frags and likewise there should not be anything wrong with rewarding players who grab the flag, make returns and score. Those who do it all should reap the most benefits.
I disagree with Shane regarding Touching and Returning the Flag. They should be worth more than a standard kill (at least RTF should). If you don't return the flag, you get scored on and you lose. Yes it is pub and yes you touch/return the flag a lot. However, you are more likely to frag more than you touch the flag and this is especially true on grind maps. There's nothing wrong with giving exp to someone who gets 80 frags and likewise there should not be anything wrong with rewarding players who grab the flag, make returns and score. Those who do it all should reap the most benefits.