WhoDunIt - Finally Released!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Peanut
 
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RE: Who Dun It: Final5 Beta is out!

#321

Post by Peanut » Thu Aug 02, 2012 11:09 am

Spoiler: Quick update shots (Open)
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Lighting, detail, item placement and murd holes. Other than that, it should be ready by deadline.

Jigsaw
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RE: Who Dun It: Final5 Beta is out!

#322

Post by Jigsaw » Sat Aug 04, 2012 10:59 pm

Sweet, can't wait to play it! :D When is the final version coming?

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RE: Who Dun It: Final5 Beta is out!

#323

Post by Minigunner » Sun Aug 05, 2012 1:17 am

Jigsaw wrote: Sweet, can't wait to play it! :D When is the final version coming?
I'd say a couple days from now (as TheShooter7 puts everything together).

On another note, TS7, can you please darken the skybox in WDI02 to around 104? The clouds don't look too good with them always being easily visible (rather than being easily visible only when lightning strikes).
Last edited by Minigunner on Sun Aug 05, 2012 1:17 am, edited 1 time in total.
Theshooter7 wrote:Also, to all those people who stack players for exploits: I hate you. Do I really need to seal off every inch of every map to prevent you from getting to places you shouldn't?

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Sicamore
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RE: Who Dun It: Final5 Beta is out!

#324

Post by Sicamore » Sun Aug 05, 2012 2:48 am

http://www.sendspace.com/file/yfdfvh

DISREGARD ABOVE LINK


NEW LINK HERE:

http://www.sendspace.com/file/j93xvl

Sorry for any inconvenience this may have caused. I needed to remove a voodoo doll and add some spawnspots for desync reduction.

Peanut that looks amazing :o
Last edited by Sicamore on Sun Aug 05, 2012 7:14 pm, edited 1 time in total.
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Minigunner
 
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RE: Who Dun It: Final5 Beta is out!

#325

Post by Minigunner » Sun Aug 05, 2012 3:57 am

Music's a bit loud and repetitive (you should get someone to edit it so that it loops better). Otherwise, it's a great map. It's quite big (big enough to get lost in), but the brightness makes up for that.
Theshooter7 wrote:Also, to all those people who stack players for exploits: I hate you. Do I really need to seal off every inch of every map to prevent you from getting to places you shouldn't?

Blade
 
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RE: Who Dun It: Final5 Beta is out!

#326

Post by Blade » Mon Aug 06, 2012 2:39 am

Theshooter7 wrote: WhoDunItFinal5c Released

This hotfixed version contains the following:
You now it'd be better if you put on the first page. Now I must redownload! *rant*

bazzoka
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RE: Who Dun It: Final5 Beta is out!

#327

Post by bazzoka » Mon Aug 06, 2012 4:58 am

found some thing...

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is this a secret path
Last edited by bazzoka on Mon Aug 06, 2012 5:01 am, edited 1 time in total.
You can say good bye to your thread. Cause i am killing it.

Theshooter7
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RE: Who Dun It: Final5 Beta is out!

#328

Post by Theshooter7 » Mon Aug 06, 2012 12:57 pm

Blade wrote:
Theshooter7 wrote: WhoDunItFinal5c Released

This hotfixed version contains the following:
You now it'd be better if you put on the first page. Now I must redownload! *rant*
It is, I update the links every time.

@bazzoka: No, it's an extra path I added to connect the back storerooms/courtyard with that upper passage.
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Sicamore
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RE: Who Dun It: Final5 Beta is out!

#329

Post by Sicamore » Tue Aug 07, 2012 1:36 am

Any idea on official release date for wdi6?
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RE: Who Dun It: Final5 Beta is out!

#330

Post by Sicamore » Tue Aug 07, 2012 2:30 pm

Image

New sprite for m1. One plus is that it looks legit, but in another sense it looks like a shotty repainted.

The old M1, in my opinion, was a bit too fuzzy in game.'

EDIT:

OR

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Last edited by Sicamore on Tue Aug 07, 2012 8:17 pm, edited 1 time in total.
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Jigsaw
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RE: Who Dun It: Final5 Beta is out!

#331

Post by Jigsaw » Thu Aug 09, 2012 5:41 pm

Sicamore wrote: Any idea on official release date for wdi6?
Someone on the server said it's tuesday... But I don't really know if that's true or not. Anyway, watch out for ADMIN IMPOSTORS on WDI. One bastard said he's TS7 ("heshooter7" as he wrote) and "konar9". Read my sig to know more. This guy is bannable, but too funny :D

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RE: Who Dun It: Final5 Beta is out!

#332

Post by Sicamore » Thu Aug 09, 2012 7:08 pm

Dat Riben. I thought he was only a tking bastard. Guess not.
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Lord Damager
 
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RE: Who Dun It: Final5 Beta is out!

#333

Post by Lord Damager » Thu Aug 09, 2012 7:15 pm

So Riben TKS, Impersonates, and acts like a general badass dumbass. Honestly he needs to be banned, its annoying to try and get around with that faggot slapping you with a shovel, and calling it a mistake once u have like 10 hp left.
<Igor>MITT ROBOTNY VS BRAK BANANA

Theshooter7
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RE: Who Dun It: Final5 Beta is out!

#334

Post by Theshooter7 » Thu Aug 09, 2012 7:38 pm

I'll see about dealing with Riben later. He's been trolling the servers for a while, surprised he's still at it.

Anyhow, I'd like to show you all the delicious tentative change log for the next version! and really hoping it's the real last version for once!

This changelog is not final, and things may be altered along the way. This is also not a complete list as there are still some things I need to do (like fixing the Chainsaw and whatnot).

Release Date is still TBA. Be patient while I wrap stuff up

Tentative Changelog
  • Un-nerfed the Chainsaw a bit; the reduced movement speed and maximum fuel is enough of a nerf; the idle and attacking fuel drain rate has been decreased back to relatively original values
  • Changed a few tip messages
  • Changed the innocent tracker to a server-side script; this is seriously the last thing I can do to try and fix it for good
  • Added a new ACS Function: WDI_SetFinaleMusic(str song). In your map, if you make an array of strings containing the lump names of music tracks you want to use for a finale song, then randomly pick one in an open script and run this function, then the finale track will be whatever custom song was picked.
  • Added a new ACS Function: WDI_EndFade(bool set). Use this to enable/disable the end-of-round fadeout effect for the tally board. Should be used before end-game is reached! (preferably in an Open script)
  • Added new ACS Functions for checking/returning information: WDI_MurdID(), which returns the player id of the murderer, and WDI_IsFinale(), which returns whether the round is in finale mode or not.
  • The murderer doors now use a new technique for blocking innocents; innocents can no longer enter murderer walls at all, thus foregoing the Insta-kill lines.
  • Added the following new maps:
    • "Kiwi" by Jigsaw
    • "Sewers" by TheMisterCat
    • "Harmony Hill" by Peanut
    • "Castaway" by Conflagrated & Theshooter7
    • "Bunker Down" by Theshooter7
    • "Where-House" by Sicamore
    • "St.Mercy Hospital" by Capt. J3
  • Added the following weapons for use in "Castaway": Twig, Plank, Nailed Plank (sprite work credit goes to Lightman68)
  • Added F1 HELP images that explain the basics and premise of the game mode (Major thanks to Zeberpal for putting them together!)
  • Added Doom Builder 2-related comment entries to the DECORATE code (though sadly you still have to get "Beretta" and "Bar Key" from the respective Weapons and Keys categories; DB2 doesn't detect them as replacements and puts them in the wrong category)
  • Nerfed the Shovel slowdown amount; with the recent changes to the stun system, the shovel proved extremely powerful in the hands of skilled players
  • The Shotgun now only gives a fixed 1 shell when picked up. This forces the player with the weapon to find additional ammo and reduces the effectiveness of passing it to other players
  • Maximum amount of Shells has been reduced to 4
  • The Shotgun's clip size has been reduced to 4 shells
  • The Shovel now does slightly less damage to friendly innocents (25% -> 20%)
  • Molotov flames no longer give TK penalities when an innocent dies in them.
  • Shovel pickup sprites are now slightly bigger to stand out a bit
  • Replaced the M1 pickup sprite with the one submitted by Sicamore
  • The Beretta now spreads every shot to give it a more close to medium-range role, reserving the long-range role for the M1
  • Gave the Shotgun a clicking sound when it's empty and someone attempts to fire it
  • Made some changes to the pipe's attack speed, giving it a good sweet spot between Final5 and Final5c's attack speeds
  • Increased the Wrench's Ready speed after finishing a full combo slightly; it was excruciatingly long and often made shorter combos much more preferred
  • Buffed Wrench damage on the final combo attack, making the final blow count a lot as Minigunner had suggested (30 -> 35)
  • Pool Cue damage nerfed at Minigunner's suggested method (4/3 -> 2/5)
  • Implemented Minigunner's Beretta rebalance suggestion; reduced the damage slightly, but increased the rate of fire a bit to compensate (Damage: 12 -> 10, Fire animation total -4 tics)
  • Reduced the maximum random ammo obtained when picking up the Beretta; it's now a random amount between 1 and 8
  • Reduced the maximum random ammo obtained when picking up the M1; now a random number between 2 and 5 (down from 3 to 8)
  • In the event the murderer disconnects and only 1 player is left, the map now exits
  • Backstabs are now tracked on the tallyboard, and each backstab kill awards a bonus 2 points
  • Altered the TK penalties as follows:
    • On your first TK offence, you lose your health regen, drop all your medkits, are unable to pickup guns, and have a Yellow aura. If your health dips below 30 OR was at that value when you tk'd, the aura vanishes and you get your health regen back, however, you still cannot pick up any guns for the remainder of the round. The first TK will also force you to drop your weapon, meaning that you won't be able to pick guns back up. This encourages innocents to give you your beating in order to give your health regen back
    • On the second offence, the only change is that you lose your health regen again, permanently for the round. You still will move slower and lose your FF damage reductions and lose all your ammo/items.
    • Third offence is unchanged and you will still instantly die
  • Again upped the amount of sanity given when inflicting and receiving damage as the murderer
  • Slowdown stun from melee weapons is no longer effective against a player with < 20 health; when the stun was stacked on top of the forced walk speed (because of the runhealth property), it made the player slow to an utter crawl which was somewhat unfair.
**Map names are WIP and some of the user-contributed maps will likely have their names changed
Last edited by Theshooter7 on Thu Aug 09, 2012 7:41 pm, edited 1 time in total.
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Sicamore
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RE: Who Dun It: Final5 Beta is out!

#335

Post by Sicamore » Thu Aug 09, 2012 7:56 pm

:D :D :D

For my map, be sure to use the new version I PM'ed you. Again, sorry for the three revisions, I have bad error checking skillz. Also, was the crusher script added that we were talking about? To be honest, its not really that important - the chance that the murderer will use the crusher are next to nothing:P

Thanks for another soon-to-be-great release of wdi!
Last edited by Sicamore on Thu Aug 09, 2012 8:05 pm, edited 1 time in total.
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Cruduxy
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RE: Who Dun It: Final5 Beta is out!

#336

Post by Cruduxy » Thu Aug 09, 2012 8:10 pm

Change log seems very promising.
Here is a "silly" suggestions that has been coming up around a lot : The murderer will take normal "innocent" damage from innocents until he draws knife, use items, gets hit +8 times or use walls.. this might possibly reduce the instances where players instakill murderer with random tking before round even begins and give the murderer increased ability to mix in with those insane tk parties that have been on server lately.
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Theshooter7
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RE: Who Dun It: Final5 Beta is out!

#337

Post by Theshooter7 » Thu Aug 09, 2012 8:18 pm

Cruduxy wrote: Change log seems very promising.
Here is a "silly" suggestions that has been coming up around a lot : The murderer will take normal "innocent" damage from innocents until he draws knife, use items, gets hit +8 times or use walls.. this might possibly reduce the instances where players instakill murderer with random tking before round even begins and give the murderer increased ability to mix in with those insane tk parties that have been on server lately.
That's actually a pretty neat idea, though that implementation is a bit silly. How about a timer that removes his immunities after a little? Of course, they can be instantly removed if and when he draws the knife for obvious balance reasons.
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Cruduxy
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RE: Who Dun It: Final5 Beta is out!

#338

Post by Cruduxy » Thu Aug 09, 2012 8:29 pm

The timer seems better because I forgot some players find it fun to start killing on 4th minute and make game last 20 minutes..
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Jigsaw
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RE: Who Dun It: Final5 Beta is out!

#339

Post by Jigsaw » Thu Aug 09, 2012 8:38 pm

I found a bug about the sound emitter. It plays pull knife and stab sounds which is OK, but for the pain sound it plays normal doomguy pain which makes it easy to know it's fake. I suggest adding the Wimpy sounds for it.
[quote=Theshooter7]Backstabs are now tracked on the tallyboard, and each backstab kill awards a bonus 2 points[/quote]
Will they be visible on the tally board as individual score? Like a smaller text under "Personal victims". Also I suggest giving more health and sanity when making a backstab kill.
EDIT:
Also, what about those heartbeat sounds mentioned earlier? Will those be added?
Re edit:
Suggestion: When the flare is put out, it should emit some smoke like smoke bomb (only a very little)
Last edited by Jigsaw on Thu Aug 09, 2012 8:46 pm, edited 1 time in total.

Theshooter7
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RE: Who Dun It: Final5 Beta is out!

#340

Post by Theshooter7 » Thu Aug 09, 2012 8:46 pm

Jigsaw wrote: I found a bug about the sound emitter. It plays pull knife and stab sounds which is OK, but for the pain sound it plays normal doomguy pain which makes it easy to know it's fake. I suggest adding the Wimpy sounds for it.
Theshooter7 wrote:Backstabs are now tracked on the tallyboard, and each backstab kill awards a bonus 2 points
Will they be visible on the tally board as individual score? Like a smaller text under "Personal victims". Also I suggest giving more health and sanity when making a backstab kill.
EDIT:
Also, what about those heartbeat sounds mentioned earlier? Will those be added?
Yes I changed the sounds already I think, but forgot to add it to the changelog.

Yes, the count will be visible under Personal Victims. No, I won't give extra health/sanity for a backstab, the murd already receives quite a bit from a single kill as it is.

No, the heartbeat sounds likely won't be added.
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