WhoDunIt - Finally Released!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Theshooter7
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RE: Who Dun It: RC Testing begins...

#601

Post by Theshooter7 » Mon Oct 22, 2012 10:27 pm

Holy ratman Zeberpal! You never fail to deliver. (Great work)
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Dynomic
 
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RE: Who Dun It: RC Testing begins...

#602

Post by Dynomic » Mon Oct 22, 2012 11:12 pm

Speaking of maps, my map is nearing completion. TS7, I sent you a PM with the latest version. It should be large enough for a normal WDI game.

Theshooter7
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RE: Who Dun It: RC Testing begins...

#603

Post by Theshooter7 » Fri Oct 26, 2012 2:29 am

Well, I've got some news to break to y'all. Don't worry, it's not TOO terrible or anything, but it just has a point I have to make.

I'm really losing interest in continuing work on this. Pretty much rapidly each day, I feel less and less like working on it. I want to work on a different project that I've set my sights on, but I constantly feel like I should keep focus on this so it's not left in the gutter. So the end result is that nothing gets done; I don't want to work on this, but feel obligated to not work on my other project while this is still ongoing. And this needs to stop.

So what does this mean? Mainly, it means the following:
  • No more new maps -- This was actually already established, but I will no longer consider any additional maps any more. Sorry Dynomic or anyone else, nothing personal, but I've already got my hands full with the new maps that came in and I have yet to finish tweaking them and patching exploits and the like. I just don't have time to sit down, play, and critique new maps and then perhaps ultimately have to work on them further by patching exploitable locations.
  • As with the above, I will also not take any new content -- This means no new weapon suggestions, no new sprites (unless ABSOLUTELY NECESSARY. For example, skins for the shovel or pool cue, etc.), no extra music, nothing. I don't want to have to deal with implementing any of it.
  • The new TK system is getting tossed out -- I'm a bit disappointed that I have to do this, but I can already tell it would be extremely time consuming to design and bug test the revised TK system I had planned, and then have to hope the RC testing team can dig out any and all bugs that slip by. I think that I'm going to just have to revert all the way to the Beta TK system; first offense is a warning, second means removal from the game. At least back then, TKing was relatively under control and at least then there are no exceptions and would be bug-free in that regard.
  • Some things will likely end up remaining unfixed -- In particular, for those who are RC testers, this will mostly just be visual bugs in some of the new maps. I'll fix the serious game-breaking ones like the one that appears in part of TheMisterCat's map, but otherwise I don't really have the interest to go back and try to dig up the source of the visual issues and then attempt to correct them.
  • Once the mod is up at /idgames, THAT IS IT! -- When I complete that upload, I will not be touching this ever again. Do not ask. Also, when that happens, I don't care if you use resources from the mod, such as scripts or sprites or whatever, but you must credit people appropriately. I've done my best to try and get a credit list of everyone I could, but odds are I've missed a few people. One thing though; the maps are off-limits unless you get permission from the author. Don't know who the author is? Just load the map up, it says who made it at the start with a HudMessage.
I apologize for long delays and everything. On top of lack of general interest, life's been really busy for me with college and work (and the incoming holiday season....*shudders*).
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Jigsaw
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RE: Who Dun It: RC Testing begins...

#604

Post by Jigsaw » Fri Oct 26, 2012 4:16 pm

That's a bit sad to hear but also very understandable, especially if you have other projects to do. I have some plans for this project, maybe I'll end up making a custom build of WDI, including the dual-murderer mode and the like, but that's just a plan for now. I have, however two questions to ask.
1.) When modifying the ACS code from the source, how (and with what software) should I compile it to make it work?
2.) About the last release, how is it progressing? Do you have any clue when it will be done? Not saying to make you hurry, I'm just curious.

Catastrophe
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RE: Who Dun It: RC Testing begins...

#605

Post by Catastrophe » Fri Oct 26, 2012 4:19 pm

Why don't you just hand over the mod to someone who can maintain it?

Theshooter7
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RE: Who Dun It: RC Testing begins...

#606

Post by Theshooter7 » Fri Oct 26, 2012 5:01 pm

Catastrophe wrote: Why don't you just hand over the mod to someone who can maintain it?
Because for one, then it'll never see itself on the /idgames archive. I dunno what it is with most modders on here, and I don't mean to be offensive, but no one seems keen on upload to /idgames. Ever.

Second, I don't want the mod to change into something completely different, which I fear can easily happen if I hand it off.

Third, I don't know of anyone who could understand the madness that is the source (both in ACS and Decorate). It isn't nearly as tidy or commented as I'd like, but it works as-is so I never saw much of a reason to go back and fix what isn't really broken.

There is also the issue of quality control. I've been approached with a lot of maps and content additions and I've rejected a considerable amount of stuff. Handing it off to someone else might mean they'll take these things and add them when the project never needed them, or they weren't up to similar standards of the current content. On top of that, it'll just add more bloat to an already massive PK3 file.
Jigsaw wrote: 1.) When modifying the ACS code from the source, how (and with what software) should I compile it to make it work?
2.) About the last release, how is it progressing? Do you have any clue when it will be done? Not saying to make you hurry, I'm just curious.
1) I've seriously been doing everything in Notepad++, and then I just compile the scripts with ACC as usual. I have a batch file that does the compiling, moving, and zipping process automatically for me.

2) From my todo list, with the TK changes out of the equation, it's now pretty much just map-related stuff. I have to go back through the past couple pages of this topic as well and look at the newer bug reports, so there are small things that still need fixing but IIRC all the reports were on small things that would take me almost no time to fix. I just have to find the time to sit down and do it all.
Last edited by Theshooter7 on Fri Oct 26, 2012 5:10 pm, edited 1 time in total.
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PREPPER
 
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RE: Who Dun It: RC Testing begins...

#607

Post by PREPPER » Fri Oct 26, 2012 9:33 pm

Hi there, I´m new here may be u know me in wdi, i dont speak very well english, cuz is not my first language. Im trying to make one or two map for wdi if i can, but i dont know many things about codes in doom, but i do my best. I want to share a few images of what im doing.
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I put some models more the reason is create a military airport if i have the time to make it possible, but i dont know how to make that models to solids, i see a chair in code but i dont know how to make it. so i want some help if all can help me. thanks
Last edited by PREPPER on Fri Oct 26, 2012 9:41 pm, edited 1 time in total.

Catastrophe
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RE: Who Dun It: RC Testing begins...

#608

Post by Catastrophe » Fri Oct 26, 2012 9:53 pm

All Out Who Dun It 2: The second coming

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Ivan
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RE: Who Dun It: RC Testing begins...

#609

Post by Ivan » Fri Oct 26, 2012 10:17 pm

Those look more like you are showing off some bad models rather than your mapping skills...
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

PREPPER
 
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RE: Who Dun It: RC Testing begins...

#610

Post by PREPPER » Fri Oct 26, 2012 10:53 pm

I dont show any map model or skills mapping i only show a test of some models no more. the details of the models dependen of the engine of doom, so i put models with low poly, because i think will cause lagg.

So i want to know, if i have permission to make a new map with the resources of wdi and fix some glitches, because in wdi02 map in the murd hole all the ppl take the berth or spam with emitters.
Last edited by PREPPER on Fri Oct 26, 2012 11:14 pm, edited 1 time in total.

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Sicamore
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RE: Who Dun It: RC Testing begins...

#611

Post by Sicamore » Sat Oct 27, 2012 2:59 am

Nice sitters electronics models :) .

AS for your request, I believe shooter made it clear - no new maps for the moment.To make models solid, you must either put the +solid definition in its decorate entry, or make it solid by making 3d floors around it with an alpha of 0(transparent floor). What the author of the chair did was spawn blocking actors at all the right places, which requires some playing around with but is nevertheless the most efficient and correct way to do a solid model. Do whatever suits you however i would recommend spawning blocking actors that you add in decorate.
Last edited by Sicamore on Sat Oct 27, 2012 3:10 pm, edited 1 time in total.
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PREPPER
 
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RE: Who Dun It: RC Testing begins...

#612

Post by PREPPER » Sat Oct 27, 2012 3:21 pm

Yep i find some model there cuz are free and cap j3 take one and i needed to do some test with the render, because no all models work , but i can create my own models using 3ds and milkshape is no difficult.
I think the game need more maps so im sad for that, because i like to play that game.
thanks sica i cant read all the comments yesterday and i try to put +solid but no work and use dummy sector may be work but may be cause lagg i see cap used custumize brige is another solution.
u can send one example of spawning blocking actors . thanks again
Last edited by PREPPER on Sat Oct 27, 2012 3:41 pm, edited 1 time in total.

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Sicamore
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RE: Who Dun It: RC Testing begins...

#613

Post by Sicamore » Sat Oct 27, 2012 5:47 pm

PREPPER wrote:
u can send one example of spawning blocking actors . thanks again
http://www.sendspace.com/file/8o2w6t <---------------check this link.

For the chair, the blocking actors are CHAIRCOlL and CHAIRCOlL2. Then, in the decorate entry for the actual chair, you can see the script spawning CHAIRCOll and CHAIRCOll2 at the appropriate places.
Last edited by Sicamore on Sat Oct 27, 2012 5:47 pm, edited 1 time in total.
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Sicamore
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RE: Who Dun It: RC Testing begins...

#614

Post by Sicamore » Sat Oct 27, 2012 7:47 pm

And now I present a screenshot of what may become an addon in the future D:

[spoiler]]Image[/spoiler]

[spoiler]]Image[/spoiler]

[spoiler]]Image[/spoiler]

[spoiler]]Image[/spoiler]

[spoiler]]Image[/spoiler]
Last edited by Sicamore on Sat Oct 27, 2012 7:53 pm, edited 1 time in total.
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Jigsaw
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RE: Who Dun It: RC Testing begins...

#615

Post by Jigsaw » Sun Oct 28, 2012 10:40 am

Sicamore, that looks awesome! Especially the first picture with that sky effect.

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Zeberpal
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RE: Who Dun It: RC Testing begins...

#616

Post by Zeberpal » Sun Oct 28, 2012 6:35 pm

Skybox is sexy indeed. I hope big spaces won't cause much lag though.
Image ImageImage

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Sicamore
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RE: Who Dun It: RC Testing begins...

#617

Post by Sicamore » Sun Oct 28, 2012 7:26 pm

Ye i was worried about that one.
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PREPPER
 
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RE: Who Dun It: RC Testing begins...

#618

Post by PREPPER » Mon Oct 29, 2012 12:16 am

the big spaces and many vertices or poly may be cause lagg i try to creat a map with measure 4195x5562 is like an average of all map actually in wdi
Sica good screenshot, I would like to see that maps or play them xD

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Zeberpal
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RE: Who Dun It: RC Testing begins...

#619

Post by Zeberpal » Mon Oct 29, 2012 3:06 pm

PREPPER wrote: I put some models more the reason is create a military airport if i have the time to make it possible, but i dont know how to make that models to solids, i see a chair in code but i dont know how to make it. so i want some help if all can help me. thanks
I was wondering is there any tanker/ cargo/ ship models in the source you used?
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PREPPER
 
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RE: Who Dun It: RC Testing begins...

#620

Post by PREPPER » Mon Oct 29, 2012 4:43 pm

I did not find any ship, but i have to edit some models because no all models work and have animations, you can create your own models if u need a ship o wherever other thing using 3ds, maya, blender and milkshape to covert files.
Last edited by PREPPER on Mon Oct 29, 2012 4:45 pm, edited 1 time in total.

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