WhoDunIt - Finally Released!

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

#621

Post by Zeberpal » Mon Oct 29, 2012 8:21 pm

Unfortunatelly I suck at making models, so asked if there is any... Guess I have to make it by sectors.
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Sicamore
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RE: Who Dun It: RC Testing begins...

#622

Post by Sicamore » Tue Oct 30, 2012 9:06 pm

Zeberpal check out sitters-electronics.nl
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Killer2
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RE: Who Dun It: RC Testing begins...

#623

Post by Killer2 » Wed Oct 31, 2012 7:32 am

It's a shame you lost interest Shooter. You are a great developer and I love how you listen to the community to fix bugs and add suggestions. Also, I'm curious, what is the...other project.
As for all of the new maps, the screenshots look great! I'd rather have Zeber fix Marsis first, though.
Prepper, you're a lot more coherent in game...

Btw, I am still up for beta-testing.

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

#624

Post by Zeberpal » Wed Oct 31, 2012 4:00 pm

Sicamore wrote: Zeberpal check out sitters-electronics.nl
It seems they got any kind of good stuff... except for ships.
Killer2 wrote: Zeber fix Marsis first, though.
Sorry but I'm reaaally busy nowadays. I'm not sure I'm about to continue on my new map..for now, we'll see. It really requires a lot of time to make. Hopefully it'll be out next spring. Anyway I wanted to rerelease updated marsis with new map, I also need to see how final wdi version work out too. Once again since I'm not sure I'm about to continue so here's some final pack of screenes.

[spoiler]Amusement Park, the Satanic Warriors turfImage
This one is a kind of remake of eastern part of Torn City (tcgold.wad). Territory of Savage Assassins.ImageChinatown, obviosly. theDoomBarrackers gang (毀滅戰士營) operates here. They produce the DBZONE drug in local warehouses.Image[/spoiler]
Last edited by Zeberpal on Wed Oct 31, 2012 4:05 pm, edited 1 time in total.
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Killer2
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RE: Who Dun It: RC Testing begins...

#625

Post by Killer2 » Wed Oct 31, 2012 5:13 pm

...but really wasn't fixing Marsis very easy? (not counting my suggestions I made to you a while back) Was there any other problem except for the bugged doors?

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

#626

Post by Sicamore » Wed Oct 31, 2012 11:28 pm

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

#627

Post by Killer2 » Tue Nov 20, 2012 5:42 pm

Uhmm...guys? Is this project still alive?

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

#628

Post by Sicamore » Wed Nov 21, 2012 2:08 am

Alive by me lol dunno bout the rest of the members. To be honest, i love being in this project and delivering more to the people of the zandronum community. if it dies ill be truly sorry.
Last edited by Sicamore on Wed Nov 21, 2012 2:12 am, edited 1 time in total.
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Theshooter7
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RE: Who Dun It: RC Testing begins...

#629

Post by Theshooter7 » Wed Nov 21, 2012 3:17 am

Been busy, have patience. :)
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porcelain echo
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RE: Who Dun It: RC Testing begins...

#630

Post by porcelain echo » Fri Nov 23, 2012 4:39 pm

Is there any chance of making a single player who dunit?I'm unable to play multiplayer.Thanks for at least re :biggrin: :biggrin: ading this.

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

#631

Post by Jigsaw » Fri Nov 23, 2012 4:49 pm

porcelain echo wrote: Is there any chance of making a single player who dunit?I'm unable to play multiplayer.Thanks for at least re :biggrin: :biggrin: ading this.
Well it sounds pretty weird, because this mod was designed for online play... But if someone would make bots and let them to be selectable for murderer (the stock Zandronum ones aren't), it could go with the normal maps. However, I don't think anyone will take the effort of doing this here because the project is being finished now, and it's only multiplayer..
The other thing, why are you unable to play? If you have an internet connection and you can play single player Doom, what prevents you to go online?
Last edited by Jigsaw on Fri Nov 23, 2012 4:51 pm, edited 1 time in total.

porcelain echo
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RE: Who Dun It: RC Testing begins...

#632

Post by porcelain echo » Fri Nov 23, 2012 7:01 pm

Unable to play simply because I am basically a crappy player.Also would have to sit on the kitchen counter,because it's the only place I get the internet.I share a connection with a friend.The router & stuff is in her apt.I just pay her a few dollars a month,but get to use it anytime,almost.It's convenient to have it set up that way.And cheaper,too.

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

#633

Post by Catastrophe » Sat Nov 24, 2012 3:18 am

Well, the complete point of this port is online multiplayer doom. IF you want offline go to zdoom.

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

#634

Post by Sicamore » Sun Nov 25, 2012 12:49 am

I doubt anyone will make an offline version just to compensate for your crappy skills.
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Killer2
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RE: Who Dun It: RC Testing begins...

#635

Post by Killer2 » Sun Nov 25, 2012 9:51 am

I was thinking about a system that would be fairly easy to implement and would help a lot. Everyone knows how frustrating it is to not be murd for 20+ rounds in a row. Why not, for every time you're not murd, you gain a percentage chance (say, 1% or 2%) to be murd next time (on top of the chance you already had). This stacks until you get to be murd, after which all of your stacked bonus is lost. What do you guys thing?

Oh, and IDK if you know about the bug when, if you don't have any meds in a round, you won't have any in the next round too. Since everyone is supposed to start with a med, this could cause some slight imbalance and annoyance for the poor guy with no meds.

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

#636

Post by Sicamore » Sun Nov 25, 2012 5:22 pm

Killer2 wrote: I was thinking about a system that would be fairly easy to implement and would help a lot. Everyone knows how frustrating it is to not be murd for 20+ rounds in a row. Why not, for every time you're not murd, you gain a percentage chance (say, 1% or 2%) to be murd next time (on top of the chance you already had). This stacks until you get to be murd, after which all of your stacked bonus is lost. What do you guys thing?
That sounds like a great idea, however it shouldn't be made as to know obviously who the next murderer will be.
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RE: Who Dun It: RC Testing begins...

#637

Post by Killer2 » Sun Nov 25, 2012 9:07 pm

A 2% chance isn't that noticeable. Also, remember, everyone who is not murd gets the added chance. The only people not affected would be people on the blacklist, and guys who just connected. This would prevent seeing X as murderer for 5 times knowing you have been for 0, and it would also prevent the (weirdly common) situation of a person that just connected being murderer.

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

#638

Post by Theshooter7 » Mon Nov 26, 2012 12:41 am

As neat as an idea it is (I actually like it a lot), the current implementation for murderer selection would need a bit of an overhaul for it to work; at current, it just selects a random number between 0 and 31 (so 32 players), and checks to see if: A) The player is actually playing (i.e. not a spectator and that player slot is not empty), and B) That the player is not currently blacklisted. If it fails, it does another random selection. Attempting to "weight" a player slot based on time would need a bit more work. Sadly, it's a bit more work that I'm not going to have time for.
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RE: Who Dun It: RC Testing begins...

#639

Post by Sicamore » Tue Nov 27, 2012 12:20 am

Ok i looked at RC2. Great job shooter! However, i noticed some small things, on my system at least:

1. crossbow sprite doesnt show when crossbow is spawned or summoned.
2. on my map, where-house, the medkits are spawned using thing_spawn, so i dunno if they will ever respawn like regular actor placements do.
3. There is no d_final 5 ( D:), the one i submitted, but that is not a problem to be honest lol.
4. On sewer showdown, the minimap mapinfo name of the map is applesauce factory - O_o
5. The pipe actors - decorative ones, not the wweapons, are unavailable on those maps that used whodunit 5 as a resource.

That's all i think. Oh, and also, did you remember to make the crusher on my map count as a murderkill? Or whatever you feel like is appropriate there.
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RE: Who Dun It: RC Testing begins...

#640

Post by Theshooter7 » Tue Nov 27, 2012 12:25 am

Sicamore wrote:1. crossbow sprite doesnt show when crossbow is spawned or summoned.
Fixed.
Sicamore wrote:2. on my map, where-house, the medkits are spawned using thing_spawn, so i dunno if they will ever respawn like regular actor placements do.
Didn't know about this, I'll have to take a look at it. Are ALL the medkits set this way or just some of them?
Sicamore wrote:3. There is no d_final 5 ( D:), the one i submitted, but that is not a problem to be honest lol.
File size reasons, sorry.
Sicamore wrote:4. On sewer showdown, the minimap mapinfo name of the map is applesauce factory - O_o
YEAH AND I HOPE THEMISTERCAT IS AWFULLY HAPPY ABOUT IT.
Sicamore wrote:5. The pipe actors - decorative ones, not the wweapons, are unavailable on those maps that used whodunit 5 as a resource.
Which pipes? Nothing in terms of resources was removed from 5 to this point really. Think you can dig them out of the decorate etc and show me?
Sicamore wrote:That's all i think. Oh, and also, did you remember to make the crusher on my map count as a murderkill? Or whatever you feel like is appropriate there.
I forgot about this (likely because I hadn't even realized there was a crusher on your map at all!), I'll get to it soon.

Also fixed: Portals on WDI01, Flares making terrain sounds when thrown.
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