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

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Leonard
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#781

Post by Leonard » Fri Aug 30, 2013 2:25 pm

Spoiler: Or just do it the easy way... (Open)
Image
Image
[spoiler]

Code: Select all

<@WaTaKiD> punish me
* Seanphone gets his belt out
<+Seanphone> all right WaTaKiD bend over

Code: Select all

<Kokiri> capo whos your fav pony?
<capo> i like them all

Code: Select all

cobalt changes topic to 'ZDoom 2.6.1 progress: at r3771, 23 revisions left (98% complete)'
<edward-san> omg
<edward-san> almost finished!!!
<Sean> !!!!!!!!!!!!!!
<Sean> Plot twist: This is the status of Half-Life 3.
<Dusk> plot twist: the percentage count suddenly begins to decline instead
<Sean> Torr makes a forum post "We're going back to 2.5.0"
<Dusk> and we do so incrementally
[/spoiler]

Lollipop
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#782

Post by Lollipop » Fri Aug 30, 2013 2:28 pm

I did that once and I swear by the love of talos never do that, it will not rewrite the info correctly and it will turn out garbage.
If you decide to try it, make a few backups (I say a few, can never be too sure when it is so much work) before you try it.
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there

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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#783

Post by Stiff » Fri Aug 30, 2013 4:27 pm

Got a problem with a script

Code: Select all


Bool Teleporter3[32];
Script 15 (void)
{
    {
    Teleporter3[PlayerNumber()] = 1;
    for(int X=0;x<=31;x++)
        {
        if(Teleporter3[x])
        SetActorPosition(PLAYER_TID+x,GetActorX(PLAYER_TID+x)+5120.0,GetActorY(PLAYER_TID+x)+0.0,GetActorZ(PLAYER_TID+x)-64.0,0);
        ThrustThingz(0,25,1,0);
        }
    }
}

When activated everyone teleports... But I want that only the activator teleports!

How?
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)

Klofkac
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#784

Post by Klofkac » Fri Aug 30, 2013 4:33 pm

No, the line specials are same. But the UDMF properties will be deleted.
𝕂𝕝𝕠𝕗𝕜𝕒𝕔

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Leonard
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#785

Post by Leonard » Fri Aug 30, 2013 5:14 pm

Spoiler: Sitff's problem (Open)
Stiff wrote: Got a problem with a script

Code: Select all


Bool Teleporter3[32];
Script 15 (void)
{
    {
    Teleporter3[PlayerNumber()] = 1;
    for(int X=0;x<=31;x++)
        {
        if(Teleporter3[x])
        SetActorPosition(PLAYER_TID+x,GetActorX(PLAYER_TID+x)+5120.0,GetActorY(PLAYER_TID+x)+0.0,GetActorZ(PLAYER_TID+x)-64.0,0);
        ThrustThingz(0,25,1,0);
        }
    }
}

When activated everyone teleports... But I want that only the activator teleports!

How?
I think you missed a bracket..
for(int X=0;x<=31;x++)
{
if(Teleporter3[x]) {
SetActorPosition(PLAYER_TID+x,GetActorX(PLAYER_TID+x)+5120.0,GetActorY(PLAY​ER_TID+x)+0.0,GetActorZ(PLAYER_TID+x)-64.0,0);
ThrustThingz(0,25,1,0);
}
}
Last edited by Leonard on Fri Aug 30, 2013 5:16 pm, edited 1 time in total.
[spoiler]

Code: Select all

<@WaTaKiD> punish me
* Seanphone gets his belt out
<+Seanphone> all right WaTaKiD bend over

Code: Select all

<Kokiri> capo whos your fav pony?
<capo> i like them all

Code: Select all

cobalt changes topic to 'ZDoom 2.6.1 progress: at r3771, 23 revisions left (98% complete)'
<edward-san> omg
<edward-san> almost finished!!!
<Sean> !!!!!!!!!!!!!!
<Sean> Plot twist: This is the status of Half-Life 3.
<Dusk> plot twist: the percentage count suddenly begins to decline instead
<Sean> Torr makes a forum post "We're going back to 2.5.0"
<Dusk> and we do so incrementally
[/spoiler]

Klofkac
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#786

Post by Klofkac » Fri Aug 30, 2013 6:56 pm

Er, Stiff, Much simpler solution:
SetActorPosition(0,GetActorX(0)+5120.0,GetActorY(0)+0.0,GetActorZ(0)-64.0,0);
No for loop needed.
Leonard wrote: I think you missed a bracket..
for(int X=0;x<=31;x++)
{
if(Teleporter3[x]) {
SetActorPosition(PLAYER_TID+x,GetActorX(PLAYER_TID+x)+5120.0,GetActorY(PLAY​ER_TID+x)+0.0,GetActorZ(PLAYER_TID+x)-64.0,0);
ThrustThingz(0,25,1,0);
}
}
Are you serious? You want to make activator thrusted 32 times? The brackets weren't there on purpose.
Last edited by Klofkac on Fri Aug 30, 2013 8:03 pm, edited 1 time in total.
𝕂𝕝𝕠𝕗𝕜𝕒𝕔

Stiff
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#787

Post by Stiff » Fri Aug 30, 2013 7:28 pm

ah thanks

srry im a fail in acs
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! (8a / r8) 08/10/13

#788

Post by Mr.Man » Sat Aug 31, 2013 8:23 am

Stiff wrote: ah thanks

srry im a fail in acs
is it just me, or is it only nessecary to do

script x (void)
{
teleport(x,x,x);
}

since the activator only gets teleported.
To make the script activate multiple times, select repeatable action.

EDIT: ill try to put it in hexen when i finished my map, but i also have another question.
If i compress my map, is it possible to put it as pk3 inside the testpack, to reduse size?
If yes, why dont we do it with all maps?
Last edited by Mr.Man on Sat Aug 31, 2013 8:33 am, edited 1 time in total.

Klofkac
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#789

Post by Klofkac » Sat Aug 31, 2013 8:43 am

Compressing a compressed archive is not a good idea.
𝕂𝕝𝕠𝕗𝕜𝕒𝕔

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Leonard
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#790

Post by Leonard » Sat Aug 31, 2013 2:16 pm

Klofkac wrote:Are you serious? You want to make activator thrusted 32 times? The brackets weren't there on purpose.
I just wanted to show him WHY everyone gets teleported.. That was HIS question wasn't it ?
Oh and here:
if(Teleporter3[x]) {
SetActorPosition(PLAYER_TID+x,GetActorX(PLAYER_TID+x)+5120.0,GetActorY(PLAYER_TID+x)+0.0,GetActorZ(PLAYER_TID+x)-64.0,0);
ThrustThingz(PLAYER_TID+x,25,1,0);
}
Was an easy fix wasn't it ?


If stiff wanted to use a loop then HE should have used the correct TID, don't blame me..
[spoiler]

Code: Select all

<@WaTaKiD> punish me
* Seanphone gets his belt out
<+Seanphone> all right WaTaKiD bend over

Code: Select all

<Kokiri> capo whos your fav pony?
<capo> i like them all

Code: Select all

cobalt changes topic to 'ZDoom 2.6.1 progress: at r3771, 23 revisions left (98% complete)'
<edward-san> omg
<edward-san> almost finished!!!
<Sean> !!!!!!!!!!!!!!
<Sean> Plot twist: This is the status of Half-Life 3.
<Dusk> plot twist: the percentage count suddenly begins to decline instead
<Sean> Torr makes a forum post "We're going back to 2.5.0"
<Dusk> and we do so incrementally
[/spoiler]

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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#791

Post by ibm5155 » Sat Aug 31, 2013 2:42 pm

ZM09 comming soon :D
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!

<this post is proof of "Decline">

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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#792

Post by MazterQyoun-ae » Sat Aug 31, 2013 6:13 pm

Stiff wrote: Got a problem with a script

Code: Select all


Bool Teleporter3[32];
Script 15 (void)
{
    {
    Teleporter3[PlayerNumber()] = 1;
    for(int X=0;x<=31;x++)
        {
        if(Teleporter3[x])
        SetActorPosition(PLAYER_TID+x,GetActorX(PLAYER_TID+x)+5120.0,GetActorY(PLAYER_TID+x)+0.0,GetActorZ(PLAYER_TID+x)-64.0,0);
        ThrustThingz(0,25,1,0);
        }
    }
}

When activated everyone teleports... But I want that only the activator teleports!

How?
This is bad, look at Klofkac's solution that doesn't need any fors.
But overall, protip: use x < 32, not x <= 31.
Last edited by MazterQyoun-ae on Sat Aug 31, 2013 6:13 pm, edited 1 time in total.
HI

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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#793

Post by Mr.Man » Sun Sep 01, 2013 5:54 am

So i am not and have never been a guy that likes to finish maps. Thats why i always begin with new ones before finishing the other one. City scape will be, if lucky, 4 mb if compressed and in hexen (maybe even less), so far as i will make it. Right now i came with a new and never before seen (for me) map for zh. It'll be on the moon, what about that? :D

So i will likely use music parts from http://www.youtube.com/watch?v=KeA_p2pr ... lCRYLxhmKt
Only difficult thing is that i need to "sector_setgravity" every single sector, so tags need to be limited unless i want to get over 100 lines of that in it :L

EDIT: screenays of cityscape. ft: some 3d moddeled-ish bike, great sky, some crate room, and the first resist area, which is barely detailed! :D
http://postimg.org/gallery/1tds49du/9568a799/

Those are the bikes i mean btw @stiff
Last edited by Mr.Man on Sun Sep 01, 2013 6:01 am, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#794

Post by Lollipop » Sun Sep 01, 2013 4:38 pm

You can set gravity in the mapinfo.
http://zdoom.org/wiki/MAPINFO/Map_definition

As it says, this is how it should be working:
gravity = (something less than 800)

This should lower gravity if put in the right spot.
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there

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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#795

Post by Mr.Man » Mon Sep 02, 2013 4:52 am

Lollipop wrote: You can set gravity in the mapinfo.
http://zdoom.org/wiki/MAPINFO/Map_definition

As it says, this is how it should be working:
gravity = (something less than 800)

This should lower gravity if put in the right spot.
Weird, i think qent told me that its about percents.
Like: 1, 100 is full gravity, and 1, 50 is the half
2, 100 the double i guess

Lollipop
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#796

Post by Lollipop » Mon Sep 02, 2013 5:50 am

Read it all and you will find the same as me.
Zandronum might support this differently, though the probabillity is very low. Try and look at our own wiki and see if there are any notes regarding that.
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there

Mr.Man
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#797

Post by Mr.Man » Mon Sep 02, 2013 5:15 pm

Lollipop wrote: Read it all and you will find the same as me.
Zandronum might support this differently, though the probabillity is very low. Try and look at our own wiki and see if there are any notes regarding that.
K but back to udmf to hexen. Since the options are a bit different, will it convert ALL of that to hexen? So like, no problems with that?

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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#798

Post by Xsnake » Tue Sep 03, 2013 9:14 am

Well, Untitled, that's a great feedback you've posted here. Thank you for that. I gotta say I agree with most of what you've mentioned here. Since the maplist is quite big now, we should focus on making the maps a bit more balanced.

I'm not so worried about the escape maps. However, since the ZM maps rely mostly on camping, they are harder to balance. That's why I think a long range secondary attack for zombies should be considered (as it's been suggested before, on Skulltag forums). I still have to think about it, but the attack could :
  • Only be available for mother zombies
  • Be available to all zombies each [fixed amount] of damage taken
  • Be given to random zombies upon infection
Other changes I'm thinking of :
  • Make bonuses obtained by killing zombies give only good and useful items
  • Forcing GL defaults on all maps (this should have been done a while ago)
Besides, I'd like to keep all the addons alive (i.e compatible with the latest releases). I'm thinking of the "smooth weapons" and "zh duel" addons (are there any other ?).

Now, regarding the next testpack, the maps to be added are :
  • ZM17 by Guardsoul
  • Canyon run - I find the resists point really hard to defend, but we'll see. Besides I'll change the number from ZE31 to something else (< 30)
Is there any map I'm forgetting about ?
fr blood wrote: - Added a Double Shotgun that has 33% of chance to spawn.

No.

Cruduxy
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#799

Post by Cruduxy » Tue Sep 03, 2013 12:32 pm

Well there is the old unofficial addon -gore&zombie types-.. But that is a bit ancient.. It had random spitters with a dynamic chance to make camping harder for humans though -and fast enough to ruin thin line camps-.
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Nothing to see here
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fr blood
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RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13

#800

Post by fr blood » Tue Sep 03, 2013 12:35 pm

Xsnake wrote:
fr blood wrote: - Added a Double Shotgun that has 33% of chance to spawn.

No.
----> ZE17

- Removed DoubleShotgun.
- Added some details.

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