WhoDunIt - Finally Released!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Jigsaw
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RE: WhoDunIt - Finally Released!

#841

Post by Jigsaw » Thu Jul 18, 2013 3:46 pm

Theshooter7 wrote:
roman6a wrote:Yo.

Echo ridge had a white fog-like thing that lagged the map, we removed it for obvious reasons, even though i agree.
But in reality this makes zero sense. One change in color of the fade (white instead of the default black which is how Doom does darkness) shouldn't have an impact on performance the way you describe.
This. You can remove the fog if it makes you lag, but please, dont turn that map into night theme. To cover the big lake away, use textures and make it generally smaller.

PREPPER
 
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RE: WhoDunIt - Finally Released!

#842

Post by PREPPER » Thu Jul 18, 2013 4:54 pm

Jigsaw wrote: Saw that new update which fixes things. Well its okay but...why make Echo Ridge so dark? That won't fix anything and takes away the map's original feel. Also, the skybox with the big moon is overused,sorry:\
Theshooter7 wrote:
roman6a wrote:Yo.
Echo ridge had a white fog-like thing that lagged the map, we removed it for obvious reasons, even though i agree.
But in reality this makes zero sense. One change in color of the fade (white instead of the default black which is how Doom does darkness) shouldn't have an impact on performance the way you describe.
Is hard to explain this, but I will try. I decided to make the map dark for many reasons, the first reason is the fog, because was lagging the map adding properties in huge sectors with many details, without the fog has a very high brightness, because it is a function of the fade, so that, I decided to change the white skybox of this map. because looks weird with a high brightness without the fog.

About the skybox with the big moon, it is common because it is part of the wdimain.pk3 like many other textures used.

At the end, you can play this map with less or any lagg in mode Opgl, in soft is a little laggy yet in some zones. but is more playable now, u can see the difference, don't you think?
Last edited by PREPPER on Thu Jul 18, 2013 5:20 pm, edited 1 time in total.

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Zeberpal
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RE: WhoDunIt - Finally Released!

#843

Post by Zeberpal » Thu Jul 18, 2013 7:39 pm

Theshooter7 wrote:One change in color of the fade (white instead of the default black which is how Doom does darkness) shouldn't have an impact on performance the way you describe.
Echo Ridge's technical problem is a big space ammount. It is known that WDI can't run such maps well. Sad.
Image ImageImage

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Sicamore
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RE: WhoDunIt - Finally Released!

#844

Post by Sicamore » Thu Jul 18, 2013 9:57 pm

Zeberpal wrote:
Theshooter7 wrote:One change in color of the fade (white instead of the default black which is how Doom does darkness) shouldn't have an impact on performance the way you describe.
Echo Ridge's technical problem is a big space ammount. It is known that WDI can't run such maps well. Sad.
Mhm.
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Theshooter7
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RE: WhoDunIt - Finally Released!

#845

Post by Theshooter7 » Thu Jul 18, 2013 10:21 pm

Then I suggest changing the MAPINFO to use the OutsideFog property instead, which will automatically change the fade for sectors with F_SKY1 ceiling texture to use the different fog instead of the default.

Or, you could just change the fade color on the map altogether.
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CloudFlash
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RE: WhoDunIt - Finally Released!

#846

Post by CloudFlash » Sat Jul 20, 2013 12:59 pm

Bumping, because I feel bad and some "woah, cloud! you done progress! looks super sweet!" would cheer me up a bit. Even if it looks kinda plain.
[spoiler]Image[/spoiler]
Last edited by CloudFlash on Sat Jul 20, 2013 1:01 pm, edited 1 time in total.
https://i.imgflip.com/i5tpe.jpg
*Hey, who wants to hear my solution to the modern world's problems? ^Me! %Me! @Me! #Me! *WELL TOO BAD @Did he just stab himself with this butcher knife? %Looks like it ^Hey, the pizza guy arrived! %Pizza! Yey

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Sicamore
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RE: WhoDunIt - Finally Released!

#847

Post by Sicamore » Sat Jul 20, 2013 1:24 pm

woah, cloud! you done progress! looks super sweet!
Image

roman6a
 
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RE: WhoDunIt - Finally Released!

#848

Post by roman6a » Sat Jul 20, 2013 7:40 pm

CloudFlash wrote: Bumping, because I feel bad and some "woah, cloud! you done progress! looks super sweet!" would cheer me up a bit. Even if it looks kinda plain.
[spoiler]Image[/spoiler]
why is there a strife crossbow bolter in there? lol
nice job cloud, you're making good progress on that, remember to send me a small test when you think it's half-playable

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CloudFlash
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RE: WhoDunIt - Finally Released!

#849

Post by CloudFlash » Sat Jul 20, 2013 7:55 pm

roman6a wrote: why is there a strife crossbow bolter in there? lol
Um, because that's exacly what a WDI xbow sprite looks like?
roman6a wrote: nice job cloud, you're making good progress on that, remember to send me a small test when you think it's half-playable
Well, considering that half of the map is already pretty much done, I could send it even now... Nah, I will detail 5 more rooms and I'm gonna post a download link for beta :P
https://i.imgflip.com/i5tpe.jpg
*Hey, who wants to hear my solution to the modern world's problems? ^Me! %Me! @Me! #Me! *WELL TOO BAD @Did he just stab himself with this butcher knife? %Looks like it ^Hey, the pizza guy arrived! %Pizza! Yey

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Sicamore
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RE: WhoDunIt - Finally Released!

#850

Post by Sicamore » Sun Jul 21, 2013 4:27 pm

You are using and old version if your sprite looks like strife.
Image

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abbuw
 
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RE: WhoDunIt - Finally Released!

#851

Post by abbuw » Thu Aug 01, 2013 10:03 pm

More progress on my map.
Image
Last edited by abbuw on Thu Aug 01, 2013 10:10 pm, edited 1 time in total.

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Zeberpal
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RE: WhoDunIt - Finally Released!

#852

Post by Zeberpal » Sat Aug 31, 2013 9:34 pm

Image
Me and Curser got bored and so we were passing asylum and so we made a photo in bathroom by chance. kthnx, like it!
Image ImageImage

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CloudFlash
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RE: WhoDunIt - Finally Released!

#853

Post by CloudFlash » Sun Sep 01, 2013 7:16 am

Zeberpal wrote: Image
Me and Curser got bored and so we were passing asylum and so we made a photo in bathroom by chance. kthnx, like it!
Spoiler: Selfies, huh? (Open)
Image
https://i.imgflip.com/i5tpe.jpg
*Hey, who wants to hear my solution to the modern world's problems? ^Me! %Me! @Me! #Me! *WELL TOO BAD @Did he just stab himself with this butcher knife? %Looks like it ^Hey, the pizza guy arrived! %Pizza! Yey

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abbuw
 
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RE: WhoDunIt - Finally Released!

#854

Post by abbuw » Sat Sep 14, 2013 11:10 pm

Phobos Outpost public BETA, version B2. Link to it is in the spoiler.
Image
[spoiler]http://www.mediafire.com/?kdqk2wjoyjh54j9[/spoiler]
Last edited by abbuw on Sun Oct 27, 2013 3:50 am, edited 1 time in total.

PREPPER
 
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RE: WhoDunIt - Finally Released!

#855

Post by PREPPER » Sun Sep 15, 2013 1:36 am

Congratulations abbuw finally you have a map. you will need to support it with updates when it is released.

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Sicamore
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RE: WhoDunIt - Finally Released!

#856

Post by Sicamore » Sun Sep 15, 2013 2:53 pm

Zeberpal wrote: Image
Me and Curser got bored and so we were passing asylum and so we made a photo in bathroom by chance. kthnx, like it!
lmfao zeberpal you entertain me
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CloudFlash
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RE: WhoDunIt - Finally Released!

#857

Post by CloudFlash » Tue Sep 17, 2013 5:23 pm

So, ummmmm...
You guys know about my map, right? That Airship one, right?
I think I don't have enough time/motivation/ideas to work on it anymore....
Sooooo.....
Anyone willing to finish it for me? Because I really really don't think I could finish this map even if I had to work on it non-stop for another year. I thought I had enough ideas to finish it, but I ran out of them long time ago...
...D-Don't hate me plox ;_; ...
Last edited by CloudFlash on Tue Sep 17, 2013 5:23 pm, edited 1 time in total.
https://i.imgflip.com/i5tpe.jpg
*Hey, who wants to hear my solution to the modern world's problems? ^Me! %Me! @Me! #Me! *WELL TOO BAD @Did he just stab himself with this butcher knife? %Looks like it ^Hey, the pizza guy arrived! %Pizza! Yey

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Kaminsky
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RE: WhoDunIt - Finally Released!

#858

Post by Kaminsky » Tue Sep 17, 2013 10:49 pm

I guess I can take your map if you're alright with that, because it's still good enough to become a WhoDunIt map (especially with the escape ending, which seemed creative). Hopefully, I'll have enough time to finish it along with my map(s) as well.

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RE: WhoDunIt - Finally Released!

#859

Post by Grimace » Wed Nov 20, 2013 1:31 am


Jigsaw
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RE: WhoDunIt - Finally Released!

#860

Post by Jigsaw » Tue Dec 10, 2013 6:44 pm

Just stumbled upon an interesting bug/glitch never seen before.
We were playing at the time this was posted, and there were 2 innocents alive, but despite this, the murderer said he sees 3 markers.
So he went and killed one of the innocents, leaving only one left, and the end tally screen was triggered. It happened on the [BE] server with the Christmas addon and the "latest touchup".

Screenie:
Spoiler: Warning, big image! (Open)
Image
PS: Sorry if this counts as a bump, I didn't really know where to turn with this.
Last edited by Jigsaw on Tue Dec 10, 2013 6:45 pm, edited 1 time in total.

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