RE: Who Dun It - Nearing Final Final
Posted: Sun Jun 10, 2012 4:22 pm
Another weird bug I noticed. I pressed the change colour button a lot, and after like 4 presses in 3 seconds, it kicked me, saying that I flooded the server.
Leading the way in newschool multiplayer Doom online
https://zandronum.com/forum/
You're not alone. Nobody so far yet discovered how to unlock them, so I wrote a little FAQ if someone is interested in it:Theshooter7 wrote:
Oh, that is true, though I've never seen said endings nor have I figured out how to trigger them. :V
Yeah, changing colours too often kicks you anyway. It's not a bug :xKiller2 wrote: Another weird bug I noticed. I pressed the change colour button a lot, and after like 4 presses in 3 seconds, it kicked me, saying that I flooded the server.
Flooding the server can cause lag for other players, so the server kicks you automatically for doing so to prevent that from happening.Synert wrote:Yeah, changing colours too often kicks you anyway. It's not a bug :xKiller2 wrote: Another weird bug I noticed. I pressed the change colour button a lot, and after like 4 presses in 3 seconds, it kicked me, saying that I flooded the server.
I'm still not sure what to do about players getting into the walls, that is, should they be allowed to or not. I'm open for discussion on this.Killer2 wrote: Ok, so I played a match of the new WhoDunIt and a bug happened. I am sure you said you wouldn't let people in murd's wall, but I went to bar, berthed everyone, then entered the new wall between bar and hallway. 2 people followed me and one chainsawed me to death. Is this intentional?
It'll be released when it's ready. "When it's ready" is when everyone is satisfied with the content going into it. So if you want a map of yours in, as long as it doesn't take months to finish, I'm down with waiting a bit for it.Capt.J3 wrote: So, When will the "Final Final" (>.>) will be released? I would like to know because I am making two more maps, and I would like to have at least my "The moving Train" level to be part of WhoDunIt.
Btw, I would like to to some fixing to the coding of my M1 Carbine. I will remove that annoying Jamming thing.
These look great! Thank you.Mooseknuckle wrote: Here ya go. ;)
I also whipped up a proper pickup sprite for the Beretta as well, since it still uses the unfitting default pistol pickup sprite:
EDIT: While still on the subject of sprites, I noticed that there was a fire axe weapon with some slightly sketchy graphics in the resource WAD that goes unused in the actual game, as far as I know. Do you have any plans to add it back in? I have a set of axe graphics that Mike12 made (I'm pretty sure it was him) and I could modify those accordingly if you'd like.
This is a userinfo change flood protection in SkullTag/Zandronum. But thanks for bringing this to my attention; I can add a delay into the script to prevent it being run multiple times really fast (thus preventing accidental kicks).Killer2 wrote:Another weird bug I noticed. I pressed the change colour button a lot, and after like 4 presses in 3 seconds, it kicked me, saying that I flooded the server.
*sigh* I'm not gonna lie, I _REALLY_ think it's a bug with SkullTag. I've seriously done every single trick possible to get it to work right, and it does work most of the time but it just seems to forget a player randomly, which is completely whack. Hopefully Zandronum has it fixed and you should no longer experience this after this release and when played with Zandronum.Killer2 wrote:Found yet another bug! I was playing murd and I got the "X", but one of them was missing. Caused me to lose the game, which was quite infuriating.
Of course it's possible. Several people have made custom maps already. :VSicamore wrote:Hello. After playing whodunit for a considerably long time, I am wondering if it is possible to make a map for the wad. Pls reply, as i am very keen to know if this is possible.
I finished editing the rifle! The differences are probably subtle, but I got rid of a few stay pixels near the right edge of the wooden stock toward the barrel, and also got rid of some of the excess pixels around the left wrist. It's all cleaned up now. ;)Theshooter7 wrote:These look great! Thank you.Mooseknuckle wrote: Here ya go. ;)
I also whipped up a proper pickup sprite for the Beretta as well, since it still uses the unfitting default pistol pickup sprite:
EDIT: While still on the subject of sprites, I noticed that there was a fire axe weapon with some slightly sketchy graphics in the resource WAD that goes unused in the actual game, as far as I know. Do you have any plans to add it back in? I have a set of axe graphics that Mike12 made (I'm pretty sure it was him) and I could modify those accordingly if you'd like.
As for the Axe, that weapon is currently exclusive to Marsis. If you want, you can see if Zeberpal would like some replacements. I'm a bit lazy at the moment to look at the sprites you mention in the pk3. :V So I don't know if they are the same or not. Regardless, I won't be introducing this weapon into the core unless utterly demanded.
Yes, I like that idea. Speaking of the pool cue, can you provide a sound for when it hits a wall/person? As for all melee puffs, you should put "$limit <sound> 2" (or 3) in SNDINFO for all puff sounds so that too many instances of the same sound don't play.Theshooter7 wrote:EDIT: Came up with an idea for the pool cue; how about extending it's reach? That should give it some more strengths as well as benefiting from the increased stun power.
Before Zandronum (btw, why was Skulltag's name changed?) fixes it, I would like to suggest a possible fix. Make it so that 3 or more markers are added on top of each other. In this way, if a player doesn't get a marker, it might get another one of the two. I have no idea how coding works, so I don't know if this idea would be viable or not.Theshooter7 wrote:*sigh* I'm not gonna lie, I _REALLY_ think it's a bug with SkullTag. I've seriously done every single trick possible to get it to work right, and it does work most of the time but it just seems to forget a player randomly, which is completely whack. Hopefully Zandronum has it fixed and you should no longer experience this after this release and when played with Zandronum.Killer2 wrote:Found yet another bug! I was playing murd and I got the "X", but one of them was missing. Caused me to lose the game, which was quite infuriating.
Glad I could help. I will keep an eye out for more glitches or balance issues, I've yet to try the new maps properly.Theshooter7 wrote: @Killer2: Thank you for your suggestions, these are really good.
It's a good title!Parad0x wrote: We had this Title already >,>
Also is the whole punch whoring issue fixed now?
It needs to be animated, but it shouldn't be too difficult to do. :o Either that, or the reload animation would be the gun lowering and then raising back up. Which actually makes sense with a full-sized crossbow. You put your foot in the loop at the end, load a bolt, and then pull the string back with both arms. Of course, the speed could be unrealistic for balance purposes.Theshooter7 wrote: @Mooseknuckle: Thanks a ton for the sprites! These look much better!
About the crossbow: I dunno if we should replace it; the current one has extra animations and such (Strife crossbow heh). Does that crossbow have suitable reloading animations and the like?
Spoiler: Changelog thus far (Open)@Mooseknuckle: I'll add the Crossbow then, but can you zip the sprites up for me? Also, the weapons you gave me (shovel, pool cue, and M1) have transparency and offset issues. Is it possible for you to get the cue. M1, and shovel their offsets again and remove the background from them? If you can't fix the transparency, at least make sure the Pool Cue has the same cyan color as the rest then (as I can remove it in SLADE like I did for the M1), but the offsets are big deal.