WhoDunIt - Finally Released!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Mooseknuckle
 
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RE: Who Dun It 2: The Son of Who Dun It

Post#61 by Mooseknuckle » Tue Jun 12, 2012 11:37 pm

I'll zip 'em up for you. :) I'm not sure what caused the offset problems, though. It may have been the exporting process. If you want to give me the original graphics with proper offsets, I can re-do them for you. It's not really a big deal, just a little bit of work. :D

EDIT: I zipped the crossbow graphics and changed the background of the pool cue and shovel to cyan.

Crossbow: http://files.drdteam.org/index.php/file ... ossbow.zip
Pool cue with transparency fix: http://files.drdteam.org/index.php/file ... cy-fix.zip
Shovel with transparency fix: http://files.drdteam.org/index.php/file ... cy-fix.zip

EDIT 2: Are you sure the offset problem isn't just an inherent problem with SLADE? The easiest solution I can think of is jotting down the offsets for each image and replacing them one at a time, re-entering the offsets for the fixed graphics.

EDIT 3: Being that it's beyond my ability to make them, I made a post in the Resource Request Thread on the ZDoom forums asking for player sprites for the weapons that are currently missing them. Nothing may come of it, but it's worth a shot.

EDIT 4: Some suggestions:
  • Remove crossbow's ability to penetrate target. An innocent with a crossbow can hold off a murderer indefinitely with a crossbow by circling around and retrieving the fired bolt. Possibly increase the damage to make up for the loss of reusability, and keep the ability to pick up arrows that miss.
  • I've noticed a few players lately using (I believe) the command cl_skins 0 to hide their knife when playing as the murderer. This shows them in the default rifle skin, while allowing them to run around with their knife out. Possibly make it so that players connecting to a server automatically have cl_skins set to 1, and changing cl_skins to 0 kicks them automatically. (EDIT 5: I read something about Skulltag 97e having the option for a weapon to have a preferred skin that ignores a player's skin or cl_skin settings. This suggestion may be unnecessary.)
  • Rename the bar key and bar safe key to more something more universal. It doesn't make sense to open a locker room door in the basement of a school with a bar key. Name them something more generic, like room key and safe key.
  • Not sure if it's possible, or if you have reasons against it, but I'd make it so that players who join the waiting list during the safety period within a reasonable amount of time (say, before 10 seconds are left) are allowed to join then instead of waiting until the round is over.
Last edited by Mooseknuckle on Wed Jun 13, 2012 3:30 am, edited 1 time in total.

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Minigunner
 
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RE: Who Dun It: WIP Changelog bottom pg 3

Post#62 by Minigunner » Wed Jun 13, 2012 3:56 am

Do you have any thoughts on the updated sprites that I sent you?
Also, in WDI02, the textures on the dummy sector for that front shed door should be Lower Unpegged so that the texture rises with the door.
Also, I forgot something about the puffs for all weapons; the first puff should have a swing sound, the rest shouldn't (while keeping the hit and wall sounds).
Last edited by Minigunner on Wed Jun 13, 2012 3:58 am, edited 1 time in total.
Theshooter7 wrote:Also, to all those people who stack players for exploits: I hate you. Do I really need to seal off every inch of every map to prevent you from getting to places you shouldn't?

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Theshooter7
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RE: Who Dun It: WIP Changelog bottom pg 3

Post#63 by Theshooter7 » Wed Jun 13, 2012 4:16 am

@MooseKnuckle: We talked about it in-game; the crossbow will likely have a random chance of not piercing. Shots that are non-piercing will disappear if they hit a target.

I've heard about this problem with skins but after testing with other people before, it's a client problem that I'm not sure how to fix. Other players, however, CANNOT hide the knife skin from other players, only themselves. As such, I recommend checking your settings and if need-be delete your ini and start fresh if it's still a problem. cl_skins 0 also has no affect on it, as my cl_skins is set to 0 and I still see the weapons properly

The keys can be changed by the map authors at will; WDI doesn't really make use of any special keys. :V

As for the waiting in line, there is nothing I can do about that as it is part of the Survival Co-op game mode and cannot be altered by me.

@Minigunner: You mean the Beretta? I thought you might've been working on more so I waited. But the rehanding you did looks good so I'll be adding it in. :)

As for the puffs, they work that way already (where one puff makes the swing sound and the rest do not).
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RE: Who Dun It: WIP Changelog bottom pg 3

Post#64 by Mooseknuckle » Wed Jun 13, 2012 4:23 am

@Shooter: Alrighty. :D Also, as soon as you send sprites with offsets, I'll get to work on 'em. :) You said I needed SlumpEd?

@Minigunner: Ooh, more new graphics? :o I'm excited to see what else is being done with the sprites.

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RE: Who Dun It 2: The Son of Who Dun It

Post#65 by Killer2 » Wed Jun 13, 2012 5:25 am

Mooseknuckle wrote:EDIT 4: Some suggestions:
  • Remove crossbow's ability to penetrate target. An innocent with a crossbow can hold off a murderer indefinitely with a crossbow by circling around and retrieving the fired bolt. Possibly increase the damage to make up for the loss of reusability, and keep the ability to pick up arrows that miss.


I do not agree with this at all. Firing the bolts and being able to pick them up again is what makes the weapon unique and fun to use. It isn't that much of a problem either, a smart murderer will just pick up the bolts himself, leaving the innocent without any of his small ammo pool.

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RE: Who Dun It 2: The Son of Who Dun It

Post#66 by Zeberpal » Wed Jun 13, 2012 5:40 am

Theshooter7 wrote:[*]Increased D_FATE easter egg song chance slightly (1% -> 3%)


I remember when we first played just released WDI161, we got D_FATE/GAY two times in a row and Conflagrated was excited about it as he said it was 1% chance. Heh luck.

I know there is TITLEMAP, but what do you think about CONBACK and TITLEPIC for some extra disconnects? I woul've suggest that wdi-related wallpaper i did, though I can't find it on pc anywhere and pic left on old forums D:

EDIT: found heh
Spoiler (Open)
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Last edited by Zeberpal on Wed Jun 13, 2012 5:43 am, edited 1 time in total.
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RE: Who Dun It 2: The Son of Who Dun It

Post#67 by Mooseknuckle » Wed Jun 13, 2012 5:43 am

Killer2 wrote:
Mooseknuckle wrote:EDIT 4: Some suggestions:
  • Remove crossbow's ability to penetrate target. An innocent with a crossbow can hold off a murderer indefinitely with a crossbow by circling around and retrieving the fired bolt. Possibly increase the damage to make up for the loss of reusability, and keep the ability to pick up arrows that miss.


I do not agree with this at all. Firing the bolts and being able to pick them up again is what makes the weapon unique and fun to use. It isn't that much of a problem either, a smart murderer will just pick up the bolts himself, leaving the innocent without any of his small ammo pool.


Sometimes it's hard to see where they went, though, and if the innocent sidesteps you when you run at them, your momentum makes it impossible to beat them to the bolt if you're trying to stab them. You basically have to let them shoot you multiple times while backing up to pick them up, and that's not fun.

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Killer2
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RE: Who Dun It 2: The Son of Who Dun It

Post#68 by Killer2 » Wed Jun 13, 2012 9:49 am

Mooseknuckle wrote:
Killer2 wrote:
Mooseknuckle wrote:EDIT 4: Some suggestions:
  • Remove crossbow's ability to penetrate target. An innocent with a crossbow can hold off a murderer indefinitely with a crossbow by circling around and retrieving the fired bolt. Possibly increase the damage to make up for the loss of reusability, and keep the ability to pick up arrows that miss.


I do not agree with this at all. Firing the bolts and being able to pick them up again is what makes the weapon unique and fun to use. It isn't that much of a problem either, a smart murderer will just pick up the bolts himself, leaving the innocent without any of his small ammo pool.


Sometimes it's hard to see where they went, though, and if the innocent sidesteps you when you run at them, your momentum makes it impossible to beat them to the bolt if you're trying to stab them. You basically have to let them shoot you multiple times while backing up to pick them up, and that's not fun.


Pff...excuses. If you really want a rebalance for a weapon, ask for a rebalance for the shotgun. You can have 12 (+6) effective ammo that always deals 60+ damage, with a clip of 6 ammo and a 1/second shooting rate. Even if you had 3 arrows and were very good at picking them up, you probably wouldn't possibly reach the effective 18 ammo cap of the shotgun, and the bolts don't really do that much damage anyway. And sure, yes, the crossbow is ranged, but if you shoot from a range, the outcome is either that you don't know where the bolt landed, or you do but the murd is closer so he can pick it up a lot easier.

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RE: Who Dun It: WIP Changelog bottom pg 3

Post#69 by Sicamore » Wed Jun 13, 2012 11:52 pm

I just heard about skultags fork into zandronum. Will this affect future mapping for the Wdi project in any way ?
Last edited by Sicamore on Wed Jun 13, 2012 11:54 pm, edited 1 time in total.
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Theshooter7
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RE: Who Dun It: WIP Changelog bottom pg 3

Post#70 by Theshooter7 » Thu Jun 14, 2012 2:39 am

Sicamore wrote:I just heard about skultags fork into zandronum. Will this affect future mapping for the Wdi project in any way ?

No.

@Killer2: What about the random piercing idea? This way, it's not guaranteed that each shot will pierce and so actual care must be taken.

Also, to all those people who stack players for exploits: I hate you. Do I really need to seal off every inch of every map to prevent you from getting to places you shouldn't?

Lastly, mansion map is going away for good. Perhaps I'll make a new map or two to replace it, but seriously, that map has a lot of exploits and it's an unsupported map so I'm not going to update it to patch them.
Last edited by Theshooter7 on Thu Jun 14, 2012 2:44 am, edited 1 time in total.
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RE: Who Dun It: WIP Changelog bottom pg 3

Post#71 by Mooseknuckle » Thu Jun 14, 2012 5:20 am

Image
A NEW FOE HAS APPEARED

Shooter, I PM'd you the sprites in a ZIP. Offsets should be good, I set them myself in SLADE3 and exported them. :)
Last edited by Mooseknuckle on Thu Jun 14, 2012 7:23 am, edited 1 time in total.

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RE: Who Dun It: WIP Changelog bottom pg 3

Post#72 by Killer2 » Thu Jun 14, 2012 10:28 am

Theshooter7 wrote:
Sicamore wrote:I just heard about skultags fork into zandronum. Will this affect future mapping for the Wdi project in any way ?

No.
@Killer2: What about the random piercing idea? This way, it's not guaranteed that each shot will pierce and so actual care must be taken.


I think the crossbow is already a hard enough weapon to use as it is. With 3 arrows, if every one of them doesn't pierce (which is a possibility if the chance is, say, 40%), you have 3 things:
-a completely useless weapon;
-no other weapon to defend yourself except fists;
-a heavily wounded murderer that will heal most of the damage by killing you.

It's not a good idea in my opinion, and I do not support it. The xbow seems balanced to me, both in teamfights and 1v1. In 1v1 it's a lot easier for the murd to pick up bolts, and in teamfights it needs a lot of coordination so the innocents don't pick up your bolts.

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RE: Who Dun It: WIP Changelog bottom pg 3

Post#73 by Theshooter7 » Thu Jun 14, 2012 1:29 pm

Fair enough, I suppose the crossbow stays as is. Ever since I nerfed the damage a bit, I haven't found it to be as horrible as it used to be so I'm indifferent.

Also, FYI if you didn't know, murd gets much less health from kills than he used to (as of Final2, I think).

EDIT: Small balance change idea: Making the murderer's equipment respawn faster. IMO, allowing the murd to be restocked more often would give him a better chance at some of the tough situations that come up (such as 1v2 against a shotgun and chainsaw). They wouldn't make him godly (because of course he still can only carry limited amounts of said items) but at least he can stock up for an approach.

What do you guys think? Or if you want, I can tweak the times manually for each item to respawn so some respawn faster than others. Just know that, at current, the respawn time for the murd's items is about 10 minutes, which is quite a long time to wait.
Last edited by Theshooter7 on Thu Jun 14, 2012 1:43 pm, edited 1 time in total.
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RE: Who Dun It: WIP Changelog bottom pg 3

Post#74 by ibm5155 » Thu Jun 14, 2012 4:13 pm

the server isn´t running all the maps, why? (grand server)
too bad i got 220 ping, it´s the hell to kill someone that only runs like a monkey xD
and i loved the doom 3 maps, but please remover the bugs in pda and other papers that the game put in your face, if you move fast you can get glitched =/

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RE: Who Dun It: WIP Changelog bottom pg 3

Post#75 by XutaWoo » Thu Jun 14, 2012 4:43 pm

Mooseknuckle wrote:BRICK

Have you been playing Reelism, recently?
Last edited by XutaWoo on Thu Jun 14, 2012 4:43 pm, edited 1 time in total.
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RE: Who Dun It: WIP Changelog bottom pg 3

Post#76 by Mooseknuckle » Thu Jun 14, 2012 7:38 pm

XutaWoo wrote:
Mooseknuckle wrote:BRICK

Have you been playing Reelism, recently?


I actually haven't been. :o Shooter and I came up with the brick when I was running away from the murderer and turned and threw my pipe at him, despite the fact that it would've done nothing. So we figured it'd be cool to have a one-shot thrown weapon that would stun the murderer.

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RE: Who Dun It: WIP Changelog bottom pg 3

Post#77 by Theshooter7 » Thu Jun 14, 2012 8:17 pm

And when I mentioned that I wish the murd had a brick to throw at the jerks who exploit and climb into unreachable spots. :V
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RE: Who Dun It: WIP Changelog bottom pg 3

Post#78 by Mooseknuckle » Thu Jun 14, 2012 8:58 pm

Theshooter7 wrote:And when I mentioned that I wish the murd had a brick to throw at the jerks who exploit and climb into unreachable spots. :V


Oh yeah! That too. I don't retain information very well in the wee hours of the morning. Actually, I don't retain information very well, period.

Also, I sharpened the sights on the M1 like you wanted, and also got rid of an out of place pixel that I hadn't noticed before:
<link removed>
And by sharpen, I mean I just darkened the top left pixel of the sight. :P
It shouldn't be as hard to see now, though. I realize from doing graphics the last few days that in Doom, every pixel counts.

EDIT: Shooter, you may want to hold off on replacing those sprites and setting the offsets yet again... I'm working on something quite nice. ;)
Last edited by Mooseknuckle on Fri Jun 15, 2012 12:50 am, edited 1 time in total.

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RE: Who Dun It: WIP Changelog bottom pg 3

Post#79 by Ivan » Thu Jun 14, 2012 9:05 pm

Here are some suggestions :

* All melee weapons need better dynamics, they need to be faster, they need to make better or much more distinct hit sounds. They don't quite feel like they leave a huge impact either, like the shovel for example. It should really knock the murderer back and stun him very briefly. Most of the weapons feel pretty clunky :/
* Bad linedef on "Now museum now you don't" map at entrance where there are 2 vile statues. The line that is in front of them has vine textures on backside.
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=== ALWAYS BET ON ... uh... dead forever? ===
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=== Death and Decay - A new Monster/Weapon replacer ===

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RE: Who Dun It: WIP Changelog bottom pg 3

Post#80 by Mooseknuckle » Fri Jun 15, 2012 12:50 am

Shooter, something awesome's on its way to your inbox. ;)

EDIT: More awesome on your way.
Last edited by Mooseknuckle on Fri Jun 15, 2012 8:35 pm, edited 1 time in total.


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