Page 1 of 1

BomberDoom (Bomberman)

Posted: Thu Jan 10, 2013 5:58 pm
by VoltlocK
Download Here! https://dl.dropbox.com/u/21767379/TagSk ... gamma4.pk3

THIS MOD IS UNSTABLE ONLINE, READ MORE BELOW
ALSO PLAY WITH OPENGL AND 3D MODELS

This is a mod I made originally based off my old Top-Down ST mod, was inspired when I was playing the "Blast Network" mode in Spiral Knights, which of course was based off of Bomberman.

This is a great, fun wad to play with other people! Except for the fact that it crashes a random client every fucking 30 seconds for no reason! This mod works fine offline, play online at your own RISK, I seriously cannot figure out why clients crash, I did most of my testing offline when I was making it and was not aware of the crashing till recently.

I'm just dropping this here because I'm pissed off that I can't figure out why my mod crashes a random client for some reason, and maybe someone here knows why. I hope. I offer this mod to anyone who wishes to modify it themselves, and hopefully get to the bottom of the crashes.

Anyway, some things you should know!
- The small barrel pickups increase the maximum number of barrels you can place
- The small flaming barrel pickups increase the explosion range of your barrels
- Explosions are colour coded by your personal colour!
- Bots are retarded!
- MAP01 is basically a randomly generated map every time you play it.
- The crates are 3d models, be aware of that.
- There are bonus powerups -
-- Fire barrel, which explodes slower but penetrates blocks and leaves a fire for a couple seconds (instant kill fire. replaces normal bombs)
-- Ice barrel, explodes like normal with a 6-block radius, leaves an ice block and if you're unlucky another might spread into the next grid square. (single use alt-fire)
-- Nuke barrel, explodes after 5 seconds in a SQUARE RING, ignoring all obstacles and whatnot. (single use alt-fire)
- Only MAP01, MAP02 and MAP06 actually work properly, Fletto didn't make his maps properly and they don't work as intended.

Image
Image

RE: BomberDoom

Posted: Thu Jan 10, 2013 7:49 pm
by Springy
Holy shit, this looks awesome. I thought you quit modding (glad you didn't btw Volt). I used to LOVE the old bomberman games so this will be a blast to play! (Pardon the pun).

RE: BomberDoom

Posted: Thu Jan 10, 2013 8:01 pm
by one_Two
Yeah this is pretty cool, I particularly like the rotating camera, have to see how that works.

RE: BomberDoom

Posted: Thu Jan 10, 2013 9:09 pm
by Torr Samaho
VoltlocK wrote: I'm just dropping this here because I'm pissed off that I can't figure out why my mod crashes a random client for some reason, and maybe someone here knows why.
Did you check if it's the same as the Hunter's moon crashes? You can do so by testing it with the binary I posted on the tracker: http://zandronum.com/tracker/view.php?id=1161#c5347

RE: BomberDoom

Posted: Thu Jan 10, 2013 10:46 pm
by Lord_of_D:
would be good as a minigame :D

RE: BomberDoom

Posted: Fri Jan 11, 2013 2:16 am
by VoltlocK
Torr Samaho wrote:
VoltlocK wrote: I'm just dropping this here because I'm pissed off that I can't figure out why my mod crashes a random client for some reason, and maybe someone here knows why.
Did you check if it's the same as the Hunter's moon crashes? You can do so by testing it with the binary I posted on the tracker: http://zandronum.com/tracker/view.php?id=1161#c5347
Thanks, Torr

I play-tested for about 15 minutes on a LAN server with some bots using that binary, didn't have any crashes. Might have to test with actual people, though.
Springy wrote: Holy shit, this looks awesome. I thought you quit modding (glad you didn't btw Volt). I used to LOVE the old bomberman games so this will be a blast to play! (Pardon the pun).
It was a very sudden urge, and it didn't take much effort to make it work :3

RE: BomberDoom (Bomberman)

Posted: Fri Jan 11, 2013 1:03 pm
by VoltlocK
I can comfirm that playing online with other players using that binary you provided is very stable, no crashes whatsoever :3 flawless! Also, how do I get rid of them "Actor does not have NetID" warnings that show up in the server console? I've forgotten

RE: BomberDoom (Bomberman)

Posted: Fri Jan 11, 2013 1:59 pm
by Strych6
godspeed voltlock, b-man's grand

RE: BomberDoom (Bomberman)

Posted: Fri Jan 11, 2013 3:29 pm
by Luke
Add a powerup to increase the player's speed!
Also: very nice mod, would be fun to play a FNF with this once it's ready!

RE: BomberDoom (Bomberman)

Posted: Fri Jan 11, 2013 4:27 pm
by VoltlocK
Luke wrote: Add a powerup to increase the player's speed!
Also: very nice mod, would be fun to play a FNF with this once it's ready!
Done! Thank you for reminding me to do so :3

RE: BomberDoom (Bomberman)

Posted: Fri Jan 11, 2013 6:33 pm
by Torr Samaho
VoltlocK wrote: Also, how do I get rid of them "Actor does not have NetID" warnings that show up in the server console? I've forgotten
"sv_showwarnings 0" should do the trick.

RE: BomberDoom (Bomberman)

Posted: Mon Jan 14, 2013 8:20 am
by VoltlocK
Sorry, what I meant to ask is what causes the warning?

RE: BomberDoom (Bomberman)

Posted: Mon Jan 14, 2013 9:18 pm
by Torr Samaho
Remove the NONETID flag from the actor.

RE: BomberDoom (Bomberman)

Posted: Tue Jan 15, 2013 5:44 am
by Llewellyn
Do you take maps? I'd like to make a map or 7 for this, and it seems simple enough, map format wise.

RE: BomberDoom (Bomberman)

Posted: Tue Jan 15, 2013 11:34 am
by VoltlocK
Yep! Taking any and all maps :D Remember to tag 16 cameras 1 to 16

RE: BomberDoom (Bomberman)

Posted: Sun Jan 20, 2013 2:59 am
by jwaffe
This is actually really fun, even with bots. I find myself missing the bomb kick and bomb throw powerups from Atomic Bomberman, well done so far, though.

RE: BomberDoom (Bomberman)

Posted: Mon Jan 21, 2013 3:29 pm
by DevilHunter
I seen this on the Testing Server, and was kinda confused on how this was even Played. That being said...
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
Heh, sad to see no Servers for this yet, assuming all the bugs were worked out.

RE: BomberDoom (Bomberman)

Posted: Mon Jan 21, 2013 5:16 pm
by VoltlocK
I haven't been hosting any servers because it's just too unstable without the alpha version of Zandronum. Work is also slow because of that issue, but this mod will not be forgotten :3

I can't quite work out how I would do bomb kicking without the bombs changing "targets", this causes other player's bombs to score kills for the player that kicked it. Even with the never change targets flag.

On the other hand, I'm planning on adding most of the other powerups (powerdowns, even) I was reminded of, as well as a few extra stuff like the already existing nuke barrels, and stun/zappy barrels! Zap barrels will let off some bolts of electricity that'll travel around the level for a bit and dissipates on impacts with walls and whatnot, when shocked, you'll get random 'spasms' that'll cause you to freeze for a brief moment or even drop a barrel without pressing fire!

RE: BomberDoom (Bomberman)

Posted: Mon Jan 21, 2013 6:41 pm
by Torr Samaho
VoltlocK wrote: I haven't been hosting any servers because it's just too unstable without the alpha version of Zandronum. Work is also slow because of that issue, but this mod will not be forgotten :3
If you would like to help out with the 1.1 testing, you could host a server with the fresh official 1.1 beta build.

RE: BomberDoom (Bomberman)

Posted: Sun Feb 03, 2013 6:12 pm
by VoltlocK
A video for all
phpBB [video]
The [video] tag is deprecated, please use the [media] tag