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RE: Super Skulltag v1.4 - rc3 released!

Posted: Wed Jul 25, 2012 12:54 am
by Ænima
doomquake777 wrote:
Llewellyn wrote:
doomquake777 wrote: Is anything going to be done about zombie bullets disappearing into thin air after they have traveled too far a distance?
It has to be done like that because they don't physically interact with the world so if you don't destroy them after a certain amount of time they just keep on going...
Isn't it possible to just make them travel until they hit any solid wall?
The whole point of giving zombies fastprojectile attacks instead of hitscans was to make it so that they can't rape you from across the map. I wanted to a) make their attacks dodgeable, and b) limit their range. That's why they fade out after a certain (rather long) range. It's so long that it's really not even observable. Where did you notice it happening? ;p

RE: Super Skulltag v1.4 - rc3 released!

Posted: Wed Jul 25, 2012 6:59 am
by Llewellyn
Ænima wrote: The whole point of giving zombies fastprojectile attacks instead of hitscans was to make it so that they can't rape you from across the map. I wanted to a) make their attacks dodgeable, and b) limit their range. That's why they fade out after a certain (rather long) range. It's so long that it's really not even observable. Where did you notice it happening? ;p
The one downside is because zombies have that "reaction time" they will aim, and you can duck behind a wall and still get shot because of +NOINTERACTION
It kinda feels like getting shot after ducking behind a wall when you lag online, except you see the bullets come through the wall and hit your face.

RE: Super Skulltag v1.4 - rc3 released!

Posted: Wed Jul 25, 2012 10:20 am
by Valherran
Llewellyn wrote:
Ænima wrote: The whole point of giving zombies fastprojectile attacks instead of hitscans was to make it so that they can't rape you from across the map. I wanted to a) make their attacks dodgeable, and b) limit their range. That's why they fade out after a certain (rather long) range. It's so long that it's really not even observable. Where did you notice it happening? ;p
The one downside is because zombies have that "reaction time" they will aim, and you can duck behind a wall and still get shot because of +NOINTERACTION
It kinda feels like getting shot after ducking behind a wall when you lag online, except you see the bullets come through the wall and hit your face.
I was about to say something about this actualy. Their reaction time is so fast that some of the mobs murder players insanely fast that it isn't really fair.

A horde of shotgun zombies in a mid sized room will have a 90% chance of killing the player. a squad of SSG Zombies will have the same results too.

The Pinkies and Bull Demons are also a problem because their bites are happening before the animation, making them undodgable, and a horde of these can easily kill a player on even ground.

I am about half way through the map set so far, alot of the areas I have visted were just... Holy shit... However, I hope you could find a way to fix this, cus the reaction time on these mobs makes your Mercs2 MOD nearly unplayable on UV with it's current weapon set as well. :-(

RE: Super Skulltag v1.4 - rc3 released!

Posted: Wed Jul 25, 2012 10:41 am
by Llewellyn
Valherran wrote: However, I hope you could find a way to fix this, cus the reaction time on these mobs makes your Mercs2 MOD nearly unplayable on UV with it's current weapon set as well. :-(
This is actually all (seemingly) intended behavior.

Its supposed to be a challenge addition. You're playing on UV for a reason, if its too hard back off to Hurt Me Plenty, difficulty settings exist for a reason lol.

RE: Super Skulltag v1.4 - rc3 released!

Posted: Wed Jul 25, 2012 7:44 pm
by doomquake777
Ænima wrote:
doomquake777 wrote:
Llewellyn wrote:
doomquake777 wrote: Is anything going to be done about zombie bullets disappearing into thin air after they have traveled too far a distance?
It has to be done like that because they don't physically interact with the world so if you don't destroy them after a certain amount of time they just keep on going...
Isn't it possible to just make them travel until they hit any solid wall?
The whole point of giving zombies fastprojectile attacks instead of hitscans was to make it so that they can't rape you from across the map. I wanted to a) make their attacks dodgeable, and b) limit their range. That's why they fade out after a certain (rather long) range. It's so long that it's really not even observable. Where did you notice it happening? ;p

On map03 of a levelset that I am currently working on here is its Zdoom page if you want to check it out. http://forum.zdoom.org/viewtopic.php?f=12&t=33413 The issue occurs at the beginning of Map03. It also doesn't seem right that we can shoot an unlimited distance but that there rounds magically disappear. There is already a benefit to the rounds being projectiles since they are now dodge able. in some levels monsters are placed far away and are intended to snipe.
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RE: Super Skulltag v1.4 - rc3 released!

Posted: Thu Jul 26, 2012 1:41 am
by Valherran
Llewellyn wrote:
Valherran wrote: However, I hope you could find a way to fix this, cus the reaction time on these mobs makes your Mercs2 MOD nearly unplayable on UV with it's current weapon set as well. :-(
This is actually all (seemingly) intended behavior.

Its supposed to be a challenge addition. You're playing on UV for a reason, if its too hard back off to Hurt Me Plenty, difficulty settings exist for a reason lol.
I don't find it challenging to walk into specific areas/rooms in the game with a mega sphere and full ammo to just die in 3 seconds and can nothing about it, except cheat, which I don't like to do.

In Mercs 2, you take a helluva lot more damage than in SST, so it is even more of an issue in more various areas of the game.

RE: Super Skulltag v1.4 - rc3 released!

Posted: Thu Jul 26, 2012 3:35 am
by Ænima
Valherran wrote:
Llewellyn wrote:
Valherran wrote: However, I hope you could find a way to fix this, cus the reaction time on these mobs makes your Mercs2 MOD nearly unplayable on UV with it's current weapon set as well. :-(
This is actually all (seemingly) intended behavior.

Its supposed to be a challenge addition. You're playing on UV for a reason, if its too hard back off to Hurt Me Plenty, difficulty settings exist for a reason lol.
I don't find it challenging to walk into specific areas/rooms in the game with a mega sphere and full ammo to just die in 3 seconds and can nothing about it, except cheat, which I don't like to do.

In Mercs 2, you take a helluva lot more damage than in SST, so it is even more of an issue in more various areas of the game.
It won't be as bad in the next Mercs 2 version, when the minigun, flamethrower, M32, and AT4 are added. Crowd-control will be easier and you won't get swamped as much. For now though, just spam cluster grenades. :p

RE: Super Skulltag v1.4 - rc3 released!

Posted: Thu Jul 26, 2012 5:15 am
by Valherran
Ænima wrote:
Valherran wrote:
Llewellyn wrote:
Valherran wrote: However, I hope you could find a way to fix this, cus the reaction time on these mobs makes your Mercs2 MOD nearly unplayable on UV with it's current weapon set as well. :-(
This is actually all (seemingly) intended behavior.

Its supposed to be a challenge addition. You're playing on UV for a reason, if its too hard back off to Hurt Me Plenty, difficulty settings exist for a reason lol.
I don't find it challenging to walk into specific areas/rooms in the game with a mega sphere and full ammo to just die in 3 seconds and can nothing about it, except cheat, which I don't like to do.

In Mercs 2, you take a helluva lot more damage than in SST, so it is even more of an issue in more various areas of the game.
It won't be as bad in the next Mercs 2 version, when the minigun, flamethrower, M32, and AT4 are added. Crowd-control will be easier and you won't get swamped as much. For now though, just spam cluster grenades. :p
I figured as much, which is why I said earlier "with it's current weapon set". About those nades... (posts in the right thread).

Even though Mercs2 can get passed it at some point, standard SST will still have a problem.

RE: Super Skulltag v1.4 - rc3 released!

Posted: Sun Aug 19, 2012 12:58 am
by 4avenger5
PROBLEM:

Lite Version: Execution could not continue.

Script error, "sst_LITE_v1.4 (put this in your SKINS folder, don't host it).pk3:sst-LITE-hud_v1.4.wad:SBARINFO" line 90:
'Minigun' is not a type of weapon.

RE: Super Skulltag v1.4 - rc3 released!

Posted: Sun Aug 19, 2012 1:01 am
by katZune
4avenger5 wrote: PROBLEM:

Lite Version: Execution could not continue.

Script error, "sst_LITE_v1.4 (put this in your SKINS folder, don't host it).pk3:sst-LITE-hud_v1.4.wad:SBARINFO" line 90:
'Minigun' is not a type of weapon.
are you running it in zandronum?

RE: Super Skulltag v1.4 - rc3 released!

Posted: Sun Aug 19, 2012 1:20 am
by 4avenger5
Yes I was

RE: Super Skulltag v1.4 - rc3 released!

Posted: Sun Aug 19, 2012 2:22 am
by Ænima

RE: Super Skulltag v1.4 - rc3 released!

Posted: Sun Aug 19, 2012 2:39 am
by katZune
ah thanks!, now i can use it with zandro :D

RE: Super Skulltag v1.4 - rc3 released!

Posted: Sun Aug 19, 2012 2:49 am
by 4avenger5
YA! also you should make the spray can not damage enemies because it makes the game much easier.

RE: Super Skulltag v1.4 - rc3 released!

Posted: Sun Aug 19, 2012 5:03 am
by doomquake777
Another issue I have encounted is that Imp's fireballs travel downwards as they fly so if there is a good distance between you and the Imp then it will never hit you with its fireballs. I was playing Plutonia Revisited Map06 when I noticed it. (I'm sure the other demons that throw fireballs have this issue as well but I only noticed it when fighting an Imp)

RE: Super Skulltag v1.4 - rc3 released!

Posted: Sun Aug 19, 2012 5:23 am
by Valherran
Sounds similar to how the Imps throw their fireballs in the novels.

RE: Super Skulltag v1.4 - rc3 released!

Posted: Sun Aug 19, 2012 7:50 am
by doomquake777
Is the Mancubus's Alternate Death supposed to freeze and then return to the original Death?

RE: Super Skulltag v1.4 - rc3 released!

Posted: Sun Aug 19, 2012 7:01 pm
by Llewellyn
doomquake777 wrote: Is the Mancubus's Alternate Death supposed to freeze and then return to the original Death?
I think it stops and then jumps to either it's altdeath or normaldeath (Chance.)

RE: Super Skulltag v1.4 - rc3 released!

Posted: Tue Aug 21, 2012 2:42 pm
by DevilHunter

RE: Super Skulltag v1.4 - rc3 released!

Posted: Sat Aug 25, 2012 7:40 am
by doomquake777
Llewellyn wrote:
doomquake777 wrote: Is the Mancubus's Alternate Death supposed to freeze and then return to the original Death?
I think it stops and then jumps to either it's altdeath or normaldeath (Chance.)
I've never seen it do its Altdeath. It will either do its original death or it does this different death but midway through it it just freezes and then goes back to an original death. Is the Altdeath unfinished, or is this a bug?