Death and Decay: More RPG! Scaling Monsters! New Beta v2.3!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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fr blood
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Re: Death and Decay: More RPG! Scaling Monsters!

#141

Post by fr blood » Sun Oct 16, 2016 9:10 am

Skeleton wrote:can u show the acs source? im curious about how works the scaling monster
You should understand that .acs is the only part of a project which can be hidden to avoid copy/past steal, so you must understand the reason why the source is not in the files. But well you can still ask...

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Re: Death and Decay: More RPG! Scaling Monsters!

#142

Post by Skeleton » Sun Oct 16, 2016 9:17 am

fr blood wrote:
Skeleton wrote:can u show the acs source? im curious about how works the scaling monster
You should understand that .acs is the only part of a project which can be hidden to avoid copy/past steal, so you must understand the reason why the source is not in the files. But well you can still ask...
i know for it im asking, i dont want to ripoff the code just take a look how it works, dude relax im noob at acs and i need learn.

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Ivan
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Re: Death and Decay: More RPG! Scaling Monsters!

#143

Post by Ivan » Sun Oct 16, 2016 10:58 am

Skeleton wrote:
fr blood wrote:
Skeleton wrote:can u show the acs source? im curious about how works the scaling monster
You should understand that .acs is the only part of a project which can be hidden to avoid copy/past steal, so you must understand the reason why the source is not in the files. But well you can still ask...
i know for it im asking, i dont want to ripoff the code just take a look how it works, dude relax im noob at acs and i need learn.
The OP has a link to the ACS source.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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Re: Death and Decay: More RPG! Scaling Monsters!

#144

Post by Oroth » Thu Dec 15, 2016 7:52 pm

this can run with complex doom and map of caos togheter?

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Re: Death and Decay: More RPG! Scaling Monsters!

#145

Post by Ivan » Thu Dec 15, 2016 9:03 pm

Oroth wrote:this can run with complex doom and map of caos togheter?
No it won't run with complex doom. I don't know what map of caos is.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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Re: Death and Decay: More RPG! Scaling Monsters!

#146

Post by Ænima » Thu Dec 15, 2016 9:42 pm

Ivan wrote:
Oroth wrote:this can run with complex doom and map of caos togheter?
No it won't run with complex doom. I don't know what map of caos is.
I think he's talking about those really really bad maps where the mapper took Doom2 maps and added 64-unit wide hallways branching off that are packed with monsters. I could be wrong tho.


And yeah Ivan, WHY D&D NO COMPATIBLE WITH COMPLEX LCA AND BRUTAL??? FIX IT CUZ THAT'S WHAT I WANNA PLAY
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Re: Death and Decay: More RPG! Scaling Monsters!

#147

Post by Skeleton » Sat Dec 17, 2016 12:03 am

Oroth wrote:this can run with complex doom and map of caos togheter?
you mean maps of chaos lol and WTF DUDE COMPLEX ISN'T BRUTAL DOOM FOR ASK IT LOL

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Re: Death and Decay: More RPG! Scaling Monsters!

#148

Post by Ivan » Fri Jan 06, 2017 3:29 am

You can do this using some sort of addons, but I will already have it present in the next release. The time for next release is "When It's Done".
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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Re: Death and Decay: More RPG! Scaling Monsters!

#149

Post by DR_FUZZY » Sun Jan 22, 2017 8:55 pm

I've noticed most servers I've played on give packet loss with DnD despite ping being good, especially with 3+ players. Are there more SFX that could use clientside only flags to help cut down net traffic?

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Re: Death and Decay: More RPG! Scaling Monsters!

#150

Post by Ivan » Sun Jan 22, 2017 9:32 pm

DR_FUZZY wrote:I've noticed most servers I've played on give packet loss with DnD despite ping being good, especially with 3+ players. Are there more SFX that could use clientside only flags to help cut down net traffic?
Not that I'm aware of but there might be some that I missed. I won't check everything one by one though since it might just be a Zandronum problem.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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Re: Death and Decay: More RPG! Scaling Monsters!

#151

Post by DR_FUZZY » Thu Jan 26, 2017 1:30 am

Ivan wrote:
DR_FUZZY wrote:I've noticed most servers I've played on give packet loss with DnD despite ping being good, especially with 3+ players. Are there more SFX that could use clientside only flags to help cut down net traffic?
Not that I'm aware of but there might be some that I missed. I won't check everything one by one though since it might just be a Zandronum problem.
Pretty sure it is a Zandronum problem, it's an issue often found with slaughtermaps.

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Re: Death and Decay: More RPG! Scaling Monsters!

#152

Post by Ænima » Thu Jan 26, 2017 12:18 pm

DR_FUZZY wrote:
Ivan wrote:
DR_FUZZY wrote:I've noticed most servers I've played on give packet loss with DnD despite ping being good, especially with 3+ players. Are there more SFX that could use clientside only flags to help cut down net traffic?
Not that I'm aware of but there might be some that I missed. I won't check everything one by one though since it might just be a Zandronum problem.
Pretty sure it is a Zandronum problem, it's an issue often found with slaughtermaps.
It could also have something to do with having lots of global-scope ACS arrays for each player, but you'd have to run a net traffic dump of a server to find out.
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Re: Death and Decay: More RPG! Scaling Monsters!

#153

Post by Gustavo6046 » Thu Feb 02, 2017 11:39 pm

This looks cool, and if only LegenDoom were available on 2.1.2 I could try making it compatible with Death and Decay... Man, that would be awesome!

As for the mod, I'm quite good at the visual effects department, would you want me to help with that? I use GIMP when I handsprite, and although my sprites are cartoonish, they are effects! I could also try and improve my skills using some sort of tutorial.... but which?

I guess I'll first have to learn how to do animate fire and other VFX shit like that.

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Re: Death and Decay: More RPG! Scaling Monsters!

#154

Post by Ivan » Thu Feb 02, 2017 11:43 pm

Gustavo6046 wrote:This looks cool, and if only LegenDoom were available on 2.1.2 I could try making it compatible with Death and Decay... Man, that would be awesome!

As for the mod, I'm quite good at the visual effects department, would you want me to help with that? I use GIMP when I handsprite, and although my sprites are cartoonish, they are effects! I could also try and improve my skills using some sort of tutorial.... but which?

I guess I'll first have to learn how to do animate fire and other VFX shit like that.
Show me some stuff you've done. Depending on the quality I could use some help.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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Re: Death and Decay: More RPG! Scaling Monsters!

#155

Post by Gustavo6046 » Sat Feb 04, 2017 2:04 am

Ivan wrote:Depending on the quality I could use some help.
The quality is not great, but, first off...

Visuals

Sentient Mushes - Rockox
v18c
phpBB [media]


v19pre1
phpBB [media]


Gameplay

Demonchuters
phpBB [media]


TactiGuns (in that same demonchuter map)
phpBB [media]

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Re: Death and Decay: More RPG! Scaling Monsters!

#156

Post by Ivan » Sat Feb 04, 2017 12:10 pm

Ok for the most part I don't care about the gameplay part. And for your visuals, as you said, they need a bit more work. However there is a nice set of special FX present in DND. You could use them to come up with interesting ways of using them.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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Re: Death and Decay: More RPG! Scaling Monsters!

#157

Post by Ivan » Mon Feb 27, 2017 8:24 pm

Here's a new beta. Replace the files if you had these. Lots of changes, and they are in the pk3 if anyone wants to read them. Near finalized content.

Link: Click!

EDIT: Download this, which fixes some problems with Reloading Mastery.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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Re: Death and Decay: More RPG! Scaling Monsters!

#158

Post by DR_FUZZY » Tue Apr 04, 2017 3:09 am

Ivan wrote:Here's a new beta. Replace the files if you had these. Lots of changes, and they are in the pk3 if anyone wants to read them. Near finalized content.

Link: Click!

EDIT: Download this, which fixes some problems with Reloading Mastery.
Sweetness, whats new?

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Re: Death and Decay: More RPG! Scaling Monsters!

#159

Post by Ivan » Tue Apr 04, 2017 3:43 am

DR_FUZZY wrote:
Ivan wrote:Here's a new beta. Replace the files if you had these. Lots of changes, and they are in the pk3 if anyone wants to read them. Near finalized content.

Link: Click!

EDIT: Download this, which fixes some problems with Reloading Mastery.
Sweetness, whats new?
Changelog is in the pk3 but this one apparently has some bugs. Most of these are related to me switching over to a new computer and not actually using the most recent version there. (I apparently forgot to copy it over)

I think in the next few months a better and fixed version can come out. Not anytime soon though.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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Re: Death and Decay: More RPG! Scaling Monsters! New Beta!

#160

Post by HackerReimu » Wed Apr 05, 2017 6:17 am

Any recommended mapsets to play this on? Seems like it would need something relatively long to get the most out of all the stuff in it.
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