Zandronum Spree System

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Faerlyn
 
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Zandronum Spree System

#1

Post by Faerlyn » Sun Jul 15, 2012 9:34 pm

ZandroSpree aims to bring the full Unreal-style killing sprees and multikills (all with announcers) to Zandronum. Multikills occur when getting several kills within a few seconds of one another, and killing sprees are when you get several kills in a row without dying. It includes all multikills and sprees from Unreal Tournament 2004.

This is a revamp intended to replace SkullSpree, built off of a newer version of it that we made for Deathball. We've improved on it even further as well, with bug fixes. You can also now choose between four different spree announcers (totally separate from Zandronum's usual announcer) or even turn them off completely via keys in the control menu.


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Last edited by Faerlyn on Sun Jul 22, 2012 6:41 pm, edited 1 time in total.
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RE: Deathball Spree System

#2

Post by The Toxic Avenger » Mon Jul 16, 2012 5:41 am

I really wish it didn't sound like the announcer was orgasming every time you get a holy shit

... o_O

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RE: Deathball Spree System

#3

Post by Ijon Tichy » Mon Jul 16, 2012 6:02 am

The Toxic Avenger wrote: I really wish it didn't sound like the announcer was orgasming every time you get a holy shit

... o_O
not having played this, I get the most hilarious and disturbing mental images from this
why does this happen every damn day
whyyyyyy

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RE: Deathball Spree System

#4

Post by Dark-Assassin » Mon Jul 16, 2012 6:03 am

I could possibly extract the other announcer sounds from UT2k4.

Although the Classic one may have to be mixed with the UT2k3 one because of the missing stuff.
I noticed that was done with those UTJMH mods (UT99 Monsterhunt Players should know).

I may even throw in UT3 sounds.

And if someone is feeling creative, could have a cvar made so you can choose what one you want to use instead of 4 different wads.
Last edited by Dark-Assassin on Mon Jul 16, 2012 6:03 am, edited 1 time in total.

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RE: Deathball Spree System

#5

Post by Faerlyn » Mon Jul 16, 2012 7:11 pm

-=Dark-Assassin=- wrote: I could possibly extract the other announcer sounds from UT2k4.

Although the Classic one may have to be mixed with the UT2k3 one because of the missing stuff.
I noticed that was done with those UTJMH mods (UT99 Monsterhunt Players should know).

I may even throw in UT3 sounds.

And if someone is feeling creative, could have a cvar made so you can choose what one you want to use instead of 4 different wads.
It would be cool if someone added the normal male ut2k4 announcer, evil announcer, and ut2k3 announcer. Then made a cvar to change between the 4 announcer voices. Mainly the reason I released this in in hopes someone would improve it. The acs source was not added into Deathball which was the main reason that this was released. This way people can improve on this instead of the messy and buggy code in skullspree.
Last edited by Faerlyn on Mon Jul 16, 2012 7:12 pm, edited 1 time in total.
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RE: Zandronum Spree System

#6

Post by Faerlyn » Fri Jul 20, 2012 10:57 pm

Updated the main post. Now completely bug free and with multiple announcers!
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RE: Zandronum Spree System

#7

Post by Llewellyn » Sat Jul 21, 2012 1:08 am

Couple of suggestions:
Change your scripts to Named scripts (Ie Script "Words" (void)) to avoid conflicts with other wads.
Add a second SpreeVar that allows players to change the volume, so you would change all of these:

Code: Select all

LocalAmbientSound("spree/1", 100)
to

Code: Select all

LocalAmbientSound("spree/1", GetCvar(SpreeVar2))
I would also use

Code: Select all

ConsoleCommand("ArchiveCvar SpreeVar")
(and SpreeVar2) so that player settings are saved when players disconnect and reconnect.
Last edited by Llewellyn on Sat Jul 21, 2012 1:11 am, edited 1 time in total.

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RE: Zandronum Spree System

#8

Post by XutaWoo » Sat Jul 21, 2012 6:53 am

I don't think named scripts are in Zand yet.
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RE: Zandronum Spree System

#9

Post by Ijon Tichy » Sat Jul 21, 2012 7:12 am

XutaWoo wrote: I don't think named scripts are in Zand yet.
I tested them with skulltag 98d, they actually work... but they have to be ENTER, OPEN, etc., otherwise you can't really use them (unreliable numbering)

"Runaway script 65535 terminated"

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RE: Zandronum Spree System

#10

Post by Qent » Sat Jul 21, 2012 2:04 pm

As long as it uses the same as Skull Spree, it should be okay, mostly.

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RE: Zandronum Spree System

#11

Post by Faerlyn » Sun Jul 22, 2012 6:43 pm

Small update! It now saves what spree announcer you are using. This way you won't have to set it every time you play. Thanks Llewellyn. :cool:
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RE: Deathball Spree System

#12

Post by Qent » Tue Jul 24, 2012 7:41 pm

Faerlyn wrote: Mainly the reason I released this in in hopes someone would improve it. The acs source was not added into Deathball which was the main reason that this was released. This way people can improve on this instead of the messy and buggy code in skullspree.
Readme.txt wrote: Authors may NOT use the contents of this file as a base for modification
or reuse.
Fail? Anyway, I'm working on optional colors now if people want.

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RE: Zandronum Spree System

#13

Post by one_Two » Tue Jul 24, 2012 7:44 pm

Does it have "killermanjaro"? I can't remember whether that was an official UT sound or not.

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RE: Zandronum Spree System

#14

Post by Yellowtail » Tue Jul 24, 2012 7:52 pm

That's from Halo.

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RE: Zandronum Spree System

#15

Post by Ivan » Tue Jul 24, 2012 7:54 pm

Just in case you missed it, the random "double kill" bug is still there as I just experienced it.
=== 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: Zandronum Spree System

#16

Post by Faerlyn » Tue Jul 24, 2012 9:41 pm

Qent wrote:
Readme.txt wrote: Authors may NOT use the contents of this file as a base for modification
or reuse.
Derp, I kinda just copied the text file from something else and edited it. My bad.
Ivan wrote: Just in case you missed it, the random "double kill" bug is still there as I just experienced it.
Are you sure a projectile didn't kill someone as you respawned or something? I tested this quite a bit and never could get it to happen with the recoded multikills we did.
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RE: Zandronum Spree System

#17

Post by Ivan » Tue Jul 24, 2012 9:49 pm

Yes I'm pretty sure as I checked the obituaries.
=== 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: Zandronum Spree System

#18

Post by Ijon Tichy » Tue Jul 24, 2012 11:23 pm

*sigh*

the way you're doing this is most definitely NOT the way to go about this - use the DEATH script and SetActivatorToTarget

I'm whipping up some better code right now, by the way (better as in "more managable" - it might not fix the errant double kill, although I severely doubt it)
Last edited by Ijon Tichy on Tue Jul 24, 2012 11:23 pm, edited 1 time in total.

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RE: Zandronum Spree System

#19

Post by Qent » Fri Aug 03, 2012 6:57 pm

http://www.mediafire.com/?yk1qu8oq5kapa9r is the custom one that I use that also has medal sounds.

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RE: Zandronum Spree System

#20

Post by DevilHunter » Mon Aug 13, 2012 5:30 am

Perm link.. (yes I'm late cause nobody told me about it, and since Wadhost link is currently dead.)

ZandroSpree1b.zip

Enjoy :p

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