Stupid Deathmatch

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ZzZombo
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Stupid Deathmatch

#1

Post by ZzZombo » Fri Sep 11, 2015 9:29 am

STUPID DEATHMATCH!

Okay, this is a dumb-dumb reason to make a mod. Since we have Stupid LMS, why don't we have Stupid DM/CTF/etc? Let's fix that. Based on SLMS grounds and ideas, this brings new classes that require to do quite dumb things in order to get frags. Can you imagine playing a class, that, say, can't attack directly at all? Or has to die in order to score kills? Or IS NOT CONTROLLABLE as you can expect? YES THAT'S ABOUT RIGHT. ajajaja xDDDDD pttt axaxa.
Spoiler: Classes (Open)
  • Burning Barrel: fast and fragile, possess no direct threat. It passively drops fire on the ground that deals damage to enemies. Kill it quickly or be expelled from items and good fighting spots. The fire lasts a few seconds before going out.
  • Self-aware bomb: fragile and stealthy, can plant itself in order to explode violently, dealing HUGE amount of damage as well as sucking in enemies so you better stay away from it at all costs. Unfortunately, it dies as well in process.
  • Flying Rocket: fragile and slow, but deadly. Yes. You'll spawn as a controllable rocket, so don't blindly crash into the world or lone enemies, because that will KILL. YOU. Oh, wait, also, because it's a missile, it moves on its own, so expect to die in most stupid ways immediately after spawning xDDDDDD. You have AltFire to stop your movement temporarily, BTW, or Fire to accelerate and if you aim at something, home on it.
  • Angry (hungry) Demon: strong and extr-EXTREMELY FAST beast will blindly smash and stomp everyone on his wake!!! RUN DEMON RUN AND BRING ME THEIR CRUSHED RIBS. You run as well too. But from him. Why not to pick Demon and ROFLstomp enemies? Because the Demon is so angry and so hungry, that it runs forward all the time without your intervention! Deal with it man. Oh, the demon also heals for damage it deals, and can quickly grow fat enough to sustain enormous amounts of damage.
  • Falling Trash bin: slow and awkward class that I've created just because a trash bin fell on my head the other day. Instantly kills fools on the ground, if you hit at least one, that is.
  • Space Traveller: fragile and armed with a teleport device he can teleport to any location. Nothing to see here, he can't do anything more absolutely. I have no idea how will you play such useless class. Just stay away from him, really. It's enough if you play it on rare occasion it gets selected as random class.
  • Drug Dealer: drops dirty and extremely unhealthy drugs around, everyone that picks one up will become drunk and have his abilities severed. Never touch drugs kids, they can kill. At least these do that hundreds of times a day.
  • Railgunner: an aimbotter got there!!!! Together with his favorite weapon. Oh, and somehow that dirty stinky fag upgraded the gun to reflect the shots off objects and walls. Have fun fighting an aimbotter that no longer even has to aim to kill ya. Really, just instantly ban anyone that plays this class. I warned ya, man.
  • Cancer blob: a living chunk of some mess. It is a really weird class to play: primary attack may make you split and spawn a child blob, and the secondary attack is ripping chunks of your body and throw it at enemies. This costs health though, the more health you have the more the cost is; this can't kill you. You have a steady 100 health regeneration though to offset that. You child cancer blobs have the same splitting and ripping attack, but they also can consume flesh of living beings dealing powerful blows in melee range. You also can split over time. You can't be identified between your blobs unless you're hit or you do something monsters can't do like jumping.
  • Infector: durable but slow class with a potent melee attack that heals for damage dealt. If it kills a thing it may rise as a zombie on your side. These zombies also can turn killed victims undead. See where this is going? Note that child cancer blobs and zombies can't be turned undead (otherwise there could be suddenly a fuckton of zombies from just one Infector) and classes that don't leave a corpse generally can't be turned as well but you can turn undead other Infectors (that is, players). Because Infectors aren't yet dead.
  • Priest: you'll play a priest of yourself as a god. You'll have to earn your god's alignment by killing opponents for gifts and help in desperate situations. Whenever a priest gets a kill, depending on who was killed, the god may give alignment or take it, if it does give it you'll also receive Divine Shield for 10 seconds of invulnerability. The more alignment is the more potent possible gifts and help may be. To pray you use AltFire and Fire to launch a slow but deadly sin burning projectile. Killing priests of other gods (that is, players) give you more alignment, even if it was a team kill -_- (gods have no respect to other gods, they want people to worship only to them). You can't pray safely too often and if you don't have a positive alignment; if you pray and it's safe to pray you'll be protected from all harm by a stronger version of Divine Shield that also protects against telefragging and such instakilling attacks for the duration of the prayer (3 secs during which you can't act). If you prayed safely, you can get one of the following (in the order of increased alignment requirement to get them): instant healing*, Repel^ (blasts projectiles and enemies from you dealing damage to them upon colliding with a solid), Test of Faith* (deals damage around you and heals you for each thing struck by the lighting), True Sight (fullbright visibility), Speed (increases movespeed), Alacrity (increases firing speed), Guardian Angel^* (summons guardian angels to fight on your side for a limited amount of time and makes you invulnerable for its duration), Time Lock^ (15 secs of stopped time, you can still act fully as well as your angels), Scroll of genocide^ (if you point at a player, all players of the same class will be killed otherwise the class will be chosen randomly among present players; this will kill ANY players of the chosen class regardless of the team they're on, it may kill even you in case the class chosen is Priest!). ^ means it's an item given in your inventory and you must use it, * means it uses you alignment as a sort of ammo and the more alignment you have the more powerful the gift will be. If you somehow lose too much alignment the gift might even harm you instead of helping!
  • Doom marine: no good DM is possible without this brave marine. Only he can deal with all the chaos I've created. Let the strongest win.
Now you see how stupidly dumb this mod is? Still wanna be playin'? Okay, grab the file there: ZzZ-StupidDM_beta-0.11.pk3.

Remember to disable weapon drop on death and crouching. This mod also requires the latest development build to run; it also requires skulltag_actors and data. And obviously a mood to have fun and some Deathmatch space.

I've made it primarily to have fun both creating it and playing, but also to test the new and shiny v3.0 of Zandronum.
phpBB [video]
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Features Dwango12 DM, bots playing drug dealers, me playing random classes and also a show damage system! Damage numbers are colored after the player that it is attributed to for anyone wondering. The idea was taken from the original Striker's Show Damage addon, but is completely different in the execution. I'm going to release a standalone version of the library for anyone's use.
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New version of Stupid DM. Extra classes and features.

Oh and also there is finally a server with this up. [||>TSPG British Steel<||]: StupidDM in Counterstoat Generic Multiplayer Experience ([url=zds://95.154.222.156:10681/za]zds://95.154.222.156:10681/za[/url]). Note it doesn't work flawlessly online due to Zandronum's issues with actor prediction. Hopefully it will be fixed before official release.
Last edited by ZzZombo on Sat Sep 26, 2015 8:07 am, edited 1 time in total.
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CloudFlash
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RE: Stupid Deathmatch

#2

Post by CloudFlash » Fri Sep 11, 2015 10:35 am

Holy hell and heavens high I want to play this so badly, it's almost painful ;=;
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Catastrophe
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RE: Stupid Deathmatch

#3

Post by Catastrophe » Fri Sep 11, 2015 5:13 pm

I approve

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RE: Stupid Deathmatch

#4

Post by fr blood » Fri Sep 11, 2015 9:32 pm

Can't wait to find out a server hosting this mode with 20+ players, can't WAIT !!!

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RE: Stupid Deathmatch

#5

Post by DevilHunter » Sat Sep 12, 2015 1:14 pm

If only a new Zan dev build would come out, then we can host it on TSPG.. ATM, there is a bad bug where.. if the server says anything, all clients will crash out. I can put the updated binary on TSPG, but then I would have to provide a url to that build.

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RE: Stupid Deathmatch

#6

Post by ZzZombo » Sat Sep 12, 2015 3:01 pm

Thanks, DH, I sure want my mod to be tested. Hope this will be sorted out as fast as possible. Also a new version -- beta -- is approaching. Polishing it. Fixed many bugs, hopefully none were introduced.
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Catastrophe
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RE: Stupid Deathmatch

#7

Post by Catastrophe » Sat Sep 12, 2015 7:09 pm

ZzZombo wrote: Thanks, DH, I sure want my mod to be tested. Hope this will be sorted out as fast as possible. Also a new version -- beta -- is approaching. Polishing it. Fixed many bugs, hopefully none were introduced.
Btw could you post some screenies? I use Imgur.
Last edited by Catastrophe on Sat Sep 12, 2015 7:10 pm, edited 1 time in total.

ZzZombo
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RE: Stupid Deathmatch

#8

Post by ZzZombo » Sun Sep 13, 2015 12:55 am

IDK, I tried to get something cool, but the bots keep picking just one class, so the idea with video or screenshots failed miserably.
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RE: Stupid Deathmatch

#9

Post by Catastrophe » Sun Sep 13, 2015 3:30 am

ZzZombo wrote: IDK, I tried to get something cool, but the bots keep picking just one class, so the idea with video or screenshots failed miserably.
Just post something dude who cares.

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RE: Stupid Deathmatch

#10

Post by ZzZombo » Sun Sep 13, 2015 7:30 am

Added a video to the OP. Stupid bots found a way to cheat and use weapons despite being prohibited from switching away from their class weapons, but oh well, who cares, right?
Last edited by ZzZombo on Sun Sep 13, 2015 8:07 am, edited 1 time in total.
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RE: Stupid Deathmatch

#11

Post by Ænima » Sun Sep 13, 2015 1:16 pm

ZzZombo wrote: Added a video to the OP. Stupid bots found a way to cheat and use weapons despite being prohibited from switching away from their class weapons, but oh well, who cares, right?
If you haven't already, use an ACS ENTER script with PlayerIsBot() to take them away.
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RE: Stupid Deathmatch

#12

Post by ZzZombo » Sun Sep 13, 2015 2:24 pm

Making the select state like this:

Code: Select all

		Select:
		TNT1 A 0 A_Print("Sometimes, pressing Fire will cause you to split; there is a random chance to split even w/o that.\nAltFire also can rip and throw chunks of your meat at enemies.",3)
		TNT1 A 0 A_Raise
		wait
-- zero duration of A_Raise -- fixes that. They no longer can switch to another weapon while it's being brought up.
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Ænima
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RE: Stupid Deathmatch

#13

Post by Ænima » Mon Sep 14, 2015 1:34 pm

Doesn't A_Print spam the console with logged messages though? .__.
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ZzZombo
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RE: Stupid Deathmatch

#14

Post by ZzZombo » Mon Sep 14, 2015 2:11 pm

Spam? Only if you tell it to do so. "Wait" only loops the last defined state.
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Ænima
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RE: Stupid Deathmatch

#15

Post by Ænima » Mon Sep 14, 2015 2:31 pm

No I mean A_Print always logs to the console and puts break lines before and after the message, effectively taking up 3 or 4 lines of a player's console every time it's called, which is annoying if you've already read the message. I usually use ACS_ExecuteAlways and then call a clientside script that does HudMessage.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
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Catastrophe
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RE: Stupid Deathmatch

#16

Post by Catastrophe » Mon Sep 14, 2015 6:37 pm

ZzZombo wrote: Added a video to the OP. Stupid bots found a way to cheat and use weapons despite being prohibited from switching away from their class weapons, but oh well, who cares, right?
Why not just make it so an ACS script takes weapons away from bots automatically?


Edit: http://zdoom.org/wiki/PlayerClass and http://zdoom.org/wiki/PlayerIsBot
Last edited by Catastrophe on Mon Sep 14, 2015 9:40 pm, edited 1 time in total.

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RE: Stupid Deathmatch

#17

Post by Ivan » Mon Sep 14, 2015 6:59 pm

Catastrophe wrote:
ZzZombo wrote: Added a video to the OP. Stupid bots found a way to cheat and use weapons despite being prohibited from switching away from their class weapons, but oh well, who cares, right?
Why not just make it so an ACS script takes weapons away from bots automatically?
This is how GvH bots were handled, actually. Quite simple and efficient.
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ZzZombo
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RE: Stupid Deathmatch

#18

Post by ZzZombo » Mon Sep 14, 2015 11:56 pm

But I fixed this in a much simpler manner already :/
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RE: Stupid Deathmatch

#19

Post by ZzZombo » Thu Sep 17, 2015 3:35 pm

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New video! Preview of beta version with new classes and stuff. The chaos spreads, can you withstand it and stay on top of others to win?
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RE: Stupid Deathmatch

#20

Post by DevilHunter » Thu Sep 17, 2015 5:18 pm

So dark.. I can't see anything. But from the sounds of it, sounds like zombie horde to me.

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