[BETA] Down But Not Out anywhere! [Survival mutator]

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Master of Disasters
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[BETA] Down But Not Out anywhere! [Survival mutator]

#1

Post by Master of Disasters » Tue Apr 07, 2020 2:43 am

Don't you hate it when you get beaned by a zombie from the other side of the map on a survival server and die? Maybe you want to play a weird form of freeze tag in TLMS? Or maybe you just want to give your duel opponent another chance because you feel bad for ending them with that surprise rocket. However you need it to work, this mod makes players downed instead of dead, giving them back a little hp before letting them bleed it all out until someone takes pity and rescues them, reviving and giving a small health boost to the saved player
Download
Does not replace actors so should be compatible with whatever mods you pair it with. Recommended to be last in the loading list

CVars:
ez_downedHealth: how much health is given to a downed player, default is 40
ez_bleedRate: How much a downed player's health decays in seconds, default is 4
ez_revivedHealth: How much health is given when a player is revived, default is 40
ez_reviveFactor: How fast a player is revived as a percentage, with 100 being 1 second, default is 200
ez_canBeKilled: Determines whether a downed player can be killed by outside sources or not, default is false
ez_addRevivedHealth: Determines whether a rescued player's health is added or set to ez_revivedHealth, default is false
ez_dropKeys: Takes any keys or related items from players that die and drops them, taking them out of their inventory similarly to SV_Coop_LoseKeys, default is false
Spoiler: Changelog & Known bugs (Open)
>Ver 1.0:
-Hello world!

v1.1
-added marker on downed players
-fixed trying and failing to revive actually dead players
-cleaned up hudMessage acs

v1.2
-added the option to be invulnerable when downed with cvar "ez_canKill"
-bleeding out can now be disabled by setting ez_downRate to 0

>v1.3
-added the option to be invulnerable when downed with cvar "ez_canKill"
-bleeding out can now be disabled by setting ez_downRate to 0

>v1.4
-fixed an issue with zandronum 3.0

v1.5
-players now die immediately when all other players are downed
-fixed bug where if a player disconnected all players would be no longer marked as dying
ez_downHealth is now ez_downedHealth
ez_downRate is now ez_bleedRate
ez_reviveHealth is now ez_revivedHealth
ez_reviveRate is now ez_reviveFactor
ez_canKill is now ez_canBeKilled

v1.5.1
-fixed a mistake that broke everything

v1.6
-fixed bug when downed players are present when the level ends
-added a message when players are saved
-players are saved when entering a level downed

v1.7
-added credits~
-downed marker now uses its own sprite
-Revive meter doubled for those sadists out there

v1.8
-rewrote ACS
-revive rate is now percentage based, with 100 = 1 second

v1.8.1
-Removed debug prints
-ez_dropKeys added, players can now drop all key inventory items at their place of death

>Vanilla bugs:
-Players double die, once when going down and again when actually dying
-A_Gunflash overrides the death state when downed, making players visually get back up
-Players can walk through downed players for 2 frames if the actor calls A_NoBlocking and get stuck inside when reviving
-Telefragging a player can easily result in you getting stuck inside that player if you revive them
-Setting ez_downRate and ez_canKill to 0 softlocks death and a player must console kill to die
-Players that bleed out when ez_canKill is set to false are considered to have killed themselves
-Height is not taken into consideration when reviving a player
-Player distance is ignored once revival starts
>Mod bugs:
-none so far...
Spoiler: Screens (Open)
Image
Image
Image

I look forward to the horrendous bugs you all find
Last edited by Master of Disasters on Fri Oct 23, 2020 1:22 am, edited 20 times in total.

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Master of Disasters
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[BETA] Re: Disaster Corner [Mutators & etc.]

#2

Post by Master of Disasters » Tue Apr 07, 2020 7:56 am

Several updates:
-Added an exclamation point to help guide players to downed players
-code optimization
-fixed bug where a player can remain unsolid after being revived

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Master of Disasters
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[BETA] Re: Disaster Corner [Mutators & etc.]

#3

Post by Master of Disasters » Wed Apr 08, 2020 2:11 am

v1.2 released, more fixes and additions

-added the option to be invulnerable when downed with cvar "ez_canKill"
-bleeding out can now be disabled by setting ez_downRate to 0

DrakenStark
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[BETA] Re: Disaster Corner [Mutators & etc.]

#4

Post by DrakenStark » Thu Apr 09, 2020 4:48 am

This is amazing! I've been looking for a mod that does this for a very long while.

Too many times in longer levels and play sessions we've had folks die on us and felt obligated to cater to pick them back up. Respawning feels too reckless and presents essentially unlimited tries with seemingly no repercussion beyond the first time we all die or feeling almost useless as everyone else continues unabated. Growing tired of having some folks sit out during longer maps has had us opt to all use the kill command to just start over for them.

I feel this wad will present a great middle ground that'll keep those play sessions from getting as stale, repetitive, or feeling out to dry. Simultaneously this wad could be used to also give our less skilled friends or fumbles a second chance without feeling overpowered or terribly offput. As a bonus we can adjust the settings over time to balance for other mods we wind up using it with.

Truly this wad is a blessing! Thank you so much for making this!

DrakenStark
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[BETA] Re: Disaster Corner [Mutators & etc.]

#5

Post by DrakenStark » Thu Apr 09, 2020 4:51 am

After some play testing, we ran into the issue where two of us will be stuck together after accidentally telefragging and reviving. This was easily resolved by just punching them away enough to move again.

I also noticed there's a version 1.3, but there wasn't a post about it being released. Check the spoiler in the OP for both the updated wad and the patch notes.

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[BETA] Re: Disaster Corner [Mutators & etc.]

#6

Post by Master of Disasters » Sat Apr 11, 2020 5:17 am

Thank you very much for the feedback! I'm not sure what I can do about telefragging, it's really troublesome to make players avoid getting stuck inside each other and still stay a mutator
New update:
-players now die immediately when all other players are downed
-fixed bug where if a player disconnected all players would be no longer marked as dying
ez_downHealth is now ez_downedHealth
ez_downRate is now ez_bleedRate
ez_reviveHealth is now ez_revivedHealth
ez_reviveRate is now ez_reviveFactor
ez_canKill is now ez_canBeKilled

remember to clean out your [Doom.Player.Mod] list out of your Zandronum ini. and server hosts to clear out your [Doom.NetServerInfo.Mod] list

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Master of Disasters
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[BETA] Re: Disaster Corner [Mutators & etc.]

#7

Post by Master of Disasters » Sat Apr 11, 2020 5:17 pm

Sorry last update broke the mod, fixed

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Master of Disasters
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[BETA] Re: Disaster Corner [Mutators & etc.]

#8

Post by Master of Disasters » Mon Apr 13, 2020 8:53 pm

New update and bug fixes
-fixed bug when downed players are present when the level ends
-added a message when players are saved
-players are saved when entering a level downed

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Master of Disasters
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[BETA] Re: Down But Not Out anywhere! [Survival mutator]

#9

Post by Master of Disasters » Sat Jun 13, 2020 3:51 am

New update!
-downed marker now uses its own sprite
-Revive meter doubled for those sadists out there (for server owners with configs, just double the number you currently have)

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Master of Disasters
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[BETA] Re: Down But Not Out anywhere! [Survival mutator]

#10

Post by Master of Disasters » Thu Oct 22, 2020 10:11 pm

New update!

After a long bit of nothing, I rewrote the old cruddy ACS
There still isn't a handler for all players going down, so you'll have to wallow in your failures until death

v1.8
-rewrote ACS
-revive rate is now percentage based, with 100 = 1 second

v1.8.1
-Removed debug prints
-ez_dropKeys added, players can now drop all key inventory items at their place of death

I await to hear about the new bugs I've introduced this time

Rampage
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[BETA] Re: Down But Not Out anywhere! [Survival mutator]

#11

Post by Rampage » Wed Mar 02, 2022 10:54 pm

<BUG> (Incompatibility?) I loaded this with just doom 2 in gzdoom and after being revived the players camera stays at the dead height, everything else seems to work as intended.

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