WhoDunIt - Finally Released!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Neewbie
Forum Regular
Posts: 140
Joined: Sat Jun 23, 2012 11:10 am

RE: Who Dun It: Final5 Beta is out!

#361

Post by Neewbie » Mon Aug 13, 2012 7:37 pm

Jigsaw wrote:
Killer2 wrote:
Dynomic wrote: Hey, was the idea that someone made about there being two murderers ever thought out by a developer?
The idea was abandoned some time ago if I remember correctly.
Yes, nobody is working on it currently, although it would be pretty cool. Also there was an idea about a mode where you become the murderer when you kill him.
It shouldn't be hard to do why nobody tried this ?
Make like a svar to define the gamemode : 0 classic wdi, 1 murderer's killer become murderer and then whatever you want
Last edited by Neewbie on Mon Aug 13, 2012 7:38 pm, edited 1 time in total.

Theshooter7
Forum Regular
Posts: 262
Joined: Wed Jun 06, 2012 2:15 am

RE: Who Dun It: Final5 Beta is out!

#362

Post by Theshooter7 » Mon Aug 13, 2012 10:16 pm

Neewbie wrote:It shouldn't be hard to do why nobody tried this ?
Make like a svar to define the gamemode : 0 classic wdi, 1 murderer's killer become murderer and then whatever you want
There is a lot more to it than that; almost the entire game mode code at current depends on a single murderer. I could rewrite it to support additional murds, but it's a lot more trouble than it's worth and on top of that, not quite worth the effort. However, nothing is stopping anyone else from obtaining the source code and giving it a try themselves. But I simply don't want to keep working on it; it's difficult enough already to keep one mode in the game balanced, trying to balance two additional ones would just delay release time indefinitely.

In other news, I'm still awaiting two maps, then I'll do my final touches and then...RC testing should begin. Also, due to recent drama involving the mod, it has come to my attention that rampant tk-sprees have erupted in the servers quite frequently. While I have my commentary on the events and my stance is clear, at the very least it has gotten me to rethink the TK system a bit and make it more complex. My goal, however, is to try and keep it as transparent to legitimate players as much as possible, so here is my proposal for the system:

For every TK that you cause in a round, your "warning level" will increase by 1 (starting at 0). At level 1, nothing happens; it acts normally. The thing is, this warning level carries over between rounds. At level 2, your TK penalty skips straight to the "red aura" penalty (though you still receive the "yellow" punishments). At level 3, you immediately die upon a tk. At level 4 or above, you are killed at the start of the round. The way it decreases is that it takes level rounds to decrease a single level. So, say you "accidentally" tk 2 people in a single round, bringing you up to level 2. If you go 2 whole rounds without tking another person, then the level will drop to 1. After one more round, it'll drop to 0 again. Punishment "skips" are based on your current level at round start (so if you hit level 3 during a round you won't suddenly die, though you will next time you kill since you'll have the red penalties). This system changes a bit though at level 4 and above; since it would be weird to auto-kill for 4 whole rounds if you end up racking up that many tks (you really shouldn't but I'm a generous developer and give room for leeway), so if you hit level 4, it'll only take 1 round to drop back to level 3 (the round in which you were auto-killed), but each time you hit level 4 again, it'll increase an additional level for each time you've reached it. So, say you're a complete moron and you went into the server to grief and tk random people. You hit level 4. The next round, you spawn in and are auto-killed for the round. Your level drops back to 3. But say you go and tk another person, just for kicks because you want to try and cause as much havoc as possible. Well, you are killed for your tk because you were at level 3, but now instead of going to level 4, it goes straight to level 5. Now, you are auto-killed for 2 whole rounds in a row! You'll have to go 3 whole rounds straight without any tks at all for the level to drop back to 2, in which then your level skips reset and you'll no longer hit level 9 and immediately die upon killing someone.

Yeah, I know that was a large, long-ass paragraph, but if you managed to survive through it all, please, give me some feedback on it. And don't worry a whole lot about disconnecting to avoid it and whatnot; I've got ideas to take care of or at least deter that. ;)
Image

Neewbie
Forum Regular
Posts: 140
Joined: Sat Jun 23, 2012 11:10 am

RE: Who Dun It: Final5 Beta is out!

#363

Post by Neewbie » Mon Aug 13, 2012 10:26 pm

Theshooter7 wrote:However, nothing is stopping anyone else from obtaining the source code and giving it a try themselves.
I have free time so if i make it for you, will you add it to the game ?
Because i'll really do it.

Dynomic
 
Posts: 30
Joined: Sun Jun 10, 2012 7:16 pm

RE: Who Dun It: Final5 Beta is out!

#364

Post by Dynomic » Mon Aug 13, 2012 11:18 pm

I'd try it, but I have no coding knowledge, especially in this area, where the ACS and DECORATE are linked together.

Once again, where can I download the textures for this wad?
Last edited by Dynomic on Mon Aug 13, 2012 11:18 pm, edited 1 time in total.

Theshooter7
Forum Regular
Posts: 262
Joined: Wed Jun 06, 2012 2:15 am

RE: Who Dun It: Final5 Beta is out!

#365

Post by Theshooter7 » Tue Aug 14, 2012 12:02 am

Dynomic wrote: Once again, where can I download the textures for this wad?
Try in the wad itself...?

If you mean the actual, original sources of the textures, they came from a few places but the majority of them came from the Blood Texture Pack. Take a look on realm667, I think someone submitted it there.
Image

Dynomic
 
Posts: 30
Joined: Sun Jun 10, 2012 7:16 pm

RE: Who Dun It: Final5 Beta is out!

#366

Post by Dynomic » Tue Aug 14, 2012 1:50 am

I tryed that, but the texture pack in Realm667 doesn't have the same texture names as the ones in this one, and I can't just straight put in the pk3 and make a map for it because you can't do that in Doom Builder 2.

User avatar
Sicamore
Forum Regular
Posts: 315
Joined: Sun Jun 10, 2012 5:10 pm
Location: Toronto
Clan: Scientific DM Acad
Clan Tag: [SDA]
Contact:

RE: Who Dun It: Final5 Beta is out!

#367

Post by Sicamore » Tue Aug 14, 2012 3:18 am

IF you mean use a .pk3 file as a resource, you can.
Image

Cruduxy
Zandrone
Posts: 1059
Joined: Fri Jun 08, 2012 4:24 pm

RE: Who Dun It: Final5 Beta is out!

#368

Post by Cruduxy » Tue Aug 14, 2012 8:47 pm

The long paragraph about tk system seems like a very fair way to handle tks.. should it also prevent picking that player from being murd if his level is 2 or above?
[][][][][][][][][][][][][][][]
Nothing to see here
[][][][][][][][][][][][][][][]

Catastrophe
Retired Staff / Community Team Member
Posts: 2569
Joined: Sat Jun 02, 2012 2:44 am

RE: Who Dun It: Final5 Beta is out!

#369

Post by Catastrophe » Tue Aug 14, 2012 9:37 pm

Bug: If you have tk halo and the murd specs, you can be the murd even with the halo.

Jigsaw
Forum Regular
Posts: 180
Joined: Sun Jun 24, 2012 9:43 am

RE: Who Dun It: Final5 Beta is out!

#370

Post by Jigsaw » Wed Aug 15, 2012 6:13 am

Catastrophe wrote: Bug: If you have tk halo and the murd specs, you can be the murd even with the halo.
That could be fixed if the TK specs are given only after the safety period is over, and by that time the game keeps track of your score, by a dummy ammotype for example, or preventing TKs from being murd, but i think that would be hell complicated. The question is, what about small games with 3-4 players when the blacklist is overridden?

Theshooter7
Forum Regular
Posts: 262
Joined: Wed Jun 06, 2012 2:15 am

RE: Who Dun It: Final5 Beta is out!

#371

Post by Theshooter7 » Wed Aug 15, 2012 6:35 am

Simple, I just remove TKTokens when the murderer leaves the game. It won't be a problem anyway, since your warning level won't reset.

And by the way, something I forgot to mention about the new Tk overhaul: anyone can still be the murd, but their warning level won't reset and the round won't count as a round passed for them either. So the next round after, they'll be back to the status quo.
Image

legion
Retired Staff / Community Team Member
Posts: 315
Joined: Sat Jun 02, 2012 7:36 am

RE: Who Dun It: Final5 Beta is out!

#372

Post by legion » Wed Aug 15, 2012 7:16 am

thank you for implementing the new tk system. it should discourage people from being jackasses and definitely cut down on the complaints that I inevitably get every day.
Image

Minigunner
 
Posts: 86
Joined: Mon Jun 04, 2012 5:24 am
Location: California

RE: Who Dun It: Final5 Beta is out!

#373

Post by Minigunner » Wed Aug 15, 2012 7:16 am

Maybe the murderer selector should be slightly biased towards players with a 2+ TK level. However, when said player is chosen as murderer, there are notable, but not downright crippling, weaknesses, such as taking longer to lower the knife, or a louder knife draw (read: two draw sounds played in the same tic).
Theshooter7 wrote:Also, to all those people who stack players for exploits: I hate you. Do I really need to seal off every inch of every map to prevent you from getting to places you shouldn't?

Theshooter7
Forum Regular
Posts: 262
Joined: Wed Jun 06, 2012 2:15 am

RE: Who Dun It: Final5 Beta is out!

#374

Post by Theshooter7 » Wed Aug 15, 2012 7:23 am

Minigunner wrote: Maybe the murderer selector should be slightly biased towards players with a 2+ TK level. However, when said player is chosen as murderer, there are notable, but not downright crippling, weaknesses, such as taking longer to lower the knife, or a louder knife draw (read: two draw sounds played in the same tic).
I don't like that idea because it's not really transparent enough. Crippling the primary objective of the game mode ruins it for everyone. If I were murd and I received debuffs and weaknesses like that, I'd just spectate or disconnect; no sense in playing the round when I can't play it normally.
Image

Jigsaw
Forum Regular
Posts: 180
Joined: Sun Jun 24, 2012 9:43 am

RE: Who Dun It: Final5 Beta is out!

#375

Post by Jigsaw » Wed Aug 15, 2012 7:14 pm

Theshooter7 wrote: Simple, I just remove TKTokens when the murderer leaves the game. It won't be a problem anyway, since your warning level won't reset.

And by the way, something I forgot to mention about the new Tk overhaul: anyone can still be the murd, but their warning level won't reset and the round won't count as a round passed for them either. So the next round after, they'll be back to the status quo.
That would be allright, but what if someone has an aura AND becomes murd? Aura guys are always attacked, so they won't stand a chance against the crowd. Or is that supposed to be a part of the punishment? (TKTokens?? What are those?)

Dynomic
 
Posts: 30
Joined: Sun Jun 10, 2012 7:16 pm

RE: Who Dun It: Final5 Beta is out!

#376

Post by Dynomic » Wed Aug 15, 2012 10:06 pm

Level 2 or above TKers not being the murderer for the next round sounds best, IMO.

Theshooter7
Forum Regular
Posts: 262
Joined: Wed Jun 06, 2012 2:15 am

RE: Who Dun It: Final5 Beta is out!

#377

Post by Theshooter7 » Wed Aug 15, 2012 10:10 pm

Jigsaw wrote:That would be allright, but what if someone has an aura AND becomes murd? Aura guys are always attacked, so they won't stand a chance against the crowd. Or is that supposed to be a part of the punishment? (TKTokens?? What are those?)
The aura is applied based on your current amount of tktokens. No tokens, no aura. Simple.
Image

Neewbie
Forum Regular
Posts: 140
Joined: Sat Jun 23, 2012 11:10 am

RE: Who Dun It: Final5 Beta is out!

#378

Post by Neewbie » Sun Aug 19, 2012 7:55 pm

IMO being hurt as murd should NEVER give sanity or atleast not fall damage/berth because the last round dured 30 mins and murd keep giving himself sanity with berth then berth and meds respawned and he do it over again and again and that's seriously annoying.
Kitten suggested that each minute after 10min passed should lower the score by atleast 7.
I suggeste that the meds and murd tools stop respawning after like 3 times.

legion
Retired Staff / Community Team Member
Posts: 315
Joined: Sat Jun 02, 2012 7:36 am

RE: Who Dun It: Final5 Beta is out!

#379

Post by legion » Sun Aug 19, 2012 8:02 pm

(that was me in the server just now)

at the moment it is necessary, since lots of times, near the end of the round, it is impossible to know where anyone is due to the innocents not getting marked, becoming a prolonged hide and seek match. that round it ended up being someone glitching the vents on that map so I ended up having to kick him.

besides, I gained just enough sanity to keep moving, and had to injure myself quite a lot
Last edited by legion on Sun Aug 19, 2012 8:04 pm, edited 1 time in total.
Image

Neewbie
Forum Regular
Posts: 140
Joined: Sat Jun 23, 2012 11:10 am

RE: Who Dun It: Final5 Beta is out!

#380

Post by Neewbie » Sun Aug 19, 2012 8:04 pm

legion wrote: (that was me in the server just now)

at the moment it is necessary, since lots of times, near the end of the round, it is impossible to know where anyone is due to the innocents not getting marked. that round it ended up being someone glitching the vents on that map so I ended up having to kick him.

besides, I gained just enough sanity to keep moving, and had to injure myself quite a lot
You should automatically kick him if he won't tell you where he is because he is SUPPOSED to be marked. What i meant is when jack was shooting you and that keep giving you sanity and you fighted like 10 minutes with him.
Last edited by Neewbie on Sun Aug 19, 2012 8:05 pm, edited 1 time in total.

Post Reply