WhoDunIt - Finally Released!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
legion
Retired Staff / Community Team Member
Posts: 315
Joined: Sat Jun 02, 2012 7:36 am

RE: Who Dun It: Final5 Beta is out!

#381

Post by legion » Sun Aug 19, 2012 8:05 pm

he gave me sanity because he was shooting me and hitting me
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Cruduxy
Zandrone
Posts: 1059
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RE: Who Dun It: Final5 Beta is out!

#382

Post by Cruduxy » Sun Aug 19, 2012 9:25 pm

Pistol is free sanity if you don't know your first clip will not be enough to kill in first situations.. tbh the camp that was used for pistol isn't most effective would've been better if he fought near cyber so murd didn't get chance to rush wall..
Instead of doing anything against murd just make his sanity lose accelerate over time after 13-17 minute benchmark because its obviously a very long game and people in server will think the murder is stalling on purpose..

offtopic : Am the one that suggested losing a lot of marks if you hit the 10th minute in game :razz:

Edit : MURD deserves losing at 20th stim its just ridiculous to get B-rank on it!
Last edited by Cruduxy on Sun Aug 19, 2012 9:26 pm, edited 1 time in total.
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Jigsaw
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RE: Who Dun It: Final5 Beta is out!

#383

Post by Jigsaw » Sun Aug 19, 2012 10:02 pm

Dying from using a stimpack doesn't make a whole lot of sense - also penalizing him for too long round is very unfair regarding big games. You can't kill 20 people in 10 minutes while NOT getting killed and not using items. That's just impossible. The solution to exploiting berth glitch causing endless rounds is making the items that could give him sanity respawn more rarely, making them give no sanity, or less sanity, making exploiting impossible.

Neewbie
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Joined: Sat Jun 23, 2012 11:10 am

RE: Who Dun It: Final5 Beta is out!

#384

Post by Neewbie » Sun Aug 19, 2012 10:47 pm

Jigsaw wrote: Dying from using a stimpack doesn't make a whole lot of sense - also penalizing him for too long round is very unfair regarding big games. You can't kill 20 people in 10 minutes while NOT getting killed and not using items. That's just impossible. The solution to exploiting berth glitch causing endless rounds is making the items that could give him sanity respawn more rarely, making them give no sanity, or less sanity, making exploiting impossible.
Using only one berth and no meds i killed 26 people.
For the stimpack it shouldn't kill you but decrease progresively your score like 3 meds = -1, 6 meds = -3 (it's just an example).
For the berth it should simply NOT give him sanity. I don't see why he get sanity simply for hurting himself, it's too easy.

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

RE: Who Dun It: Final5 Beta is out!

#385

Post by legion » Sun Aug 19, 2012 11:13 pm

Neewbie wrote:
Jigsaw wrote: Dying from using a stimpack doesn't make a whole lot of sense - also penalizing him for too long round is very unfair regarding big games. You can't kill 20 people in 10 minutes while NOT getting killed and not using items. That's just impossible. The solution to exploiting berth glitch causing endless rounds is making the items that could give him sanity respawn more rarely, making them give no sanity, or less sanity, making exploiting impossible.
Using only one berth and no meds i killed 26 people.
For the stimpack it shouldn't kill you but decrease progresively your score like 3 meds = -1, 6 meds = -3 (it's just an example).
you're either very very lucky or you're lying. against people who know what they are doing, having to use 0 medkits is flat out impossible, especially when they're wielding a firearm. for example that 24 minute round match I had earlier was easy until the last person (who had the gun). I ended up burning through many medkits until I could kill him.

which is another thing I wanted to ask, why does the score system discourage using medkits for a higher score? medkits are usually necessary as murderer unless you are going up against idiots. using medkits shows that you have the ability to scrounge and take up the innocent's resources as well as ability to survive.
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Theshooter7
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RE: Who Dun It: Final5 Beta is out!

#386

Post by Theshooter7 » Mon Aug 20, 2012 2:01 am

Because spamming meds is an indication of your lack to blend in and be stealthy, although it is evident that during the finale since almost everyone will know who the murd is by then, you'll likely take a few hits, and hence the 5 free point bonus. Admittedly I could reduce it to 0.5 points reduced per medkit to make it a bit on the fair side when stronger weapons are used. This is also why Backstabs will now add points to your score.

I'm still trying to judge the best way to alter the scoring system overall, though. Some items, like Smoke Bombs and Noise Emitters, are impossible to track, while the other items aren't too hard to do but might be buggy or exploitable when it comes to tracking score changes (for instance, the Shotgun Traps could potentially kill multiple people by chance, or at the very least damage them) Bertholite is probably the only item that can be easily tracked if it killed someone or not since it spreads so widely and can easily be walked right into and is meant for multiple targets. However, since many murds just use it to clear or block off a room or passage, it'd be unfair to only score points for kills.

Fixing the berth giving sanity issue will be a piece of cake (and, in fact, it probably should not have been in there in the first place, but it wasn't something I coded in and with recent slight buffs to sanity received from pain--which is getting another small buff next version--, it's now more noticeable than before).

@legion: Mind detailing which map and/or where this "Vent" exploit happened? I'll patch it immediately for the next version.

Still waiting for Peanut's map, guys. He's been MIA for close to a week now so I'm going to give it a little more time before I go and prepare this version for testing.
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legion
Retired Staff / Community Team Member
Posts: 315
Joined: Sat Jun 02, 2012 7:36 am

RE: Who Dun It: Final5 Beta is out!

#387

Post by legion » Mon Aug 20, 2012 3:00 am

it was the main mansion map still used on the grandvoid maplists. I forget the map number and I'm not on my computer now but it's the one with basement that triggers mansion power (that also is somewhat bugged and I dont believe works all the time), courtyard with a cyberdemon statue (annoying courtyard when all the innocents start camping it and there is no way to counter that except die knife blazing), and the two rooms with molotovs and the pistol (which sometimes bugs out and spawns under the table, making it impossible to grab)
Last edited by legion on Mon Aug 20, 2012 3:00 am, edited 1 time in total.
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TheMisterCat
 
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Location: NZ

RE: Who Dun It: Final5 Beta is out!

#388

Post by TheMisterCat » Mon Aug 20, 2012 7:24 am

he's talking about the now museum glitch where if you crouch in the vent near the front while climbing the ladder at the top you can glitch through the vent ceiling.

Jigsaw
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RE: Who Dun It: Final5 Beta is out!

#389

Post by Jigsaw » Mon Aug 20, 2012 7:38 am

legion wrote: it was the main mansion map still used on the grandvoid maplists. I forget the map number and I'm not on my computer now but it's the one with basement that triggers mansion power (that also is somewhat bugged and I dont believe works all the time), courtyard with a cyberdemon statue (annoying courtyard when all the innocents start camping it and there is no way to counter that except die knife blazing), and the two rooms with molotovs and the pistol (which sometimes bugs out and spawns under the table, making it impossible to grab)
That's WDI02: Now museum, now you don't! "The mansion map" is unlisted now on GV, and it was WDI0X. It was the map with the big pool and hedge maze outside with a bridge over it, and the inescapable freezer. On WDI02 the chainsaw also spawns under the table sometimes, it should be moved to the edge so it can be grabbed. About the vents on WDI02, IMHO they should be removed entirely. They can't be blocked properly, and if they can, they just become a dead-end.
Last edited by Jigsaw on Mon Aug 20, 2012 7:45 am, edited 1 time in total.

Neewbie
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RE: Who Dun It: Final5 Beta is out!

#390

Post by Neewbie » Mon Aug 20, 2012 2:37 pm

Jigsaw wrote:
legion wrote: it was the main mansion map still used on the grandvoid maplists. I forget the map number and I'm not on my computer now but it's the one with basement that triggers mansion power (that also is somewhat bugged and I dont believe works all the time), courtyard with a cyberdemon statue (annoying courtyard when all the innocents start camping it and there is no way to counter that except die knife blazing), and the two rooms with molotovs and the pistol (which sometimes bugs out and spawns under the table, making it impossible to grab)
That's WDI02: Now museum, now you don't! "The mansion map" is unlisted now on GV, and it was WDI0X. It was the map with the big pool and hedge maze outside with a bridge over it, and the inescapable freezer. On WDI02 the chainsaw also spawns under the table sometimes, it should be moved to the edge so it can be grabbed. About the vents on WDI02, IMHO they should be removed entirely. They can't be blocked properly, and if they can, they just become a dead-end.
That's another problem because every single items that spawn on a 3d floor spawn under it (i don't know if it's server/clientside).
When the map is loaded the items are where they are supposed to be but when they respawn, they respawn under the 3d floor.

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

RE: Who Dun It: Final5 Beta is out!

#391

Post by Cruduxy » Mon Aug 20, 2012 4:22 pm

They also spawn under tables on vote maps but dunno why.
Also I said kill on 20+ stims because its a ridiculous number and should be rarely hit :P
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Neewbie
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Posts: 140
Joined: Sat Jun 23, 2012 11:10 am

RE: Who Dun It: Final5 Beta is out!

#392

Post by Neewbie » Mon Aug 20, 2012 5:15 pm

legion wrote:
Neewbie wrote:
Jigsaw wrote: Dying from using a stimpack doesn't make a whole lot of sense - also penalizing him for too long round is very unfair regarding big games. You can't kill 20 people in 10 minutes while NOT getting killed and not using items. That's just impossible. The solution to exploiting berth glitch causing endless rounds is making the items that could give him sanity respawn more rarely, making them give no sanity, or less sanity, making exploiting impossible.
Using only one berth and no meds i killed 26 people.
For the stimpack it shouldn't kill you but decrease progresively your score like 3 meds = -1, 6 meds = -3 (it's just an example).
you're either very very lucky or you're lying. against people who know what they are doing, having to use 0 medkits is flat out impossible, especially when they're wielding a firearm.
Killing 26 people is actually easier than less because you have more health, 3meds and 3 others in your hole and innos can run out of meds fast especially with an EFFECTIVE berth.

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Sicamore
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RE: Who Dun It: Final5 Beta is out!

#393

Post by Sicamore » Mon Aug 20, 2012 6:26 pm

Neewbie wrote:
Jigsaw wrote:
legion wrote: it was the main mansion map still used on the grandvoid maplists. I forget the map number and I'm not on my computer now but it's the one with basement that triggers mansion power (that also is somewhat bugged and I dont believe works all the time), courtyard with a cyberdemon statue (annoying courtyard when all the innocents start camping it and there is no way to counter that except die knife blazing), and the two rooms with molotovs and the pistol (which sometimes bugs out and spawns under the table, making it impossible to grab)
That's WDI02: Now museum, now you don't! "The mansion map" is unlisted now on GV, and it was WDI0X. It was the map with the big pool and hedge maze outside with a bridge over it, and the inescapable freezer. On WDI02 the chainsaw also spawns under the table sometimes, it should be moved to the edge so it can be grabbed. About the vents on WDI02, IMHO they should be removed entirely. They can't be blocked properly, and if they can, they just become a dead-end.
That's another problem because every single items that spawn on a 3d floor spawn under it (i don't know if it's server/clientside).
When the map is loaded the items are where they are supposed to be but when they respawn, they respawn under the 3d floor.
You can blame skulltag's desync for that. What I did on my map was have an open script spawn 3d floor things (such as medkits, weapons) 5 seconds after map load. That way they are sure to sit atop of 3d floors ( and not get stuck) regardless of when a map votes or not.

EDIT:

Which brings me to the question, will medkits spawned through thing_spawn and mapspots even respawn?
Last edited by Sicamore on Mon Aug 20, 2012 6:33 pm, edited 1 time in total.
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TheMisterCat
 
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Location: NZ

RE: Who Dun It: Final5 Beta is out!

#394

Post by TheMisterCat » Mon Aug 20, 2012 8:35 pm

as far as I'm aware they don't, at least when I last tried they didn't.

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Zeberpal
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RE: Who Dun It: Final5 Beta is out!

#395

Post by Zeberpal » Tue Aug 21, 2012 8:14 am

Can you guys please check if key only spawns near trash can on wdi03? Can't myself, still not at home.
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Killer2
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RE: Who Dun It: Final5 Beta is out!

#396

Post by Killer2 » Fri Aug 24, 2012 4:55 pm

Hey Zeb, when's Marsis coming back? Really miss the map.

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Zeberpal
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RE: Who Dun It: Final5 Beta is out!

#397

Post by Zeberpal » Fri Aug 24, 2012 4:59 pm

Hi, when final whodunit is out, because i asked theshooter7 to include few features.
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Peanut
 
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RE: Who Dun It: Final5 Beta is out!

#398

Post by Peanut » Sat Aug 25, 2012 8:47 am

Since the actual mapping portion is finished, have a slew of screencaps!
Spoiler: (Open)
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Killer2
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RE: Who Dun It: Final5 Beta is out!

#399

Post by Killer2 » Sat Aug 25, 2012 8:49 am

Peanut wrote: Since the actual mapping portion is finished, have a slew of screencaps!
Spoiler: (Open)
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Great job, looks awesome!

Mooseknuckle
 
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RE: Who Dun It: Final5 Beta is out!

#400

Post by Mooseknuckle » Sat Aug 25, 2012 8:05 pm

Peanut wrote: Since the actual mapping portion is finished, have a slew of screencaps!
Spoiler: (Open)
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Holy crap, Peanut! This looks absolutely incredible! If it plays as good as it looks, I may have a new favorite map.

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