WhoDunIt - Finally Released!
-
- Forum Regular
- Posts: 143
- Joined: Mon Jun 04, 2012 2:01 pm
RE: Who Dun It: RC Testing begins...
Whooo, at least another version is coming soon at last... :D
[20:19] <+IdeIdoom> join #VGL
[20:19] <+IdeIdoom> oh fuck
[20:19] <+IdeIdoom> I FORGOT the /
[20:19] <+IdeIdoom> biggest fail
[20:19] <+IdeIdoom> oh fuck
[20:19] <+IdeIdoom> I FORGOT the /
[20:19] <+IdeIdoom> biggest fail
-
- Forum Regular
- Posts: 262
- Joined: Wed Jun 06, 2012 2:15 am
RE: Who Dun It: RC Testing begins...
[quote="Jigsaw""]Scoring overhaul[/quote]
Now these are some ideas I can get behind. It will likely take a considerable amount of extra work on my part (and plenty of debugging) but they sound like something I can likely go with if people agree, with some small tweaking here or there to the ideas.
As for the drop suggestion, how about I just make the weapon drop key while the knife is equipped drop your current weapon? The code is already there for it essentially (it's part of the TK weapon drop code but can be adapted easily enough) so doing this would be a simple addition, and then people don't have to press altfire to drop their weapon. :)
Now these are some ideas I can get behind. It will likely take a considerable amount of extra work on my part (and plenty of debugging) but they sound like something I can likely go with if people agree, with some small tweaking here or there to the ideas.
This is not necessarily a bug nor is there much I can do about it (I cannot check whether two fakestims are on top of eachother. There is one flag that _MIGHT_ help it, but the flag is so rarely used by any mods that I doubt it'll even have a visible or useful effect). If the murd wants to gamble is fakestims on a single spot, so be it. Although the murd could likely spam them everywhere with the fast respawn times. I suppose tweaking of the times should be in order, and perhaps establishing limits (like only 3 fake stims active at a time) would alleviate this.Killer2 wrote:I'd like to report a bug. You can stack multiple fake meds on top of each other. This hasn't been reported yet because of the lack of usage I guess (heh).
As for the drop suggestion, how about I just make the weapon drop key while the knife is equipped drop your current weapon? The code is already there for it essentially (it's part of the TK weapon drop code but can be adapted easily enough) so doing this would be a simple addition, and then people don't have to press altfire to drop their weapon. :)
RE: Who Dun It: RC Testing begins...
Well I'd rather have it on altfire since it's a lot easier to press for pretty much everyone (most people have it on mouse2), unlike drop weapon which may take a distant spon on the keyboard, but it's up to you. Ask around, see what other people think.
As for the fake meds thing, no need for a limit. I found a more practical solution in Neodoom. In that mod, you can drop a mine much like the murd drops meds. The drop coordinates are a bit randomized, so if there are 2 mines droped from the same location you can easily see there are more of them. I suggest you take a look at it's code if you have the wad. If not, here's a download link.
As for the fake meds thing, no need for a limit. I found a more practical solution in Neodoom. In that mod, you can drop a mine much like the murd drops meds. The drop coordinates are a bit randomized, so if there are 2 mines droped from the same location you can easily see there are more of them. I suggest you take a look at it's code if you have the wad. If not, here's a download link.
Last edited by Killer2 on Thu Aug 30, 2012 2:18 pm, edited 1 time in total.
RE: Who Dun It: RC Testing begins...
Actually stacking fake stims isn't something no one noticed.. I always -if I use them- put at least 2 together because the damage of just 1 isn't enough to heavily cripple an innocent.
[][][][][][][][][][][][][][][]
Nothing to see here
[][][][][][][][][][][][][][][]
Nothing to see here
[][][][][][][][][][][][][][][]
RE: Who Dun It: RC Testing begins...
Anyone up for testing? Never seen anyone in the server yet.
Last edited by Jigsaw on Thu Aug 30, 2012 4:32 pm, edited 1 time in total.
RE: Who Dun It: RC Testing begins...
I will be on IRC. If anyone wants to test feel free to give me a message.
-
- Forum Regular
- Posts: 262
- Joined: Wed Jun 06, 2012 2:15 am
RE: Who Dun It: RC Testing begins...
Sooooo many Private Messages lol.
It's advised that if you are online and/or available for testing, you should join #wdi-dev on the Zandronum IRC network so we can set up sessions and join other testers.
It's advised that if you are online and/or available for testing, you should join #wdi-dev on the Zandronum IRC network so we can set up sessions and join other testers.
RE: Who Dun It: RC Testing begins...
Not sure if this is a bug with the UK GV server or with WDI itself, but now, rather than showing the individual weapon skins, all players seem to display the standard doomguy-with-rifle skin no matter what weapon they have out - leading the murderer being able to stand in a group of innocents with his knife out and nobody suspecting a thing.
RE: Who Dun It: RC Testing begins...
Hey, for that idea for the person who kills the murderer becomes the murderer, could it be possible, that an item is dropped by the murderer that activates the script to give that person the properties of the murderer? Or is it not that simple?
RE: Who Dun It: RC Testing begins...
Blame wdi_femalemod-0.1beta.pk3. I have no idea who made that thing, but sure, it doesn't work. First of all, not every person got Iluccia's skin in their SKINS folders and since that pk3 is only filled with txt files that "break every skin", I have already told GV mods to do something with it.Uranium wrote: Not sure if this is a bug with the UK GV server or with WDI itself, but now, rather than showing the individual weapon skins, all players seem to display the standard doomguy-with-rifle skin no matter what weapon they have out - leading the murderer being able to stand in a group of innocents with his knife out and nobody suspecting a thing.
Last edited by Gardevoir on Thu Aug 30, 2012 11:06 pm, edited 1 time in total.
-
- Retired Staff / Community Team Member
- Posts: 2569
- Joined: Sat Jun 02, 2012 2:44 am
RE: Who Dun It: RC Testing begins...
I'll try to get on tomorrow :)
Last edited by Catastrophe on Thu Aug 30, 2012 11:08 pm, edited 1 time in total.
- Lord_of_D:
- Posts a lot
- Posts: 691
- Joined: Sun Aug 26, 2012 5:31 am
- Location: Mexico
- Contact:
RE: Who Dun It: RC Testing begins...
why not now? ;_;. oh well, im a chosen one anywayCatastrophe wrote: I'll try to get on tomorrow :)
-
- Retired Staff / Community Team Member
- Posts: 2569
- Joined: Sat Jun 02, 2012 2:44 am
RE: Who Dun It: RC Testing begins...
school :(
RE: Who Dun It: RC Testing begins...
Yes, that's a good tactic - murd doesn't want to wound someone, he wants everyone friggin' dead, and forcing him to use multiple fake meds at a time is unfair to him. That's why it should be hugely buffed - I think it should be the reverse of a stimpack. It should take instantly as much damage as a normal stim gives (35? Idk..) and the gas cloud should be spreading out faster to make it hard to escape. If this is done though, it needs to remove stacking because it would be OP, 3 at once could literally kill anyone. And if the stacking can't be done, then make it take only 20 HP, and the gas cloud buff. I know these sound very OP, but if you think about it, the innocents have deadly shit too. The guns, the chainsaw, the cue and shovel can take you apart in no time, and since not everyone is good with knife, this will give a chance to weaker murds. Also, just a question, do the tripshotgun shells do the same damage as an actual shotgun does? I think it should. And there should be a SLIGHT chance that if you kill a shotgun trap, it drops a shell, or vases and pots drop random stuff like flares, ammo(rare!!) or small meds.Cruduxy wrote: Actually stacking fake stims isn't something no one noticed.. I always -if I use them- put at least 2 together because the damage of just 1 isn't enough to heavily cripple an innocent.
RE: Who Dun It: RC Testing begins...
itt: why random mods need to stop being hosted with servers on a whim or at least testedGardevoir wrote:Blame wdi_femalemod-0.1beta.pk3. I have no idea who made that thing, but sure, it doesn't work. First of all, not every person got Iluccia's skin in their SKINS folders and since that pk3 is only filled with txt files that "break every skin", I have already told GV mods to do something with it.Uranium wrote: Not sure if this is a bug with the UK GV server or with WDI itself, but now, rather than showing the individual weapon skins, all players seem to display the standard doomguy-with-rifle skin no matter what weapon they have out - leading the murderer being able to stand in a group of innocents with his knife out and nobody suspecting a thing.
RE: Who Dun It: RC Testing begins...
First, I don't agree with your fake med abordation. Yes, it does need to be buffed because it's weak. BUT, it doesn't need to instakill or do some insane damage. And since not every murd item is supposed to kill, withering the innocents health a bit and perhaps blocking an important path with medi gas is a good use enough. Remember, it's cheap damage, since placing it where a med is supposed to be is fairly easy.Jigsaw wrote:
And if the stacking can't be done, then make it take only 20 HP, and the gas cloud buff. I know these sound very OP, but if you think about it, the innocents have deadly shit too. The guns, the chainsaw, the cue and shovel can take you apart in no time, and since not everyone is good with knife, this will give a chance to weaker murds. Also, just a question, do the tripshotgun shells do the same damage as an actual shotgun does? I think it should. And there should be a SLIGHT chance that if you kill a shotgun trap, it drops a shell, or vases and pots drop random stuff like flares, ammo(rare!!) or small meds.
Second, I do agree that if the murd puts a trip where it can be destroyed, making it give shells is a good penalty for him. I don't think vases should drop stuff. Sure, it would give incentive to destroy them, but probably ruin map balance (especially on WDI02, which has a crapton of them). Making them give flares is not a bad idea, but I'd leave it at that.
RE: Who Dun It: RC Testing begins...
I don't want fake meds to instakill either. They should be strong, and making stacking impossible won't lead to instakill. The best solution would be if stacked fakes would actually stack on top of eachother, forming a tower, being obvious. If murd is stupid enough to stack, he deserves his evil creation fail, and if the player is stupid enough to still pick it up, he deserves to die. Isn't this fair with the 20-30 damage?Killer2 wrote:First, I don't agree with your fake med abordation. Yes, it does need to be buffed because it's weak. BUT, it doesn't need to instakill or do some insane damage. And since not every murd item is supposed to kill, withering the innocents health a bit and perhaps blocking an important path with medi gas is a good use enough. Remember, it's cheap damage, since placing it where a med is supposed to be is fairly easy.Jigsaw wrote:
And if the stacking can't be done, then make it take only 20 HP, and the gas cloud buff. I know these sound very OP, but if you think about it, the innocents have deadly shit too. The guns, the chainsaw, the cue and shovel can take you apart in no time, and since not everyone is good with knife, this will give a chance to weaker murds. Also, just a question, do the tripshotgun shells do the same damage as an actual shotgun does? I think it should. And there should be a SLIGHT chance that if you kill a shotgun trap, it drops a shell, or vases and pots drop random stuff like flares, ammo(rare!!) or small meds.
Second, I do agree that if the murd puts a trip where it can be destroyed, making it give shells is a good penalty for him. I don't think vases should drop stuff. Sure, it would give incentive to destroy them, but probably ruin map balance (especially on WDI02, which has a crapton of them). Making them give flares is not a bad idea, but I'd leave it at that.
If the tower stacking is not possible, then yeah, it shouldn't be THAT strong. But otherwise the tower stack is the solution.
Last edited by Jigsaw on Fri Aug 31, 2012 10:36 am, edited 1 time in total.
RE: Who Dun It: RC Testing begins...
Well I guess 30 instant damage+say 20 from gas is fair enough.
RE: Who Dun It: RC Testing begins...
Just a little thing: make the Molotov do damage on hit, about the damage of a brick, for 2 reasons:
1. You are hit with a damn bottle which explodes into your face, that can't go without damage
2. Unless cornered, fire is easy to escape, so it needs to hit (and maybe stun for a brief moment)
Besides, throwables are flying straight through breakable windows and even unbreakable, impassable ones, which is stupid
1. You are hit with a damn bottle which explodes into your face, that can't go without damage
2. Unless cornered, fire is easy to escape, so it needs to hit (and maybe stun for a brief moment)
Besides, throwables are flying straight through breakable windows and even unbreakable, impassable ones, which is stupid