WhoDunIt - Finally Released!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Killer2
Banned
Posts: 110
Joined: Sun Jun 10, 2012 8:29 am
Banned: Permanently

RE: Who Dun It: RC Testing begins...

#501

Post by Killer2 » Sat Sep 08, 2012 7:30 pm

I don't see why that's so much of a problem...the level already has 3D floor vents.

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: RC Testing begins...

#502

Post by Sicamore » Sat Sep 08, 2012 7:48 pm

In order to do that, you will need to do extensive remodelling of the tube itself, specifically including the areas where the tube meets the buildings.

Look at the pic I provided. As you can see, the area where the tube meets the building is very small, and there is nothing above the ceiling. The walls also have no room for a murderhole. The only real way of making a vent would be on top, but that would require a portion of the ceiling to be raised accordingly so the vent can enter the complex. It would have to go above the door, which would cause even more issues.

We definately need to fix this issue, but I think there is an easier way of some sort.
Image
Image

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

RE: Who Dun It: RC Testing begins...

#503

Post by Theshooter7 » Sat Sep 08, 2012 8:02 pm

I can certainly add some more connectivity to the murderer holes in a few spots, but connecting the bar wing and the main wing with a hole is not going to be easy if at all possible with the layout. However, I might have an interesting idea if the layout permits it...
Image

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

RE: Who Dun It: RC Testing begins...

#504

Post by Cruduxy » Sat Sep 08, 2012 8:11 pm

This could still be resolved if the murder is cunning enough and smart with his smoke bombs.
Also I noticed some devilish murders putting a trap the instant they enter those doors.. when they see someone beating the door, they open it and the trip shoots the innocent, you can finish with like 1 stab if you are good with timing!
[][][][][][][][][][][][][][][]
Nothing to see here
[][][][][][][][][][][][][][][]

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: RC Testing begins...

#505

Post by Sicamore » Sat Sep 08, 2012 8:20 pm

Which reminds me. The smoke bomb fog needs to be fixed or redone, because for those people with ati cards or cards that have bad opengl support, the smoke shows up as spheres. I know this can be redone because i have seen other smoke effects work without issue.
Image

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

RE: Who Dun It: RC Testing begins...

#506

Post by Theshooter7 » Sat Sep 08, 2012 9:07 pm

Sicamore wrote: Which reminds me. The smoke bomb fog needs to be fixed or redone, because for those people with ati cards or cards that have bad opengl support, the smoke shows up as spheres. I know this can be redone because i have seen other smoke effects work without issue.
The sprite itself IS actually a sphere, but if it goes off near a wall, they get caught and the sphere is more evident.
Image

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: RC Testing begins...

#507

Post by Sicamore » Sat Sep 08, 2012 9:12 pm

Oh in that case, it's fine, however I can see the spheres ok on my kaptop, but on my pc it turns up as dull spheres. IT may be my video card exclusively though.
Last edited by Sicamore on Sat Sep 08, 2012 9:13 pm, edited 1 time in total.
Image

Killer2
Banned
Posts: 110
Joined: Sun Jun 10, 2012 8:29 am
Banned: Permanently

RE: Who Dun It: RC Testing begins...

#508

Post by Killer2 » Sat Sep 08, 2012 9:16 pm

I can confirm this happening. On my stepfather's old laptop, a lot of stuff that's supposed to be translucent is actually opaque. This can also happen in other game-modes (like GvH). I remember GvH was a particularly peculiar case because I could see some smoke, effects and Sjases through walls.

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

RE: Who Dun It: RC Testing begins...

#509

Post by Cruduxy » Sat Sep 08, 2012 11:06 pm

Heh on my GPU (geforce 210 yea its rubbish) bertholite comes pink, brown and sometimes even red.
Weird thing but I must say it looks nice and I like it (People who bash me when I say omg pink berth are stone-headed)
[][][][][][][][][][][][][][][]
Nothing to see here
[][][][][][][][][][][][][][][]

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: RC Testing begins...

#510

Post by Sicamore » Sat Sep 08, 2012 11:33 pm

YES thank you cruduxy. Berth comes out horrible for 80 percent of people, I think. I have discussed this with over 20 people, and all of them see berth as floating lines of rainbow and green colors, including me. However, one day I played with some options and the berth was fine. When my system reset and I made those exact same ogl adjustements, the berth was its old rainbow form again.

I think this is out of whodunits control. This is an issue with skulltag's outdated ogl renderer. It works sometimes for me, and for those lucky enough to have the exact specs needed it works all the time. It's a matter of chance.

EDIT: Btw i just noticed texture grass1_2 doesn't have a terrain sound. Small issue but details are a virtue!
Last edited by Sicamore on Sat Sep 08, 2012 11:43 pm, edited 1 time in total.
Image

User avatar
Peanut
 
Posts: 53
Joined: Tue Jun 26, 2012 4:15 am

RE: Who Dun It: RC Testing begins...

#511

Post by Peanut » Sun Sep 09, 2012 7:58 am

Theshooter7 wrote: However, I might have an interesting idea if the layout permits it...
Just build a giant thrust cannon that launches the murderer from one building to the next. It'd be a nice spectacle for the innocents to watch from the sky bridge as the murderer gets hurled through the air like a sideshow Batman.

Killer2
Banned
Posts: 110
Joined: Sun Jun 10, 2012 8:29 am
Banned: Permanently

RE: Who Dun It: RC Testing begins...

#512

Post by Killer2 » Sun Sep 09, 2012 12:18 pm

Peanut wrote: Just build a giant thrust cannon that launches the murderer from one building to the next. It'd be a nice spectacle for the innocents to watch from the sky bridge as the murderer gets hurled through the air like a sideshow Batman.
Best.Idea.EVER!

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

RE: Who Dun It: RC Testing begins...

#513

Post by Jigsaw » Sun Sep 09, 2012 7:18 pm

Peanut wrote: Just build a giant thrust cannon that launches the murderer from one building to the next. It'd be a nice spectacle for the innocents to watch from the sky bridge as the murderer gets hurled through the air like a sideshow Batman.
GOOD!! XD
Or you can make a huge toilet in the murd hole, you jump in, flush yourself, and get out at the other side. OR have a little dwarf in there who guides you through the woods of Orlok, which leads to a magical slide, which then takes you to the other side. No, i'm not on mushrooms.

Killer2
Banned
Posts: 110
Joined: Sun Jun 10, 2012 8:29 am
Banned: Permanently

RE: Who Dun It: RC Testing begins...

#514

Post by Killer2 » Sun Sep 09, 2012 10:40 pm

I believe the shovel checking needs to be fixed somehow. I've been actively using shovel checks, and they're just too good. When you catch the murd, he either:
-runs away, but with the crippling stun he won't make it too far (I know the stun will be fixed tho);
-uses at least 2 meds;
-dies in 3 hits.

I think the murd should receive a big resistance to shovel while not using the knife or a gun, because right now shoveling randomly can end a game very quickly, and you can't even say there's any skill involved in it. Although it should still be a somewhat viable strategy (hey, I need some sort of excuse to bash people's heads in with a shovel, aside from the fact that it's very fun).

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

RE: Who Dun It: RC Testing begins...

#515

Post by Dynomic » Mon Sep 10, 2012 11:18 pm

TheShooter7, how could one add a new weapon to the list of weapons already scripted in like the Shotgun, Brick, Pipe, etc. and make them abide by the dropping rule, and whereas you may only carry it alone, with no other weapon?

Monsoon
 
Posts: 83
Joined: Mon Jun 04, 2012 7:09 am
Location: USA

RE: Who Dun It: RC Testing begins...

#516

Post by Monsoon » Mon Sep 10, 2012 11:24 pm

id also like to know this so that i can make my unofficial aa12 addon be droppable and as well as not make it be lost at the start of a new round instead of bieng carried over >.>

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

RE: Who Dun It: RC Testing begins...

#517

Post by Cruduxy » Tue Sep 11, 2012 3:35 pm

The wad comes with the source code for ACS and decorate is very easy to read..
Last edited by Cruduxy on Tue Sep 11, 2012 3:36 pm, edited 1 time in total.
[][][][][][][][][][][][][][][]
Nothing to see here
[][][][][][][][][][][][][][][]

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

RE: Who Dun It: RC Testing begins...

#518

Post by Jigsaw » Tue Sep 11, 2012 4:34 pm

Monsoon wrote: id also like to know this so that i can make my unofficial aa12 addon be droppable and as well as not make it be lost at the start of a new round instead of bieng carried over >.>
+DROPPABLE

The weapon is taken away at the end of the round, which means it needs to be added to the list of taken items in the main ACS code. You can either patch this (it's an add-on anyway) or ask Theshooter7 to add it to that list.

Killer2
Banned
Posts: 110
Joined: Sun Jun 10, 2012 8:29 am
Banned: Permanently

RE: Who Dun It: RC Testing begins...

#519

Post by Killer2 » Tue Sep 11, 2012 9:24 pm

There's a bug in WDI02 when if you bump hard enough into a wall, you can steal murd's items through that wall. Not sure how this is done, but Jackass does.
Also, I'd recommend keeping the molotov tk penalty. It would discourage idiots to spam them at the start of the level, thus wasting them.

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

RE: Who Dun It: RC Testing begins...

#520

Post by Neewbie » Tue Sep 11, 2012 9:26 pm

Killer2 wrote: There's a bug in WDI02 when if you bump hard enough into a wall, you can steal murd's items through that wall. Not sure how this is done, but Jackass does.
Also, I'd recommend keeping the molotov tk penalty. It would discourage idiots to spam them at the start of the level, thus wasting them.
There are lots of "tho-wall" bug in wdi..
Once i backstabbed someone from the corridor though a window

Post Reply