WhoDunIt - Finally Released!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Jigsaw
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RE: Who Dun It: RC Testing begins...

#541

Post by Jigsaw » Tue Sep 25, 2012 5:53 pm

Well, you're maybe right. But do you agree with the TK idea?

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

#542

Post by BloodyAcid » Sun Sep 30, 2012 12:47 am

I think there could be a few reasonable changes to the "murder leavig early" scenario. Right now, when the murd leaves, there is 30 seconds of safety before the next murd is chosen. As good as this is, all the players who died either from tk or the murd do not respawn. Recently in a few games, a select number of players (there's one specifically, won't say your name now, you know who you are) murdering off 4 or 5, then spectating. This is irritating since the round is technically restarted, yet the dead don't revive. I think it's fair to respawn the dead when the murderer leaves.

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

#543

Post by Catastrophe » Sun Sep 30, 2012 12:48 am

Everyone should also get an extra stimpack when the murd spectates.

Theshooter7
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RE: Who Dun It: RC Testing begins...

#544

Post by Theshooter7 » Sun Sep 30, 2012 4:08 am

BloodyAcid wrote: I think there could be a few reasonable changes to the "murder leavig early" scenario. Right now, when the murd leaves, there is 30 seconds of safety before the next murd is chosen. As good as this is, all the players who died either from tk or the murd do not respawn. Recently in a few games, a select number of players (there's one specifically, won't say your name now, you know who you are) murdering off 4 or 5, then spectating. This is irritating since the round is technically restarted, yet the dead don't revive. I think it's fair to respawn the dead when the murderer leaves.
Sadly there is _LITERALLY_ nothing I can do about respawning players mid-game, as it's part of Zandronum's Survival game mode coding.
Catastrophe wrote:Everyone should also get an extra stimpack when the murd spectates.
I can certainly do this. IIRC players are supposed to be fully healed too in the event the murderer leaves, but I'll have to double check.
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Luke
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RE: Who Dun It: RC Testing begins...

#545

Post by Luke » Sun Sep 30, 2012 4:17 am

Theshooter7 wrote:
BloodyAcid wrote: I think there could be a few reasonable changes to the "murder leavig early" scenario. Right now, when the murd leaves, there is 30 seconds of safety before the next murd is chosen. As good as this is, all the players who died either from tk or the murd do not respawn. Recently in a few games, a select number of players (there's one specifically, won't say your name now, you know who you are) murdering off 4 or 5, then spectating. This is irritating since the round is technically restarted, yet the dead don't revive. I think it's fair to respawn the dead when the murderer leaves.
Sadly there is _LITERALLY_ nothing I can do about respawning players mid-game, as it's part of Zandronum's Survival game mode coding.
With some scripts you could force the server to do a "changemap map##" where map## is the map that the players were in, so that the deads can respawn. ;)
Last edited by Luke on Sun Sep 30, 2012 4:19 am, edited 1 time in total.

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

#546

Post by BloodyAcid » Sun Sep 30, 2012 4:31 am

That could work, but it'd wipe all weapons and items obtained, and some might be against that (ie, specifically trolling murds by spectating over and over again to force reset map, though that scenario is applicable to all solutions)

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

#547

Post by Llewellyn » Sun Sep 30, 2012 5:51 am

Luke wrote: With some scripts you could force the server to do a "changemap map##" where map## is the map that the players were in, so that the deads can respawn. ;)
Technically if you wanted to dome some work, you could morph dead players into spectator like classes instead of killing them then "Respawning" them by killing them and having them respawn. When you needed to reset the map use the resetMap function...
Last edited by Llewellyn on Sun Sep 30, 2012 5:52 am, edited 1 time in total.

Killer2
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RE: Who Dun It: RC Testing begins...

#548

Post by Killer2 » Sun Sep 30, 2012 9:02 am

There's a bug I've noticed for a long time but haven't reported yet. If a player ends a round with no stims, he'll have no stims in the next round. However, if he dies, he DOES get a stim in the next round. Players that had no stims at the end of a map need to be given one at the start of a new map.

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

#549

Post by Jigsaw » Sun Sep 30, 2012 11:59 am

Llewellyn wrote:
Luke wrote: With some scripts you could force the server to do a "changemap map##" where map## is the map that the players were in, so that the deads can respawn. ;)
Technically if you wanted to dome some work, you could morph dead players into spectator like classes instead of killing them then "Respawning" them by killing them and having them respawn. When you needed to reset the map use the resetMap function...
I don't think that's really easy to do, and it would have a load of bugs. It would require:
1. Defining the player classes
2. Adding the morph code
3. Excepting the murderer from the morph code and forcing endgame instead (That's re-writing the game ending code already)
4. Hacking Zandronum's chat system, because if it's just a fake spectator who is actually alive, then he can still chat as if he's alive. (I don't think this is possible, again, because it's hard-coded into Zandronum)
5. Hacking Zandronum's F12-ing "ghosting" system to work with fake spectators (again, fake alive players, need to be distinguished from real alive players so it needs hacking..)
6. Hacking Zandronum's score board to show fake-dead players as dead players
7. Re-writing the Finale script to work with fake dead players
8. Make fake spectators non-blocking (this one might be actually easy)

...
And a ton of other things. It sounds easy to just throw in a new player class and everything is fine, but you can see this needs a lot of things, most of them are insanely hard to make work (especially online), or even impossible.
Since it's survival mode, I think this can't be really worked around without rewriting major parts of the mod. Also we'd need another game mode to choose. Sorry but I don't think we'll ever see this working. Correct me if I'm wrong.

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

#550

Post by Synert » Sun Sep 30, 2012 1:51 pm

Theshooter7 wrote: Sadly there is _LITERALLY_ nothing I can do about respawning players mid-game, as it's part of Zandronum's Survival game mode coding.
You could always toggle player respawning (although you'd have to kill any late joiners)- it'd be messy though.

Theshooter7
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RE: Who Dun It: RC Testing begins...

#551

Post by Theshooter7 » Mon Oct 01, 2012 4:00 am

Synert wrote:You could always toggle player respawning (although you'd have to kill any late joiners)- it'd be messy though.
Yeah, which is why I won't do it. Sorry folks, but it's out of my hands.

Instead, enjoy a nice screenshot.
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Llewellyn
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RE: Who Dun It: RC Testing begins...

#552

Post by Llewellyn » Mon Oct 01, 2012 5:07 am

Jigsaw wrote: Correct me if I'm wrong.
Or use coop/another gamemode, spawn players in a box outside the map, set their camera to a 0height camera that emulates spectator movement using GetPlayerInput (I made one of these in about five minutes for minigolf).

None of the things you said have to be done except distinguish the death of the murderer from everyone else. Which is really easy.

If I'm not mistaken, the only reason for using a Cooperative gamemode originally was for 3D floors.
Last edited by Llewellyn on Mon Oct 01, 2012 5:13 am, edited 1 time in total.

Konar6
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RE: Who Dun It: RC Testing begins...

#553

Post by Konar6 » Mon Oct 01, 2012 10:14 am

Is the requested behavior here respawning all dead players in case when the murderer leaves? If you tell me how I can distinguish the murderer, I would be able to handle it server-side (at least until a proper mod solution is made).
Ijon Tichy wrote:I like how your first responses to concerns being raised was to start insulting people, accusing random people on the Internet of being Shadowfox, and digging up irrelevant shit from the past. It really inspires confidence in me that you guys are level-headed and rational folks.


<BlueCool> you guys IQ is the same as my IP, Dynamic

Theshooter7
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RE: Who Dun It: RC Testing begins...

#554

Post by Theshooter7 » Mon Oct 01, 2012 3:27 pm

Konar6 wrote: Is the requested behavior here respawning all dead players in case when the murderer leaves? If you tell me how I can distinguish the murderer, I would be able to handle it server-side (at least until a proper mod solution is made).
Well, question is, what ways are you able to? The murderer is easily distinguishable in several ways through ACS (a specific stored ID, there is a function I made which returns the player id, there are inventory items the murderer has, etc.). Outside of that stuff, there isn't much else.
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Ænima
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RE: Who Dun It: RC Testing begins...

#555

Post by Ænima » Mon Oct 01, 2012 3:32 pm

You might be able to make some sort of server-pukable script that uses Log() to display the name of the current murd ... but then everybody would see it ...
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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Konar6
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RE: Who Dun It: RC Testing begins...

#556

Post by Konar6 » Mon Oct 01, 2012 10:50 pm

Please observe whether the current server behavior is what was expected.
I'm checking for the murderer by the MurderMarker inventory item.
Last edited by Konar6 on Mon Oct 01, 2012 10:51 pm, edited 1 time in total.
Ijon Tichy wrote:I like how your first responses to concerns being raised was to start insulting people, accusing random people on the Internet of being Shadowfox, and digging up irrelevant shit from the past. It really inspires confidence in me that you guys are level-headed and rational folks.


<BlueCool> you guys IQ is the same as my IP, Dynamic

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

#557

Post by Qent » Mon Oct 01, 2012 10:56 pm

Isn't the ResetMap() function supposed to be as if the Survival mission failed? That sounds like it would work with no extra effort.

Theshooter7
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RE: Who Dun It: RC Testing begins...

#558

Post by Theshooter7 » Mon Oct 01, 2012 11:41 pm

Konar6 wrote: Please observe whether the current server behavior is what was expected.
I'm checking for the murderer by the MurderMarker inventory item.
Yes, that does work. Only the murderer carries this item during the round.
Qent wrote: Isn't the ResetMap() function supposed to be as if the Survival mission failed? That sounds like it would work with no extra effort.
If that is the case, then it'd be easy to just add that in, no problem.
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Llewellyn
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RE: Who Dun It: RC Testing begins...

#559

Post by Llewellyn » Tue Oct 02, 2012 12:35 am

Qent wrote: Isn't the ResetMap() function supposed to be as if the Survival mission failed? That sounds like it would work with no extra effort.
It only resets the map, and not players who have spawned etc. (I think.)
Last edited by Llewellyn on Tue Oct 02, 2012 12:35 am, edited 1 time in total.

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

#560

Post by Sicamore » Tue Oct 02, 2012 8:41 pm

I noticed a bug... some things that were placed in maps before the doom builder configuration cleanup in RC 1 do not show up.For example, some of the pipe actors do not show up when RC 1 is played.
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