WhoDunIt - Finally Released!

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

#561

Post by Llewellyn » Tue Oct 02, 2012 9:19 pm

Llewellyn wrote:
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.)
I was wrong, I tested it and ResetMap literally does a map AND player reset like Survival. So you can just throw that right in there and voila.
This also means that all your scripts will reset, so be careful!
Last edited by Llewellyn on Tue Oct 02, 2012 9:19 pm, edited 1 time in total.

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

#562

Post by Theshooter7 » Tue Oct 02, 2012 9:20 pm

Llewellyn wrote:
Llewellyn wrote:
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.)
I was wrong, I tested it and ResetMap literally does a map AND player reset like Survival. So you can just throw that right in there and voila.
This also means that all your scripts will reset, so be careful!
Seems legit. Problem solved!
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Killer2
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RE: Who Dun It: RC Testing begins...

#563

Post by Killer2 » Wed Oct 03, 2012 6:04 am

Sicamore wrote: 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.
I thought pipes or wrenches spawned randomly their spawners.

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

#564

Post by Sicamore » Wed Oct 03, 2012 5:00 pm

Pipes meaning decorative actors, should have made myself clear.
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BloodyAcid
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RE: Who Dun It: RC Testing begins...

#565

Post by BloodyAcid » Thu Oct 04, 2012 7:28 pm

Thanks for acting on the murderer issue Theshooter7 (and everybody else). Really glad to know there's still strong active support for the mod :D

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

#566

Post by Killer2 » Thu Oct 04, 2012 8:57 pm

The servers turned painfully laggy for some time now. This might just be my connection screwing up for whatever reason, but could it be investigated a bit? Some other players reported lagging as well.

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

#567

Post by Jigsaw » Fri Oct 05, 2012 5:11 pm

I want to report a small thing, which is just aesthetics. When a player dies, he actually has two corpses. One is the normal body, and one which slides away as if pushed away by the weapon hit, still standing, and then suddenly dissapearing. Also, a bigger thing, some people were saying in the server that being hit by anything pushes you away only if you are murderer, although I haven't tested it yet.

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

#568

Post by Theshooter7 » Fri Oct 05, 2012 5:36 pm

Jigsaw wrote: I want to report a small thing, which is just aesthetics. When a player dies, he actually has two corpses. One is the normal body, and one which slides away as if pushed away by the weapon hit, still standing, and then suddenly dissapearing. Also, a bigger thing, some people were saying in the server that being hit by anything pushes you away only if you are murderer, although I haven't tested it yet.
Did any of this happen in the RC build? I made changes to fix all of these.
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Jigsaw
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RE: Who Dun It: RC Testing begins...

#569

Post by Jigsaw » Fri Oct 05, 2012 9:06 pm

I tested it offline and no, they didn't, but offline mode acts different in a lot of things. It will be probably OK.

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

#570

Post by Jigsaw » Sat Oct 06, 2012 10:33 pm

Sorry for double post, but this is important.
Do you guys know about the WDI02 bertholite bug?
Nobody tends to tell how, but the berth can be stolen by a glitch on this map. I've seen innocents throwing berths several times and they even announce they steal. That's all I know so far. Maybe the pickup too close to a wall, allowing the "grab" exploit?

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

#571

Post by BloodyAcid » Sun Oct 07, 2012 5:09 am

Seconding that. Many people are complaining that innocents are berthing and murds are losing berth. I think it has something to do with using a brick (mentioned by people in game)
Last edited by BloodyAcid on Sun Oct 07, 2012 5:53 am, edited 1 time in total.

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

#572

Post by Catastrophe » Sun Oct 07, 2012 6:28 am

I don't see how a brick can manage to get you a bretholite regardless of how you used it.

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

#573

Post by Peanut » Sun Oct 07, 2012 6:39 am

Threatening a bertholite salesman?

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

#574

Post by Jigsaw » Sun Oct 07, 2012 11:46 am

I think it has nothing to do with bricks, it might be http://doomwiki.org/wiki/Grab this.

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

#575

Post by Theshooter7 » Sun Oct 07, 2012 5:06 pm

Jigsaw wrote: I think it has nothing to do with bricks, it might be http://doomwiki.org/wiki/Grab this.
Indeed this is the exact reason they can obtain them and I'll be moving the items away from the wall to fix it.

In the mean time, it's not like thieves are really doing anything useful by taking them. They respawn a minute later, and on top of that, the damage type for the gas is coded to give the murderer health and sanity as well as award him the kill whenever someone goes through it and takes damage/dies. Same deal with the shotgun traps. And since you can only carry one gas can, holding on to it to deny him his supply doesn't really work. At all.
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Killer2
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RE: Who Dun It: RC Testing begins...

#576

Post by Killer2 » Sun Oct 07, 2012 5:57 pm

It still needs to be fixed though, especially since you can berth the murd or other innocents. Also, I reported this a few pages before and noone said anything...

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

#577

Post by Theshooter7 » Sun Oct 07, 2012 8:54 pm

Killer2 wrote: It still needs to be fixed though, especially since you can berth the murd or other innocents. Also, I reported this a few pages before and noone said anything...
I've been silently noting reports. Don't worry. Usually if I don't say anything to a report, it's because it's already been fixed in a coming version or it's easy to fix and thus will be fixed soon.
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BloodyAcid
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RE: Who Dun It: RC Testing begins...

#578

Post by BloodyAcid » Sun Oct 07, 2012 10:04 pm

Jigsaw wrote: I think it has nothing to do with bricks, it might be http://doomwiki.org/wiki/Grab this.
Lol. I saw like 4 people throwing bricks at the wall and then throwing down murd items. The grab seems like a better explanation

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

#579

Post by BloodyAcid » Mon Oct 08, 2012 9:47 pm

Synert wrote: To be fair most people just lob them randomly at the start of the round, but in any case it's probably better off without the penalty.
Hate having to bring this up again, but Shooter, will there be a tk penalty in the next release for molotov's? I've got a dozen demos of a few select people trolling.

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

#580

Post by Synert » Tue Oct 09, 2012 4:47 pm

Well if it has the penalty then I could quite happily sit in the molotov. Actually managing to kill someone with a molotov is pretty rare.

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