[wip] killer instinct doom

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
doomero
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[wip] killer instinct doom

#1

Post by doomero » Sun Nov 18, 2012 5:37 pm

compatible with zandronum, my first fighting game mod for zandronum, i am trying to make my best job on this and use only zandronum supported codes:

videos:
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
this was tested on zandronum singleplayer recently

phpBB [video]
The [video] tag is deprecated, please use the [media] tag
this was tested on febrary of this year, but using skulltag, i dont know waht happen if i tested this on zandronum mp since i changed some codes, but in theory i guess the multiplayer will work similar or better. Anyway i will test this on mp and see what happen =)

enjoy guys

pd: i guess i need to change the skulltag logo (orchid stage and menu) and change for zandronum XD

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RE: [wip] killer instinct doom

#2

Post by one_Two » Sun Nov 18, 2012 5:41 pm

Very nice work, how many different moves do they have?

doomero
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RE: [wip] killer instinct doom

#3

Post by doomero » Sun Nov 18, 2012 5:49 pm

the special moves were based from snes the 70% and 30% from arcade is a mix, you can use lot of diferent mix of combos =) my max was 18 with sabrewulf and 15 with fulgore, ultra max for sabrewulf is 36 and 34 for fulgore.
Last edited by doomero on Sun Nov 18, 2012 5:49 pm, edited 1 time in total.

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RE: [wip] killer instinct doom

#4

Post by Lord_of_D: » Sun Nov 18, 2012 6:19 pm

Image
but seriously, you really make epic stuff >_>
Image

BenClark
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RE: [wip] killer instinct doom

#5

Post by BenClark » Mon Nov 19, 2012 2:14 am

Wow, this is batshit crazy. Have you ever thought about making a doom themed fighting game with custom sprites or something?

doomero
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RE: [wip] killer instinct doom

#6

Post by doomero » Mon Nov 19, 2012 10:07 pm

phpBB [video]
The [video] tag is deprecated, please use the [media] tag
i have a problem with zandronum, i tested on multiplayer and i have more lag than skulltag, i dont know why, and later i added the skulltag data and skulltag wad and happen the same, i am thinking the problem could be the gl mode or another cause.

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NachtIntellect
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RE: [wip] killer instinct doom

#7

Post by NachtIntellect » Tue Nov 20, 2012 12:53 am

Good to see you are working on this, nice to know this project is still alive.
(Sorry I wouldn't know how to fix it, perhaps you need to tamper with it a little?)
Did you just bite me? Come here, I will bite you back bastard.

doomero
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RE: [wip] killer instinct doom

#8

Post by doomero » Tue Nov 20, 2012 1:08 am

what is the difference between zandronum.exe and skulltag.exe?

becuase if skulltag.exe (98d) run more decent than zandronum, perhaps that diference is determinant.

pd: i tested on software mode, and the problem persists, so the open gl is not the trouble.

other thing: the problem only appear at 2 situations:

1. when i damage the other actor.
2. when i press the crouch button.

also i used +clientsideonly flag (for impact sprite) and +serversideonly (the invisible missile actor for damage the other char and nothing =(
Last edited by doomero on Tue Nov 20, 2012 1:27 am, edited 1 time in total.

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Ænima
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RE: [wip] killer instinct doom

#9

Post by Ænima » Tue Nov 20, 2012 1:53 am

Are you using a lot of GetPlayerInput in your scripts?
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)
Image

doomero
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RE: [wip] killer instinct doom

#10

Post by doomero » Tue Nov 20, 2012 2:03 am

Ænima wrote: Are you using a lot of GetPlayerInput in your scripts?
yes, exist 3 scripts; each of that have lot of conditional events, that is the trouble?

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RE: [wip] killer instinct doom

#11

Post by Ænima » Tue Nov 20, 2012 2:12 am

Not sure. Make sure the flag "compat_clientssendfullbuttoninfo" is always on when playing this mod.

You can do this automatically by making a script like this:

Code: Select all

script 999 OPEN
{
  delay(2);
  ConsoleCommand("compat_clientssendfullbuttoninfo 1");
}
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)
Image

doomero
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RE: [wip] killer instinct doom

#12

Post by doomero » Tue Nov 20, 2012 2:20 am

ok, tested, and no =( still persists, btw i used that options on compatibility flags, becuase without that you cant control the char or player select.

other question, what was the last skulltag 98 e alpha build? for know if the problem started on the alphas ( i tested with the first zandronum alpha and the problem persists).

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Torr Samaho
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RE: [wip] killer instinct doom

#13

Post by Torr Samaho » Tue Nov 20, 2012 6:28 am

doomero wrote: becuase if skulltag.exe (98d) run more decent than zandronum, perhaps that diference is determinant.
Zandronum fixes a truckload of bugs found in 98d and some of the fixes inevitably increase net traffic. Did you do a net traffic analysis to see which actor type or script is causing the most traffic?
Ænima wrote: Not sure. Make sure the flag "compat_clientssendfullbuttoninfo" is always on when playing this mod.
98d handled this the same waym but enabling the flag will increase net traffic for sure.
doomero wrote: other question, what was the last skulltag 98 e alpha build? for know if the problem started on the alphas ( i tested with the first zandronum alpha and the problem persists).
I don't have the exact number at hand, but there are lots of 98e beta builds to test on my beta builds and mics and unofficial beta builds mediafire pages.

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RE: [wip] killer instinct doom

#14

Post by doomero » Tue Nov 20, 2012 4:44 pm

how i can do that? see what actor is causing this lag? becuase only happen when the other char recive damage and pressing the crouch button (bt_back)

pd: i tested, the results were this:

skulltag 98e dev 3392 works fine.
skulltag 98e dev 3411 and 3417 (i guess this is the last build) appear the problem, but is much worse than zandronum, the trouble is increased:

i cant control good the player select and char
i cant see the walk or jump animation, only the char on stand state and moving for art of magic.
i cant see the "ready", "brutal combo", etc.

but on the first alphas of zandronum those new problems was fixed, but the lag still persists when i damage the char and press the crouch button.

in conclusion all the alphas of 98e except 3411-3417, the mod runs good.
Last edited by doomero on Tue Nov 20, 2012 5:31 pm, edited 1 time in total.

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Torr Samaho
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RE: [wip] killer instinct doom

#15

Post by Torr Samaho » Tue Nov 20, 2012 8:51 pm

doomero wrote: how i can do that? see what actor is causing this lag? becuase only happen when the other char recive damage and pressing the crouch button (bt_back)
http://wiki.zandronum.com/Measuring_outbound_traffic

doomero
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RE: [wip] killer instinct doom

#16

Post by doomero » Wed Nov 21, 2012 3:01 am

ok i compared skulltag and zandronum and i have this:

Code: Select all

//zandronum//

Network traffic (in bytes) caused by actor code pointers:
FULGORE2 10040
HATER1L 2070
HATER1M 8244
HATER1R 378
HATER2M 9936
HATER2R 774
KICOMBOS 109
ORCHID1 3813
ORCHID2 3825
ORCHID3 3825
REPULSION2 19026
SABREWULF 18954

Network traffic (in bytes) caused by ACS scripts:
Script 26: 1946
Script 67: 32660
Script 91: 22
Script 99: 6318
Script 202: 105
Script 203: 72
Script 222: 80
Script 225: 480
Script 226: 240
Script 231: 102
Script 233: 68
Script 234: 102
Script 235: 34
Script 401: 420
Script 402: 360
Script 404: 17
Script 405: 153
Script 406: 136
Script 407: 85
Script 409: 51
Script 476: 21949
Script 477: 181017
Script 806: 36
Script 808: 101
Script 831: 41
Script 837: 138
Script 838: 92
Script 851: 42
Script 852: 38
Script 991: 16084
Script 996: 180
Script 998: 520


//skulltag//

Network traffic (in bytes) caused by actor code pointers:
FULGORE2 7874
HATER1L 1224
HATER1M 11280
HATER1R 720
HATER2L 192
HATER2M 8616
HATER2R 2544
KICOMBOS 93
ORCHID1 9400
ORCHID2 9400
ORCHID3 9400
REPULSION2 22629
SABREWULF 17587

Network traffic (in bytes) caused by ACS scripts:
Script 26: 1575
Script 59: 13
Script 62: 80
Script 69: 12790
Script 72: 13
Script 91: 39
Script 99: 4752
Script 202: 11
Script 223: 40
Script 224: 30
Script 225: 240
Script 226: 160
Script 227: 38
Script 228: 20
Script 231: 20
Script 233: 20
Script 234: 20
Script 235: 10
Script 401: 325
Script 402: 205
Script 405: 289
Script 406: 153
Script 407: 119
Script 409: 51
Script 476: 8535
Script 477: 88854
Script 808: 86
Script 831: 117
Script 833: 45
Script 834: 90
Script 836: 168
Script 837: 88
Script 838: 88
Script 851: 28
Script 852: 44
Script 991: 19272
Script 996: 150
Script 998: 389
pd: i founded the real cause of the problem:

weren´t the music, the camera script, the getplayerinput or the script of the repulsion.

the problem are 2: were the actors, sabrewulf/fulgore, if i put serversideonly on this chars the problem is solved, no lag, but the bad thing those are invisible =( but is strange becuase on skulltag 98d i dont have this problem the game runs good, Torr what changes you added on decorate actors? because i guess this issue could be afect other mods, now zandronum is more sensible with complex decorates than skulltag.

/////////////

now back to the mod:
phpBB [video]
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this video show the big part of sabrewulf combos, was tested on skulltag 98d multiplayer mode.

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Torr Samaho
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RE: [wip] killer instinct doom

#17

Post by Torr Samaho » Wed Nov 21, 2012 8:27 pm

doomero wrote: the problem are 2: were the actors, sabrewulf/fulgore, if i put serversideonly on this chars the problem is solved, no lag, but the bad thing those are invisible =( but is strange becuase on skulltag 98d i dont have this problem the game runs good, Torr what changes you added on decorate actors?
Several DECORATE functions didn't work properly online in 98d, but are fixed in Zandronum. The price is increased net traffic for the fixed functions though. If you post the DECORATE code of the actors you have problems with I can possibly say something more specific.

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RE: [wip] killer instinct doom

#18

Post by doomero » Thu Nov 22, 2012 12:00 am

Torr Samaho wrote:
doomero wrote: the problem are 2: were the actors, sabrewulf/fulgore, if i put serversideonly on this chars the problem is solved, no lag, but the bad thing those are invisible =( but is strange becuase on skulltag 98d i dont have this problem the game runs good, Torr what changes you added on decorate actors?
Several DECORATE functions didn't work properly online in 98d, but are fixed in Zandronum. The price is increased net traffic for the fixed functions though. If you post the DECORATE code of the actors you have problems with I can possibly say something more specific.
ok torr this is one of the decorates of sabrewulf

https://rapidshare.com/files/1567859972 ... ecorate.7z

at the worst of the cases, becuase reading your answer the only way is remove some codes of my actor for not demant more traffic the risk is hight, becuase could decrece the quality of the actor, exist a way to launch for example a "patch" for zandronum for back to 98d?
Last edited by doomero on Thu Nov 22, 2012 12:01 am, edited 1 time in total.

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Torr Samaho
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RE: [wip] killer instinct doom

#19

Post by Torr Samaho » Thu Nov 22, 2012 8:51 pm

doomero wrote: ok torr this is one of the decorates of sabrewulf

https://rapidshare.com/files/1567859972 ... ecorate.7z
Alright, this one actor alone has more than 7500 lines of DECORATE code and calls a couple of ACS scripts. That's almost impossible to debug. Can you condense this to a minimal example wad?
doomero wrote: at the worst of the cases, becuase reading your answer the only way is remove some codes of my actor for not demant more traffic the risk is hight, becuase could decrece the quality of the actor, exist a way to launch for example a "patch" for zandronum for back to 98d?
We should first understand what is causing the lag and then we can start thinking about possible solutions.

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RE: [wip] killer instinct doom

#20

Post by doomero » Sat Nov 24, 2012 1:59 am

Torr i founded the problem:

is a script use too much takeinventories, i remove all those and i used clearinventory.
Last edited by doomero on Sat Nov 24, 2012 2:19 am, edited 1 time in total.

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