WhoDunIt - Finally Released!

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

#641

Post by Sicamore » Tue Nov 27, 2012 12:33 am

Even though not all medkits need it, I put all of them spawning this way for desync reasons, so those on 3d floors dont get stuck. If you take away my system and spawn medkits with usual actors i think it should be fine, as long as you leave the other things to spawn by script (like barells and pots and toilet actors, which need this system because it is crucial to their placement)

As for the pipe actors, i believe they dont show up because of that doom builder 2 breakdown you did (you organized actors into sub groups to make mapping and placing actors easier).

Heres a pic of the actor in question:

actor number 31016 - pipe 2

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The other pipes are also affected i believe. This is only one of them.

EDIT:

Im sorry Jigsaw that your map is lost. Btw, does anyone have the notepad file with credits done yet?
Last edited by Sicamore on Tue Nov 27, 2012 12:49 am, edited 1 time in total.
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Theshooter7
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RE: Who Dun It: RC Testing begins...

#642

Post by Theshooter7 » Tue Nov 27, 2012 1:20 am

Sicamore wrote:Im sorry Jigsaw that your map is lost. Btw, does anyone have the notepad file with credits done yet?
Press F1 in single player.
Last edited by Theshooter7 on Tue Nov 27, 2012 1:31 am, edited 1 time in total.
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RE: Who Dun It: RC Testing begins...

#643

Post by Sicamore » Tue Nov 27, 2012 1:29 am

Oh wow nice little help thing you got there! Also Nick Baker helped with this mod? Woah we got real pros here!

EDIT:

Just checked out portals on map WDI01. Something is wrong with the top sector actors for the portals, and it causes half the roof to go HOM.
Last edited by Sicamore on Tue Nov 27, 2012 1:33 am, edited 1 time in total.
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Theshooter7
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RE: Who Dun It: RC Testing begins...

#644

Post by Theshooter7 » Tue Nov 27, 2012 1:33 am

Sicamore wrote: Oh wow nice little help thing you got there! Also Nick Baker helped with this mod? Woah we got real pros here!
We used a number of textures he created (like any other mod, but I want to try and credit as many major sources as possible. At least, those which aren't an actual developer to begin with, like 3D Realms for example).

Also, I looked in my pk3 directory, everything for the pipes is there. In fact, the code is part of "Slaughter Seminar" 's original files, so it was certainly not removed. Is there any particular map/location I can quickly go to and test to confirm the issue?
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RE: Who Dun It: RC Testing begins...

#645

Post by Sicamore » Tue Nov 27, 2012 1:36 am

Theshooter7 wrote:

Also, I looked in my pk3 directory, everything for the pipes is there. In fact, the code is part of "Slaughter Seminar" 's original files, so it was certainly not removed. Is there any particular map/location I can quickly go to and test to confirm the issue?

My map is where i noticed the problem initially. Where-house, in the bar key room full of different sized pipes.
Last edited by Sicamore on Tue Nov 27, 2012 1:36 am, edited 1 time in total.
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Theshooter7
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RE: Who Dun It: RC Testing begins...

#646

Post by Theshooter7 » Tue Nov 27, 2012 2:06 am

Alright I found the issue; at some point someone put a null patch in the TEXTURES lump. My guess is it was for a model, but I cannot find any model information that references the frames, so I've renamed the entries in TEXTURES for now. Hopefully no issues appear from it.
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RE: Who Dun It: RC Testing begins...

#647

Post by Sicamore » Tue Nov 27, 2012 2:20 am

Great! I know you are very busy at this time, but thanks for adressing this issue!
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RE: Who Dun It: RC Testing begins...

#648

Post by Cruduxy » Tue Nov 27, 2012 6:18 pm

Killer2 wrote: I was thinking about a system that would be fairly easy to implement and would help a lot. Everyone knows how frustrating it is to not be murd for 20+ rounds in a row. Why not, for every time you're not murd, you gain a percentage chance (say, 1% or 2%) to be murd next time (on top of the chance you already had). This stacks until you get to be murd, after which all of your stacked bonus is lost. What do you guys thing?
This is still subject to being unfair to some players.. it is very good to implement when players are few but once players pass 15 I can see half the server having a 50% chance stacked for them.. they aren't getting an advantage and people who just joined well have very low chance.

You can always try tricks like those in binary search.. say at one map pick a random from only first half of players and next one from the other half?
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RE: Who Dun It: RC Testing begins...

#649

Post by Killer2 » Tue Nov 27, 2012 6:21 pm

Cruduxy wrote:
Killer2 wrote: I was thinking about a system that would be fairly easy to implement and would help a lot. Everyone knows how frustrating it is to not be murd for 20+ rounds in a row. Why not, for every time you're not murd, you gain a percentage chance (say, 1% or 2%) to be murd next time (on top of the chance you already had). This stacks until you get to be murd, after which all of your stacked bonus is lost. What do you guys thing?
This is still subject to being unfair to some players.. it is very good to implement when players are few but once players pass 15 I can see half the server having a 50% chance stacked for them.. they aren't getting an advantage and people who just joined well have very low chance.

You can always try tricks like those in binary search.. say at one map pick a random from only first half of players and next one from the other half?
That's the point. Players that waited 13 games to be murd should have a much higher chance than some guy who just joined.

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

#650

Post by Cruduxy » Tue Nov 27, 2012 6:59 pm

It'd be a turn off to join and already know... great full server, I'll need at least a couple of hours before I get a slight chance to be picked.. also its much more of a mess to code it than some more controlled randomization :P
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RE: Who Dun It: RC Testing begins...

#651

Post by Yellowtail » Tue Nov 27, 2012 7:11 pm

Maybe have it capped at a certain percentage? Like, 20-30% or something? Might be too low, but that's just a suggestion.

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

#652

Post by Killer2 » Tue Nov 27, 2012 9:06 pm

Cruduxy wrote: It'd be a turn off to join and already know... great full server, I'll need at least a couple of hours before I get a slight chance to be picked..
I don't think it would take hours. And really it's the same level of frustration when you don't get to be murd after a really long time playing, especially if some other guy already got to be murd 2 or 3 times already.

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

#653

Post by Sicamore » Tue Nov 27, 2012 9:36 pm

Killer2 has a point.
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RE: Who Dun It - Finally Released!

#654

Post by Theshooter7 » Fri Nov 30, 2012 11:11 pm

Final release it out!
All download links are in the original post just below the title graphics. Unfortunately, I'll admit that a bug or two managed to slip through and wasn't brought to my attention until it was too late. The plus side: none of them are game-crippling bugs, however I'll try to talk to the /idgames maintainer(s) and see what I'm supposed to do if I wanted to upload a patched version. If nothing else, I can make a separate patch pk3 to fix the small issues that are still around.

In either case, enjoy! It's been a long run making this mod and I hoped those of you that played it will continue to enjoy it for some time to come. :)
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RE: Who Dun It - Finally Released!

#655

Post by Tux » Fri Nov 30, 2012 11:16 pm

is 'comp lag when you are holding lpm' bug fixed?
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dear diary, tux today was a faggot again[/size]

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RE: WhoDunIt - Finally Released!

#656

Post by Lord_of_D: » Fri Nov 30, 2012 11:23 pm

final release? so no more updates? D:
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RE: WhoDunIt - Finally Released!

#657

Post by Sicamore » Sat Dec 01, 2012 2:08 am

That's all folks.
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RE: WhoDunIt - Finally Released!

#658

Post by BloodyAcid » Sat Dec 01, 2012 5:28 am

I crash every single time we get to WDI02 and WDI04. EVERY TIME.

http://pastebin.com/HVFhR6Bj
http://pastebin.com/6Pi2ipWH

Running software with no problems from all previous releases.
Last edited by BloodyAcid on Sat Dec 01, 2012 5:29 am, edited 1 time in total.

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RE: WhoDunIt - Finally Released!

#659

Post by Jigsaw » Sat Dec 01, 2012 7:17 pm

All right, there are big problems.
There are invisible blocking lines in a lot of places, like Clock Town morgue doors or ST.Mercy 3rd floor doors.
The servers are played with an unofficial version.
Everyone is confused about what's going on.
A tester probably gave out a beta version.
And my map is not the right version.

If we want this mod going, we need to do something. Stop the servers till update comes maybe? anything? anyone?

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RE: WhoDunIt - Finally Released!

#660

Post by Killer2 » Sat Dec 01, 2012 7:36 pm

Jigsaw wrote: All right, there are big problems.
There are invisible blocking lines in a lot of places, like Clock Town morgue doors or ST.Mercy 3rd floor doors.
The servers are played with an unofficial version.
Everyone is confused about what's going on.
A tester probably gave out a beta version.
And my map is not the right version.

If we want this mod going, we need to do something. Stop the servers till update comes maybe? anything? anyone?
Apparently this is what happens when I don't beta test...
*sigh*

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