WhoDunIt - Finally Released!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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RE: WhoDunIt - Finally Released!

#661

Post by Springy » Sun Dec 02, 2012 11:16 am

Congratulations on the release lads and lasses, will probably give the final version a play through online tonight.
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RE: WhoDunIt - Finally Released!

#662

Post by Konar6 » Sun Dec 02, 2012 8:03 pm

You may have noticed that the GV WDI server has now a join password. This is purely to get rid of random trolls, which unfortunately are attracted to this mod. Anyone who is not troll is welcome to join; to do so, request your individual password on IRC #grandvoid.
Note: if you already have password for GV private CTF, just use that. You don't need to request another one for WDI.

So far it seems to work well, the change in atmosphere is noticeable when the troublesome squad is left out, a step towards the purpose of this game.
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RE: WhoDunIt - Finally Released!

#663

Post by Theshooter7 » Mon Dec 03, 2012 2:03 am

To all whom are concerned:

First off, the idgames mirror #2 is up. This one links directly to the Doomworld /idgames page for the mod. Not only can you download from there, but you can also rate/comment about the mod if you'd like. :) It would also be p sweet if someone posted a nomination for this for the 2012 Cacowards, but that is totally up to you and only if you think this mod really deserves it. <_< seriously, I don't like to beg but at least a good chunk of the community and people who play this don't visit Doomworld at all, they might not even know said nomination thread exists

Also, I will make a final statement in that I'm aware of the issues that are present with this ultimate final release. I feel that perhaps a patch pk3 containing just the fixes may be in order, but it'll be some time for it to come along, simply because as I've mentioned I want to be done with this mod completely. Until then, please, have patience. It'll come eventually but it's not on my priority list right now. So avoid following me into servers and telling me about bugs etc. If you have something you need to report, post it here or PM me. Thank you. :)
Last edited by Theshooter7 on Mon Dec 03, 2012 2:04 am, edited 1 time in total.
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RE: WhoDunIt - Finally Released!

#664

Post by Ænima » Mon Dec 03, 2012 5:06 am

Congrats on the final release. You've been working pretty hard on this.

I'd vote for it.
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RE: WhoDunIt - Finally Released!

#665

Post by Killer2 » Mon Dec 03, 2012 8:16 am

Theshooter7 wrote:
Also, I will make a final statement in that I'm aware of the issues that are present with this ultimate final release. I feel that perhaps a patch pk3 containing just the fixes may be in order, but it'll be some time for it to come along, simply because as I've mentioned I want to be done with this mod completely. Until then, please, have patience. It'll come eventually but it's not on my priority list right now. So avoid following me into servers and telling me about bugs etc. If you have something you need to report, post it here or PM me. Thank you. :)
Whenever you do this (if at all), I'll be more than happy to beta-test it for you if necessary! Also, I'm very sorry I couldn't help with this version, but I'll do my best on the next one.

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RE: WhoDunIt - Finally Released!

#666

Post by Monsoon » Fri Dec 07, 2012 11:43 am

Well instead of posting an entire new topic for this i thought id post here.

As most already know i made an unofficial addon for whodunit, A new toy for murds and innocents to play with

It's The AA12 and its here to stay.

With this most recent update the gun no longer carries over between levels like the buggy alpha did. Furthermore, you can now drop it in favor of other weapons (yeah, like that's gonna happen) and before you all rage at me and say this breaks the gameplay it is balanced for both sides as it fucks up murd and innocent alike on an equal scale as there's no murd buff for the AA12 and there wont be because no one is going to support this of course


- Monsoon

P.S. if you want a screen shot go look at page 24 i have it spoilered check the first post made by me
Last edited by Monsoon on Fri Dec 07, 2012 11:45 am, edited 1 time in total.

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RE: WhoDunIt - Finally Released!

#667

Post by -Jes- » Fri Dec 07, 2012 12:17 pm

You're welcome. :P

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RE: WhoDunIt - Finally Released!

#668

Post by Monsoon » Fri Dec 07, 2012 12:31 pm

thank you kindly :)

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Zeberpal
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RE: WhoDunIt - Finally Released!

#669

Post by Zeberpal » Sat Dec 08, 2012 8:48 pm

Uhmm any ideas why i receive a "gross hack" item instead of Bridge item? (mapping)
Last edited by Zeberpal on Sat Dec 08, 2012 8:48 pm, edited 1 time in total.
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RE: WhoDunIt - Finally Released!

#670

Post by Theshooter7 » Sat Dec 08, 2012 9:40 pm

Zeberpal wrote: Uhmm any ideas why i receive a "gross hack" item instead of Bridge item? (mapping)
No idea, it works fine for me in GZDoom Builder 2. Does it work fine in game? It's also possible the sprite names could have ended up the same.

Also: Jigsaw's updated map has been mirrored on Coding Buff again, please download from the link for the update.
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RE: WhoDunIt - Finally Released!

#671

Post by Killer2 » Sat Dec 08, 2012 11:56 pm

Monsoon wrote: It's The AA12 and its here to stay.
I still don't think this weapon fits in the atmosphere of most of the maps. Most maps are rusty sewers, old manors or mental asylums etc. What would a state of the art, military grade weapon like that be doing in such places? It would work well with Marsis tho.
Btw, when's Marsis going to get up and running? I've been missing that map since forever, it was my favourite!

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RE: WhoDunIt - Finally Released!

#672

Post by Theshooter7 » Sun Dec 09, 2012 5:25 am

Killer2 wrote:Btw, when's Marsis going to get up and running? I've been missing that map since forever, it was my favourite!
I did fix the issues with the music setter that Zeberpal requested, so it's now just up to him to update and release. I'll also mirror it on Coding Buff when it's ready.
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RE: WhoDunIt - Finally Released!

#673

Post by Zeberpal » Sun Dec 09, 2012 10:40 am

This GROSS HACK appear with custom bridge only..(but why the hell).
Marsis will be out with another new map, since I already added some features in there which requires new map and last wdi version.
It is also reasonable to not release it now to play out another new maps!
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RE: WhoDunIt - Finally Released!

#674

Post by Monsoon » Sun Dec 09, 2012 3:13 pm

it fits well with the map bunker down

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RE: WhoDunIt - Finally Released!

#675

Post by Sicamore » Mon Dec 10, 2012 5:38 pm

Whodunit relies on melee weapons and stuff you find lying around. How is a 12 guage military shotgun something you find in an asylum or hospital? This is my opinion on the matter.

The final version is already out so anything added will be in the hands of whoever makes the addons. It wont reflect the ideas of developers in any way, so therefore there is nothing to lose. If the community doesnt like it, not our problem.
Last edited by Sicamore on Mon Dec 10, 2012 7:50 pm, edited 1 time in total.
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RE: WhoDunIt - Finally Released!

#676

Post by Monsoon » Tue Dec 11, 2012 5:27 pm

i love you too sicamore...nah jk man your right the AA12 doesn't fit in any of the maps i do believe it goes well with bunker down as its a bunker and ive seen dead military personnel thoughout the map... so i believe that this would be a place to find said 12 gauge military shotgun

furthermore who said anything about getting it put in WDI i know that's not gonna happen final or no final the only way this would happen is if i implemented it into a custom unofficial build... oh wait I ALREADY DID THAT! i also implemented the addon into the package as so now its one big file the only thing i cant do is get the classic.o recompiled so that the AA12 and 1911 names show up with the slot filled name script they just show up as unknown pickup
Last edited by Monsoon on Tue Dec 11, 2012 5:57 pm, edited 1 time in total.

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RE: WhoDunIt - Finally Released!

#677

Post by Sicamore » Tue Dec 11, 2012 5:29 pm

This is just an opinion and nothing personal.
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RE: WhoDunIt - Finally Released!

#678

Post by Monsoon » Wed Dec 12, 2012 6:33 am

im aware of that i too was stating my opinion

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RE: WhoDunIt - Finally Released!

#679

Post by Catastrophe » Wed Dec 12, 2012 1:52 pm

I gotta agree with sicamore, that weapon is completely pointless and destroys the theme of WhoDunIt. Plus it looks like crap compared to all the other weapons.

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RE: WhoDunIt - Finally Released!

#680

Post by Spottswoode » Wed Dec 12, 2012 2:26 pm

Sicamore wrote: How is a 12 guage military shotgun something you find in an asylum or hospital?
Oh the things you will find when wandering around people's houses. :wink: I don't suppose you'd really be able to account for everything that would possibly be on a location, so consider the AA-12 what DNDers like to call the magic random sword of death. Basically, as per the Law of averages, if any random incident has the potential to create a completely random event one might assume that the AA-12 was just something that by chance happened to occur in the events prior to the incident of the WDI round. Also, it might have been planted by the murderer....... :cool:
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