re4 doom the mercenaries [released]

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Ænima
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RE: re4 doom mercenaries (released zdoom)/ (in progress zandronum)

#41

Post by Ænima » Fri Dec 07, 2012 6:35 pm

doomero wrote: Torr, is not necesary i fixed the problem changing the code, i replaced a_jumpif for a_jumpifinventory, anyway thanks.
Good idea.

A_JumpIf uses significantly more memory than A_JumpIfInventory.

Once, I made a "fish" monster. It was just a flying monster (+FLOAT +NOGRAVITY) but would be forced to remain underwater by constant A_JumpIf calls in its chase state.

Code: Select all

  Spawn:
    FISH A 4 A_JumpIf(waterlevel == 2, 1)
    Goto Swimdown
    FISH A 0
    Loop
 Swimdown:
    FISH A 0 A_Gravity
    FISH A 4 A_JumpIf(waterlevel == 2, 1)
    Loop
    FISH A 0 A_NoGravity
    Goto Spawn
Any time I placed more than 5 fish in one map, the server would lag like crazy.
Last edited by Ænima on Fri Dec 07, 2012 6:36 pm, edited 1 time in total.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
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doomero
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RE: re4 doom mercenaries (released zdoom)/ (in progress zandronum)

#42

Post by doomero » Fri Dec 07, 2012 9:35 pm

i see, so was demostrated the a_jumpif cause lot of lag on multiplayer and my case is not the only one....

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RE: re4 doom mercenaries (released zdoom)/ (in progress zandronum)

#43

Post by Razgriz » Fri Dec 07, 2012 9:58 pm

It seems so strange seeing RE characters walking around in Doom, it is somewhat mind boggling.

Will you be re-creating some RE4 maps? or something?
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doomero
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RE: re4 doom mercenaries (released zdoom)/ (in progress zandronum)

#44

Post by doomero » Fri Dec 07, 2012 10:04 pm

Razgriz wrote: It seems so strange seeing RE characters walking around in Doom, it is somewhat mind boggling.

Will you be re-creating some RE4 maps? or something?
for the moment i am making the zandronum version of the mercenaries, but i cant said "no" about create re4 maps.

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Torr Samaho
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RE: re4 doom mercenaries (released zdoom)/ (in progress zandronum)

#45

Post by Torr Samaho » Sat Dec 08, 2012 8:13 pm

doomero wrote: Torr, is not necesary i fixed the problem changing the code, i replaced a_jumpif for a_jumpifinventory, anyway thanks.
Well, you kept stating that Skulltag works better than Zandronum for you. I'd still like to figure out what causes this.

BTW: Since a client knows the inventory of its player, it can do the jump in A_JumpIfInventory on its own and doesn't need the server to be notified of the jump outcome.

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RE: re4 doom mercenaries (released zdoom)/ (in progress zandronum)

#46

Post by doomero » Sun Dec 09, 2012 2:43 am

Torr Samaho wrote:
doomero wrote: Torr, is not necesary i fixed the problem changing the code, i replaced a_jumpif for a_jumpifinventory, anyway thanks.
Well, you kept stating that Skulltag works better than Zandronum for you. I'd still like to figure out what causes this.

BTW: Since a client knows the inventory of its player, it can do the jump in A_JumpIfInventory on its own and doesn't need the server to be notified of the jump outcome.
well the a_jumpifinventory works great for the player, but i cant said the same with the monsters specialy with a_takeinventory, for example the map08 of doom2 i have a lot of lag and that is for the big quantity of monsters using a_takeinventory and now i need to change for clearinventory and use a_checksight for decrease the demand of traffic.


well returning back

this video show the cooperative with a friend i am hunk and my friend is krauser (SPTX)
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map01-07 the mod works very good, map08 and the next appear the problem of the lag and now i need to change the monster decorate for not use some inventories.

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Torr Samaho
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RE: re4 doom mercenaries (released zdoom)/ (in progress zandronum)

#47

Post by Torr Samaho » Sun Dec 09, 2012 11:42 am

doomero wrote: well the a_jumpifinventory works great for the player, but i cant said the same with the monsters specialy with a_takeinventory, for example the map08 of doom2 i have a lot of lag and that is for the big quantity of monsters using a_takeinventory and now i need to change for clearinventory and use a_checksight for decrease the demand of traffic.
I think missed my point, let me reiterate it:
Torr Samaho wrote: Well, you kept stating that Skulltag works better than Zandronum for you. I'd still like to figure out what causes this.
If your claims that Skulltag works better than Zandronum in some regards are correct, we need to understand what's going on and fix this in Zandronum. That's why I keep asking for a minimal example wad that works better in Skulltag than in Zandronum.

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RE: re4 doom mercenaries (released zdoom)/ (in progress zandronum)

#48

Post by doomero » Sun Dec 09, 2012 1:19 pm

Torr Samaho wrote:
doomero wrote: well the a_jumpifinventory works great for the player, but i cant said the same with the monsters specialy with a_takeinventory, for example the map08 of doom2 i have a lot of lag and that is for the big quantity of monsters using a_takeinventory and now i need to change for clearinventory and use a_checksight for decrease the demand of traffic.
I think missed my point, let me reiterate it:
Torr Samaho wrote: Well, you kept stating that Skulltag works better than Zandronum for you. I'd still like to figure out what causes this.
If your claims that Skulltag works better than Zandronum in some regards are correct, we need to understand what's going on and fix this in Zandronum. That's why I keep asking for a minimal example wad that works better in Skulltag than in Zandronum.
the problem of the example wad torr, i dont have the same effects when i am playing my mod: i used a_jumpif for the example wad and i dont have lag on zandronum mp...in other words only happen on my mod...so i cant reproduce the same lag effect when i create a example wad, and i want this for zandronum...i guess i can fix those problems becuase now i know the cause....

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Torr Samaho
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RE: re4 doom mercenaries (released zdoom)/ (in progress zandronum)

#49

Post by Torr Samaho » Sun Dec 09, 2012 7:55 pm

doomero wrote: the problem of the example wad torr, i dont have the same effects when i am playing my mod: i used a_jumpif for the example wad and i dont have lag on zandronum mp...in other words only happen on my mod...
I see. This supports my hypothesis that A_JumpIf and A_TakeInventory behave the same in Skulltag and Zandronum. The differences you observe lie elsewhere. Unfortunately your mod is so complex that it's difficult to pinpoint the differences. I'm still glad that you found a way to work around the limitations.

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RE: re4 doom mercenaries (released zdoom)/ (in progress zandronum)

#50

Post by doomero » Mon Dec 24, 2012 1:14 am

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now you can move during the aiming/fire action, except the reload (this action is strategic)[/align]

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RE: re4 doom mercenaries (released zdoom)/ (in progress zandronum)

#51

Post by Boko » Wed Dec 26, 2012 2:58 am

oh, nice update doomero! About damn time you allowed that. Sorry haven't been around, been busy with Christmas.

Btw a little offtopic, are you ever going to port mortal kombat doom to zandronum?
Last edited by Boko on Wed Dec 26, 2012 3:02 am, edited 1 time in total.

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RE: re4 doom mercenaries (released zdoom)/ (in progress zandronum)

#52

Post by doomero » Thu Dec 27, 2012 12:24 am

Boko wrote: oh, nice update doomero! About damn time you allowed that. Sorry haven't been around, been busy with Christmas.

Btw a little offtopic, are you ever going to port mortal kombat doom to zandronum?
yeah dude...but is ok when you are free when can test =)

about mortal kombat doom that is not possible =( sorry the reazon are:

is not compatible with zdoom or gzdoom, only for a hack version of gzdoom, becuase use a hack code called a_setproperty, this is for change the height of the actor any time (for crouch).

and the other reazon is zandronum cant support some zdoom flags and is very hard to port to zandronum, the other thing is the setactorvelocity via acs is not working on multiplayer (i tested with killer instinct doom before and i changed the code using setactorstate and force the stage actor to enter to a state for move right or left depending the position of the fighters).


new video, coop gameplay 3 players
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Torr Samaho
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RE: re4 doom mercenaries (released zdoom)/ (in progress zandronum)

#53

Post by Torr Samaho » Thu Dec 27, 2012 10:18 am

doomero wrote: the other thing is the setactorvelocity via acs is not working on multiplayer
Is there already a tracker ticket for this?

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RE: re4 doom mercenaries (released zdoom)/ (in progress zandronum)

#54

Post by doomero » Thu Dec 27, 2012 2:03 pm

i tested that with skulltag and is not working on mp, but i dont know if could works on zandronum, but nvm the new script works very good on mp.
Last edited by doomero on Thu Dec 27, 2012 2:05 pm, edited 1 time in total.

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RE: re4 doom mercenaries (released zdoom)/ (in progress zandronum)

#55

Post by NachtIntellect » Thu Dec 27, 2012 4:45 pm

Is there any chance you'll add more characters than just Wesker and Ada (I think I heard you say before that these two will be added later on) I think it'll be good to expand the variety of characters to 8, even if it's just a different costume of the characters, ofcourse without breaking the balance and you could always just make different costumes for the characters with all the same weapons.
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RE: re4 doom the mercenaries released

#56

Post by doomero » Mon Feb 25, 2013 4:45 pm

ok guys i released the zandronum version go to the first post for download =)

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RE: re4 doom the mercenaries released

#57

Post by Popsoap » Mon Feb 25, 2013 7:43 pm

It asked for a decryption key in the download.

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RE: re4 doom the mercenaries released

#58

Post by doomero » Mon Feb 25, 2013 7:45 pm

Popsoap wrote: It asked for a decryption key in the download.

really? hmm strange dude another friends downloaded without problems, but if you want i can uplaod from mediafire.

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RE: re4 doom the mercenaries released

#59

Post by Popsoap » Mon Feb 25, 2013 7:52 pm

That would be a good idea if anyone else is experiencing this problem.

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RE: re4 doom the mercenaries released

#60

Post by doomero » Thu Feb 28, 2013 6:24 am

ok i uploaded again the wad and fixed various bugs, specialy the dead body also i included a zdoom and gzdoom version.

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