WhoDunIt - Finally Released!

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

#701

Post by Monsoon » Fri Dec 14, 2012 11:44 pm

catastrophe you hate everything i make your argument is invalid.

Catastrophe
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RE: WhoDunIt - Finally Released!

#702

Post by Catastrophe » Sat Dec 15, 2012 12:08 am

Monsoon wrote: catastrophe you hate everything i make your argument is invalid.
And somehow you're in SNS.
Last edited by Catastrophe on Sat Dec 15, 2012 12:08 am, edited 1 time in total.

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ibm5155
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RE: WhoDunIt - Finally Released!

#703

Post by ibm5155 » Sat Dec 15, 2012 12:08 am

I think melee weapons was enough good and guns not .-. (that´s good, because i don´t like ex: 1 pistol, 1 chainsaw and 1 shotgun dud on the same map D: )

Killer2
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RE: WhoDunIt - Finally Released!

#704

Post by Killer2 » Sat Dec 15, 2012 11:17 am

ibm5155 wrote: I think melee weapons was enough good and guns not .-. (that´s good, because i don´t like ex: 1 pistol, 1 chainsaw and 1 shotgun dud on the same map D: )
Not really. The game is balanced to use exactly those guns. If you add anything different, chances are the balance will go to shit.

Theshooter7
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RE: WhoDunIt - Finally Released!

#705

Post by Theshooter7 » Wed Dec 26, 2012 8:07 am

2012 Cacoward recipient!
Thanks to any and everyone who played and enjoyed this mod. Without your continued feedback and constant playing, this might not have happened.
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Seiat
 
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RE: WhoDunIt - Finally Released!

#706

Post by Seiat » Wed Dec 26, 2012 8:33 am

I'm glad to have got a chance to play this in it's early and late stages of development. WDI is legendary, and it's fitting that it received a cacoward.
*********************** PROJECTS ************************
************ In Progress ---> Doom 2 Tower Defense ************
**************** On Hold ---> Internal Conflict ****************
*********************************************************

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Peanut
 
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RE: WhoDunIt - Finally Released!

#707

Post by Peanut » Wed Dec 26, 2012 8:53 am

WE win! WHOOHOO! More egponog for peanit

BloodyAcid
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RE: WhoDunIt - Finally Released!

#708

Post by BloodyAcid » Wed Dec 26, 2012 5:30 pm

Congratulations guys! Really well deserved.

Still sad that I crash on more than half the maps...

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Conflagrated
 
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RE: WhoDunIt - Finally Released!

#709

Post by Conflagrated » Wed Dec 26, 2012 7:32 pm

Peanut wrote: WE win! WHOOHOO! More egponog for peanit
That stuff'll make ya sick.

Jigsaw
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RE: WhoDunIt - Finally Released!

#710

Post by Jigsaw » Thu Dec 27, 2012 10:08 am

I must say, WDI didn't deserve this award at all...

LOLJK ^
Congratulations guys, I knew WDI would make it! This is the most unique project ever, and I'm happy to have contributed in it. Really deserved that Cacoward :)

Killer2
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RE: WhoDunIt - Finally Released!

#711

Post by Killer2 » Thu Dec 27, 2012 10:32 am

Conflagrated wrote:
Peanut wrote: WE win! WHOOHOO! More egponog for peanit
That stuff'll make ya sick.
YAY! Conflagrated is BACK!

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Zeberpal
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RE: WhoDunIt - Finally Released!

#712

Post by Zeberpal » Thu Dec 27, 2012 5:10 pm

Due to many requests, here is WDI03 patch. It fixes key spawns, blocked morgue and flying idiots
http://www.sendspace.com/file/h8tnpi
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Sicamore
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RE: WhoDunIt - Finally Released!

#713

Post by Sicamore » Thu Dec 27, 2012 7:48 pm

Yes Cacoward is nice! Good job to all the team!
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PREPPER
 
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RE: WhoDunIt - Finally Released!

#714

Post by PREPPER » Sat Dec 29, 2012 12:26 am

Hi there! Good new about the Cacoaward. I'm creating my own map for now is incompleted cuz take time make one, but im doing interesting things or a little news.
I taked a old picture is a preview about what i'm doing now. cya
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Last edited by PREPPER on Mon Jan 07, 2013 5:12 pm, edited 1 time in total.

Catastrophe
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RE: WhoDunIt - Finally Released!

#715

Post by Catastrophe » Sat Dec 29, 2012 1:35 am

Lookin' sweet!

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Sicamore
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RE: WhoDunIt - Finally Released!

#716

Post by Sicamore » Sun Dec 30, 2012 3:30 pm

Nice Prepper! IF you only started this year, that is impressive!
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Sicamore
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RE: WhoDunIt - Finally Released!

#717

Post by Sicamore » Tue Jan 01, 2013 12:16 am

Hello guys, it's Sicamore here. After playing whodunit.pk3 for some time on the available servers, I have collected a small repository of some bugs. I have fixed them - or most of them, I hope. It's just a map fix thing, and I didn't edit any source code or game scripts.

The list of bugs and improvements made include:

Map WDI05 (Men's Night Out)
_________________________

- Fixed bug where red key spawns instead of bar key, making shotgun room not accessible.

-Added a little bit more medkits.

-Added a spawn for m1 ammo.

-Fixed heights of some pots, which floated in mid-air previously.

-Fixed attic where m1 is located (made it brighter).

-Moved around one spawn of bar key (previous spawn was too close to player spawn and too easily found).

-Made shotgun and pistol spawn randomly (low and high probabilities, because a small map with full weapons is hell for murderer).

-Fixed some texture offsets.


Map WDI03 (Clocktown Chase)
_________________________

-Loaded Zeberpal's updated map, with unblocked morgue.


Map WDI06 (Surrounded)
_________________________

-Fixed texture offset for murderhole vent (there was a little bit of black).


Map WDI08 (St.Mercy Hospital)

_________________________________________

-Added a soap 3d model (sanitation ftw).

-Previously drooping washroom models are now nicely propped on invisible floors (aesthetic fixation, not a bug).


Map WDI09 (SewerSauce Factory)
_________________________

-Fixed murderholes where the window was passible, allowing exploitation.

Map WDI12 (Where-house)
_________________________

-Fixed texture offsets.

-Fixed shed (changed brightness and roof heights).

-Medkits now respawn!

-Added some rats, because face it, the map is dirty as hell.

-Secret is now fully accessible! But how to find it I will not say.


____________________________

That's all folks.

Find the link HERE:

http://www.sendspace.com/file/iktll2
Last edited by Sicamore on Tue Jan 01, 2013 12:22 am, edited 1 time in total.
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Zeberpal
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RE: WhoDunIt - Finally Released!

#718

Post by Zeberpal » Tue Jan 01, 2013 1:17 am

My addon is broken..again.- key thing. I'll fix it tommorow and send ya. My fault.
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Sicamore
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RE: WhoDunIt - Finally Released!

#719

Post by Sicamore » Tue Jan 01, 2013 1:25 am

what is exactly broken?
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Ermac
 
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RE: WhoDunIt - Finally Released!

#720

Post by Ermac » Fri Jan 04, 2013 2:51 pm

I would suggest that wrench delay be equal to shovel. It needs to be decreased.
Last edited by Ermac on Fri Jan 04, 2013 2:53 pm, edited 1 time in total.
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