WhoDunIt - Finally Released!

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

#741

Post by Jigsaw » Tue Jan 15, 2013 3:18 pm

Zeberpal wrote:
Jigsaw wrote: add a double-murderer mode and things like this.
It will be refreshing, but if you do it should be really rare scenario, and preferably map-side. E.g. in my new maps it'll be bugged, since I mess a lot with murderer stuff and code.
Besides, just looking at the src code stuff which is connected with the murderer, I'm sure it will make you drop that idea easily.
Maybe you are right, but it's still worth a try. Also there was another mode planned when you become the murd when you kill him/her, I might try that one too. That would, of course reset some stuff like score, and give some time to the murd to escape if it was a gang rape. Or just teleport everyone to a start spot.
Last edited by Jigsaw on Tue Jan 15, 2013 3:22 pm, edited 1 time in total.

PREPPER
 
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RE: WhoDunIt - Finally Released!

#742

Post by PREPPER » Tue Jan 22, 2013 8:59 pm

Hi again Xd, this is my advance of my first map for wdi and will be ready soon and will have new concepts and entertainments, maybe in 2 weeks or more , because i have less free time and i dont know many things about sounds and light efects and im worry about laggs or glitches.
this is my last preview.

Image
I hope balance the wepons cuz hit a lot now.
Last edited by PREPPER on Tue Jan 22, 2013 9:13 pm, edited 1 time in total.

Monsoon
 
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RE: WhoDunIt - Finally Released!

#743

Post by Monsoon » Wed Jan 23, 2013 10:27 am

lol when you host this with parkmore like i do it doesnt matter how much you try and fix your maps people can still be flying idiots, flying idiots with mad parkour abilities

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RE: WhoDunIt - Finally Released!

#744

Post by PREPPER » Wed Jan 23, 2013 2:56 pm

well, when you say "flying idiots", means ppl with skills playing jumpmaze, wdi is different, like zombie horde that has some of jumpmaze, my concept is in wdi the inocents and the murder have differents skills jumping, if a inocent is following the murder will need more skill
to jump or will die, similar to hide behind the walls. I think the jump easy and moderate make more fun the map, is bored if u only are running in a big hall, other thing is, if u can´t jump some part of the map u will need to make a team to work together. For now is a concept xd in a little space dont worry.

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ibm5155
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RE: WhoDunIt - Finally Released!

#745

Post by ibm5155 » Wed Jan 23, 2013 4:29 pm

I loved when jump maze skills could leave you in some cool areas on who dun it,... but with the updates, no more difficult places to be =/
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Zeberpal
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RE: WhoDunIt - Finally Released!

#746

Post by Zeberpal » Thu Jan 24, 2013 4:51 pm

I'm curious. I remember TS7 told that WDI is independent from skulltag_data and actors. But it seems people still put those on their servers, is there any reason for it?
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Jigsaw
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RE: WhoDunIt - Finally Released!

#747

Post by Jigsaw » Thu Jan 24, 2013 8:24 pm

Zeberpal wrote: I'm curious. I remember TS7 told that WDI is independent from skulltag_data and actors. But it seems people still put those on their servers, is there any reason for it?
Some maps (like mine too) use ST textures. Speaking of my map, I've added all needed player starts, fixed all map bugs and it STILL crashes the servers o____O" Could Hexen format cause that? I am really hopeless with this one, I tried my best to fix it... I appreciate any help. :s

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RE: WhoDunIt - Finally Released!

#748

Post by PREPPER » Fri Jan 25, 2013 2:26 am

Some times are lines and sectors try to fix that redrawing even if u see the polys are closed, because may be they arent fixed well or good welded, try to be sure of the locations of the vertices specialy in 3d floors areas.
I tested my map with bots and start to lag with 17 ppl and no have crashes with more bots, try to make tests and look fps in some areas.
Last edited by PREPPER on Fri Jan 25, 2013 3:39 am, edited 1 time in total.

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Zeberpal
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RE: WhoDunIt - Finally Released!

#749

Post by Zeberpal » Fri Jan 25, 2013 7:39 am

Jigsaw wrote:
Zeberpal wrote: I'm curious. I remember TS7 told that WDI is independent from skulltag_data and actors. But it seems people still put those on their servers, is there any reason for it?
Some maps (like mine too) use ST textures. Speaking of my map, I've added all needed player starts, fixed all map bugs and it STILL crashes the servers o____O" Could Hexen format cause that? I am really hopeless with this one, I tried my best to fix it... I appreciate any help. :s
What do you mean by crashes? Usual crash when skipping to new map or something different? Did you use 4005-4028 type actors for additional players spawns?

To be honest I noticed just 3 missing textures. It's only in your map. I think it's totally pointless to load up about 6000 additional lumps (of skulltag), if we can just grab those 3 textures to new fix. Just saying, when whodunit was running without st_data on ZAN it was more smoother for me. Besides TS7 wasted some time importing stuff from st_data.

Here is some map things I'd like to do:

*WDI05:
*get rid of the old ladder script which could make you fly and replace it with the new one from TMC's WDI09

*WDI07:
*fix middle map barn's door scrolling by immitating TMC's "PushToUse" actor from WDI02. Happens online only.
*Replace elevator's button panel with this texture Image
*Probably desaturate sector with monument. It looks like it's alive.
*Maybe use a basic nodebuilder. Map loads without floor textures for some players time to time.
*Maybe increase lift speed, because it's just too slow ass.
*Add murdwall leading from basement to upper levels. It's impossible for murd to escape basement if some group of jerks are playing with elevator.

*WDI08:
*Fix middle texture offset in west of map
*Fix script which changes music from d_guile to d_mansi. Should change it to d_spook back.

*WDI09:
*Fix murd window through which any innocent could get in. Two spots
*Move boxes with ravekit closer to wall to always sector damage innocents. Now he can just sit very close to wall to avoid sector damage and it's insta-innocent win.

*WDI12:
*Just a suggestion to be able to trigger car alarm more than once :p it's sexy

*WDI13:
*Obviosly Peanut dislike this suggestion, but maybe this map needs a cut of open spaces. They cause massive lags, and kids start complaining and callvoting maps.

*DECORATE
: *Chainsaw. No idea why it suddenly can't be shut off after final release. Maybe need to replace it with Chainsaw from the older versions.
*make a new AmmoSpawner which contains m1 ammo to maps where m1 can potentionally spawn
Last edited by Zeberpal on Fri Jan 25, 2013 7:43 am, edited 1 time in total.
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PREPPER
 
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RE: WhoDunIt - Finally Released!

#750

Post by PREPPER » Fri Jan 25, 2013 4:28 pm

the code of de ladder script from wdi01, wdi02 is fine, no? i dont remmber ppl flying there, in wdi13 obviously need cut or reduce some sectors, is huge and i dont know if many trees makes laggs, the sound of the car is annoying, if the ppl start to spam that sound
Last edited by PREPPER on Fri Jan 25, 2013 4:31 pm, edited 1 time in total.

Jigsaw
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RE: WhoDunIt - Finally Released!

#751

Post by Jigsaw » Fri Jan 25, 2013 7:35 pm

Yes and yes, I get the usual map switch crash, and used those things for player starts. About the ST wads, I'm fine with importing those textures to my wad.

Catastrophe
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RE: WhoDunIt - Finally Released!

#752

Post by Catastrophe » Mon Feb 11, 2013 1:36 am

Hey what happened to WhoDunIt? I went into a server and saw this.

It had a bunch of other stupid crap that ruins the whole theme of whodunit. (like being able to summon lost souls that home onto enemies and blind them)
Last edited by Catastrophe on Mon Feb 11, 2013 1:37 am, edited 1 time in total.

Konar6
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RE: WhoDunIt - Finally Released!

#753

Post by Konar6 » Mon Feb 11, 2013 7:09 am

Let me guess, it's on BE.
This is what happens when you give a dedicated server to a bunch of morons and tell them they can run anything on it. No sane server host would run shit like this. What's even more disturbing is that the majority actually wants to play this stuff.
AOW ended up in a similar fate, mind you.
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Cruduxy
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RE: WhoDunIt - Finally Released!

#754

Post by Cruduxy » Mon Feb 11, 2013 8:05 am

Catastrophe wrote: Hey what happened to WhoDunIt? I went into a server and saw this.
Wtf is that.. when I used to play WDI I played it because of its atmosphere and its special gameplay... now this on the other hand lol!
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Nothing to see here
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Catastrophe
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RE: WhoDunIt - Finally Released!

#755

Post by Catastrophe » Mon Feb 11, 2013 3:33 pm

Wow that sucks, how do they even have permission to edit the contents of whodunit? This pretty much ruined the entire wad for me.

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Zeberpal
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RE: WhoDunIt - Finally Released!

#756

Post by Zeberpal » Mon Feb 11, 2013 3:34 pm

Well if you started talking about it..
A guy named Tiberium Soul made his version of wdi named ..tibdunit.pk3. How do you like that? I don't know what he did there, but he wanted his modern gun in final WDI which was rejected. I'll buy you a bear if all he added was that gun. I think such a people should be banned for this, seriosly. How come one person just copied a work of about 12 people claimed as his own in title?

This shit started once "final" version have been released and succeded in Cacowards Best Multiplayer. Devs left it. However, Sicamore, Jigsaw, Minigunner, me, we're trying to keep it alive by fixing stuff and contributing more new maps.
However there is a group of people which also keep it alive in a different way.. Seriosly, WDI is not a place for jokewads.

Grandvoid dominated as main WDI server, it would not allow to host any weird addon. Once it got passworded obviosly there is no players there nowadays, they go to server where WDI is.
I'm really sceptic about this. Now newbs will play WDI with lightman's mod and think like it's been forever and ok. Obviosly newbs are too newbs to go to #grandvoid and ask for password, they just want to play. It's not a priv.. Just to say, GV's Zombie Horde is full of dolts as well.
Even more offensive, I did a couple of maps which i've been working on for a year, and I think noone even noticed that cause of Lightman's.

P.S. If suddenly Water or Jenova reads it, you probably should know who you're making an admin. Some guy uses his powars to give himself an endless murd sanity.
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Jigsaw
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RE: WhoDunIt - Finally Released!

#757

Post by Jigsaw » Mon Feb 11, 2013 6:52 pm

Zeberpal wrote: Well if you started talking about it..
A guy named Tiberium Soul made his version of wdi named ..tibdunit.pk3. How do you like that? I don't know what he did there, but he wanted his modern gun in final WDI which was rejected. I'll buy you a bear if all he added was that gun. I think such a people should be banned for this, seriosly. How come one person just copied a work of about 12 people claimed as his own in title?

This shit started once "final" version have been released and succeded in Cacowards Best Multiplayer. Devs left it. However, Sicamore, Jigsaw, Minigunner, me, we're trying to keep it alive by fixing stuff and contributing more new maps.
However there is a group of people which also keep it alive in a different way.. Seriosly, WDI is not a place for jokewads.

Grandvoid dominated as main WDI server, it would not allow to host any weird addon. Once it got passworded obviosly there is no players there nowadays, they go to server where WDI is.
I'm really sceptic about this. Now newbs will play WDI with lightman's mod and think like it's been forever and ok. Obviosly newbs are too newbs to go to #grandvoid and ask for password, they just want to play. It's not a priv.. Just to say, GV's Zombie Horde is full of dolts as well.
Even more offensive, I did a couple of maps which i've been working on for a year, and I think noone even noticed that cause of Lightman's.

P.S. If suddenly Water or Jenova reads it, you probably should know who you're making an admin. Some guy uses his powars to give himself an endless murd sanity.
I have to agree. While this could be fun on private games,it is totally not something to be played on a public dedicated server. WDI could be saved if this won't be run on dedicated servers, and we make a new build which is basically the same as the final release, but with bug fixes like chainsaw. (and my map, I still don't have any idea what could be the problem...) We could add Prepper's new map and fix the lag on Echo Ridge, because seriously, that map is JUST AWESOME. It must be played. Also I don't really think we need passwords for normal WDI until we get rid of this, because that will discourage people to play it. As I've said, it CAN be fun, but not like this. Not meaning to offend anyone but this is just out of control and went way overboard.

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RE: WhoDunIt - Finally Released!

#758

Post by Sicamore » Mon Feb 11, 2013 9:50 pm

We, as people who enjoy playing the mod and making mods for it, are sorry for what happened to whodunit. Believe me, we are working to put it back on its feet.

Currently (thanks Zeberpal for more of them) me and Jigsaw are fixing all bugs and preparing the final version of whodunit, an already month long effort to make sure the game was played as originally planned. Maybe this will end the madness.

May I say this with great exclamation that it is ZEBERPAL
who is to thank for trying to keep this project under control. Without him, no one would ever have the motivation to do something. Thank you.
Last edited by Sicamore on Mon Feb 11, 2013 9:55 pm, edited 1 time in total.
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Theshooter7
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RE: WhoDunIt - Finally Released!

#759

Post by Theshooter7 » Tue Feb 12, 2013 2:06 am

If you all were looking for an official statement, I shall make one.

I am, frankly, a bit appalled at the silly "mods" people have made for this. Indeed, as someone had mentioned, this is the kind of stuff that happened to AoW. While I maintained much stricter quality control over this, a final release also does not give someone the right to take the base content and quite literally change it and re-release it.

In fact, the readme file I uploaded to /idgames states that very point:
whodunit readme file wrote:Authors may NOT use the contents of this file as a base for modification or
reuse. Permissions have been obtained from original authors for any of
their resources modified or included in this file.

Authors MAY use the content of the included source files in the /src
directory of the pk3 for their own project, so long as proper credit is
given.
I gave full permission to use the source code, but people should not be explicitly opening the pk3 and editing the content. I know I cannot stop people from making addon wads/pk3s that go with WDI (and that's fine; people like Zeberpal and Jigsaw and Sicamore who are fixing bugs and making patch wads are doing my job for me, and I appreciate that). The problem is, people are not really making separate files but actually modifying the base content and then redistributing it in full. As someone also pointed out, how does this look to completely new players? How would this look to a /newstuff reviewer when they stumble towards the servers to give this a review? They'll see all kinds of silly garbage everywhere and think it was part of my original work, with pk3 names like "whodunit_fix1b.pk3" loaded as the main file, it would seem like it was my work. It wouldn't be as big of a problem if the unofficial stuff was placed in separate pk3s/wads as I mentioned, because then they are easily distinguishable as being alternate content from the original. They would also be easily removable from servers if a server host decided they didn't like the stuff the addon provided and wanted the content removed. Instead, we have a 100mb pk3 being distributed with a bunch of extra, unnecessary stuff and a large break in the "copyrighted terms of use".

I've downloaded a handful of these "sub-mods" (including ones that completely modify the base pk3 itself) and I must agree that they ruin the atmosphere and design of the original mod. Unfitting music, broken scripts, bizarre and unbalanced weapons and items, and overdone, unfunny easter eggs and effects are pretty much what they consist of.

I've always respected the fact that the Doom community has given a level of leeway with reusing resources (best examples: sprites, sounds). But this is going a bit too far in my opinion.
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Ijon Tichy
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RE: WhoDunIt - Finally Released!

#760

Post by Ijon Tichy » Tue Feb 12, 2013 2:37 am

Monsoon wrote: lol when you host this with parkmore like i do it doesnt matter how much you try and fix your maps people can still be flying idiots, flying idiots with mad parkour abilities
okay guys
guys
seriously guys
parkmore is not conducive to a horror environment

do you want wall dodging octuple-jumping murderers
or people with chainsaws that can run faster than a fighter jet
that is bad

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