WhoDunIt - Finally Released!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Simrock
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RE: Who Dun It: #MOLO

#181

Post by Simrock » Wed Jul 04, 2012 6:20 am

Nice, :p Also, mind checking that stack of box near the cabin in WDI06 (also the fact we're able to walk on the edge...)? Last time I checked it was WDI not Zombie Horde... I was murd and there was 2 camping there with an M1... Impossible for me to get there and I also got d/c because of the change color... (yea I forgot, -.-), which was a good thing for once...

Also, on WDI10 (not that I hate Capt's work, but it just happen that his map has some issues I need to share), I was murd on my 2nd visit and the last 2 guy were in the vent. When I tried to knife them it didn't work. I managed to kill one with trip shotguns, but the other I couldn't (tried fake stim, went under the vent, didn't wanted to go back and find a berth).

The guy told me it was intentional by Capt? I mean... really? Atleast somebody told me the only way to get him was to knife from under which I find completely ridiculous. Anyway the guy got scared and run away and I killed him, :P But damn, wth... intentional...?

One last thing... try to tell mappers working on their projects to not includes gimmicks songs? Geez that song (annoying btw) in WDI10 loops forever just by finding 3 buttons... -.- I found 2 of them easily but since its Capt's, he activated all of them in a matter of secs... He said he was gonna change it (guile's theme I guess?; which would be even worse), what about none or a 3-10secs shorts song/sounds whatever...?

Sorry for sounding so harsh... However that map looks great, gotta give you that, I just hate the teleports door... But I can live with that, xD. Things is I'm always afraid of telefrags... which almost happened because that last guy actually tried to telefrag me while he was running away... :P

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Zeberpal
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RE: Who Dun It: #MOLO

#182

Post by Zeberpal » Wed Jul 04, 2012 7:18 am

ALso I think it should be as hard to activate as... wellp jukebox secret or I dunno, mars ending. It's increadibly easy to do sequence. Earlier today some guy did it before murderer was choosen. And yeah that is a music which Capt probably likes a lot, but dayum D_guile at least somehow fits ( and it's only rarely appears when innocent number is dwidling), and that midi music is kinda loud and it already appear in main playthrough. Doesn't make a sence.

EDIT: oh yeah and make it not continue all the time.
Last edited by Zeberpal on Wed Jul 04, 2012 7:18 am, edited 1 time in total.
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Capt.J3
 
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RE: Who Dun It: #MOLO

#183

Post by Capt.J3 » Wed Jul 04, 2012 11:35 am

Simrock, thank you for the reply on the map, and don't worry, your comment wasn't harsh; I had worst in the past. :p
Ok where I start? Ok, as for starters, the vents expoilter thing is something I don't fully understand. So the person is in the vent, and he is invincible because of such things? Maybe it's something involves the 3d floors of the vents;however, I am not skillfull at using 3D floors, so I don't know how to fix such things.
And yes, I believe the switches to the music is wayyy too easy to find, and maybe I should've added a time limit on the music. (Can someone make one for me because I suck at acs.. D:" But anyways, I will switch the music to D_guile to make it more "enjoyable" to the ears.
Ok, as for the teleporting stairs, I can't do anything for that. It's the players responsibly if he gets killled by a telefaggot.

As for the others, The map is still in its beta stages. lol

[Edited] Oh yeah shooter7, did you fixed the jumpable gate by the shed? And can you add some boxes next to the bridge which makes it more fair for unskilled jumpers to get on it. Skilled players are using it as a unfair aventage to the murder.
Last edited by Capt.J3 on Wed Jul 04, 2012 11:43 am, edited 1 time in total.

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Zeberpal
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RE: Who Dun It: #MOLO

#184

Post by Zeberpal » Wed Jul 04, 2012 12:11 pm

[spoiler]

Code: Select all

script 150 (void)
{
  switches --;
  delay(2);
  
  if (switches == 2)
  {
  print(s:"Two more switches left.");
  }


  if (switches == 1)
  {
  print(s:"One more switch left.");
  }

  if (switches == 0)
  {
  print(s:"Sequence complete.");
  delay(20);
  door_open(53,50);
  setmusic ("D_GUILE");
delay(2360); // d_guile is 67 seconds long. 67*35=2345 + 15tics for online delay
setmusic ("D_MANSI");
  }
}
As for telefrag i could suggest you something to make a delay after one player [strike]teleport[/strike]enter the area, but any teleportation method will always cause unexpected telefrag.[/spoiler]
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Theshooter7
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RE: Who Dun It: #MOLO

#185

Post by Theshooter7 » Wed Jul 04, 2012 4:10 pm

Alright, I've got a bit to reply to:

@Simrock: I suppose I can remove the crate stack, though the shed will still have the climbable crates so players can get on top of the shovel shed like they should. I'll then have to patch up the upper ledge that used to be accessible, but no biggie.

@Capt J3 (and Simrock too sorta): Remember that when your map is practically done, you can send it to me and I'll fix/change any exploitable or broken areas of the map. This includes bad 3D Floors and/or scripts. And yes, I have blocked off that fence (though this reminds me I forgot to block off the basketball nets...I'll do that today). As for the bridge top, I have actually blocked it off entirely so players cannot get on top of it at all. Lastly, for easter egg music, I actually advise using SetMusic("") along with AmbientSound() because then it just plays the song once and doesn't risk a chance of it looping. This is how the D_FATE easter egg handles it. Then you simply use a delay that lasts about as long as the track (+an extra second or so) and then you use SetMusic() to set the music back. If you have an easter egg song that can be activated at any time, you should also add things in your script to accommodate for finale music (using WDI_GameState() and whatnot, which I actually plan to alter the function a little to return an extra value if finale mode is active).

And I wouldn't mind if you used D_GUILE; it gives me a reason to keep it in the mod. :p

@Zeberpal: You know you can use mathematics inside of function parameters, right? So in your delay, you could write instead of:

Code: Select all

delay(2360);
you can put:

Code: Select all

delay((67 * 35) + 35);
to get the same result.
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Killer2
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RE: Who Dun It: #MOLO

#186

Post by Killer2 » Wed Jul 04, 2012 5:23 pm

Theshooter7 wrote:
Cruduxy wrote: Finally no more thousand bolts lying around the map.. wrench once again useful!
Edit : Is there any chance you'll stop the mouse wheel from pulling up the knife.. because whenever I use it to show I have shotgun and attract people to their death trap I suddenly see myself holding a knife!
I can do that easily, but I don't know if others would like that or not.
It sounds like a good idea to me. I mean, the knife is something you don't bring up often enough to be tied to mousewheel, and I find myself bringing it up accidentally a lot of times because of this.
EDIT:Reading through the thread a bit more, I see this is already implemented.
Last edited by Killer2 on Wed Jul 04, 2012 5:26 pm, edited 1 time in total.

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Zeberpal
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RE: Who Dun It: #MOLO

#187

Post by Zeberpal » Wed Jul 04, 2012 6:07 pm

What about the newbies, who just connected to server for the first time. Don't say it's their problem. Come on it's easy to remember. Fists + mousewheeldown = noife; fists + mousewheelup = any weapon.
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Minigunner
 
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RE: Who Dun It: #MOLO

#188

Post by Minigunner » Wed Jul 04, 2012 6:11 pm

I think the same button that brings up the knife should switch back to fists (if the knife is already selected). A simple weapon check in ACS will do the trick.
Last edited by Minigunner on Wed Jul 04, 2012 6:13 pm, edited 1 time in total.
Theshooter7 wrote:Also, to all those people who stack players for exploits: I hate you. Do I really need to seal off every inch of every map to prevent you from getting to places you shouldn't?

Theshooter7
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RE: Who Dun It: #MOLO

#189

Post by Theshooter7 » Wed Jul 04, 2012 6:25 pm

Zeberpal wrote: What about the newbies, who just connected to server for the first time. Don't say it's their problem. Come on it's easy to remember. Fists + mousewheeldown = noife; fists + mousewheelup = any weapon.
Well, considering it is bound to 'G' by default, it shouldn't be _too_ bad of a problem. However, considering players should go to the options menu and bind the new controls to begin with, they should hopefully spot it. I'll see if I can figure something out for the newbies. OR, better yet, someone should make a "Help" image for the mod, which I can then set with MAPINFO.

Since you are pretty good at this sort of thing, Zeber, would you mind making one perhaps? Be sure to use text and graphics to show things. heh.

@Minigunner: I really want to avoid players using a script just change weapons.
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Zeberpal
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RE: Who Dun It: #MOLO

#190

Post by Zeberpal » Wed Jul 04, 2012 6:55 pm

Theshooter7 wrote: would you mind making one perhaps? Be sure to use text and graphics to show things. heh.
I will try to make out something good in within a week
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Theshooter7
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RE: Who Dun It: #MOLO

#191

Post by Theshooter7 » Thu Jul 05, 2012 2:45 am

Sicamore's map has been sent in and now takes the slot of WDI07!

I've decided (and out of curiosity and slight lack of patience) to go ahead and release a beta of the final version tomorrow after I make some last-minute changes. This'll give a chance to try out the new weapons online, try out Sicamore's map, and of course make sure all my bug fixes/balance changes/patches are working correctly with online play and that majority of players are happy with what is coming. :)

This does not mean it's the final release! Mappers should continue their work as normal but this will give everyone else a chance to play with things. There will likely be a closed beta of anymore new maps that come along when July 25th starts to role around.
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Theshooter7
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RE: Who Dun It: Final5 Beta is out!

#192

Post by Theshooter7 » Thu Jul 05, 2012 6:59 pm

ARE YOU READY TO RUMBLE!?

Well, good. Cuz Final5 beta is ready for some playing.

Changes since my last log:
  • Removed the "fine" film grain option to reduce file size
  • Upgraded the mapinfo format to the updated format
  • WDI06: Changed name to "Slaughter Seminar" (it isn't really a high school anyway...)
  • Reverted the Chainsaw fuel drain while attacking somewhat; it has now been slightly increased instead of doubled to balance for the reduced max fuel
  • If a player disconnects or spectates during the round, the murderer now receives a bit of health and sanity.
  • Fixed: The end-game console log message did not accurately get the score of the murd if he won
  • Pool Cue damage increased a tiny, ever so slight bit (3/4/3 -> 4/4/3 for a maximum 30 damage/hit)
Get it here: WhoDunIt Final 5
Last edited by Theshooter7 on Thu Jul 05, 2012 11:54 pm, edited 1 time in total.
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Sicamore
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RE: Who Dun It: Final5 Beta is out!

#193

Post by Sicamore » Thu Jul 05, 2012 7:00 pm

yee! :D
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Theshooter7
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RE: Who Dun It: Final5 Beta is out!

#194

Post by Theshooter7 » Thu Jul 05, 2012 7:19 pm

I just realized that, with Sicamore's map now in the package, Marsis will conflict with it. So, I have made a small patch for Marsis that will fix this by renaming the map to WDIEX.

You can get it here (also updated the downloads section): http://www.sendspace.com/file/ur5upx
Last edited by Theshooter7 on Thu Jul 05, 2012 11:14 pm, edited 1 time in total.
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Sicamore
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RE: Who Dun It: Final5 Beta is out!

#195

Post by Sicamore » Thu Jul 05, 2012 7:21 pm

ye im sorry i should have told you i named it wdi10.
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Theshooter7
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RE: Who Dun It: Final5 Beta is out!

#196

Post by Theshooter7 » Thu Jul 05, 2012 7:26 pm

Sicamore wrote: ye im sorry i should have told you i named it wdi10.
And that would've conflicted with Capt. J3's new map. :/

I guess we'll have to wait until Zeber releases a full new package for Marsis; as it is, Marsis cannot load without WDI, but if it loads after WDI it'll overwrite WDI07, which we don't want.

I suppose it'll just have to be excluded from the map rotation for now. I don't want to clog up Konar's inbox even more with PM's about updating Marsis (which would be ANOTHER big download for everyone), so I'll wait until Zeberpal sees all this and handles it on his own. He should just re-release the entire map package and incorporate his patch wad with it, then rename the map and everything will be ok. :)
Last edited by Theshooter7 on Thu Jul 05, 2012 7:28 pm, edited 1 time in total.
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Sicamore
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RE: Who Dun It: Final5 Beta is out!

#197

Post by Sicamore » Thu Jul 05, 2012 7:30 pm

As much as I respect Konar's schedule, I do not recommend taking marsis out of the rotation. Among many players, marsis is their favorite map. If you take it out, expect much rage and players who are going to complain about why marsis was taken out. :P

Of course, if this is temporary then there shouldn't really be a problem.
Last edited by Sicamore on Thu Jul 05, 2012 7:31 pm, edited 1 time in total.
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Theshooter7
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RE: Who Dun It: Final5 Beta is out!

#198

Post by Theshooter7 » Thu Jul 05, 2012 7:31 pm

Sicamore wrote: As much as I respect Konar's schedule, I do not recommend taking marsis out of the rotation. Among many players, marsis is their favorite map. If you take it out, expect much rage and players who are going to complain about why marsis was taken out. :P
bluhhhhh alright, then, I'll reupload WDI then and rename your map to WDI08. Should suffice for now until Zeber gets around to changing his stuff. I'll edit this post when I'm done.

[EDIT] Done.

Get it here (also edited all links): http://www.sendspace.com/file/p0y9p7
Last edited by Theshooter7 on Thu Jul 05, 2012 11:54 pm, edited 1 time in total.
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Sicamore
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RE: Who Dun It: Final5 Beta is out!

#199

Post by Sicamore » Thu Jul 05, 2012 7:32 pm

thank you - trust me, it will mean alot to the players. they really love the map, and it would be such a pity to leave it out.
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Theshooter7
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RE: Who Dun It: Final5 Beta is out!

#200

Post by Theshooter7 » Thu Jul 05, 2012 11:13 pm

To all:

Apparently there were some serious issues with the version released, most notable particular keybinds not working and the new weapons being really powerful when they shouldn't be. I had addressed these and released the version again.

Get it here: http://www.sendspace.com/file/p0y9p7 (links updated)
Last edited by Theshooter7 on Thu Jul 05, 2012 11:54 pm, edited 1 time in total.
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