WhoDunIt - Finally Released!
RE: Who Dun It: Final5 Beta is out!
Woah, so you're finishing CUTS? 
And as for molotovs i suggest to make 1 or two per map. And make it kind of hard to find. Also there is an impassible line on wdi05 in the room behind crossbow.
			
									
									
						And as for molotovs i suggest to make 1 or two per map. And make it kind of hard to find. Also there is an impassible line on wdi05 in the room behind crossbow.
RE: Who Dun It: Final5 Beta is out!
Yep, that impassible line caused me to get backstabbed :/ It's on the upstairs part of that room, and there is actually two of them.
By the way, will my map be hosted on GV? I have submitted it several days ago and got no response.
Edit: I'll try to make a new crossbow pickup sprite that fits better to the wielding sprite.
			
													By the way, will my map be hosted on GV? I have submitted it several days ago and got no response.
Edit: I'll try to make a new crossbow pickup sprite that fits better to the wielding sprite.
					Last edited by Jigsaw on Sun Jul 08, 2012 2:01 pm, edited 1 time in total.
									
			
									
						- 
				Theshooter7
 - Forum Regular
 - Posts: 262
 - Joined: Wed Jun 06, 2012 2:15 am
 
RE: Who Dun It: Final5 Beta is out!
I have to go through your map for quality assurance and exploit checking. When I'm done, it can be hosted.Jigsaw wrote: Yep, that impassible line caused me to get backstabbed :/ It's on the upstairs part of that room, and there is actually two of them.
By the way, will my map be hosted on GV? I have submitted it several days ago and got no response.
Edit: I'll try to make a new crossbow pickup sprite that fits better to the wielding sprite.
RE: Who Dun It: Final5 Beta is out!
Excuse me, i faced a problem recently. I was converting polydoors to usual doors (202 -DoorGeneric). Everything is allright except of sound sequence. You can mention that marsis uses custom door sounds (written in SNDSEQ from 13 to 17 (5 doors sounds)). But there is no Sound Sequence thing for 13 (it ends on 10) in Doom Builder. What should I do ? D:
			
									
									
						- 
				Theshooter7
 - Forum Regular
 - Posts: 262
 - Joined: Wed Jun 06, 2012 2:15 am
 
RE: Who Dun It: Final5 Beta is out!
Use thing 14066 ("Sound Sequence"), then switch over to the action tab and under the arguments, you can manually select which sound sequence ID to play.Zeberpal wrote: Excuse me, i faced a problem recently. I was converting polydoors to usual doors (202 -DoorGeneric). Everything is allright except of sound sequence. You can mention that marsis uses custom door sounds (written in SNDSEQ from 13 to 17 (5 doors sounds)). But there is no Sound Sequence thing for 13 (it ends on 10) in Doom Builder. What should I do ? D:
RE: Who Dun It: Final5 Beta is out!
Thanks for info! ...Though it's not working though, i believe i did something wrong?
:/
			
									
									
						Code: Select all
:D3DoorOpen
   play D3DR01OP
   stopsound YZNOSND1
end
:D3DoorClose
   play D3DR01CL
   stopsound YZNOSND1
end
[D3Door
   Door 13
   0 D3DoorOpen
   1 D3DoorClose
   2 D3DoorOpen
   3 D3DoorClose
]
- 
				Theshooter7
 - Forum Regular
 - Posts: 262
 - Joined: Wed Jun 06, 2012 2:15 am
 
RE: Who Dun It: Final5 Beta is out!
Did you set Argument 1 of the sound sequence to 13? That should work fine with that.

			
									
									
						
RE: Who Dun It: Final5 Beta is out!
Yeah, sure I did. It's just something messed up in SNDSEQ, I don't quite understand what. Oh well will sit on it.
			
									
									
						RE: Who Dun It: Final5 Beta is out!
@Theshooter7 i myself found some issues so i will fix it first, no need to check it until then.
			
									
									
						- 
				Theshooter7
 - Forum Regular
 - Posts: 262
 - Joined: Wed Jun 06, 2012 2:15 am
 
RE: Who Dun It: Final5 Beta is out!
huh, I'm not sure then. If all else fails, you can try overriding it using a script with SoundSequenceOnSector(). Just have the door execute a script that calls Door_Generic and SoundSequenceOnSector as I mentioned.Zeberpal wrote: Yeah, sure I did. It's just something messed up in SNDSEQ, I don't quite understand what. Oh well will sit on it.
					Last edited by Theshooter7 on Sun Jul 08, 2012 6:55 pm, edited 1 time in total.
									
			
									
						RE: Who Dun It: Final5 Beta is out!
Oh, I used the old door script from wdibeta 
But I guess I will try yours now1
			
									
									
						Code: Select all
Script 13 (int tag)  //Hee hee special door script
{
    Door_Raise(tag, 35, 650000);
    Activatorsound("D3DR01OP", 256);
}
- 
				Theshooter7
 - Forum Regular
 - Posts: 262
 - Joined: Wed Jun 06, 2012 2:15 am
 
RE: Who Dun It: Final5 Beta is out!
Oh, that might be why. The doors in maps now use Door_Generic (since, if you retrigger an open door that has Door_Generic, it'll close itself like it should). My guess is that, since the door was using a script special, it was not triggering the SNDSEQ correctly. Try changing the door lines to Door_Generic and see if it works now (copy the parameters from other maps, I believe it's: sector 0, speed 24, delay 0).Zeberpal wrote: Oh, I used the old door script from wdibeta
But I guess I will try yours now1Code: Select all
Script 13 (int tag) //Hee hee special door script { Door_Raise(tag, 35, 650000); Activatorsound("D3DR01OP", 256); }
RE: Who Dun It: Final5 Beta is out!
I used Door Generic when this problem appeared. And i'm intend to use this old script, since SoundSequenceOnSector is useless too. I'm pretty sure I did somethign wrong with SNDSEQ (but why it worked with polys..) and I don't feel like playing with it now, since script above works fine.
			
									
									
						- 
				Theshooter7
 - Forum Regular
 - Posts: 262
 - Joined: Wed Jun 06, 2012 2:15 am
 
RE: Who Dun It: Final5 Beta is out!
WhoDunItFinal5c Released
This hotfixed version contains the following:
			
									
									
						This hotfixed version contains the following:
- Removed BOUNCEONACTORS from the Brick; it caused a glitch where the brick would bounce around "inside" of an actor, inflicting far more damage than intended if the actor was moving against the brick's trajectory
 - Nerfed the damage of the molotov flames (4 dmg/3 tics -> 2 dmg/3 tics)
 - Molotov primary flames now take ~28 tics to fully "ignite" and start inflicting damage (giving the murd a chance to back off). This makes it so the molotov is no longer an overpowered grenade
 - Added Minigunner's Shotgun stock edits
 - Added an improved GLDEFS-defined sky replacement for STSKY8 (done by Minigunner)
 - Re-added the "fine" film-grain option, along with several new ones (big thanks to Minigunner for doing the TEXTURES work and redoing the noise images)
 - WDI02: Fixed blocking lines on the upper balcony of the main hall
 - WDI02: Moved the courtyard shed and lattice walkway closer together to make it easier to jump from one to another
 - WDI03: Fixed Easter Egg teleport line
 - WDI03: Fixed the blocked up murderer halls resulting from Exploit patching
 - WDI05: Fixed the blocking line on the upper ledge in the rec room
 - WDI08: Readded the lightning effect and gave it sounds
 - Made an overhaul to the weapon drop system; it should now stay in sync with the server by running a script (forcing the server to request the removal of the items from inventory from the clients. This fixes the infamous weapon drop bug)
 - Fixed: A_Jump seems broken online with weapons in SkullTag, replaced with A_JumpIf and a random expression. This fixes the M1 jamming bug
 - Added some additional things to hide the actual body of a dead player (fixing the two bodies bug)
 - Changed the kill script used behind murderer doors; in the event an innocent slips through, his death will drain half of the murderer's current sanity. This should deter murds from trying to lure innocents in
 
- 
				Lightman68
 - New User
 - Posts: 4
 - Joined: Fri Jul 06, 2012 1:51 am
 - Location: U.S.
 
RE: Who Dun It: Final5 Beta is out!
Epicness, the bounceonactors thingy of the brick has been fixed... I am a troubleshooter :D!!!. wull... um... ye, its fixed...Theshooter7 wrote: WhoDunItFinal5c Released
This hotfixed version contains the following:
- Removed BOUNCEONACTORS from the Brick; it caused a glitch where the brick would bounce around "inside" of an actor, inflicting far more damage than intended if the actor was moving against the brick's trajectory
 
RE: Who Dun It: Final5 Beta is out!
Yes, it sure would, but forces innocents to be more aggressive trying to get in, because if 2 gets in, murd is screwed :\ half sanity is too much, i'd suggest 20-25%. Then we could say the murderer is frustrated that he didn't get to stab someone to death so he loses some sanity. But 50% is very much :\Theshooter7 wrote: This should deter murds from trying to lure innocents in[/list]
Also, my map is very soon finished :)
RE: Who Dun It: Final5 Beta is out!
I don't agree with this point of view. Yes, 50% of current sanity is a lot, buy the murd needs to get penalized somehow for letting them it, and still, it's a dead innocent. That's good enough even for the penalizing IMO. It seems balanced, and 25% would actually help the murd, giving him a free kill for a low cost.Jigsaw wrote:Yes, it sure would, but forces innocents to be more aggressive trying to get in, because if 2 gets in, murd is screwed :\ half sanity is too much, i'd suggest 20-25%. Then we could say the murderer is frustrated that he didn't get to stab someone to death so he loses some sanity. But 50% is very much :\Theshooter7 wrote: This should deter murds from trying to lure innocents in[/list]
Also, my map is very soon finished :)
RE: Who Dun It: Final5 Beta is out!
Okay 30-35, but not half. Just imagine, crowd of innocents is chasing murd. Murd is going to wall, door is not closing in time and boom 3 innocents enter murdhole and jajaja, they won.
EDIT: In my opinion there should be no sanity damage at all. It's innocent's problem them being stupid enough to stay near murdwall and fall in provocation.
			
													EDIT: In my opinion there should be no sanity damage at all. It's innocent's problem them being stupid enough to stay near murdwall and fall in provocation.
					Last edited by Zeberpal on Mon Jul 09, 2012 10:53 am, edited 1 time in total.
									
			
									
						RE: Who Dun It: Final5 Beta is out!
It only drains half of the current sanity, so two at once would leave with with 25%.
That's not as bad, but could potentially screw them over quite a lot. See how it plays, I guess.
			
									
									
						That's not as bad, but could potentially screw them over quite a lot. See how it plays, I guess.
- 
				Theshooter7
 - Forum Regular
 - Posts: 262
 - Joined: Wed Jun 06, 2012 2:15 am
 
RE: Who Dun It: Final5 Beta is out!
Yes, this is exactly how it works. It's 50% of the CURRENT sanity. If a murd lets a ton of innocents follow him into his hole then he deserves to have very low sanity at that point. Also, every innocent that follows him in DOES count towards the murderer's kills. So it's not like he is losing score from their deaths, either.Synert wrote: It only drains half of the current sanity, so two at once would leave with with 25%.
That's not as bad, but could potentially screw them over quite a lot. See how it plays, I guess.
[Edit] Although, I might have another idea I can use to block the players from getting in. I'll have to do some testing to see if it works, though.
					Last edited by Theshooter7 on Mon Jul 09, 2012 12:40 pm, edited 1 time in total.
									
			
									
						


