Prop Hunt - vb5 is out

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Kokiri
 
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RE: Prop Hunt

#41

Post by Kokiri » Tue Apr 22, 2014 5:02 pm

Prop taunt: When you pick up an item in doom.
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Hypnotoad
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RE: Prop Hunt

#42

Post by Hypnotoad » Tue Apr 22, 2014 6:13 pm

NEW VERSION OUT

Download: http://static.[bad site]/wads/prophunt-vb2.pk3

Changelog:
[spoiler]
Vb2
__________

- Fixed ph_forcerandom, now uses morphactor and a hacky method to generate a random seed. Server hosts should now do "set ph_forcerandom 1" in console for random classes (recommended). [Hypnotoad]
- Disabled "noise 1" cheat (thanks to fused for spotting this). [Hypnotoad]
- Disabled crouching [Hypnotoad]
- Various minor fixes and code tidying to the ACS [Hypnotoad]
- Props now explode when they die [Frits]
- Modified hitbox height of larger props so they don't get stuck [Frits]
- Fixed blursphere phasing [Frits]
- Added GLDefs to props [Frits]
- Modified baseprop to work properly with morphing [Hypnotoad]
- Rebalancing: speed of tiny classes lowered, speed of bigger classes raised, fist now does 1 dmg, chaingun does 2 dmg per shot, shotgun does 6 dmg per shot [Frits]
- Various minor bugfixes [Frits/Hypnotoad]
- Removed lag sprite [Frits]
- Added a taunts [Frits]
- Lowered infinite taunt chance [Frits]
[/spoiler]

Random classes is now fixed
, server hosts should do "set ph_forcerandom 1" to enable it!
Last edited by Hypnotoad on Wed Apr 23, 2014 12:12 pm, edited 1 time in total.

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fr blood
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RE: Prop Hunt - vb2 released!!

#43

Post by fr blood » Tue Apr 22, 2014 7:16 pm

If you are making a mappack for this, I've a map to send you.

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Frits
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RE: Prop Hunt - vb2 released!!

#44

Post by Frits » Tue Apr 22, 2014 7:57 pm

fr blood wrote: If you are making a mappack for this, I've a map to send you.
Maps are welcome :d

Code: Select all

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CloudFlash
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RE: Prop Hunt - vb2 released!!

#45

Post by CloudFlash » Tue Apr 22, 2014 8:18 pm

Things I wish were applied:
-Fists using A_Explode instead of A_CustomPunch (does not cause blood, and if slightly modified may not cause a pain state. Fists as they are now are terrifyingly useless.)
-Separate button for long taunts (5 seconds +) and short taunts
-Specific taunts:
+Wilhelm's scream https://www.youtube.com/watch?v=dc5F2C0CYlA
+Mannequin's scream (from SH3) https://www.youtube.com/watch?v=jBvZW8cGeSM
+Touhou's death sound https://www.youtube.com/watch?v=r64yEVv-r34
+AAANDDDDDD IIIIIIIIIIIIIIIIIIIIIIIIIIiiiiiiiiiiIIIIIIIIIIIII WIIIIIIILLLLL ALWAAAAAAAAAAAAYSSSSSSSSS LOVVVVVVVVV UUUUUUUUUUUUU https://www.youtube.com/watch?v=3JWTaaS7LdU
+Baby sneeze https://www.youtube.com/watch?v=QEE70zlVRoM
+HEEEEEEEER's JOHNYYYYYYYYY https://www.youtube.com/watch?v=ktqa1CnOYH8
+And this. https://www.youtube.com/watch?v=k85mRPqvMbE
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Klofkac
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RE: Prop Hunt - vb2 released!!

#46

Post by Klofkac » Tue Apr 22, 2014 8:20 pm

Thought about a feature, using alt fire for props would allow them to snap to the grid from their current position, only if there is not any other prop (or real item) already.
... But it would be too high advantage for props, I guess...
Last edited by Klofkac on Tue Apr 22, 2014 8:24 pm, edited 1 time in total.
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ibm5155
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RE: Prop Hunt - vb2 released!!

#47

Post by ibm5155 » Tue Apr 22, 2014 9:34 pm

My sugestions.
A better mappack that fits the mod (the doomage maps some of then are too shor and can be abused by little objects)

And please, put some function like this

Code: Select all

int objects[21]={"clip","lamp","barrel",...};
function void start_random_objects(void){
   int i=0;
   int tid=0
   do{
    spawn(objects[random(0,20)],tid,random(-2000.0,2000.0),random(-2000.0,2000.0),random(0,256.0));
    i++;
   }while(i<200);

}
With that people may not know if the position x/y/z will always have an object...
Or make the start itens explode, summoning random itens around the explosion (but idk how to do it now...)

You really did a really good mod, but what about a mappack for your mod?

EDIT:make fist take damage and make probs not make blood
Last edited by ibm5155 on Tue Apr 22, 2014 9:34 pm, edited 1 time in total.
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Simrock
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RE: Prop Hunt - vb2 released!!

#48

Post by Simrock » Tue Apr 22, 2014 9:52 pm

Some taunts ideas, lol:
Last edited by Simrock on Tue Apr 22, 2014 10:55 pm, edited 1 time in total.

Catastrophe
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RE: Prop Hunt - vb2 released!!

#49

Post by Catastrophe » Tue Apr 22, 2014 10:01 pm

Now that random class has been added it's quite apparent that for balancing reasons, solid objects should not bleed imo

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CloudFlash
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RE: Prop Hunt - vb2 released!!

#50

Post by CloudFlash » Tue Apr 22, 2014 10:15 pm

Catastrophe wrote: Now that random class has been added it's quite apparent that for balancing reasons, solid objects should not bleed imo
Yeah, except no.
Imagine this: You are a hunter. You see a very suspcious tree. You could have sworn that the tree wasn't here before. You shot it once. No blood purs out, and you can't hear any gasp of pain because lets say you are playing on mute. You merrily go away, while the tree laughs at you.
No, all prop people should bleed. If you really want to mess with blood stuff, maybe make props leave blood trails while moving for few seconds after they get shot.
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Catastrophe
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RE: Prop Hunt - vb2 released!!

#51

Post by Catastrophe » Tue Apr 22, 2014 10:32 pm

CloudFlash wrote:
Catastrophe wrote: Now that random class has been added it's quite apparent that for balancing reasons, solid objects should not bleed imo
Yeah, except no.
Imagine this: You are a hunter. You see a very suspcious tree. You could have sworn that the tree wasn't here before. You shot it once. No blood purs out, and you can't hear any gasp of pain because lets say you are playing on mute. You merrily go away, while the tree laughs at you.
No, all prop people should bleed. If you really want to mess with blood stuff, maybe make props leave blood trails while moving for few seconds after they get shot.
Whens the last time the big tree has ever actually won?

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SwordGrunt
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RE: Prop Hunt - vb2 released!!

#52

Post by SwordGrunt » Tue Apr 22, 2014 10:39 pm

Catastrophe wrote:
CloudFlash wrote:
Catastrophe wrote: Now that random class has been added it's quite apparent that for balancing reasons, solid objects should not bleed imo
Yeah, except no.
Imagine this: You are a hunter. You see a very suspcious tree. You could have sworn that the tree wasn't here before. You shot it once. No blood purs out, and you can't hear any gasp of pain because lets say you are playing on mute. You merrily go away, while the tree laughs at you.
No, all prop people should bleed. If you really want to mess with blood stuff, maybe make props leave blood trails while moving for few seconds after they get shot.
Whens the last time the big tree has ever actually won?
I won as big tree multiple times.

Also am I the only one crashing often in the telefrag party at the start?

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Combinebobnt
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RE: Prop Hunt - vb2 released!!

#53

Post by Combinebobnt » Tue Apr 22, 2014 10:56 pm

The random classes with no crouch has made it extremely tough for props to win on the doom2 server now. You should probably just leave the crouch thing to the server rather than hard coding it off too (if that's what you did).

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-Jes-
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RE: Prop Hunt - vb2 released!!

#54

Post by -Jes- » Tue Apr 22, 2014 11:06 pm

Clip should only have 40hp.
It's still the better choice against other basic ammo. :D

And for the love of plasma rifle, make the noise anticheat work for models as well.
Last edited by -Jes- on Tue Apr 22, 2014 11:19 pm, edited 1 time in total.

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Hypnotoad
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RE: Prop Hunt - vb2 released!!

#55

Post by Hypnotoad » Tue Apr 22, 2014 11:20 pm

ibm5155 wrote: My sugestions.
A better mappack that fits the mod (the doomage maps some of then are too shor and can be abused by little objects)

And please, put some function like this

Code: Select all

int objects[21]={"clip","lamp","barrel",...};
function void start_random_objects(void){
   int i=0;
   int tid=0
   do{
    spawn(objects[random(0,20)],tid,random(-2000.0,2000.0),random(-2000.0,2000.0),random(0,256.0));
    i++;
   }while(i<200);

}
With that people may not know if the position x/y/z will always have an object...
Or make the start itens explode, summoning random itens around the explosion (but idk how to do it now...)

You really did a really good mod, but what about a mappack for your mod?

EDIT:make fist take damage and make probs not make blood
I'll look into a random item spawner. Another idea I had was to enable props to have an altfire which destroys map props, which they can then replace themselves. Fist already takes damage.
Combinebobnt wrote: The random classes with no crouch has made it extremely tough for props to win on the doom2 server now. You should probably just leave the crouch thing to the server rather than hard coding it off too (if that's what you did).
I think it's better if the server just disables random for a while if it becomes too difficult for props.
Last edited by Hypnotoad on Tue Apr 22, 2014 11:23 pm, edited 1 time in total.

Ijon Tichy
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RE: Prop Hunt - vb2 released!!

#56

Post by Ijon Tichy » Wed Apr 23, 2014 12:18 am

Combinebobnt wrote: The random classes with no crouch has made it extremely tough for props to win on the doom2 server now. You should probably just leave the crouch thing to the server rather than hard coding it off too (if that's what you did).
the randomization is done through morphing, and morphed actors can't crouch for WHATEVER reason

so yeah, [cantfix]

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EnsaladaDeTomate
 
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RE: Prop Hunt - vb2 released!!

#57

Post by EnsaladaDeTomate » Wed Apr 23, 2014 1:46 am

Hmm, leaving crouch enabled should be better, since big classes like trees, lamps and tech pillars kept getting stuck in small doors, places, etc etc etc....
Last edited by EnsaladaDeTomate on Wed Apr 23, 2014 1:48 am, edited 1 time in total.

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Hypnotoad
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RE: Prop Hunt - vb2 released!!

#58

Post by Hypnotoad » Wed Apr 23, 2014 1:59 am

EnsaladaDeTomate wrote: Hmm, leaving crouch enabled should be better, since big classes like trees, lamps and tech pillars kept getting stuck in small doors, places, etc etc etc....
We have changed their hitbox size now to prevent this.

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DooMAGE
 
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RE: Prop Hunt - vb2 released!!

#59

Post by DooMAGE » Wed Apr 23, 2014 2:05 am

New version already? yay!

If you guys will make a mappack, Im in :)

Catastrophe
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RE: Prop Hunt - vb2 released!!

#60

Post by Catastrophe » Wed Apr 23, 2014 3:27 am

Btw, keys don't spawn at all so if you ever get spawned in as a key you are screwed.

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