Prop Hunt - vb5 is out
RE: Prop Hunt
Prop taunt: When you pick up an item in doom.
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- Hypnotoad
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RE: Prop Hunt
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!
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.
- fr blood
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RE: Prop Hunt - vb2 released!!
If you are making a mappack for this, I've a map to send you.
RE: Prop Hunt - vb2 released!!
Maps are welcome :dfr blood wrote: If you are making a mappack for this, I've a map to send you.
Code: Select all
Mode #grandvoid -o Konar6 by Frits
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- CloudFlash
- Zandrone
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RE: Prop Hunt - vb2 released!!
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
-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
https://i.imgflip.com/i5tpe.jpg
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RE: Prop Hunt - vb2 released!!
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...
... 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.
𝕂𝕝𝕠𝕗𝕜𝕒𝕔
- ibm5155
- Addicted to Zandronum
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RE: Prop Hunt - vb2 released!!
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
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
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);
}
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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Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!
<this post is proof of "Decline">
RE: Prop Hunt - vb2 released!!
Some taunts ideas, lol:
- Beheaded Kamikazes: http://youtu.be/ydxIeO-2C2M
- Robot Chicken Six Flags: http://youtu.be/cRdYmwwaMW4
- SeaNanners "Gotta Go!": http://youtu.be/RnT00fzhse4?t=1m10s
(You can't just have a prop hunt mod without some Nanners in it)! - Mine Mine: https://www.youtube.com/watch?v=p-3e0EkvIEM
Last edited by Simrock on Tue Apr 22, 2014 10:55 pm, edited 1 time in total.
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RE: Prop Hunt - vb2 released!!
Now that random class has been added it's quite apparent that for balancing reasons, solid objects should not bleed imo
- CloudFlash
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RE: Prop Hunt - vb2 released!!
Yeah, except no.Catastrophe wrote: Now that random class has been added it's quite apparent that for balancing reasons, solid objects should not bleed imo
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.
https://i.imgflip.com/i5tpe.jpg
*Hey, who wants to hear my solution to the modern world's problems? ^Me! %Me! @Me! #Me! *WELL TOO BAD @Did he just stab himself with this butcher knife? %Looks like it ^Hey, the pizza guy arrived! %Pizza! Yey
*Hey, who wants to hear my solution to the modern world's problems? ^Me! %Me! @Me! #Me! *WELL TOO BAD @Did he just stab himself with this butcher knife? %Looks like it ^Hey, the pizza guy arrived! %Pizza! Yey
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RE: Prop Hunt - vb2 released!!
Whens the last time the big tree has ever actually won?CloudFlash wrote:Yeah, except no.Catastrophe wrote: Now that random class has been added it's quite apparent that for balancing reasons, solid objects should not bleed imo
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.
- SwordGrunt
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RE: Prop Hunt - vb2 released!!
I won as big tree multiple times.Catastrophe wrote:Whens the last time the big tree has ever actually won?CloudFlash wrote:Yeah, except no.Catastrophe wrote: Now that random class has been added it's quite apparent that for balancing reasons, solid objects should not bleed imo
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.
Also am I the only one crashing often in the telefrag party at the start?
- Combinebobnt
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RE: Prop Hunt - vb2 released!!
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!!
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.
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.
- Hypnotoad
- Retired Staff / Community Team Member
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RE: Prop Hunt - vb2 released!!
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.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
With that people may not know if the position x/y/z will always have an object...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); }
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 think it's better if the server just disables random for a while if it becomes too difficult for props.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).
Last edited by Hypnotoad on Tue Apr 22, 2014 11:23 pm, edited 1 time in total.
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RE: Prop Hunt - vb2 released!!
the randomization is done through morphing, and morphed actors can't crouch for WHATEVER reasonCombinebobnt 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).
so yeah, [cantfix]
- EnsaladaDeTomate
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RE: Prop Hunt - vb2 released!!
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.
- Hypnotoad
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RE: Prop Hunt - vb2 released!!
We have changed their hitbox size now to prevent this.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....
RE: Prop Hunt - vb2 released!!
New version already? yay!
If you guys will make a mappack, Im in :)
If you guys will make a mappack, Im in :)
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RE: Prop Hunt - vb2 released!!
Btw, keys don't spawn at all so if you ever get spawned in as a key you are screwed.