WhoDunIt - Combat Overhaul (r81 released)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Cruduxy
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RE: WhoDunIt - Combat Overhaul

#21

Post by Cruduxy » Tue Jun 17, 2014 8:35 am

Would being able to disable the "show score" screen from appearing to alive players improve the gameplay? That way you cant even know who died and color changing becomes more useful.

Murder could use a fake large medkit :P. Lure people to heal then suddenly it poisons a large area.
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Riclo
 
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RE: WhoDunIt - Combat Overhaul

#22

Post by Riclo » Tue Jun 17, 2014 9:36 am

Zeberpal wrote: It's more important to add more features for murd. How about to implement that old idea about fake death for him?

Talking about new weapons, it would be nice if you add those Hatchet and Baseball Bat from Prepper's addon into main file.
If this is done I'd think the Baseball Bat would have to be buffed (Since it's practically useless as it is now. Maybe make it a luck-based weapon that can sometimes do a great deal of damage) along with the Hatchet. I was thinking maybe there could be several different weapons that are as good as the current shovel, except they wouldn't be in every map. For example one map could have the shovel and the other would instead have the Hatchet, and both would be about as good in their own way. (This could also keep the shovel from being the ultimate go-to melee weapon)

As for murderer items, I'd think an item that traps the innocent for around 20-40 seconds would be nice. This could leave them vulnerable to the murd if he's around.

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CloudFlash
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RE: WhoDunIt - Combat Overhaul

#23

Post by CloudFlash » Tue Jun 17, 2014 11:22 am

40 seconds of immobility sounds a bit like overkill, especially once you realise that murd needs like 5 seconds to kill even someone with max stimps. Maybe if the trap gave innocents a poolcue-like stun that would last for 10 seconds...
ALSO:
Cruduxy wrote: Murder could use a fake large medkit :P. Lure people to heal then suddenly it poisons a large area.
Or maybe something like 'heals people for 30 seconds, and then explodes'? That way, murd could just drop the med for some noob to collect, and then... BAM!
Last edited by CloudFlash on Tue Jun 17, 2014 11:24 am, edited 1 time in total.
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Mad Mind
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RE: WhoDunIt - Combat Overhaul

#24

Post by Mad Mind » Tue Jun 17, 2014 11:58 am

CloudFlash wrote:
Cruduxy wrote: Murder could use a fake large medkit :P. Lure people to heal then suddenly it poisons a large area.
Or maybe something like 'heals people for 30 seconds, and then explodes'? That way, murd could just drop the med for some noob to collect, and then... BAM!
It shouldn't be able to kill someone with full health instantly, though. It would be pretty suspicious that the person who used the medkit would walk away from it, but it could also mean they just needed to get back to full health because they we're only hurt slightly.

Also, I think it would be a good idea to somehow show that someone is injured.

Theshooter7
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RE: WhoDunIt - Combat Overhaul

#25

Post by Theshooter7 » Tue Jun 17, 2014 8:56 pm

Cruduxy wrote: Would being able to disable the "show score" screen from appearing to alive players improve the gameplay? That way you cant even know who died and color changing becomes more useful.
I wish that we could. :/ But I think it draws over things like HudMessages and fades so even if we intercepted +showscores using GetPlayerInput(), any attempts to hide or block it out would probably not work.
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CloudFlash
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RE: WhoDunIt - Combat Overhaul

#26

Post by CloudFlash » Tue Jun 17, 2014 8:59 pm

I've seen one mod turn the font on show scores to something so tiny, it was barely noticeable... Don't quite remember what mod was that >.>
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Conflagrated
 
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RE: WhoDunIt - Combat Overhaul

#27

Post by Conflagrated » Wed Jun 18, 2014 3:41 am

Sorry, fellas. I ruined the hud forever: http://i.imgur.com/ari8ttL.png

Maybe you can come to love the new design. (Or just press minus once to bring back the old one)

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abbuw
 
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RE: WhoDunIt - Combat Overhaul

#28

Post by abbuw » Wed Jun 18, 2014 4:55 am

Conflagrated wrote: Sorry, fellas. I ruined the hud forever: http://i.imgur.com/ari8ttL.png
Where is the medkit display at?

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Zeberpal
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RE: WhoDunIt - Combat Overhaul

#29

Post by Zeberpal » Wed Jun 18, 2014 6:48 am

Conflagrated wrote: Sorry, fellas. I ruined the hud forever: http://i.imgur.com/ari8ttL.png

Maybe you can come to love the new design. (Or just press minus once to bring back the old one)
[spoiler]Image[/spoiler]

No wait, it seems to be more informative, but design itself is too talky for a hud, with this gradient too. Less saturated interface and two colours would be just nice. I mean neat paint splashes as hud theme in current version fits very well. I'm pretty sure it would be nice in the bottom center of the screen as well as in the corner.

PS I could get my hands on it later today, just want to try
PSS Yellow bar is a stun or stamina? Wonder what does blue one means
CloudFlash wrote: I've seen one mod turn the font on show scores to something so tiny, it was barely noticeable... Don't quite remember what mod was that >.>
Perhaphs it was ZOMB-8
Last edited by Zeberpal on Wed Jun 18, 2014 6:56 am, edited 1 time in total.
Image ImageImage

XutaWoo
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RE: WhoDunIt - Combat Overhaul

#30

Post by XutaWoo » Wed Jun 18, 2014 8:04 am

On the hud, the colors also seem fairly ... egh-y. I'd recommend choosing a new palette for it, as those colors genuinely do not look attractive.
[spoiler]Image[/spoiler]
Image

Catastrophe
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RE: WhoDunIt - Combat Overhaul

#31

Post by Catastrophe » Wed Jun 18, 2014 3:29 pm

Will the old hud still be available to use? Or is this going to be forced on everyone? Because it doesn't look that good imo; it's too annoying having to look at a bar instead of getting a numerical value of my health.
Last edited by Catastrophe on Wed Jun 18, 2014 3:30 pm, edited 1 time in total.

HexaDoken
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RE: WhoDunIt - Combat Overhaul

#32

Post by HexaDoken » Wed Jun 18, 2014 4:09 pm

Conflagrated wrote: (Or just press minus once to bring back the old one)
Seriously. Read.

Mad Mind
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RE: WhoDunIt - Combat Overhaul

#33

Post by Mad Mind » Wed Jun 18, 2014 4:20 pm

Catastrophe wrote: Will the old hud still be available to use? Or is this going to be forced on everyone? Because it doesn't look that good imo; it's too annoying having to look at a bar instead of getting a numerical value of my health.
I fail to see how it's annoying to have to look at a bar besides not having an exact value. If those pointer things on the bar mean what I think they do, that shouldn't be a problem.

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RE: WhoDunIt - Combat Overhaul

#34

Post by Catastrophe » Wed Jun 18, 2014 4:34 pm

HexaDoken wrote:
Conflagrated wrote: (Or just press minus once to bring back the old one)
Seriously. Read.
He gave a direct link to imgur that doesn't have a vote button, moron.

HexaDoken
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RE: WhoDunIt - Combat Overhaul

#35

Post by HexaDoken » Wed Jun 18, 2014 4:38 pm

*facedesks*
minus
is
a key
on
keyboard
that
changes hud
you were
aware of that
right

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RE: WhoDunIt - Combat Overhaul

#36

Post by Gardevoir » Wed Jun 18, 2014 4:46 pm

How about good ol' Caltrops for murd? Would be awesome for escaping large crowds and slowing down innocents.
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Cruduxy
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RE: WhoDunIt - Combat Overhaul

#37

Post by Cruduxy » Wed Jun 18, 2014 4:51 pm

Gardevoir wrote: How about good ol' Caltrops for murd? Would be awesome for escaping large crowds and slowing down innocents.
And sprites already exist in Shadow Warrior :P
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Catastrophe
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RE: WhoDunIt - Combat Overhaul

#38

Post by Catastrophe » Wed Jun 18, 2014 4:52 pm

HexaDoken wrote: *facedesks*
minus
is
a key
on
keyboard
that
changes hud
you were
aware of that
right
Problem is pressing minus brings up a gaping hom, unless 2.0 fixed that.

elmo
 
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RE: WhoDunIt - Combat Overhaul

#39

Post by elmo » Wed Jun 18, 2014 5:30 pm

i say the lugar needs a comeback along with a new murd weapon, such as a fork
I haz a gun

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Torr Samaho
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RE: WhoDunIt - Combat Overhaul

#40

Post by Torr Samaho » Wed Jun 18, 2014 6:33 pm

Theshooter7 wrote:
Cruduxy wrote: Would being able to disable the "show score" screen from appearing to alive players improve the gameplay? That way you cant even know who died and color changing becomes more useful.
I wish that we could. :/ But I think it draws over things like HudMessages and fades so even if we intercepted +showscores using GetPlayerInput(), any attempts to hide or block it out would probably not work.
It should be quite simple to add a dmflag to do something like this. If there is no such feature request ticket on the tracker yet, feel free to open one and we can discuss this in more detail.

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