Shotgun Frenzy 2.0, taking in feature requests!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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RE: Shotgun Frenzy 2.0, taking in feature requests!

#21

Post by Valherran » Mon May 19, 2014 6:16 pm

Oh wow, I forgot all about this MOD. It's been so long since I played it! lol

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RE: Shotgun Frenzy 2.0, taking in feature requests!

#22

Post by Konda » Mon May 19, 2014 7:31 pm

Lollipop wrote: fix this op shit in the later parts of the game:
join, buy turrets, deploy, spectate, join, buy turrets...

Last time i played sf this was what I did on a map that was so close to being lost :razz:
That one's not gonna be easy. The only known safe way to fix it (so far) is to remove the system that gives late players extra money, which makes late players pretty much hopeless. Other ways may include recognizing attempts of what you described by player name or cvars, both of which the player can change after spectating, and spectating is considered the same as disconnecting in zandronum's ACS.
I don't like the current weapon and xp system because advanced weapons at this point are basically not worth buying (if you disclude the commando pack and its ridiculously overpowered saw thrower upgrade which is up to par with BFG and flamethrower. The unofficial patch rebalances this and the commando pack is not really worth buying if you already have an upgraded quadshot with explosive shells).

You can move from the shotgunner pack straight to super weapons, because the quadshot upgrade (explosive shells) doesn't take a lot of xp points and once it's upgraded, it's already on advanced weapon level, if not stronger. It's just my personal opinion. No point in spending extra money and xp points for advanced weapons and their upgrades when you can have the same power with something as cheap as a shotgunner pack.

The buckshot explosive shells upgrade from the assault pack may not be as strong as quadshot upgrade, but it doesn't fall far behind advanced weapons' level, so it can suffice. Also, the buckshot explosive shells upgrade takes more xp points than the quadshot explosive shells upgrade while at the same time it is weaker than quadshot. So getting an assault pack from the get-go is not an optimal strategy in comparison to getting a shotgunner pack from the get-go. This results in the choice of weapon packs being shotgunner -> flamethrower/bfg.
Last edited by Konda on Mon May 19, 2014 7:33 pm, edited 1 time in total.

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RE: Shotgun Frenzy 2.0, taking in feature requests!

#23

Post by Ninjamander » Tue May 20, 2014 1:27 am

zomg glad to see the development of shotgun frenzy is not death!
This is one of my favorite mod so far! Hopefully the patch!

Looking forward the release of 2.0 ^^
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RE: Shotgun Frenzy 2.0, taking in feature requests!

#24

Post by Blutarr » Tue May 20, 2014 8:18 am

The lvl up icons should not block the player view.

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RE: Shotgun Frenzy 2.0, taking in feature requests!

#25

Post by Untitled » Tue May 20, 2014 10:34 am

Konda wrote:
Lollipop wrote: fix this op shit in the later parts of the game:
join, buy turrets, deploy, spectate, join, buy turrets...

Last time i played sf this was what I did on a map that was so close to being lost :razz:
That one's not gonna be easy. The only known safe way to fix it (so far) is to remove the system that gives late players extra money, which makes late players pretty much hopeless. Other ways may include recognizing attempts of what you described by player name or cvars, both of which the player can change after spectating, and spectating is considered the same as disconnecting in zandronum's ACS.
I don't like the current weapon and xp system because advanced weapons at this point are basically not worth buying (if you disclude the commando pack and its ridiculously overpowered saw thrower upgrade which is up to par with BFG and flamethrower. The unofficial patch rebalances this and the commando pack is not really worth buying if you already have an upgraded quadshot with explosive shells).

You can move from the shotgunner pack straight to super weapons, because the quadshot upgrade (explosive shells) doesn't take a lot of xp points and once it's upgraded, it's already on advanced weapon level, if not stronger. It's just my personal opinion. No point in spending extra money and xp points for advanced weapons and their upgrades when you can have the same power with something as cheap as a shotgunner pack.

The buckshot explosive shells upgrade from the assault pack may not be as strong as quadshot upgrade, but it doesn't fall far behind advanced weapons' level, so it can suffice. Also, the buckshot explosive shells upgrade takes more xp points than the quadshot explosive shells upgrade while at the same time it is weaker than quadshot. So getting an assault pack from the get-go is not an optimal strategy in comparison to getting a shotgunner pack from the get-go. This results in the choice of weapon packs being shotgunner -> flamethrower/bfg.
Eh, I honestly use the the Shotgunner backpack (Yeah, Assault really needs the buff IMO), go to Plasma Backpack, get the Advanced Plasma Rifle (only one upgrade point) because 5-40 damage with +RIPPER is balanced no problems at here at all sir especially not when in a game all about large hordes lining up (plasma spread is better against less-lined crowds, but in the SF maps (IMO the only maps worth playing) the hordes line up to the advanced plasma ripper). If I have leftovers, THEN I go for the super weapons.

Then again, I only play at like 8-12 players, where the increased player count means less money (since SF scales monster health rather than monster count like, say, stronghold does, without giving that much money).
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RE: Shotgun Frenzy 2.0, taking in feature requests!

#26

Post by MrSetharoo » Tue May 20, 2014 10:44 am

Wad wrote: Version 2.0 on its way!!! Taking feature requests...
I would like to see classes that have special abilities (I.e. Engineer would always spawn with a certain turret for free and can repair turrets or Support that heals team mates and is able to resupply small amounts of ammo.) Another addition I'd like to see is a flame thrower attachment to weapons with it obviously being weaker than the actual flame thrower or the capacity is much lower.
Last edited by MrSetharoo on Tue May 20, 2014 10:48 am, edited 1 time in total.

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RE: Shotgun Frenzy 2.0, taking in feature requests!

#27

Post by Zakken » Wed May 21, 2014 2:31 am

My only request, since I haven't played this mod in a long time would be to deliver more maps in general. Less maplist repetitions will keep the players' interest for longer amounts of time.

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RE: Shotgun Frenzy 2.0, taking in feature requests!

#28

Post by Doomer1 » Wed May 21, 2014 5:01 pm

I love this mod, and im glad its continuing.

honestly, besides more weapons, just balance the ones that are already in there and we'll call it good.

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RE: Shotgun Frenzy 2.0, taking in feature requests!

#29

Post by Untitled » Wed May 21, 2014 7:08 pm

I'd say the weapon set is fine; honestly, even if a weapon set doesn't change that much, if you want to keep Shotgun Frenzy popular, update the maps. New maps and new bosses would be nice, as I've found new weapons matter less than new things to kill with the weapons.
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RE: Shotgun Frenzy 2.0, taking in feature requests!

#30

Post by -Jes- » Thu May 22, 2014 1:32 am

Pass Through Projectiles.

As in, your bullets and rockets pass harmlessly through allies to hit enemies behind them.

As used in such fineass mods as Samsara.

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RE: Shotgun Frenzy 2.0, taking in feature requests!

#31

Post by Ninjamander » Thu May 22, 2014 3:22 am

Now that I think about it...giving the ability to give money to other player would be nice o3o (The money earn, not the starting one to prevent abuse)
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RE: Shotgun Frenzy 2.0, taking in feature requests!

#32

Post by Manhs » Sun Jun 29, 2014 12:34 pm

Cool, i was scared if i was fan of a mode who doesnt continue, very cool! People will come!
This mode is really tactic, need to choose the good weapons, the good items when you can....you can't do bad thing in this mode or you can lose a lot of time to kill the ennemies, i love it!

" (Yeah, Assault really needs the buff IMO)" => indeed, it looks expensive and not enough power....i use the other pack, but i use the explosive bullets of Shotgun, often, pretty effective (:
Use a mecha is awesome, with classes type, it could be splendid, anyway, this mode has a lot of potential.

Good luck with making it better and thank you for this mode!

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RE: Shotgun Frenzy 2.0, taking in feature requests!

#33

Post by CloudFlash » Sun Jun 29, 2014 12:53 pm

Maybe occasional random 'Bonus waves', which would contain monsters of the 'ultimately weird' category?
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RE: Shotgun Frenzy 2.0, taking in feature requests!

#34

Post by Manhs » Sat Jul 05, 2014 6:06 am

Can i host V1.4 with BE server?
BE did a reboot....

Or you will host a v2 server soon? (:

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RE: Shotgun Frenzy 2.0, taking in feature requests!

#35

Post by t3hplayer » Mon Jul 07, 2014 6:34 am

Konda wrote:
Lollipop wrote: fix this op shit in the later parts of the game:
join, buy turrets, deploy, spectate, join, buy turrets...

Last time i played sf this was what I did on a map that was so close to being lost :razz:
That one's not gonna be easy. The only known safe way to fix it (so far) is to remove the system that gives late players extra money, which makes late players pretty much hopeless. Other ways may include recognizing attempts of what you described by player name or cvars, both of which the player can change after spectating, and spectating is considered the same as disconnecting in zandronum's ACS.
I think it might be possible to keep a list of turrets for each player, and then destroy all of them when that player disconnects or spectates. One problem with this, though, is that if the enemies were being held back primarily by one person's turrets, they all disappear suddenly when the player leaves, and it kinda screws over the team.
Untitled wrote: Then again, I only play at like 8-12 players, where the increased player count means less money (since SF scales monster health rather than monster count like, say, stronghold does, without giving that much money).
I wondered before how it'd work if the credits and/or XP were earned based on something like damage done to monsters, instead of kills. That might scale better with the number of players, since the ramp-up in monster HP eventually makes it hard to get a lot of credits / XP. Ideally it'd be possible to do something like make damage from BFG or other super weapons count for less, which might help the "rich get richer" problem that the super weapons can cause.

Unfortunately, there's no way in the current Zandronum to actually get the amount of damage a player has done via ACS. I believe this will be added in Zandronum 2.0, though.

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RE: Shotgun Frenzy 2.0, taking in feature requests!

#36

Post by Lollipop » Mon Jul 07, 2014 8:41 am

You could do a hack on the turrets, like this:
When the turret is spawned, it will give itself a number of token items.
every state it has lowers the number of tokens (or whatever states you see fit for this purpose)
If a player disconnects, the turrets are given another token item
This token item intercepts it's waiting state with a_jumpifinventory to a new state
If there are any of the first type of tokens left, destroy the turret. If it is out of tokens, then it will remove the second token to allow it to function normally.

In other words it is a mostly DECORATE based timer system :)
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RE: Shotgun Frenzy 2.0, taking in feature requests!

#37

Post by Konda » Tue Jul 08, 2014 12:35 am

t3hplayer wrote:Unfortunately, there's no way in the current Zandronum to actually get the amount of damage a player has done via ACS. I believe this will be added in Zandronum 2.0, though.
Really? I thought you can do something like this in the monster's pain state:

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XXXX X 0 ACS_Execute([number],0,0,0,0)
Then in ACS:

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//In the script
newhealth = GetActorProperty(0, APROP_Health);
damage = oldhealth - newhealth;
oldhealth = newhealth;

SetActivatorToTarget(); //Makes the player the activator
//Do whatever with the damage var
The only problem would be storing the oldhealth variable for every monster. You can do this by making an inventory item made specifically for storing old health and controling it for every monster, and then in acs setting the oldhealth var by simply using GetInventory or w/e the function is called.

If that's not going to work, then maybe you can find a way to utilize the SV_AwardDamageInsteadKills dmflag into the system?

It's a little hacky but it should get the job done :v
Last edited by Konda on Tue Jul 08, 2014 12:36 am, edited 1 time in total.

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RE: Shotgun Frenzy 2.0, taking in feature requests!

#38

Post by XutaWoo » Tue Jul 08, 2014 1:53 am

The problem with Pain related things is that it requires making the painchance 256, which means a single shot from anything will interrupt the monster. This difference is minor on things with already high painchances, but it can make monsters that are supposed to be serious threats a joke by just giving the player a weapon that can fire once every ( monster pain state duration + monster attack windup ) tics.

The only real way to make use of this method is to code monsters on a loop ( which requires user variables or inventory items that track the monster's current sprite and the duration in the sprite ... in every monster ... yeah ) or actually design the player's arsenal around it, probably only giving them bolt-action rifles, pump-action shotguns, rocket launchers, etc. Even if the pain state doesn't always have frames afterwards, it will cause the current state the monster is in to stop, so it's not an easy to fix unless you want your monsters to be insanely stunlockable.
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RE: Shotgun Frenzy 2.0, taking in feature requests!

#39

Post by Konda » Tue Jul 08, 2014 10:32 am

maybe something like this:

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//In the script

oldhealth = GetInventory(0, "OldHealth");
newhealth = GetActorProperty(0, APROP_HEALTH);

damage = oldhealth - newhealth;

if(damage > 0)
{
  oldhealth = newhealth;
  SetInventory(0, "OldHealth", oldhealth); //This function may not exist but it's not hard to make one
  SetActivatorToTarget();
  //Do w/e with the damage var here
}

if(newhealth > 0)
{
  //Loops the script if the monster is still alive after being damaged
  delay(1);
  restart;
}
Simply do ACS_Execute in the monster's spawn state...
Maybe you can use a higher number for the delay() function, but using 1 is the safest IMO, both for damage detection and determining the right target.

Now the problem lies if the monster simply doesn't change target when hit... You could instead try making a script like this that executes in every weapon's Fire state which does SetActivatorToTarget to check the damage done to monsters and then use SetActivator with the player's TID to return the control of the script to the player who shot the weapon, but this may be too much of a hack. Then I guess keeping track of players' points when sv_AwardDamageInsteadKills is enabled is the one most clean and safest approach.
Last edited by Konda on Tue Jul 08, 2014 10:43 am, edited 1 time in total.

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RE: Shotgun Frenzy 2.0, taking in feature requests!

#40

Post by HexaDoken » Tue Jul 08, 2014 4:05 pm

Konda wrote: Now the problem lies if the monster simply doesn't change target when hit...
It does not change target when hit.

Other problem is that having a looping script active on each single monster on the map will most likely throw the bandwidth usage into infinity.

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