Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Xahn519
- New User
- Posts: 17
- Joined: Thu Mar 14, 2013 10:38 pm
#201
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by Xahn519 » Sun Jul 27, 2014 5:03 pm
Great Job! Love the new animations for the spiked gauntlets and the shield bashes on the Cleric. Thanks for the update. This is one of the best mods around.
Any idea how one would fix this graphics glitch that occurs when striking a wall with the Quietus? I tested all other weapons on the fighter and it seems to be the only one that does this. Not sure if this happens with the weapons of the other classes. This did not happen in the previous version of WOC.

Last edited by
Xahn519 on Sun Jul 27, 2014 5:12 pm, edited 1 time in total.
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VolcanoPenguin
- New User
- Posts: 2
- Joined: Sat Feb 08, 2014 8:32 pm
#202
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by VolcanoPenguin » Fri Aug 01, 2014 10:21 pm
This mod is absolutely thrilling, especially when played with the chillax wad! Have just one question though: does intellect increase the damage of the barbarian's ranged magic weapons, such as quietus?
Edit: perhaps it would just be better to ask for a link to a WoC guide. Is there a guide?
Last edited by
VolcanoPenguin on Sat Aug 02, 2014 2:47 am, edited 1 time in total.
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Thetis
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- Posts: 82
- Joined: Tue Jun 05, 2012 2:34 pm
#203
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by Thetis » Mon Aug 04, 2014 1:37 am
Intellect does increases the damage of the Fighter's ranged magic weapons.
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Hardbash
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- Posts: 79
- Joined: Tue Jul 03, 2012 5:01 pm
- Location: USA! USA!
#204
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by Hardbash » Sun Aug 24, 2014 7:30 pm
I've been having so much fun with this! It's also performing pretty well, I don't think I've encountered many bugs if any at all.
I don't know if you took my thoughts into consideration or it was a coincidence, which is awesome either way!
Are you considering adding new classes?
Shut up, nurse!
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nerozero
- New User
- Posts: 5
- Joined: Tue Aug 06, 2013 3:04 am
#205
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by nerozero » Sat Aug 30, 2014 7:56 am
Hello, I've found a bug with CVars when this mod running on server.
If you set "+set WoC_EnemyHealthBar 1" on server, same var on client side is not set, so clients does not see the health bar... It is possible to set variable from client computer, but its hard to explain this to all players how to do that...
PS
Thanks for that awesome mod!!!!!!!!!!!!!!!!!!!!
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-Jes-
- Frequent Poster Miles card holder
- Posts: 975
- Joined: Fri Aug 03, 2012 9:55 am
- Location: Void Zone
#206
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by -Jes- » Sat Aug 30, 2014 10:13 am
Open console (tilde key), type set woc_enemyhealthbar 1
It literally cannot be easier.
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nerozero
- New User
- Posts: 5
- Joined: Tue Aug 06, 2013 3:04 am
#207
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by nerozero » Sat Aug 30, 2014 1:48 pm
Yes, I know, but ... :) what about the rest users?
BTW where can I get manual of how to write scripts suitable for zandronum, (zipped in .pk3 files)? In this case, how to write a script which will execute on client side and set that variables ?
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Drakeman1234
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- Posts: 57
- Joined: Tue Oct 23, 2012 9:56 pm
#208
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by Drakeman1234 » Sun Aug 31, 2014 5:18 pm
Here's my suggestion for the next version. Look into some advanced coding for this wad. What it needs, again, is a way to save and load player stats. Or at least a more automated way to achieve a similar setup. Say, for example, a specialized text file that gets saved in the Zandronum folder that can be read, and will change a player's stats to the values listed. Some commands to save and load the files to the server host's computer. Specifically load certain stat files onto a particular player, something like that.
I'd seriously consider playing this wad with friends over LAN if that got implemented. Because it's really not that attractive if all my stats vanish after we stop playing, or enter spectate.
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Slim
- Zandrone
- Posts: 1112
- Joined: Sat Mar 16, 2013 7:11 am
- Location: Zero Space
- Clan: Can't fit it in here
- Clan Tag: -=FSR=-
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Contact:
#209
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by Slim » Sun Aug 31, 2014 7:05 pm
Or, you could wait for Zandronum 1.3, where accounts should come into play. To monitor stats.
"
Your childish antics grow tiring. If you dare to fight me, then I accept your challenge: Anytime, anywhere." - Zero, Megaman X5Spoiler: Quotes (Open)5:54 PM - Slim: you're complaining about something so small that
5:54 PM - Lance: so? we do that all the time
5:55 PM - Lance: we're a bunch of losers complaining at a bar minus the bar
Spoiler: Galactus tried evading (Open)
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Drakeman1234
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- Posts: 57
- Joined: Tue Oct 23, 2012 9:56 pm
#210
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by Drakeman1234 » Mon Sep 01, 2014 1:15 pm
Suicide Slim wrote:
Or, you could wait for Zandronum 1.3, where accounts should come into play. To monitor stats.
Was not aware that would be a thing in 1.3. Even better then.
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Hardbash
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- Posts: 79
- Joined: Tue Jul 03, 2012 5:01 pm
- Location: USA! USA!
#211
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by Hardbash » Wed Sep 03, 2014 8:50 pm
nerozero wrote:
Hello, I've found a bug with CVars when this mod running on server.
If you set "+set WoC_EnemyHealthBar 1" on server, same var on client side is not set, so clients does not see the health bar... It is possible to set variable from client computer, but its hard to explain this to all players how to do that...
PS
Thanks for that awesome mod!!!!!!!!!!!!!!!!!!!!
It takes a moment or a level to get the HP bars appear. Is that the problem?
Same thing goes with damage indicators.
Shut up, nurse!
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Drakeman1234
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- Posts: 57
- Joined: Tue Oct 23, 2012 9:56 pm
#212
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by Drakeman1234 » Sun Sep 28, 2014 7:06 pm
Well, the Zandronum 1.3 alpha is out, with the SQLite database stuff.
When comes the update taking advantage of this?
EDIT: I really hope the mod dev isn't dead and stuff.
Last edited by
Drakeman1234 on Sun Oct 12, 2014 11:55 pm, edited 1 time in total.
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SID914
- New User
- Posts: 16
- Joined: Sat Oct 18, 2014 7:52 am
- Location: U.S.
#213
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by SID914 » Sat Oct 18, 2014 8:22 am
I'd just like to say first off what an amazing mod! I love the differences between the classes, and the replay value between them as well. I have noticed some slight issues you may want to check out.
I have noticed sometimes during a kill streak at the end of it, it will randomly give me negative experience. Certain monsters have an absurd amount of xp gain at higher lvl wisdom. 3 pinkies end up giving more experience than killing one cyberdemon. Baron of Hells also seem to give more exp than killing hell knights. Also some very unfortunate and potentially funny side affects of having too much intellect. While using miasma as the necromancer I can launch enemies into the air at a very high velocity. It's quite funny to watch, but the downside is that when you are attacking a cyberdemon from a floor above and are guarded by a wall. When the cyberdemon gets launched ultimately you will take a rocket to the face. Also the darkness spell ends up missing a lot of chances to deal massive damage because the enemies are launched out of the trajectory of the projectile.
Not a bug, but a slight issue with a specific class. The necromnacer's ultimate weapon is pathetic. The lich staff is a far more effective damage dealer and room cleaner then the raven staff. And it's alt fire ravens hardly ever find enemies to target let alone deal any considerable damage. Even the bat scepter is beastly when compared to the staff. I heard from someone who had played older versions of this that the necromancer used to have a very over powered twin railgun ult weapon. Couldn't it be reimplemented and given a far higher cost to use? That would limit it's spam usage and still make it a viable ult weapon for tough situations.
They may seem like huge gripes due to the length of this post, but I must say this. I absolutely LOVE this mod! I can't wait for future updates and would happily beta them in the future.
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Drakeman1234
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- Posts: 57
- Joined: Tue Oct 23, 2012 9:56 pm
#214
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by Drakeman1234 » Sat Oct 18, 2014 10:02 pm
SID914 wrote:
I absolutely LOVE this mod! I can't wait for future updates and would happily beta them in the future.
Assuming Thetis still lives, that is.
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SID914
- New User
- Posts: 16
- Joined: Sat Oct 18, 2014 7:52 am
- Location: U.S.
#215
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by SID914 » Sun Oct 26, 2014 8:51 am
I made a mistake about the raven staff. In close quarters it wrecks. My bad.
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Drakeman1234
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- Posts: 57
- Joined: Tue Oct 23, 2012 9:56 pm
#216
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by Drakeman1234 » Mon Nov 03, 2014 2:50 am
If Thetis is going to drop off the face of Zandronum, could people look into updating this to work with the SQLite database? I don't mind trying to pitch in on this. I want to enjoy this with persistent stats :D
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Tyketto
- New User
- Posts: 12
- Joined: Thu May 09, 2013 1:23 pm
- Location: USA
#217
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by Tyketto » Tue Nov 11, 2014 6:57 pm
I wouldn't say this mod is dead. I've been following this mod since version 1.4. Updates are highly infrequent, but they do happen.
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Drakeman1234
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- Posts: 57
- Joined: Tue Oct 23, 2012 9:56 pm
#218
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by Drakeman1234 » Wed Nov 12, 2014 1:25 am
It sure would be nice if Thetis would at least give a status update.
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Slim
- Zandrone
- Posts: 1112
- Joined: Sat Mar 16, 2013 7:11 am
- Location: Zero Space
- Clan: Can't fit it in here
- Clan Tag: -=FSR=-
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Contact:
#219
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by Slim » Wed Nov 12, 2014 1:29 am
Maybe it's IRL stuff, or just the reason an update hasn't come out is just that, a mod like this needs time to make updates. Otherwise we just have to wait. Maybe find other temporary diversions to make the wait not hurt.
"
Your childish antics grow tiring. If you dare to fight me, then I accept your challenge: Anytime, anywhere." - Zero, Megaman X5Spoiler: Quotes (Open)5:54 PM - Slim: you're complaining about something so small that
5:54 PM - Lance: so? we do that all the time
5:55 PM - Lance: we're a bunch of losers complaining at a bar minus the bar
Spoiler: Galactus tried evading (Open)
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Thetis
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- Posts: 82
- Joined: Tue Jun 05, 2012 2:34 pm
#220
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by Thetis » Wed Nov 12, 2014 3:41 am
To give some status updates, it mostly revolves around not having any time at all due to classes and life. I did find some free time recently to work on this so expect something within a few days to a week.