ZDoom Wars 1: v3.15d (updated 2/6/19)
- Combinebobnt
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RE: ZDoom Wars 1: v3.0i
We crashed the server today playing cuz strife (me) died to a dsparil and trigged a fire death, aka this bug: http://zandronum.com/tracker/view.php?id=2067
Might want to take out the strife fire death for now until 2.1 or something
Might want to take out the strife fire death for now until 2.1 or something
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RE: ZDoom Wars 1: v3.0i
Probably would be better to wait for 2.1 to come out before changing anything. In the case that the bug linked above isn't fixed in 2.1, just taking out A_CrispyPlayer should stop the crashing.Combinebobnt wrote: We crashed the server today playing cuz strife (me) died to a dsparil and trigged a fire death, aka this bug: http://zandronum.com/tracker/view.php?id=2067
Might want to take out the strife fire death for now until 2.1 or something
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EonDM - With Hatred as my sidekick.
RageCTF - Made 1 map and did much more.
DBAB LMS - Pack made for Last Man Standing.
EonWeapons - Improve vanilla weapons and add stuff for kicks.
Progressive Duel - Leaving the old behind.
IDL201X CTF - Maintaining since 2013.
Strife AA - Helped tested + 1 map
RE: ZDoom Wars 1: v3.0i
Oh jeeze, that's not good. At least this'll be fixed for 2.1 so that's a relief. I'll just comment it out in the meantime. Preventing a possible crash at the expense of a class specific detail is worth it.
Hopefully I can throw together a release in the next few days. We'll see.
Hopefully I can throw together a release in the next few days. We'll see.
Last edited by Mr. Repo on Sun Jun 14, 2015 4:25 am, edited 1 time in total.
RE: ZDoom Wars 1: v3.0j
Spoiler: Data v3.0j Changelog (Open)Download: http://zdwi.neszone.net/downloads/ZDoomWarsIv3.0j.pk3
Last edited by Mr. Repo on Sun Jun 21, 2015 3:59 am, edited 1 time in total.
RE: ZDoom Wars 1: v3.0j
Strifeguy will now loop forever in his burn death state, creating a zombie player. The player's corpse can move, jump etc. and the games won't end due to this. This is due to the removed codepointer that was crashing the game. You should recode the death state.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
- Combinebobnt
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RE: ZDoom Wars 1: v3.0j2
The text on the strife repair drone fades out too fast to read all of it.
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RE: ZDoom Wars 1: v3.0j2
Uh oh. New revision. This is likely the last one for the 3.0 series. Going to start focusing on putting 3.1 together.
Download: ZDoomWarsIv3.0k.pk3
Spoiler: Data v3.0k changelog (Open)
Download: ZDoomWarsIv3.0k.pk3
Last edited by Mr. Repo on Wed Aug 26, 2015 10:27 am, edited 1 time in total.
RE: ZDoom Wars 1: v3.0l
Bug fixes. Entity felt like it was game breaking enough to warrant this release.
Download:ZDoomWarsIv3.0l.pk3
Spoiler: Data V3.0l Changelog (Open)
Download:ZDoomWarsIv3.0l.pk3
Last edited by Mr. Repo on Sun Jan 03, 2016 2:49 am, edited 1 time in total.
RE: ZDoom Wars 1: v3.0l
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
RE: ZDoom Wars 1: v3.0l
The math god delivered!
<PUN1SH3R> Cube has a magnetic effect
<PUN1SH3R> all other clans are in orbit with us, they just dont know it
<PUN1SH3R> occasionally cube will pull a player into it's system
[Quote=DwangoUnited Website] Eyes has tainted the DWANGO name in World of Warcraft. Eyes owes several thousand gold to friends that offered to loan it to him. He's since cut us off completely, and is not planning on gaming or paying back what he owes leaving DWANGO United with the debt. You have hurt us in more ways than you can know, pal. I hope you're happy that we've bent over backwards for you. Thanks for paying us back with a spit in the face and a cold shoulder. By the way pal, your bfg skills suck ass.[/quote]
09:08 <Shane_> It's better being a cuck
09:08 <Shane_> Trust me, you'll learn one day
<PUN1SH3R> all other clans are in orbit with us, they just dont know it
<PUN1SH3R> occasionally cube will pull a player into it's system
[Quote=DwangoUnited Website] Eyes has tainted the DWANGO name in World of Warcraft. Eyes owes several thousand gold to friends that offered to loan it to him. He's since cut us off completely, and is not planning on gaming or paying back what he owes leaving DWANGO United with the debt. You have hurt us in more ways than you can know, pal. I hope you're happy that we've bent over backwards for you. Thanks for paying us back with a spit in the face and a cold shoulder. By the way pal, your bfg skills suck ass.[/quote]
09:08 <Shane_> It's better being a cuck
09:08 <Shane_> Trust me, you'll learn one day
RE: ZDoom Wars 1: v3.0l
... you actually did it. That's just... wow I'm speechless. Incredible work and I'm sure people beyond the scope of this mod could definitely use this. Thank you so much!
The only bug I see is the red head fireballs on SorcFX1 not behaving like they normally do due to you opting out for A_SeekerMissile, but I actually prefer this to the original. Their behavior is more suited for the mod I think.
Funny thing you pasted this now because we'd started to work on this via decorate using the source to get a good replication of the original and all the jump chances/fire were figured out to the source. The timing of this release couldn't have been more perfect.
111 lines of ACS and 794 lines of Decorate just for one hardcoded monster. Absolutely insane. I cannot express my gratitude enough, but I really do appreciate this a whole lot!
The only bug I see is the red head fireballs on SorcFX1 not behaving like they normally do due to you opting out for A_SeekerMissile, but I actually prefer this to the original. Their behavior is more suited for the mod I think.
Funny thing you pasted this now because we'd started to work on this via decorate using the source to get a good replication of the original and all the jump chances/fire were figured out to the source. The timing of this release couldn't have been more perfect.
111 lines of ACS and 794 lines of Decorate just for one hardcoded monster. Absolutely insane. I cannot express my gratitude enough, but I really do appreciate this a whole lot!
RE: ZDoom Wars 1: v3.0l
I noticed I messed up the "cork" sound when he dies. To fix it simply name the "CHAN_AUTO" in the A_PlaySound("SorcererBallPop") to "CHAN_VOICE" in his death state.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
RE: ZDoom Wars 1: v3.0l & Maps 1.7c
I'm currently working on an update that has a large number of new maps (and several older ones that have been 'remastered') being added in. There is still a bunch of work needed before those can be released, but this is a nice update to the existing 32 in the meantime. With that being said, one new map was included to replace Snowfield so definitely give that one a look. I think it's an excellent addition and likely will be played on quite a bit. I'm also still accepting submissions for the next map pack if anyone's interested.
Spoiler: Maps V1.7b & c Changelog (Open)Download: ZDoomWarsIMapsv1.7c.pk3
Last edited by Mr. Repo on Sun Feb 07, 2016 3:31 am, edited 1 time in total.
- Zakken
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RE: ZDoom Wars 1: v3.0l & Maps 1.7c
Why was Snowfield removed? :(
RE: ZDoom Wars 1: v3.0l & Maps 1.7c
Honestly I have nothing against the map other than it needs a lot of work done on it. I wouldn't be opposed to adding it back in if someone were to edit it and bring it up to par with the rest of the pack. It definitely has its own atmosphere and feel that no other map has matched and that's what made it unique. It just wasn't very good gameplay wise.
Same could be said of a lot of cut maps I guess. See Continuum of Discord.
Same could be said of a lot of cut maps I guess. See Continuum of Discord.
Re: ZDoom Wars 1: v3.1b & Map Pack 1.8b -8/26/16 update
Long awaited update! Let's see how badly I screwed up the balance for Chex, Virus, and Strife. Hope you folks enjoy!
Data: http://zdwi.neszone.net/downloads/ZDoomWarsIv3.1b.pk3
Resources: http://zdwi.neszone.net/downloads/ZDoom ... ources.pk3
Maps: http://zdwi.neszone.net/downloads/ZDoom ... sv1.8b.pk3
Data: http://zdwi.neszone.net/downloads/ZDoomWarsIv3.1b.pk3
Resources: http://zdwi.neszone.net/downloads/ZDoom ... ources.pk3
Maps: http://zdwi.neszone.net/downloads/ZDoom ... sv1.8b.pk3
Spoiler: Data V3.1b Changelog (Open)
Spoiler: Maps V1.8b Changelog (Open)
Re: ZDoom Wars 1: v3.1b & Map Pack 1.8b -8/26/16 update
Yay big updates here! Good job repo!
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Highsman13 - 17.06.2017
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Re: ZDoom Wars 1: v3.1b & Map Pack 1.8b -8/26/16 update
I don't like the Order Bishop change. It's very easy to defend against (no-ghost hit) and really just a niche unit. Not only that but you made it taller, so how are we supposed to place it now? The areas where we could hardly place one are gone now so it's more of a niche unit than before. Honestly I don't know why you even wanted to touch the height.
- SwordGrunt
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Re: ZDoom Wars 1: v3.1b & Map Pack 1.8b -8/26/16 update
Their sprite height is at least 110 units tall so having their hitbox be half of that is ridiculous. Their projectiles were really damn strong and needed to be toned down a bit since they could still hit ghosts in melee range with the blast damage (Spectres particularly have a bad time killing them). I think the explosion damage reduction was a good way to go but the impact damage nerf could be overkill, we'll see.Ivan wrote:I don't like the Order Bishop change. It's very easy to defend against (no-ghost hit) and really just a niche unit. Not only that but you made it taller, so how are we supposed to place it now? The areas where we could hardly place one are gone now so it's more of a niche unit than before. Honestly I don't know why you even wanted to touch the height.