WhoDunIt - Finally Released!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Killer2
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RE: Who Dun It: Final5 Beta is out!

#301

Post by Killer2 » Tue Jul 31, 2012 9:34 am

Sounds like a great idea. It's especially ironic on the museum map, where if I find a 6 shell shotgun I can reach even 12 shells without asking anyone for them.

legion
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RE: Who Dun It: Final5 Beta is out!

#302

Post by legion » Tue Jul 31, 2012 9:47 am

I dont think you necessarily have to do that shooter. I mean, the killer, if he is smart enough and doesn't blow it, can usually at least pick at the shotgun guy, try and separate him from a crowd of bloodthirsty innocents out for his head. making the shotgunner have to go through that just leaves him open. and since everyone feels the need to actually pick up the ammo, it might mean that the shotgun guy gets thrown through a loop when one innocent has all the shells.

he isn't given bertholite to look at it, right? then again the game actually "punishes" you for correctly using your tools at your disposal. it seems rather confusing in my opinion
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Killer2
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RE: Who Dun It: Final5 Beta is out!

#303

Post by Killer2 » Tue Jul 31, 2012 9:51 am

Ok, so you isolate the shotgun guy that has 12 shells. Then what? You either set up a trip shotgun trap (yet he can camp in a spot indefinitely), use bertholite (anyone with any reflexes will avoid it in time), or try to knife him (yeah, good luck). In my opinion shooter's idea is a very good one, as guns are just overpowered as it is now.

legion
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RE: Who Dun It: Final5 Beta is out!

#304

Post by legion » Tue Jul 31, 2012 11:07 am

I believe you are then limiting your options. if the shotgun guy wants to camp, let him! pick off his little buddies wandering around like headless chickens then. you are the murderer! pick off a guy somewhere else. if a lot of people want to camp in one area, use the berth! its area of denial for a reason. a lot of people who are murderer think their only option is "poke man with sharp knife" when there are so many more things you can do
Last edited by legion on Tue Jul 31, 2012 11:08 am, edited 1 time in total.
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T_for_Teej
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RE: Who Dun It: Final5 Beta is out!

#305

Post by T_for_Teej » Tue Jul 31, 2012 1:23 pm

Went to a LAN party on the weekend, and took WDI along. Haven't had that much fun playing a video-game, let alone a mod, for quite some time! :-) Keep up the awesome work!!

Minigunner
 
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RE: Who Dun It: Final5 Beta is out!

#306

Post by Minigunner » Tue Jul 31, 2012 3:17 pm

In most maps, the guns have ammo spawned around them anyways, so the empty gun scenario would be okay. Another thing is that in the case of the shotgun, dropping it should give you the shells that were in it, meaning that the dropped shotgun will be empty, thus you have to give the shells to the person who picked it up. As for the chainsaw, I wonder if there's a way to transfer the player's fuel to the dropped chainsaw...
Theshooter7 wrote:Also, to all those people who stack players for exploits: I hate you. Do I really need to seal off every inch of every map to prevent you from getting to places you shouldn't?

Theshooter7
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RE: Who Dun It: Final5 Beta is out!

#307

Post by Theshooter7 » Tue Jul 31, 2012 5:41 pm

Minigunner wrote: In most maps, the guns have ammo spawned around them anyways, so the empty gun scenario would be okay. Another thing is that in the case of the shotgun, dropping it should give you the shells that were in it, meaning that the dropped shotgun will be empty, thus you have to give the shells to the person who picked it up. As for the chainsaw, I wonder if there's a way to transfer the player's fuel to the dropped chainsaw...
Ammo transferring through drops requires a lot of difficult hacking that I really do not want to do.

And indeed, most weapon spawns have ammo located right near them, WDI02 and WDI04 are the only two maps that don't directly have ammo next to the shotgun spawn (though both maps have plenty of ammo lying around elsewhere and the pistol always has ammo near it). Considering that most of the time, a player will have the shotgun before the safety period has even ended, I really don't see the loss of ammo as a problem. I do agree though that starting with an empty shotgun would be pretty lame and provides no means of self-defense if the murderer happens to come out right next to the guy after he gets the weapon. I'm thinking reducing the maximum possible start ammo to 1 or 2 randomly may be optimal, so then people don't start with a fully loaded shotgun.

Another small idea that I may implement is reducing the magazine size of the shotgun to 4 shells instead of 6. Considering it's supposed to be a hunting-class shotgun it would make more sense and 3-4 shells at close range is enough to kill the murderer in average-sized games (roughly 12-16 players).

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Cruduxy
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RE: Who Dun It: Final5 Beta is out!

#308

Post by Cruduxy » Tue Jul 31, 2012 6:31 pm

Reducing it to 4 seems more fair and will make the shotgun require slightly more skill to use..
Or you can make it like the m1 and need a lot of time to reload if you empty it.

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Ivan
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RE: Who Dun It: Final5 Beta is out!

#309

Post by Ivan » Tue Jul 31, 2012 6:33 pm

I sure do hope you guys consider the amount of players when you ask for shotgun nerfs. It'd be horrible with many people since murderer gets far more health. It doesn't even do phenomenal damage...
=== RAGNAROK DM ON ... uh... dead forever? ===
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Cruduxy
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RE: Who Dun It: Final5 Beta is out!

#310

Post by Cruduxy » Tue Jul 31, 2012 6:38 pm

Ivan wrote: I sure do hope you guys consider the amount of players when you ask for shotgun nerfs. It'd be horrible with many people since murderer gets far more health. It doesn't even do phenomenal damage...
Yea this is why I mentioned increasing the reload time if emergency reload instead.. it'd make it a bit harder for the shot gunner no matter if he decided to emergency reload or do reloads mid-fight. -Also people learn to blend -> smokebomb, you'll cheaply take 60% of the sg guy hp before he even realizes or prepare sg.

Edit : I'll probably start saving the kill ratios of each weapon among murderers.. of course without counting the rounds that end in the first 4 seconds or mass gang bangs.
Last edited by Cruduxy on Tue Jul 31, 2012 6:43 pm, edited 1 time in total.

Llewellyn
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RE: Who Dun It: Final5 Beta is out!

#311

Post by Llewellyn » Tue Jul 31, 2012 6:53 pm

Cruduxy wrote: Edit : I'll probably start saving the kill ratios of each weapon among murderers.. of course without counting the rounds that end in the first 4 seconds or mass gang bangs.
Just made me think that it might be worth TheShooter7's time to build a simple ACS counter on who gets killed with what to see what weapons are getting used and how effective they are. But I may be insane (because with all the custom shit it really wouldn't be that easy.)
Last edited by Llewellyn on Tue Jul 31, 2012 6:54 pm, edited 1 time in total.

Cruduxy
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RE: Who Dun It: Final5 Beta is out!

#312

Post by Cruduxy » Tue Jul 31, 2012 7:01 pm

Hmm probably possible with an array.. the murd's death statues would call the function with the element to increment and maybe he can add another function to get all the values in the array, after all he just needs to know the numbers and not a lot of stuff about them.

Theshooter7
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RE: Who Dun It: Final5 Beta is out!

#313

Post by Theshooter7 » Tue Jul 31, 2012 7:24 pm

Llewellyn wrote:Just made me think that it might be worth TheShooter7's time to build a simple ACS counter on who gets killed with what to see what weapons are getting used and how effective they are. But I may be insane (because with all the custom shit it really wouldn't be that easy.)
This would actually be really easy to implement considering the moment the murderer dies, all players are frozen. I can just get the ID of the killer (which is already tracked), and check what weapon he is holding when the round ended. I might get some oddities in there but it should suffice. For throwables, the damage type is separate for both the molotov and the brick, so odds are I could implement some temporary solutions to track those. Problem is, how to obtain this information? I might be able to use a combination of ConsoleCommand() with archivecvar and GetCVar() to obtain the stats. I'd have to play around with it though. This also assumes I only track kills made on the murderer and not kills made from the murderer or innocent to innocent.

Also, as Cruduxy had mentioned, this would also end up recording premature rounds where the murd revealed himself too early, became collateral in a mass tk spree, etc. Hand tracking, as such, might just be the best thing to do for the moment. :/

[EDIT] and it would definitely have to store the tracked info in a cvar, since skulltag likes to crash out often and thus map data could easily be lost.
Last edited by Theshooter7 on Tue Jul 31, 2012 7:25 pm, edited 1 time in total.
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RE: Who Dun It: Final5 Beta is out!

#314

Post by Sicamore » Tue Jul 31, 2012 7:32 pm

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While we wait a nice sunrise appears out of nowhere.

:o
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Llewellyn
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RE: Who Dun It: Final5 Beta is out!

#315

Post by Llewellyn » Tue Jul 31, 2012 8:37 pm

Theshooter7 wrote: Also, as Cruduxy had mentioned, this would also end up recording premature rounds where the murd revealed himself too early, became collateral in a mass tk spree, etc. Hand tracking, as such, might just be the best thing to do for the moment. :/
Ah well I have to admit to not actually playing Who Dun it, so I didn't really know.
(I haven't played it because the first time I tried to play it I HELPED kill a guy the other guy was "sure he was the murd" and some douche changed his name to "<Color> is random inno killing", got killed 2-3 rounds in a row because they thought I was random inno killing, then I got banned even though I did absolutely nothing wrong, and actually had 0 kills the whole time. This was like forever ago though, maybe 7-8 months+)
Last edited by Llewellyn on Tue Jul 31, 2012 8:38 pm, edited 1 time in total.

Cruduxy
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RE: Who Dun It: Final5 Beta is out!

#316

Post by Cruduxy » Tue Jul 31, 2012 11:31 pm

I don't know if this format is any helpful but I'll workout something better next time...
anyway this is the results of like 3-4 hours http://pastebin.com/9FE1D6XG

Edit : If you wonder about murd items kill its not the murd suiciding.. I got in his wall in hospital map and spammed 8 trips and 8 fake stims in his base, well was fun but heh guess I won't enjoy doing it again in next version :cry:
Last edited by Cruduxy on Tue Jul 31, 2012 11:33 pm, edited 1 time in total.

Synert
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RE: Who Dun It: Final5 Beta is out!

#317

Post by Synert » Wed Aug 01, 2012 6:21 pm

Llewellyn wrote: (I haven't played it because the first time I tried to play it I HELPED kill a guy the other guy was "sure he was the murd" and some douche changed his name to "<Color> is random inno killing", got killed 2-3 rounds in a row because they thought I was random inno killing, then I got banned even though I did absolutely nothing wrong, and actually had 0 kills the whole time. This was like forever ago though, maybe 7-8 months+)
A lot of the players are incredibly stupid, unfortunately.

Theshooter7
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RE: Who Dun It: Final5 Beta is out!

#318

Post by Theshooter7 » Thu Aug 02, 2012 12:39 am

August 4th is the deadline, folks.

I've received 1 map so far. Anyone else almost ready to send it in?
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RE: Who Dun It: Final5 Beta is out!

#319

Post by Sicamore » Thu Aug 02, 2012 1:21 am

Almost.
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TheMisterCat
 
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RE: Who Dun It: Final5 Beta is out!

#320

Post by TheMisterCat » Thu Aug 02, 2012 1:58 am

my map is about 90% complete, I just need to add a few details and murder holes.. oh and items :(

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