Cutstuff Forum

Gaming => The Ghoul's Forest => Topic started by: CarThief on June 25, 2011, 04:04:05 PM

Title: GVHv3b6 - Released!
Post by: CarThief on June 25, 2011, 04:04:05 PM
This is the official topic to post all feedback in about GVHv3b2 (or later) and related files.

Current version (V3B6) download links:
Wadhost: (
BE: ( ... battle.pk3 ( ... -santa.pk3 (

Previous version: ( (Contains Yurei Battle and Santa as well.)

Previous betas:
GVH: (
Santa: (
Yurei Battle: ( ( ( ( ( ( for proper hosting of v3b3) ( ( (updated) ( (

Here's the changelist:
-Engineer: Saw Traps have 75% chance to drop as ammo when broken/expired.
-Engineer: Fired Saws will now become ammo instead of traps, and pierce armor.
-Engineer: Now starts with 30 saws. Altfire creates Traps (max 15 per engineer).
-Engineer: Fired Saws damage formula changed: random(17,18), (remember, they hit multiple times)
(They also seem to hurt stationary targets alot more then moving ones.)
-Cyborg: New fuel system, lower Fuel cap, but regenerates to 75.
-Cyborg: Plasma damage reworked to formula: random(16-28) per hit.
-Ghostbuster: Proton Pack rate of fire slightly reduced.
-Ghostbuster: Small damage reduction on Ice weapon. Reduced ammo usage.
-Ghostbuster: Weapons upgrades given Mega-Man style! Can swap freely between them.
-Ghostbuster: UseInventory button sacrifices currently held upgrade weapon for ammo.
-Ghostbuster: Altfire now switches to Ghost Traps instead.
-Hunter: Normal Bow made slightly slower, slows user down minimally.
-Hunter: Normal Arrows do 35 damage on Sjas, 41 on Jitterskull.
-Hunter: Now starts with 40 arrows by default.
-Hunter: Lightning bow replaced with a new one that shoots a initially low-damage
projectile, which powers up as it moves to its target. Worse then normal arrows at
short range, but stronger then other attacks at longer range. Goes up to 60 damage.

-Sjas: Minor range increase.
-Jitterskull: Nerfed range if having moved recently.
-Jitterskull: x2 blood recovery. Faster normal recovery.
-Jitterskull: Now passes through Creepers and Jitterskulls, no more unwanted creeper blocking.
-Jitterskull: Now takes 1.3 damage from lightning instead of 1.6. Still takes 1.6 damage from railguns.
-Creeper: Now passes through Jitterskulls and Creepers as well.
-Creeper: Altfire hits no longer gets accuracy medals that would otherwise reveal his position.
-Choke: Small range increase to: 58. Even more fixes to bloodball animation.
-Choke: Satan's Sniper achievement no longer stops working when Santa is added.
S. Sniper also no longer triggers when you shoot a Bloodball really far, then kill w/ Munch or close-range balls.
-Frost Bite: Fixed armor-related bugs. Can now bite even without ammo for Breath.

-A very few map changes (see below), also replaced a rather poor map with a better one.
-Compatflags are now handled automatically unless gvh_dontforcecompat is set to true.
-sv_useteamstartsindm will be enforced by default unless disabled with gvh_dontforceteamspawn.
-The Titlemap will automatically set gvh_incampaign to true which changes some settings for better gameplay in campaign.
-Added an keybind to display class information, similar to the achievement list.
It should hopefully prove handy to give newbies an idea what each class does. (Just dont mind the shitty image quality)
-Class info/Achievement List no longer triggers when not identifying the class.
(It checks for certain weapons, so it wont work in Yurei Battle, as it replaces weapons.)
-Gave Arrow and Saw ammo drops larger pickup radius.
-Cyborg/Ghostbuster: Added a message about useinventory on respawn/enter per session.
-Various changes to bots (see below).
-Trap-Tastic now requires 4 kills.
-Changing music for TDM requires Fraglimit to be at 6 or higher.
-Added minimum requirement of 3 or more winlimit before the special TLMS last round music can play.
-Fixed music changes happening when they shouldn't.
-No longer clears previously added bots anymore.
-Team Boost Mechanic: Team balancer that boosts stats of the smaller team. This is to discourage stacking teams.
-Team Boosts in Team Deathmatch will wait for a moment before it checks the teams.
-Slight changes to Campaign to generally improve it, and the AI in some maps.
-Added notifications to the anti-cheat scripts, allowing use of models for clients now functions as intended.
-More strict anti-cheat scripts, so it shouldn't spam the server log with messages.
-Changed Lightning Mastery requirements to killing 3 Ghouls at long range.
-Hunter's arrows, Saws and Hollies now have +SKYEXPLODE (They'll 'hit' the sky, instead of disappear).
-Optimized various HUD messages so they look better with various HUD bar settings.
(No more text being compressed by a large HUD bar, wouldnt know anyone who uses that stuff, though...)

-New map: Replaced old GVH37(Mountainside Storage Facility) with a new GVH37 (Downtown Night).
-GVH01: The intro message now triggers on Open instead of Enter, like all the other maps.
-GVH31 & GVH32: Intro messages have been added (they didnt have any).
-GVH39: Changed intro message from Russian (i think) to English.

Bot-only changes:
-All Human bots: Retreats on damage. Will stay further away.
-Frostbite: Now can use normal breath during gvh_advancedbots.
-Frostbite: The 'shotgun breath' is now a Super weapon instead.
-Cyborg: May randomly dash into any direction when damaged.
-Cyborg & GhostBuster: Will make distance when out of ammo.
-Sjas: Far more agressive during gvh_advancedbots/gvh_superbots.
-Choke: Bot animations for the (Super) Bloodball hopefully fixed.
-Jitterskull: Super Bot version nerfed; longer delay after super, blood delay.
-Human Bots: Now have gvh_botstayaway and gvh_botstayawaymore flags to always run
off and stay away even when not hurt. Like, you know, actual humans. :P

Yurei Battle:
-No more ghouls allowed in the arena. Again. (Dont use random!)
-LOTS of bugfixing. Monster should be less blind now. No more infinite looping monster spawning?
-Flashing on the HUD should work properly again, as well, for in-game players.
-Autosaving works (again?) for Campaign mode. Autosave for Finale also added.
-Ghostbusters can only gain a weapon from a killed ghoul once. No ammo refills on kill.
-Dieing as a Ghostbuster while holding fire on Bone Cannon no longer bugs ammo regen.
-Flame Vortex: Now has a startup moment to make it more fair. And a duration limit.
-Made some Hard Mode attacks a bit more fair.
-The white screen ending in singleplayer now doesnt take forever to finish. Ending works properly now too.

-Updated Santa to work with the team-boosting mechanic.
-Now can make use of the improved bot AI as well.
-Santa should now stop flickering all the time in the select screen.
-Hollies can only be picked up by Santa's now. Fixed gaining too much Holly ammo. Will hit skies instead of disappearing into them.
-Santa no longer picks up Saws anymore.
-Also comes with a class information page. (Now in even worse image quality! - I cant help it, graphics aren't my thing... :P)
GVH is still subject to change, and feedback is highly encouraged as it will make things a little easier, as not all things can be succesfully tested on bots. :P

Please put any bugs you see in here as well with if possible, an image (ImageShack is exellent for image hosting), and all the details you can offer, such as (if that applies) how a bug is reproduced, where on the map the bug is (you can turn on the map overlay or make a second screenshot of the in-game map), and anything else important.

Though if im around in a game of GVH i guess you could give me any bugs and/or feedback there as well. This topic will do fine for any questions as well. And its highly appreciated if people host it so i can get alot more feedback. I'll probaly host this frequently as long as it needs testing.
Edit: Well this topic should work out for feedback about the official release too.
Title: Re: GVHv3b2 Beta
Post by: CarThief on June 25, 2011, 04:13:17 PM
Hmm... What happened to your post LlamaHombre? I'll post my reply anyway.
Hey dont complain untill you've tested it, its not THAT bad, thats why it needs testing, alot of it! Trust me... Heck he's my favourite class and im really good with him as well, i know what im doing. If all else fails some changes can get reverted to normal, its still a beta.
Hope i didnt click anything unintentionally...
Title: Re: GVHv3b2 Beta
Post by: LlamaHombre on June 25, 2011, 04:15:44 PM
Quote from: "CarThief"

-Achievements have been fixed and should work correctly.
-Setting 'timidity_byteswap' to true should disable Creeper pop ups. They are enabled by default, still.
This will not interfere with the mechanic at all if disabled. This is a client-side setting. Like how loud you put your music.

-Marine now has 250 Machinegun ammo.
Ken would like this.
-Cyborg's Jetpack dash no longer makes him invulnerable at some points.
A good nerf, I never noticed it.
-Engineer's Nailgun now does a bit less damage but is faster. Altfire damage reduced a bit.
-GhostBuster: Ammo reduced to 150, ammo costs ajusted accordingly, Blood Spreader deals less damage.
Good, ghostbuster needed a nerf.
-Hunter: Lightning bow deals slightly less damage to some ghouls, and now has a longer cooldown after use.
There goes my fun.
-Hunter: Normal bow now enables the Hunter to fire a free arrow that is drawn incredibily slowly and doesnt spawn ammo.
-Santa: Snowgun altfire ajusted. Main fire made slightly faster with less damage like the Engineer's.
Good, but Santa needs to be as powerful as the engineer.
-Santa: Archievements dug up from old times have been added!

-Jitterskull has his attack range reduced and a longer cooldown after missing.
This needs good testing vs human opponents, along with some Human changes.

-Various things fixed. Box trap in the Docks now is escapable.
Never noticed, but nice fix.
-Fixed some missing textures. Tell me if you find any!
Alrighty then!

EDIT: Just to let you know, I deleted my post to make this list of opinions.

Jitterskull is my favorite class as well, because he was the easiest class to aim with!

Hopefully he still is, because I can't test right now!
Title: Re: GVHv3b2 Beta
Post by: CarThief on June 25, 2011, 04:21:52 PM
Oh, and with slightly less damage more specifically i mean Jitterskull on full HP takes hmm... I think 2 hits before dieing, leaving him at a measely 10ish hp. Frostbite takes less damage but still dies on the same amount of hits like before. Requiring Hunters to change their tactics a little to not have a guaranteed Jitter obliterating tactic, weaknesses are fine, but it got a little overboard considering attacking is his weakness in that aspect.

Now this just needs a fair bit of testing, i've already put up a server. :P
Title: Re: GVHv3b2 Beta
Post by: CutmanMike on June 25, 2011, 04:21:59 PM
If Jitterskull takes more than 2 lightning arrows, Hunters are screwed! I'm surprised you nerfed Jitterskull of all things though, maybe that will balance it out..
Title: Re: GVHv3b2 Beta
Post by: LlamaHombre on June 25, 2011, 04:24:05 PM
If Frostbite is weak to fire, Jitter ought to be weak to ice or something.
Title: Re: GVHv3b2 Beta
Post by: CarThief on June 25, 2011, 04:25:00 PM
Only works on full HP, if its really that bad, it can be changed, but i'd rather test this first.

Edit: So far so good on the results in-game. Though there havent been any Lightning using Hunters around much who aim atleast half-decently. Neither any Hunter vs Jitter on top tier levels goin' on yet.
More feedback is always welcome if any change is wished at all, because i'll probaly leave it as is to some extent if no feedback gets provided!

Oh, and 2-hit kills on a Jitter with a railgun on any range just seems... Eh... Poor Jitterskull. Throwing in a ice or fire arrow to finish it off seems better, either that or have a teammate wound it. Its a team(work) game after all.
Title: Re: GVHv3b2 Beta
Post by: Meepy!-*Ivan!* on June 25, 2011, 10:50:47 PM
... I'm afraid of what GVH could become... I hope these changes help "balancing" the game... Really...
I'm afraid of Hunter/Jitterskull being so hard to use... since it seems like their attacks (the most I use: lightning) are hard to use now... I mean maybe they need more timing, which makes me suck with it cause I always have 1 sec delay...
So ping/hitscan > anything u.u But everything happens for good reasons (? Anyway I'm sure this will improve the gameplay :)
Title: Re: GVHv3b2 Beta
Post by: bluewiz on June 26, 2011, 02:38:48 AM
You need to do something about sjas and sr50. It's pretty op combined with sjas's massive damaging screams.

Also, about the maps some of them need to be removed or revamped. Namely GvH40 and the two maps you made. The thing wrong with GvH40 is that it's TOO GOD DAMN BIG. Like seriously, that map is a trolling creepers paradise. The things wrong with your two maps is that they look exactly the same, there's nothing unique about them. Except one of them has a messed up skybox. Overall, I think you should really consider removing some of the newer maps seeing as most of the playerbase don't like them.
Title: Re: GVHv3b2 Beta
Post by: CarThief on June 26, 2011, 03:51:44 AM
Hmm... Yes couldnt think of much about Sjas without crippling him in the process. Though someone suggested a longer cooldown on his scream attack after use, kinda what i did on the Hunter's Lightning bow. Hm... Who knows, he needs all his qualities yet they can be too much.

As for the maps, meh, no idea about removing any, doesnt seem too needed. Though the skybox thing was probaly her doing long time ago, in a half-decent server there should be mapvotes possibily (unless of course they think people are going to abuse it).
I've never seen GVH40 be that much of a problematic map regarding Creepers, its just hard to navigate sometimes. Im not even sure if its entirely my business to remove maps other people voluntairly made for GVH, speaking of, i'll definetly need to fix the new White Out map with its crazy spawns.

Perhaps i should improve my older maps that she added someday, but currently im way too busy with these changes and whenever i find the time, to fix some new said to be tricky content.
Title: Re: GVHv3b2 Beta
Post by: Ivory on June 26, 2011, 04:02:09 AM
Well, it would be nice if you posted which maps are the "problems". I have no idea which ones are the "bad ones".
Title: Re: GVHv3b2 Beta
Post by: bluewiz on June 26, 2011, 04:44:01 AM
Well Carthief, my suggestion for your maps is maybe add some special "effects". Like in Skulltag's zombie horde gamemode there was that Hospital map which was boring as fuck until the creator got creative and added random stuff to it, like Uboa, Disco, etc. I just think if you do something fun like that, the map would do quite well. As for GvH40, honestly, It could be split into 3 different maps. And uhm, I don't think there would be any problem in removing that "torture" map, because I've seen it in several other wads before.
Title: Re: GVHv3b2 Beta
Post by: CarThief on June 26, 2011, 05:22:15 AM
It'll probaly be a long while till i edit my maps, if at all, but in GVH40's case it would end up being another Solanid map. That map due to its small size makes it VERY easy for the ghouls to overun the players, in large player amounts its a outright slaughterfest! I really dont think the map is that large, it has some choke points and teleports to bypass those, its an akward map to fight in sometimes but not that bad.

Edit: With some tactics on GVH40(ie. trap teleporters, use the choke points to hold them off), the humans can do just fine, im not even sure if i can call it human or ghoul-sided.
Title: Re: GVHv3b2 Beta
Post by: Meepy!-*Ivan!* on June 26, 2011, 06:48:37 PM
Now that I've tested it (specially Hunter & Jitter) I think it's nicely balanced. Engineer's nail gun & Santa's snow gun should fire faster like the OLDEST versions (buffing the damage ofc). I would make Sjas a little more invisible too and reduce the scream radius. No delays. Also, I would give Choke 1000000000 HP. Nice work!
Title: Re: GVHv3b2 Beta
Post by: CarThief on June 26, 2011, 08:30:09 PM
Heh, always that Choke thing. :P
Hm... As for the more serious things, no i dont think making the nails/snowballs any stronger would help with MORE firing speed. The current changes made them from 25-26 damage projectiles into the 18-19 damage range while shooting a little faster.
It effectively makes it take about 6 shots to kill something with the Engineer then most likely, better then 4, i guess. Santa shouldnt be too much different if i recall correctly (Engineer was based off him, of course, back in the day when people wanted something more serious).

As for Sjas i guess he's quite hard vs non-Cyborgs (gotta love that Jetpack, i'm sure using it well), i suppose, but any nerfs need to be thought out, he needs all his abilities to actually do something. Though there havent been that much regular humans who actually are used to dealing with Sjas i suppose.
Title: Re: GVHv3b2 Beta
Post by: CutmanMike on June 26, 2011, 10:15:45 PM
The problem with Sjas is because of how he works. He can adjust his z height at his will, and aiming at targets flying up and down is incredibly difficult at that speed. Unfortunately he needs that speed to get close enough to his foes. I've always had a hard time maintaining a balance between sjas being too hard to hit or too easy to avoid.
Title: Re: GVHv3b2 Beta
Post by: CarThief on June 26, 2011, 10:29:28 PM
Quite a problem indeed, at best perhaps i could reduce the scream range a tad more, so he still has all his fancy movement and instant kill but needs to use those to an larger extent to get kills. Though this might make it a tad hard for Sjas to combat a Cyborg, as he ussually has to attack straight above him to do it even half safely, hmm...

Perhaps such a thing would work... Some would suggest lower HP but he's a (fairly) large flying target and any good marine would gun him down in one or two shots if so. So thats probaly not an option...

Oh, any opinion on letting Jitter stay that lightning resistant, Cutman? I gave it a quick look and he has a measly FOUR HP left after two shots on full HP, i'd say it seems fine if any half-good hunter would throw a Fire Arrow or Ice Arrow at him as a finisher, if he's not hurt already by other Humans. That Lightning Bow can hit at any range anyway, especially when Jitterskull is busy with a Hunter's teammates.
And damn, she wasnt kidding about that addon being hard to fix with its current limitations.
Edit: Found some creative ways to get around the problem, hehe...
Title: Re: GVHv3b2 Beta
Post by: southpark2010 on July 01, 2011, 07:31:28 PM
I tried this out, and the only problem is that i cant select the other Engineer's weapons. I'm always stuck with the Nailgun. Is there any way where i can fix this.
Title: Re: GVHv3b2 Beta
Post by: CarThief on July 02, 2011, 04:29:58 PM
Works just fine here on the beta! Tried selecting weapons by whatever you've set as next weapon or previous weapon? Either that or use the 1 2 or 3 buttons to switch weapons (below the F1 to F12 keys).

If that fails try setting your controls to include next and previous weapon, maybe there's controls for the 1 to 0 button weapon slots too. And if that fails well, i dont know.
Title: Re: GVHv3b2 Beta
Post by: Zocker on July 07, 2011, 02:54:49 PM
Isn't the idea of the Sjas to have an all terrain-death-from-above-Ghoul which can be heard and avoided from distance?
Well, when I am playing human I have a hard time hearing him and when I do it's mostly too late and don't get a chance to prepare.

The first thing I would do is to increase the radius where you can hear him and turn up the sound of his movement-scream a bit.
It's not the final solution but a first step.
Title: Re: GVHv3b2 Beta
Post by: CarThief on July 07, 2011, 03:11:54 PM
Well thats an interesting idea to try later, though currently its rather difficult to implement new things, as its now on to waiting on Cutman, i guess the lack of extra GVH pages since he updated the blog might be an obstacle.
Title: Re: GVHv3b2 Beta
Post by: TERRORsphere on July 07, 2011, 11:19:47 PM
I'm working on a new map, should be finish in around 2 weeks, on and off. It's got a cave, a castle and a grassy outside.
Title: Re: GVHv3b2 Beta
Post by: superMario123311 on July 08, 2011, 12:28:45 AM
I'm making a map too

It's a bigger gvh01
Title: Re: GVHv3b2 Beta
Post by: Meepy!-*Ivan!* on July 08, 2011, 03:21:57 AM
It's been a LONG time since I don't make any map. Maybe someday I'll get inspired and make one for GVH...I need to think about the best maps of GVH, get their pros and mix them in one map. lol I will never be able to do that D:!
Title: Re: GVHv3b2 Beta
Post by: Ivory on July 08, 2011, 04:04:09 AM
I don't want to be mean but... GvH doesn't really need a BIGGER Ghouls Forest. There was a reason why Cutty shrunk that map size down to begin with.
Title: Re: GVHv3b2 Beta
Post by: superMario123311 on July 08, 2011, 04:10:39 AM
Well 2 variants medium and large

This is to be made because many people complain gvh01 being too small

I might also just retexture it and make it a little bit bigger and make campsite bigger reason is because there's not enough room for human spawns with the small one

Or perhaps just give it
Low red ghoul 3 textures from the lowresghoil.wad
Title: Re: GVHv3b2 Beta
Post by: LlamaHombre on July 08, 2011, 04:12:29 AM
Bullshit complaints.

It takes me FOREVER to find people even in a small GvH01, adding more size will make it worse.
Title: Re: GVHv3b2 Beta
Post by: superMario123311 on July 08, 2011, 04:14:52 AM
Mabey just increase the size a tiny bit

Also I would like rules to be 1 type of ghoul at a time in tlms because it won't feel right that way

Also people say it has ugly textures so I think give it lowres ghoul 3 textures
Title: Re: GVHv3b2 Beta
Post by: Ivory on July 08, 2011, 04:16:47 AM
Again, I don't think GvH needs a bigger version of the Ghouls Forest in the official roster.
Title: Re: GVHv3b2 Beta
Post by: LlamaHombre on July 08, 2011, 04:18:38 AM
Where are you getting these complaints.

Increasing the size even a little will still murder the chances of people finding each other.

The textures look fine to me.

What if your Jitter, Creeper, Choke, and Sjas are all dead and there's a cyborg sitting on a high pillar.
Title: Re: GVHv3b2 Beta
Post by: superMario123311 on July 08, 2011, 05:14:30 AM
Many people online do

Ok the map looks ok size just remake one and Retexture the map

With bark leaves and a decent grass texture
Title: Re: GVHv3b2 Beta
Post by: Ivory on July 08, 2011, 05:24:43 AM
Define many people. Also GvH doesn't need the name level twice, only retextured. It's pointless and whenever I play, most players want to avoid GvH01.
Title: Re: GVHv3b2 Beta
Post by: CarThief on July 08, 2011, 01:36:53 PM
Hmm... And i thought he updated GVH and people used this as a reference topic but seems he's still busy with his computer. :P

Well, your persistence in the editing of GVH01 is admirable, but i really have no plans to change it as it looks just fine (although many that cant run OpenGL find too dark, however such is the theme), the only real complaint me, and others have is the whole map being a gigantic obstacle course with its impenetrable trees, fair enough, they stop bullets and plasma too, but then also comes the actors such as blocking corpses, and the swamp, perhaps i should clean up some movement restricting actors. (Jitterskull can get stuck on what looks to him like thin air untill he looks up, just to find a hanged corpse.)

As for any map submissions i cannot say if they will be added immediatly, aside needing checking, GVH is ready to be released though somehow Cutman hasnt found the time yet, i guess its his computer being in the way, so it may take longer.
Though its always better to take a good look at your map for bugfixes and polishing then to rush it to completion, as the latter yields the most bugs, and i'll probaly have to fix them, too. :P
Title: Re: GVHv3b2 Beta
Post by: superMario123311 on July 08, 2011, 02:37:08 PM
Well retexture it to replace the original or I could make a daytime variant

Daytime is were it's all bright and the fire is out

And now is gvhv3 the final beta

When's the real released

Because if this is I hope I can still make map packs and people can stil make coustom classes
Title: Re: GVHv3b2 Beta
Post by: TERRORsphere on July 09, 2011, 03:46:05 AM
Quote from: "superMario123311"
Daytime is were it's all bright and the fire is out
That kinda defeats the purpose of "Ghouls Forest"...
Title: Re: GVHv3b2 Beta
Post by: superMario123311 on July 10, 2011, 06:46:08 PM
Well now instead im chosing to do Outside the forbidden forest

May look a bit bad but its because its my first map for gvh

also if anyone wishes to edit it You may ill sumbit it soon
Title: Re: GVHv3b2 - Released!
Post by: CarThief on July 12, 2011, 02:38:23 PM
GVHv3b2 is now released, rather early, soon to get a page on Cutstuff probaly, but for now its available on Wadhost.
I guess any map submissions will have to wait, but that gives even more time to put thought and effort into them.
Title: Re: GVHv3b2 - Released!
Post by: Meepy!-*Ivan!* on July 12, 2011, 06:22:46 PM
I wanna try it on the server but can't find the Santa file... >_< Oh well I might try it offline without Santa then...
Title: Re: GVHv3b2 - Released!
Post by: superMario123311 on July 12, 2011, 06:23:58 PM
Just rename the santa file
Title: Re: GVHv3b2 - Released!
Post by: Meepy!-*Ivan!* on July 12, 2011, 06:31:07 PM
Quote from: "superMario123311"
Just rename the santa file
lol I didn't think you would say something useful xD Thx!
Title: Re: GVHv3b2 - Released!
Post by: superMario123311 on July 13, 2011, 11:42:35 PM
I wonder what music to use for my map

For my city map that is that I'm going to make

Mr drillers theme or something else?
Title: Re: GVHv3b2 - Released!
Post by: WheelieCarbonate on July 14, 2011, 12:23:39 AM
Quote from: "superMario123311"
something else
Please don't make it Mr.Drillers theme,too happy for GvH.
Title: Re: GVHv3b2 - Released!
Post by: superMario123311 on July 14, 2011, 12:31:01 AM
I'm gonna go with mr driller music

One from the dreamcast version

The one that plays when you do 500m challange


Song I'm gonna use

It's from mr driller
Title: Re: GVHv3b2 - Released!
Post by: CarThief on July 16, 2011, 11:19:48 PM
Hmm... No idea whats causing the automatic system to keep messing up due to Santa but all the files are there. I suggest doing it manually if something messes up.
Also updated Rainbow Edition to v2, fixing various things.
Title: Re: GVHv3b2 - Released!
Post by: Ivory on July 16, 2011, 11:38:41 PM
That song is too cheerful to be in GvH...
Title: Re: GVHv3b2 - Released!
Post by: superMario123311 on July 17, 2011, 12:06:03 AM

Dosent sound to cheerful to me :?

its for a city map anyway
Title: Re: GVHv3b2 - Released!
Post by: TERRORsphere on July 17, 2011, 12:13:56 AM
Quote from: "superMario123311"
Dosent sound to cheerful to me :?
You be trollin'.
Title: Re: GVHv3b2 - Released!
Post by: TheDriller2011 on August 16, 2011, 01:16:30 PM
Good Job,i will test this wad. :mrgreen: Sounds epic to me. :geek:
Title: Re: GVHv3b2 - Released!
Post by: CarThief on August 19, 2011, 06:25:41 AM
Updated GVH to v3b3, though a new rainbow edition is still on hold. Should include some heavily requested features. (People just wont stop about Sjas, Grenades or in some cases Fuel!)

Still uploading the files as this was written.
Edit: Oh, the campaign might be worth a try, starting up GVH without Yurei Battle will show the Endless War (Ghoul Campaign), and starting it with Yurei Battle will overwrite it to show the Human's Last Stand (Human Campaign) instead. Bots will show some fancy tricks in some cases with their bot weapons, hehe...
Title: Re: GVHv3b3 - Released!
Post by: Anonymous on August 21, 2011, 05:37:34 PM
About new gvh, I think the balance between teams is lost. Actually humans became too powerful than earlier. Look at hunters, WTF!?? why they can run at aiming?? Hunters like monsters now! Many changes are bad.
Title: Re: GVHv3b3 - Released! (With temporarely hotfix)
Post by: CarThief on August 24, 2011, 10:21:13 AM
Oh you should have seen how annoying Hunters are at the start of GVH, they had much easier Ice Arrows, lightning did a whooping HUNDRED damage per hit (as well as being faster and back in the day if they released arrows instantly they didnt get slown down).

Anyway that is an glitch and a small hotfix is all i can offer right now, Oblacek is using it right now too, just add gvhv3b3hotfix.pk3 after all the other GVH wads and it'll be balanced as intended.
Title: Re: GVHv3b5 - Released!
Post by: CarThief on October 23, 2011, 07:53:56 PM
Updated GVH to v3b5. Wanted to add a Jitterskull limit possibily but the ACS is just not cooperating right now...
Hm, would anyone agree with that anyway? Its toggleable, active by default, and follows a formula of:
Small Map:  g4<=1, g5><g7=2, g8><g10=3, g11><g13=4, g15>=5
Medium Map: g4<=1, g5><g6=2, g7><g10=3, g11><g13=4, g14>=5
Large Map:  g3<=1, g4><g6=2, g7><g9 =3, g10><g13=4, g14>=5
'G' Represents the total amount of Ghouls, the => and <= represent the amount being either one of those two or within those two. After the '=' is the number of Jitterskulls allowed within that citera. Example: If there's 5 or more players AND 7 or less players the limit is 2.
Those that where over the limit get transformed into Sjas instead.

Jitterskull spam (Or 'Jitterrape') was always a significant threat to the humans without any good counter for it. Run away from one Jitterskull and you'll run right into the mouth of another one, due to their long range! Limits in range apply to pretty much any other Ghouls (though honestly i've never seen Frost Breath spam before, if it acts like i assume it would).
Title: Re: GVHv3b5 - Released!
Post by: CutmanMike on October 23, 2011, 09:14:53 PM
An easier way would be to just nerf Jitterskull in a way that he has to be used in a team, but still hits hard and can be killed. I couldn't come up with anything though.
Title: Re: GVHv3b5 - Released!
Post by: CarThief on October 23, 2011, 09:37:36 PM
Hm, tough egg to crack indeed. I was also thinking of making him more of a Glass Cannon potentially, like 80-100 HP instead of 150 (obviously not getting 1-hit by lightning, that would get scaled, somehow), but who knows... I guess thats an alternative i need to ponder about and test, nerfing his attack in any case would be overkill, i mean, he recieved the nerfhammer atleast 3 times by now, all attack wise. :P

Might actually work with weaker defence or scaling, saves me a ton of ACS coding as well, it reminds me of Rainbow Edition, the ACS took me several days on and off to fix. :P
Title: Re: GVHv3b5 - Released!
Post by: Knux on February 18, 2012, 04:19:06 AM
Welp. As wadhost kicked the bucket, no GvH. Is anyone willing to put up a mirror?
Title: Re: GVHv3b5 - Released!
Post by: Ivory on February 18, 2012, 04:40:36 AM
Wadhost is back...
Title: Re: GVHv3b5 - Released!
Post by: Gummywormz on February 18, 2012, 04:50:01 AM
But all the files exploded.
Title: Re: GVHv3b5 - Released!
Post by: Ivory on February 18, 2012, 04:54:04 AM
Yes, I am aware, but they can be reuploaded there.
Title: Re: GVHv3b5 - Released!
Post by: CarThief on February 18, 2012, 12:39:16 PM
Well im going after wadhost to see if i can upload it there. Hm, i checked various other sites as well but the only site still hosting it seems to be Oblacek's site. (
I'll just update some links in the meanwhile.
Title: Re: GVHv3b5 - Released!
Post by: achtung on February 19, 2012, 06:09:48 PM (

Here's the new link to v3b5 on wadhost.
Title: Re: GVHv3b5 - Released!
Post by: CarThief on February 19, 2012, 08:56:08 PM
Ah, didnt expect you to go all the way just to tell me that, but thanks i suppose. Now to update the links some more.
Title: Re: GVHv3b6 - Beta Test!
Post by: Knux on December 23, 2013, 07:39:14 AM
There's a bug that's always been around, and that's getting randomly telefragged when chomping down a human as Jitterskull. I was playing just now on v3b6 and it happened a few times.

By the way, if I'm making a map for GvH, what are the standards?
Title: Re: GVHv3b6 - Beta Test!
Post by: CarThief on December 25, 2013, 01:45:02 AM
Hm, yeah that's a highly persistent bug that I tried to fix but the only potential solutions would allow players to move through eachother and that can kinda break the game. I've only ever witnessed it in singleplayer though, mostly during campaigns, there's something about it that always has it happen there, but practically never in multiplayer, unless that changed at a late update? Havent played in a while though, games like Starbound can take a lot of time, heh... Oh and that bug also happens sometimes while running through enemies that just died, like when munching them with Choke.

I guess the map shouldn't have any instant death pits, as those are awful to work with when you're Jitterskull, he also doesn't work well with deep water, so overusing that is not adviced (but possible, see Lets Bowl), on the other side of things overuse of ice/slipperiness may benefit him too much! Hehe... Ah how far he'll slide when attacking on ice.
Hm, also be careful to not create any holes or such where Creeper can essentially either walk out of the map or be unable to be shot (for creeper-only tunnels the out of range areas could have damage over time effects, like poisonous waste.

I guess it also helps to be careful with any 3D platforms/bridges, those mess with Jitterskull too if not properly handled. Bridges certainly can be used against him (some older/poorly made bridges may result in him being unable to go above/below it, or get stuck), as he cant get on top of bridges from the lower areas, if they work properly.
I cant make guarantees about adding the map though, not all of them play very well after all.

Man I really should update the topic with the latest testing build sometime, also replaced a old map of mine with a newer one.
Title: Re: GVHv3b6 - Beta Test!
Post by: Knux on December 25, 2013, 04:53:49 AM
I think the reason for the telefragging is the spawning of bits and pieces that fly in different directions. Maybe you can change their property or their way of appearing? Yeah, I got nothing... :X

Oh, I did start my map by the way. Figured GvH could use a desert one since there are none.
Title: Re: GVHv3b6 - Beta Test!
Post by: CarThief on December 25, 2013, 04:48:20 PM
A interesting thought, i could always check those with anti-felefrag flags, i guess.
Hm, and a desert eh? I guess do be careful to not make it too large that it'll be sheer human Paradise, and i do hope that screenshot is not even close to the final result, if anything it could kinda use the good ol infinite background wall thing in conjunction with some fences and stuff, like they often do with water in other maps, so you're not staring at a large wall where the desert should seemingly stretch on.

The rocks could be a bit less blocky/square-ish too but i guess thats just nitpicking a bit much by now. :P
Hm... Even with some maps added i dont know if i could get the thing updated very recently, always had a bit of a lack of testers for any large-scale tests to make sure balancing works and such. I guess that will take a fair while...

Ugh this unwanted windows-issued spellchecker is driving me crazy, i need to find a way to turn that damn thing off... The godamn thing only accepts dutch language and i want the damn thing entirely off... Damn Windows 8 computers...
Title: Re: GVHv3b6 - Beta Test!
Post by: Knux on January 05, 2014, 07:00:13 AM
You know, I wish there was a way for Sjas players to have that moving sound play lower for them. I don't think it's possible, but it would be SO good for the ears.
Title: Re: GVHv3b6 - Beta Test!
Post by: CarThief on January 06, 2014, 05:03:44 AM
Hm, a interesting thought, maybe that it would be doable by running some ACS scripts clientside through a clientside-spawned-only actor, somehow. And having that actor decide the noise level by checking if you're the cause of the sound or maybe applies to all Sjas players. This concept could even be used to mute the Sjas player's own chase sound entirely, maybe.

But just halfing the volume or something for the owner might be enough. Probably doable if i can work out a way to have it quickly target and check the player's class.
Due to the lack of testing oppertunities with larger player groups i've got nothing better to do anyway. :P

Edit: Well i had time to kill at work and turns out it just doesnt sound very well; the sound may fluctuate (but i blame that on the weird sound setting of the work computer, ALL sound lowers to a set volume when sound occurs in any loud fashion, except background music, otherwise sound slowly rises again to a set higher volume), and the sound doesnt follow the player making said sound making things even more confusing and weird.
Well, atleast that was an interesting experiment in clientside-only noises that may need to be put to use someday.
Title: Re: GVHv3b6 - Beta Test!
Post by: Knux on January 22, 2014, 04:42:04 PM
Hmm, what a shame. By the way, let me mention this before I forget for the billionth time. Do you have plans to make GvH playable in Zandronum? As it is right now, it requires Skulltag to run. Loading GvH with the Skulltag files on Zandronum won't work. It's a shame because Skulltag isn't really used anymore.
Title: Re: GVHv3b6 - Beta Test!
Post by: CarThief on January 23, 2014, 01:02:59 PM
Hm, i had no problems to run GVHv3b5 with Zandronum, using ST files, are you sure you've put them in the proper order?
It'll need something like this, in that particular order:
Skulltag_actors.pk3 (i dont think it matters much which ST file comes first)
GVHv3b4-santa.pk3 (optional)
GVHv3b4-yurei-battle.pk3 (optional)

Using this i was able to get it running with Zandronum v1.2 (2.3.1-1551).
If that all doesnt work i'll need to know what error message it gives and how you're trying to run it, if not with what.
Title: Re: GVHv3b6 - Beta Test!
Post by: Knux on January 24, 2014, 02:25:14 AM
That's odd. I was pretty sure I had tried every combination, but yours worked just fine. Good to know, then.
Title: Re: GVHv3b6 - Released!
Post by: CarThief on March 08, 2014, 12:40:22 PM
Well this update took forever to create due to to not having all that many people to test it with, unfortunately. The first thing you'll probably notice is that the Hunter's lightning bow is changed to a projectile (which does more damage as it travels further), and some changes to the Engineer's saws. There's also an new button to show information about your current class (assuming i didnt implement that in the last version, i just dont remember), in the same style as the achievement list. And a big load of fixes and optimizing how some HUD messages and things look.

In the unlikely case this will pick up and see some action, i expect plenty of lightning arrow complaints, despite the fact one could use Ice arrows as well for massive damage (just requires more aim i guess).
But issues are to be expected at this rate due to the lack of testing and feedback in comparison to old times, so its back to the good ol formula of release version, get threats and complaints, change at next version. :P

See the changelog at the first post for all the other changes.
Title: Re: GVHv3b6 - Released!
Post by: Robotallion on December 10, 2016, 11:38:07 PM
These links don't work are there new ones?