Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => Topic started by: JTE on April 20, 2015, 12:13:50 PM

Title: Roll's Spring Cleaning! (r1d, for v4c)
Post by: JTE on April 20, 2015, 12:13:50 PM
The testing server is currently OFFLINE. Add the custom server kitty.goddess.moe:8503 to DoomSeeker to connect and play the current version. See you again soon!

This is a new game mode mod which enables Prop Hunt on maps which import its script and tell it what junk should be available.
Testing continues!

Current maps:

How to play:

Hosting a server:

Coming soon!
I'm currently working on a big r2 release, this will rewrite a lot of the prop spawning code and switch to using Team Game if possible. This is the last release before I go a little apeshit. I'm sure it will only take a few more days, but I didn't want to leave you with nothing but an old horrible buggy badly designed release for any longer, alright?

Making your own maps:
Wait for mmspringcleaning-r2.pk3 to standardize the junk spawning mechanics and whatnot, but in the meantime you should really check out my resources (http://www.cutstuff.net/forum/viewtopic.php?f=47&t=9797)! I've got some really handy things cooking there, particularly relevant for ACS scripting.

Please post your experiences here, including any bugs you find or suggestions you have.
Title: Re: MegaMan 8-Bit Prop Hunt (release 1, for v4c)
Post by: MusashiAA on April 20, 2015, 06:59:50 PM
I think a game mode like this could only work if the map had randomly placed props besides the set ones (I HIGHLY recommend using the MM7 random junk that Rush can pull out, so props are basically hiding in trash that Roll, the hunter, needs to clean up). Plus, the map isn't big enough for props to hide properly, and doesn't have a fully conceived and logical structure, with invisible walls and incomplete mountains and roads that lead to nowhere.





























Are we REALLY making a game mode based off Roll's housekeeping routine?
Title: Re: MegaMan 8-Bit Prop Hunt (release 1, for v4c)
Post by: Zard1084 on April 20, 2015, 07:05:48 PM
Wait What!? prop hunt? from Gmod? its here now? well better try it out...
Title: Re: MegaMan 8-Bit Prop Hunt (release 1, for v4c)
Post by: JTE on April 20, 2015, 07:07:32 PM
Quote from: "MusashiAA"
I think a game mode like this could only work if the map had randomly placed props besides the set ones.
They do move. :) And yes, I know it needs more maps, larger maps, and more props. I'm just a programmer, though... This is a release of what I can do on my own using what's already there.
Title: Re: MegaMan 8-Bit Prop Hunt (release 1, for v4c)
Post by: SmashTheEchidna on April 20, 2015, 08:40:10 PM
For some odd reason, Zandronum crashes whenever I try to launch it with this loaded. The only way I got it to work was removing my skins folder.
There was no error message about it either, which is what baffles me. It would just shut down without warning. I haven't added anything new to my skins folder in several months, either. I'd been able to play any other mod just fine.
Title: Re: MegaMan 8-Bit Prop Hunt (release 1, for v4c)
Post by: Max on April 20, 2015, 08:49:42 PM
It appears to be the same problem that MMXSP has; there's no Mega Man. The 'default' class is prop, which will crash when loading excesses of Mega Man's skins. To fix this I guess the Hunter Class should just be Mega Man or something, with all skins instead of roll or just disable skins and edit the frames to be roll

This mode is pretty chaotic fun sometimes, non-player props should be more excessive on maps though and hunters should have some sort of better weapon or less damaging attack, it's too easy to run and juke and too hard to hide for the props when it should be the other way around
Title: Re: MegaMan 8-Bit Prop Hunt (release 1, for v4c)
Post by: Knux on April 20, 2015, 08:52:36 PM
I already said this in the servers, but feel free to use any maps from my pack! You can find it here. (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=6600)

Only thing you'd need is to refit them for the mod, such as adding the hunter room start.
Title: Re: MegaMan 8-Bit Prop Hunt (release 1, for v4c)
Post by: JTE on April 20, 2015, 09:50:10 PM
Thank you all for joining me. Much fun was had.

Bugs to note:

If anyone can help me dress up more maps with random map thing decorations for this mode so that they aren't just giant empty rooms where death match items used to be, that would be great. The scripts that run the game mode itself are all contained in one easy library, and doesn't require any particular hooks to run in any map, just an array of which prop types should appear in that map.

If you have any suggestions for what maps I should add first, how to script ZDoom things better, or what things need to be fixed that I don't already have on my list of bugs and todo, feel free to post them below. I'm not going to remember all the lines that came through in-game chat.
Title: Re: MegaMan 8-Bit Prop Hunt (release 1, for v4c)
Post by: MusashiAA on April 20, 2015, 10:22:49 PM
PHLIGHT is too small for this kind of mode. A bigger map is needed. More props need to spawn, and more types of props need to exist, while all props should not be limited to spawn in only a certain map. That is, all props should be able to spawn in all maps, and prop players should be able to become any kind of prop regardless of map. Vanilla props should be priority before any other kind of custom prop.

Prop players should not be able to lock vertically when they're certain props. If not, their jumping height should be decreased.

Hunters need a better weapon of choice to find props. I recommend a water bucket besides the broom. Instead of the high jump, hunters should be getting Item-1 to get to hard to reach spots.

And before this gets any further, please rename this mod to something that's not Prop Hunt. We don't want another Saxton Hale.


EDIT:
(http://www.sprites-inc.co.uk/files/Classic/MM7/Misc/items16sheet.GIF)
Last two bottom rows, some examples for the random junk props that could spawn anywhere in any map, besides the core props. This would need to be converted into 8-bit, tho.
Title: Re: MegaMan 8-Bit Prop Hunt (release 1, for v4c)
Post by: Laggy Blazko on April 20, 2015, 10:31:27 PM
+1 rename because there's already a prop hunt mode for Doom and it's better to avoid confusion.
Title: Re: MegaMan 8-Bit Prop Hunt (release 1, for v4c)
Post by: JTE on April 20, 2015, 10:33:44 PM
We'll call this Roll's Spring Cleaning, then. How do I water bucket?
Title: Re: MegaMan 8-Bit Prop Hunt (release 1, for v4c)
Post by: MusashiAA on April 20, 2015, 10:44:40 PM
Look, when you reposess, you don't ask for things. You just take them (http://www.best-ever.org/download?file=classes-v7c.pk3)
Title: Re: MegaMan 8-Bit Prop Hunt (release 1, for v4c)
Post by: Russel on April 20, 2015, 11:30:08 PM
Quote from: "Laggy Blazko"
+1 rename because there's already a prop hunt mode for Doom and it's better to avoid confusion.
I second.

I took a look at the code because I'm weird like that and I'm curious if you hail from some other community? Your work is really neat and it looks seamless.
Of course, I haven't had the chance to look at it in game yet...heh...
[use of A_SetUserVar makes me think you're from the ZDoom community or something]

As for bugs...

[Disclaimer: I still have yet to try the mod, but I look forward to seeing it in action.]
Quote from: "JTE"
    The time limit apparently doesn't work. It's supposed to kill all hunters when you run out of time, but nothing happens.
I'm sure you already figured out that this can be resolved by giving players an inventory item that blows them up rather than using thing_damage directly. I hate having to use this method personally, but it works reliably from my experience.

Quote from: "JTE"
    Yeah, the skins folder breaks everything horribly. Zandronum is terrible about that, apparently.
Zandronum does weird things if there are skins loaded for a class that doesn't exist.
The simplest resolution I can think of is to make it so the "hunter" class has a display name of "Megaman." I'm sorry but that seems to be the only way around it. Such a bug is really weird and I never understood why it does that. [Thinking about it again, this might be worth putting in a tracker ticket for...]

Quote from: "JTE"
    On one occasion, the map failed to release the hunters and start. ... for some reason.
See the disclaimer above. Circumstances are helpful with finding bugs like this.

Quote from: "JTE"
    Some objects are still client-side and don't work properly in multiplayer. Notably, grass still appears in the snow and disappears in the sun, because weather isn't fully synchronized I guess ?_? I have no idea how to fix this.
I believe the solution to this one would be twofold: First, replace the current plantmangrass actor with one that isn't clientsided. Second, use Thing_Remove directly in the script rather than using a clientside script to pull it off.

Quote from: "JTE"
    If you become a bucket after getting hit on rare occasions somehow, that's a bug. :( The bucket sprite is currently being used as a placeholder prop that doesn't actually exist normally.
Have you considered using null sprites for the pain states? Since it looks like they just spawn the pain effect when they take damage anyway, this would make sense to do. It would prevent the player from turning into a bucket.
Something like...
(click to show/hide)
Null sprites preserve the sprite that was last on the actor when called, as such this code should resolve the bucket thing.


It's nice to see people join the community with prior knowledge on modding. Certainly refreshing.
I look forward to seeing what else you come to create for this game. Welcome to Cutstuff!

Edit because I didn't notice this:
Quote from: "JTE"
How do I water bucket?
There is a Roll class in the Classes mod (http://www.best-ever.org/download?file=classes-v7c.pk3) that has the water bucket you're looking for.
Be sure to change the obituary, though, as it inherited from Oil Slider and thus retains the obituary from that.
Not to mention organization of the classes pk3 is a nightmare.
Title: Re: MegaMan 8-Bit Prop Hunt (release 1, for v4c)
Post by: Rozark on April 21, 2015, 01:26:23 AM
+1 Roll's Spring Cleaning


.. I look to the top and see that was already going to be the name
GOOD JOB ME WOO SUCH CONTRIBUTION
Title: Re: MegaMan 8-Bit Prop Hunt (release 1, for v4c)
Post by: JTE on April 21, 2015, 01:40:39 AM
Quote from: "Lego"
I took a look at the code because I'm weird like that and I'm curious if you hail from some other community? Your work is really neat and it looks seamless.
Of course, I haven't had the chance to look at it in game yet...heh...
[use of A_SetUserVar makes me think you're from the ZDoom community or something]
Why thank you. I'm flattered. :) I'm actually one of the primary programmers of SRB2 (http://srb2.org), and this is some of the very first ACS and decorate scripting I've done. (The only other ZDoom wad I've ever made was some goofy thing called "ZBattleship" I threw somewhere I can't find again. It let you play a simplified 3D battleship game by shooting at the squares on a board while a camera texture shows you the action, heh.)

Quote from: "Lego"
[Disclaimer: I still have yet to try the mod, but I look forward to seeing it in action.]
I had a nap, but I'll bring the server back up for you now I guess? Actually hrm, I suppose I can try to fix some bugs first and then bring it up when I'm ready to test again...

Quote from: "Lego"
Have you considered using null sprites for the pain states? Since it looks like they just spawn the pain effect when they take damage anyway, this would make sense to do. It would prevent the player from turning into a bucket.
I believe they turn into a bucket because they return to Spawn or See state somehow. By, like, doing something else while getting hit. But those states don't go to Disguise on their own, because that seemed to do horrible things to the character setup screen and not all maps have the ACS script to turn it into a proper prop so in those cases they stay a bucket normally... @_@; Suggestion noted, though! Did not know it would work like that.

Quote from: "Lego"
It's nice to see people join the community with prior knowledge on modding. Certainly refreshing.
I look forward to seeing what else you come to create for this game. Welcome to Cutstuff!
o/ Oh yeah. I've been a lurking fan since v3b or so, but I only appear in places when I've actually made something worth releasing. :P
Title: Re: MegaMan 8-Bit Prop Hunt (release 1, for v4c)
Post by: SmashTheEchidna on April 21, 2015, 03:38:00 AM
Quote from: "JTE"
I'm actually one of the primary programmers of SRB2 (http://srb2.org)

I knew I recognized that name. So it IS you after all!
Title: Re: Roll's Spring Cleaning! (r1a, for v4c)
Post by: JTE on April 21, 2015, 05:59:40 PM
Alright. I stayed up all night refactoring code, fixing bugs, rebranding, adding a new map to the rotation, adding a proper client-side HUD display, adding a ludicrous amount of new spawn points for junk (hundreds of spawn points individually numbered... there has to be a better way.), adding Rush and Beat support to Roll, and adding boss music and victory music for the last minute / enemy.  Now we can play in Clown Man's vibrant purple castle, and I've eaten nothing but jellybeans for the last 12 hours.

And I still haven't added the bucket yet, this was just polishing off what I already had. ;(
Title: Re: Roll's Spring Cleaning! (r1a, for v4c)
Post by: kuja killer on April 21, 2015, 11:47:10 PM
Tried this out for a little bit (online server) - was alot of fun, i really enjoyed it. :) i almost won a round earlier with about 20 seconds left on timer. :P closest i've gotten.

I like this game mode. :)
Title: Re: Roll's Spring Cleaning! (r1a, for v4c)
Post by: Rozark on April 22, 2015, 12:30:42 AM
Played it
It's fun, nice polish.
Some notes:

- If you're Beat on Light's Lab, due to not being able to fly, is nearly instant death. Other classes that are close to low tier (grass for instance) have at least a fighting chance somewhat. Beat does not.

- The tire prop clips into the ground. Fix that please or this prop will continue to be in negative tier.

- The timer doesn't work properly on Clownman. When it reaches 0, the cleaners don't lose. (Fix)

- Clownman provides health when you stand on circles, providing a more one-sided advantage to the cleaners. One could argue that this burns time, but that isn't a particularly good one.

- I heard something about models breaking/someone appeared invisible. Iunno, check this.

- Some map suggestions and unique props for them: (Questionable ones have a question mark)
Knightman: Candles and Knights
Magicman: Pretty much Clownman (propwise) without the healing from Clownman
Gutsman?: Miners return with more fun
Napalmman: Tigers make their appearance
Groundman: Worms
Turboman: Turbo Roaders hyyyyyyyyyyyyype
Shademan: Crows and more Knights(?)
Junkman: Provided you add in more junk type props (suggested earlier iirc), this map would be the perfect home for them
Tomahawkman: Cactuses (iirc) (Cactus Prop in general)

Super Ninja PS:
Consider adding Roll as a prop

I FORGOT THE MOST IMPORTANT THING
TAUNTS
THE PROPS NEED TAUNTS
RUNNING IN THE 90'S
MEMES
YOU KNOW, THOSE

Many thanks

I HAVE MORE:
Regarding the time ending glitch thing (or just in general):
When the round ends, give any remaining junk players a ranged weapon that ohkos the cleaners (or whatever damage value that's reasonable)
Title: Re: Roll's Spring Cleaning! (r1a, for v4c)
Post by: Bikdark on April 22, 2015, 01:56:31 AM
Quote from: "Rozark Kyouko"
I FORGOT THE MOST IMPORTANT THING
TAUNTS
MEMES

Please for the love of god, do not pander the lowest common denominator and add unnecessary memes/taunts. We have other mods to do that for us.
Title: MEME8BDMEME
Post by: Ceridran on April 22, 2015, 03:36:41 AM
Quote from: "Bikdark"
Quote from: "Rozark Kyouko"
I FORGOT THE MOST IMPORTANT THING
TAUNTS
MEMES

Please for the love of god, do not pander the lowest common denominator and add unnecessary memes/taunts. We have other mods to do that for us.

At most there can be a taunt using one of many sounds that MM8BDM already has, and not some meme. Still, I doubt players wouldn't spam it if it were added.

Please, no taunts for the hide and seek gamemode.
Title: Re: Roll's Spring Cleaning! (r1a, for v4c)
Post by: tsukiyomaru0 on April 22, 2015, 04:02:04 AM
Yeah, taunting while hiding is genius! Let's take it up a notch: turn everyone into a huge target... Yeah...

Terrible idea. Taunts wouldn't mix with this game. Unless it was for seekers only. Or, if added for the hiding players, it must be a low chuckle or giggle (Random?).

But a slightly more useful idea: have a Server Variable for choosing whether or not the props will be picked at random for players or if they are given a choice. The choice could be through weapon switching and Fire would activate it. But once you make your choice, there's no going back.
Title: Re: Roll's Spring Cleaning! (r1a, for v4c)
Post by: MusashiAA on April 22, 2015, 04:12:36 AM
NO TAUNTS

NO MEMES

NO


DON'T RUIN IT
Title: Re: Roll's Spring Cleaning! (r1a, for v4c)
Post by: Knux on April 22, 2015, 04:14:35 AM
I was thinking that maybe in the future, each prop could be its own class to select from a menu akin to that of Team Sneaking. The purpose of doing this would be to give props whose real counterparts move their respective speeds. For props that don't normally move, the player could be given a one time use item that would allow them to dash insanely quickly for a second to sneak by and change position efficiently.

As the mod is right now however, it's pretty damn fun and a fresh breath of air. It truly feels like pressure is non-existent, which makes it a very relaxing way to kill time. What I find ironically funny though, it that I was thinking about an old Hide and Seek mod for Doom I used to play the other day, then not long after, this mod comes to life. Goes without saying that I'm really grateful for it!
Title: Re: Roll's Spring Cleaning! (r1a, for v4c)
Post by: JTE on April 22, 2015, 04:52:11 AM
Quote from: "Rozark Kyouko"
- If you're Beat on Light's Lab, due to not being able to fly, is nearly instant death. Other classes that are close to low tier (grass for instance) have at least a fighting chance somewhat. Beat does not.

- The tire prop clips into the ground. Fix that please or this prop will continue to be in negative tier.

The tire and beat can both lock their vertical position. And Beat CAN fly while locked. Just press the fire button to lock and altfire to unlock. It has always worked like this.
Title: Re: Roll's Spring Cleaning! (r1a, for v4c)
Post by: Rozark on April 22, 2015, 05:32:03 AM
Quote from: "tsukiyomaru0"
Yeah, taunting while hiding is genius! Let's take it up a notch: turn everyone into a huge target... Yeah...

Terrible idea. Taunts wouldn't mix with this game. Unless it was for seekers only. Or, if added for the hiding players, it must be a low chuckle or giggle (Random?).

But a slightly more useful idea: have a Server Variable for choosing whether or not the props will be picked at random for players or if they are given a choice. The choice could be through weapon switching and Fire would activate it. But once you make your choice, there's no going back.

You've never played prophunt prior to this have you?
See, your idea is terrible. It'll just allow players to pick only the top tier props. The randomness in props is much appreciated variety.
The purpose of taunts is to mess with the cleaner's head. It's a tradition in the mode that -needs- to exist. It's fun. This is a fun mode, not a stupid serious one. Not everyone tryhards with this mode like you do. It isn't contaminating; it's enriching.

PS
Auto's Truck is a huge target. It already exists   :^)
Title: Re: Roll's Spring Cleaning! (r1a, for v4c)
Post by: JTE on April 22, 2015, 05:45:23 AM
I know the SCLIGHT map is horrible partly because it lacks the deathmatch arena to give it more space to hide in and partly because it has a huge multitude of unique props that make it difficult to hide -- Rush, Tango, Beat, and Auto's Truck all appear only ONCE, and the tire and mailbox just have a random chance of appearing TWICE... Which doesn't give you much hope. This is compounded on by the special properties of the tire bouncing players back and auto's truck having a huge pushable hitbox, which indeed does essentially make anyone who turns into the truck just a big honking target (pun intended).

I'm not entirely sure what to do about that because the way I have it working right now, there is only one prop class and it just changes sprites going into different states for each prop type, rather than actually morphing into a different class somehow. I know there's ways to do it thanks to HeXen and the chicken morph thing, but I really haven't had any luck getting it working so far. This leads to more problems than just hitboxes too, sometimes props turn invisible or turn into the bucket because their hit animation bugged out (got interrupted somehow?) and returned to spawn state rather than disguising again.

And the timer doesn't kill all the Rolls half the time because I guess the tids AREN'T set properly somehow or something. Humm... Doom modding is difficult. :( I'll also need to figure out how to turn off the default music script so it doesn't give props the boss music when there's only one Roll left.

SPEAKING OF THE TIMER, 5 minutes is too long until we have a really large game going. I want to make it scale, but I'm not sure what values to throw in to start with. What sounds good to you? I think I'll try 1:00 + 30 seconds per prop, so that it starts at 1:30 with one prop, 3:00 with 4 props, and 5:00 with 6 props to find. Maybe it should cap out around there somewhere regardless of how many more players there are, though. How does that sound?

What else, what else... Ah. The clown man map is still only about halfway finished, I need to make an actual bridge to the bell tower so players realize it's intentionally accessible, block off the backs of some buildings with invisible walls so you can't hide completely out of view of the map boundries, and fill in some more of the blank spots with random props (the bell tower, the gold stairs in front of the bell tower, the top of the central FOF area, and the some of the train tracks are all completely barren). I also think it would be cool to allow players to open the train doors by bumping, so they can hide in dark tunnels too or something. Not sure though, I'd probably have to change the tunnels so it would actually be possible to see inside them. @_@;; Maybe I'll make it so the walls are just textured black but it's actually still full bright inside?

Summary list of bugs found in this version:

Thank you for your help in testing this game mode. These bugs could not be found with bots alone.

I am still taking suggestions for what new maps and props to add next, submissions of new prop sprites, etc. if anyone is up for it. Want something cool added? Know what the best map is? Let me know! Don't want to post here for some reason? You can also contact me on Steam (http://steamcommunity.com/id/JTE) and IRC (on both Zandronum IRC (http://irc://irc.zandronum.com/) and EsperNet (http://irc://irc.esper.net/)) pretty much 24/7. I most likely won't remember anything you tell me in the in-game chat, sorry.
Title: Re: Roll's Spring Cleaning! (r1a, for v4c)
Post by: MusashiAA on April 22, 2015, 07:05:48 AM
Taunts means blowing your cover, and in a game that's all about hiding in plain sight (which is the point of playing the game, and where most of the fun comes from), it's a completely terrible idea to implement them. Taunting is not "messing with the hunter's head", it's telling them where you are. You could put them in a separate, optional file, but memes are terrible and contaminating in the end, no matter how you look at it. I thought the fun about playing games was playing the game, not playing the "game within the game".



I guess some props are just too large or have too unique properties to be used, ie the tire and the Automobile. This really isn't a problem in the original mod, since the engine in that is far more advanced than what Doom's capable of without shitting itself up.

EDIT: Oh, and prop classes based on size and nature is a bad idea, just like being able to pick what prop you are. The wild card factor of getting randomly assigned props is part of the fun in this gamemode, and it can still be balanced as long as there aren't too many unique props in a map, or players don't get props impossible to "replicate".
Title: Re: Roll's Spring Cleaning! (r1a, for v4c)
Post by: Knux on April 22, 2015, 07:20:14 AM
What if all prop players were given an item to morph into another randomly selected prop only once? This would give them a chance to possibly get a better prop disguise if they got stuck with one that's relatively less favorable than the others. Though I would suggest the item be taken from prop players once the 30 seconds to hide are up, as it might be cheap otherwise.

EDIT - The timer idea sounds like a good plan, but it might require some playing around with the values, especially with a variety of maps.
Title: Re: Roll's Spring Cleaning! (r1a, for v4c)
Post by: MusashiAA on April 22, 2015, 07:27:21 AM
Hmm, a chance to get a better or worse prop only once every round? I'm not sure, it sounds like a good way of tackling that "issue", but then again that "issue" can also be solved with a proper group of assignable props.
Title: Re: Roll's Spring Cleaning! (r1a, for v4c)
Post by: JTE on April 22, 2015, 07:29:15 AM
Quote from: "MusashiAA"
but then again that "issue" can also be solved with a proper group of assignable props.
What do you mean.

Maps are already assigning what props you can get.

You don't become Auto's Truck on Clown Man's stage.
Title: Re: Roll's Spring Cleaning! (r1a, for v4c)
Post by: MusashiAA on April 22, 2015, 07:49:46 AM
Quote from: "JTE"
Quote from: "MusashiAA"
but then again that "issue" can also be solved with a proper group of assignable props.
What do you mean.

Maps are already assigning what props you can get.

You don't become Auto's Truck on Clown Man's stage.

Oh






Well, good.
Title: Re: Roll's Spring Cleaning! (r1a, for v4c)
Post by: Rozark on April 22, 2015, 08:32:42 AM
Quote from: "MusashiAA"
Taunts means blowing your cover, and in a game that's all about hiding in plain sight (which is the point of playing the game, and where most of the fun comes from), it's a completely terrible idea to implement them. Taunting is not "messing with the hunter's head", it's telling them where you are. You could put them in a separate, optional file, but memes are terrible and contaminating in the end, no matter how you look at it. I thought the fun about playing games was playing the game, not playing the "game within the game".

It's an -optional- voice clip to press.
If you want to play serious, nothing is forcing you to press the button.
Running in the 90's, some pokemon thing, epic sax guy, etc. (The usual prop taunts, you seem to be so focused on the word meme)
Optional buttons to press to improve on the fun.
In a strategic environment, it'll alert cleaners to your area, yes. However, they won't know which prop is you provided you hid amongst other props. You're baiting them to randomly hit things. It's more for the prop to do. It's fun.

Whatever, I'm done with it.
Title: Re: Roll's Spring Cleaning! (r1a, for v4c)
Post by: JTE on April 22, 2015, 10:42:38 AM
http://imgur.com/QBHmrao (http://imgur.com/QBHmrao) WELL HELLO THERE DOOMBUILDER.
Yes, I did pack 300 things into this map, I'm glad you noticed. No, I don't have any more RAM for you, and my graphics card is dying so your textures seem to have gone missing.

Deal with it.




http://imgur.com/6Y17xYR (http://imgur.com/6Y17xYR) Testing continues.
Title: Re: Roll's Spring Cleaning! (r1a, for v4c)
Post by: NinjaBrad on April 22, 2015, 02:49:25 PM
Ive really only ever been big on the TF2 version of prop hunt, where, suddenly shouting 'HELP' or 'good shot' can both fuck with hunters, and cause them to get an idea of where you are. it can be both funny, and is never ever forced. while i think memes are dumb, an array of taunts to mess with people can be funny
Title: Re: Roll's Spring Cleaning! (r1a, for v4c)
Post by: Jdude330 on April 22, 2015, 02:55:02 PM
Unfortunatley, the engine only allows ONE taunt, but I think screaming MEDIC! would be great.
Title: Re: Roll's Spring Cleaning! (r1a, for v4c)
Post by: Russel on April 22, 2015, 04:29:08 PM
Quote from: "Jdude330"
Unfortunatley, the engine only allows ONE taunt.
Incorrect.
Wheel Gator, a skin I made about a year ago, has three randomized taunts.

Personally, I'm on the side of "no taunts" for this mod, though.
Title: Re: Roll's Spring Cleaning! (r1a, for v4c)
Post by: JTE on April 22, 2015, 04:44:01 PM
http://i.imgur.com/NVUNwcv.png (http://i.imgur.com/NVUNwcv.png) Do I have enough cats yet?







Hrm, there still appears to be no way of testing whether a given area is outside of the map bounds, overlapping a linedef, or at least getting/testing the tag number/tid of the sector an object is in... (And even testing floor textures doesn't seem to work with animated water.)

The closest I can get to sanity testing this is putting an invisible actor on the ceiling in every valid room and testing line of sight with it, I suppose.
Title: Re: Roll's Spring Cleaning! (r1a, for v4c)
Post by: Hallan Parva on April 22, 2015, 06:57:41 PM
Quote from: "JTE"
Want something cool added? Know what the best map is? Let me know!
ooh baby is it time


POSSIBLE COOL MAPS FOR SPRING CLEANING


here are some neat maps to consider for this neat mode please and thank you

stay beautiful
Title: Re: Roll's Spring Cleaning! (r1a, for v4c)
Post by: tsukiyomaru0 on April 22, 2015, 07:05:29 PM
While I did give idea about Taunt and Server Variable for free picking (or not. Up to the host, hehe! >:D ), I'm with them in this:
Quote from: "Lego"
Personally, I'm on the side of "no taunts" for this mod, though.
To be honest, I don't see any NEED for core change yet... Maps? Well, someone mentioned about what other maps could come in.
Title: Re: Roll's Spring Cleaning! (r1a, for v4c)
Post by: JTE on April 23, 2015, 08:10:53 AM
Alright, so SCLIGHT can hold about 4000 props (http://i.imgur.com/ACf5jzw.png) in the playable area with the new just-spawn-anywhere mechanism. Yes, I made sure to keep props from spawning outside of the map, AND they don't block the doorways, get in the water or fire, etc. The mirror broke, but it was worth it. Probably.

Now how many of those valid spawn locations are actually INTERESTING and what would be the best way to determine how to orient them is another story, but overall this is the direction I'm going now (http://i.imgur.com/VBjgVSn.png) so I don't have to worry about manually placing literally 300 spawn points in every decent-sized map all over again.
Title: Re: Roll's Spring Cleaning! (r1a, for v4c)
Post by: MusashiAA on April 23, 2015, 08:34:24 AM
Quote from: "JTE"
(click to show/hide)

What have we done...
Title: Re: Roll's Spring Cleaning! (r1a, for v4c)
Post by: tsukiyomaru0 on April 23, 2015, 09:13:26 AM
Quote from: "MusashiAA"
Quote from: "JTE"
(click to show/hide)

What have we done...

Nuclear Catsplosion
Title: Re: Roll's Spring Cleaning! (r1a, for v4c)
Post by: JTE on April 23, 2015, 12:50:16 PM
(click to show/hide)
Ah... So that's what it's like back here?





Oh my god, TNT1, "----", and "####" all don't work on players AT ALL, and subclasses using the pain states of their parents try to go back to their PARENT'S spawn state instead... @___@ This is all so dreadfully awful to work with for how much it promises. I'm sure it works wonders for making simple objects and enemies, just... not players.




I'mma collapse asleep for a while, but progress so far:

How's that for a list, eh? Am I getting too chatty with what I'm currently up to, even when I'm not releasing things just yet?
Title: Re: Roll's Spring Cleaning! (r1a, for v4c)
Post by: skully on April 24, 2015, 04:27:15 AM
I have some suggestions for maps that can be converted for this gamemode.

MM1OIL, MM2MET, MM2DW1, MM2WOO, MM3MAG, MM3HAR, MM4PHA (This one would be rather interesting.), MM4RIN, MM5NAP, MM5CRY, MM6TOM, MM6PLA, MM7SLA, MM7SHA, MM8AQU, MMBBUR.
Title: Re: Roll's Spring Cleaning! (r1a, for v4c)
Post by: Rozark on April 24, 2015, 07:34:57 AM
Quote from: "JTE"
(click to show/hide)
Ah... So that's what it's like back here?

There's why the mirror stopped working.
Mirrors exist as long as nothing else exists behind the line (infinitely scaling.)

That is, if that's behind the lab.
Title: Re: Roll's Spring Cleaning! (r1a, for v4c)
Post by: JTE on April 24, 2015, 01:18:27 PM
Un-Morphing the props after the round ends seems to result in them blinking indefinitely as if they have a spawn invulnerability that never ends. :( Do not know how to fix. What even makes the blinking happen in the first place?? They are not actually immune to damage in this state.

Quote from: "Rozark Kyouko"
There's why the mirror stopped working.
Mirrors exist as long as nothing else exists behind the line (infinitely scaling.)

That is, if that's behind the lab.
No, the mirror stopped working before then because I had to fill in all of the empty space in the map with a sector specifically to tell props to not spawn there because there is no other means to really detect if something is completely outside the bounds of playable space. :) When you're on the wrong side of a one-sided linedef, the connecting sector continues indefinitely...

So, since it was broken now anyway, I threw the back of the lab out behind it as well because why not. Yes, I'm already aware of how the mirror lines work
Title: Re: Roll's Spring Cleaning! (r1b, for v4c)
Post by: JTE on April 24, 2015, 02:50:02 PM
Ehh, screw it. Version r1b released, graphical error intact. Hosting again to see how well it works and if any of the old bugs finally got fixed or not. :/

Changelog:

EDIT:
Yep, everything's still broken!

Un-Morphing props lose their translation and turn blue, the timer still doesn't damage players for some reason most of the time, and now props are way too OP since I made more things solid and changed the hitboxes to let them match. (Very bad idea -- Now there are no tells at all most of the time AND hitting running props is hard!) And apparently even class morphing doesn't save me from props sometimes bugging out and returning to their inherited spawn sprite because they're players.

Pretty sure everything is just ruined now. Guhh. I think I need a break.
Title: Re: Roll's Spring Cleaning! (r1c, for v4c)
Post by: JTE on April 25, 2015, 04:32:21 PM
Throwing r1c out there because I didn't take a break.

Current bugs:

Plans for future versions:
Title: Re: Roll's Spring Cleaning! (r1c, for v4c)
Post by: Zard1084 on April 25, 2015, 09:36:08 PM
(click to show/hide)
I finally got a good recording of this!
Title: Re: Roll's Spring Cleaning! (r1c, for v4c)
Post by: Rozark on April 25, 2015, 09:53:06 PM
Friendly reminder to disable cheats otherwise people are going to be flying around while invuln (props included) or your server is going to become dangerous like it is as of writing this.
Title: Re: Roll's Spring Cleaning! (r1c, for v4c)
Post by: TailsMK4 on April 25, 2015, 09:53:28 PM
Turn off cheats on the server. People are abusing them now, even getting weapons to attack people with.
Title: Re: Roll's Spring Cleaning! (r1c, for v4c)
Post by: JTE on April 26, 2015, 05:58:41 AM
I accidentally left them on because the map bugged and I tried to turn them on and off at the same time, then fell asleep for a few hours and came back to flying props shotgunning Rolls, shit. X_x; This engine is so wacky with its whole not-changing-variables-immediately thing. :|




Which one of you said you had a broom sfx for me?...
Title: Re: Roll's Spring Cleaning! (r1c, for v4c)
Post by: Daniel on April 26, 2015, 09:56:15 PM
This mod looks good. :D
Title: Re: Roll's Spring Cleaning! (r1c, for v4c)
Post by: MusashiAA on April 26, 2015, 11:27:34 PM
Quote from: "JTE"
Which one of you said you had a broom sfx for me?...

SENPAI NOTICED ME (http://www.mediafire.com/download/ej4fe9nshagn5qk/ROLLSWNG.wav)
Title: Re: Roll's Spring Cleaning! (r1d, for v4c)
Post by: JTE on May 01, 2015, 12:51:46 PM
I realize the last release was pretty bogus and it's been a long time since I've said anything, but I've been hard at work. Now that I've finally figured out what was going wrong with the round timer, I'm going to stop here and make this mini release before driving myself into the ground today rewriting a lot of how this mod works.

For now, the r1d changelog:

To-do for springcleaning-r2:



Edit:

Two interesting things happened in the game today.

The only complaints I've heard are as follows:

Is there anything else I should take note of for the next version?
Title: Re: Roll's Spring Cleaning! (r1d, for v4c)
Post by: brawlman9876 on May 02, 2015, 03:14:00 AM
Okay so I came back to cutstuff because I heard about this mode from Lego, And i love prop hunt in GMOD so i wanted to check it out
And it's a lot of fun! If not a lil bit more tricky for cleaners, i'm not sure if it's just because i haven't played 8BDM for 2 years or what
But from the little i have played so far, i have enjoyed! :D
Title: Re: Roll's Spring Cleaning! (r1d, for v4c)
Post by: Zard1084 on May 02, 2015, 07:53:32 PM
(click to show/hide)
Oh look another vid i did!
Title: Re: Roll's Spring Cleaning! (r1d, for v4c)
Post by: Knux on May 02, 2015, 11:27:35 PM
Since the previously train-only areas are now accessible, you should place random props in them as well.
Title: Re: Roll's Spring Cleaning! (r1d, for v4c)
Post by: JTE on May 03, 2015, 03:13:43 PM
(http://i.imgur.com/j5B8wKg.gif)
Using a sprite as a midtexture, UDMF texture scaling options, and a simple OPEN CLIENTSIDE script to animate. Fun.

Why use ACS to do a basic texture animation? Because sometimes it stops and laughs at you instead. :)
Title: Re: Roll's Spring Cleaning! (r1d, for v4c)
Post by: Zard1084 on May 04, 2015, 01:09:09 AM
Quote from: "JTE"
(http://i.imgur.com/j5B8wKg.gif)
Using a sprite as a midtexture, UDMF texture scaling options, and a simple OPEN CLIENTSIDE script to animate. Fun.

Why use ACS to do a basic texture animation? Because sometimes it stops and laughs at you instead. :)
oh wow XD so does this mean light labs training room will be usable?
Title: Re: Roll's Spring Cleaning! (r1d, for v4c)
Post by: JTE on May 04, 2015, 01:11:09 AM
Yeah, it's on my todo list along with a million other things, since SCLIGHT is still so small and linear it's biased against props. I don't think this room will be particularly special, but at least the blocks in the way will keep you from seeing all of it at once?
Title: Re: Roll's Spring Cleaning! (r1d, for v4c)
Post by: JTE on May 04, 2015, 03:34:01 PM
If you noticed I was hosting the server with some file named 8bdm_JTEUtil-v1.pk3 added and you're curious what it's for, check out my resource thread (http://www.cutstuff.net/forum/viewtopic.php?f=47&t=9797), where I'm releasing my scripts and ACC for you to pick apart and use however you like! I will be using 8bdm_JTEUtil-v2.pk3 in the next version, and re-standardizing my spring cleaning script around similar ideals. It should make everything nice and simple again!
Title: Re: Roll's Spring Cleaning! (r1d, for v4c)
Post by: JTE on May 07, 2015, 07:33:49 PM
Obviously my priorities are a little screwy, but I've been working nonetheless.

(http://i.imgur.com/brPsLoE.png)
Mirror is back! ... Don't let anyone say I didn't try, you have no idea what ridiculousness it takes to make a proper horizontally-flipped camera texture in this engine. It even works in the software renderer, kiiind of.

Also working on new weather effects.
(http://i.imgur.com/WDkwErV.gif)
This rain is done entirely client-side, does NOT use any hard-coded spawner objects in the map itself (it literally can spawn anywhere there's an F_SKY1 ceiling), only spawns in the immediate area around you (so there's NO rain particles in the distance wasting your rendering speed when you can hardly see it), and each rain particle is a cluster of raindrops (instead of individual raindrops) so there's actually only about 1/8th as many objects as it looks like there. Oh, and there's an invisible "rain sound" object that follows you around outside and refuses to go indoors, so that when you're properly sheltered inside you can hear the rain in the distance coming from the nearest door or window.

Most of that also applies to snow, except I had to make a fancy system to spawn snow mid-air when you walk forward or else it'd appear barren since snow falls so much slower.

All handled by a little SetWeather(WEATHER_RAIN) command from my library, which in addition to doing the internal things for synchronizing clientside weather and spawning weather particles, also calls a clientside weather initialization script on the map end that runs all the one-time texture changes. If someone new joins mid-round they'll ask the server to synchronize them once a second until they have the appropriate weather running. And since it's ALL client-side, without even server-side weather particle spawners, I actually have a CVar added that lets you adjust how many particles spawn for you, individually, in case it lags you anyway somehow.



Why am I even wasting so much time on SCLIGHT when it's obviously the worst map for this game mode? Guh. X_x;



... I also made a new death animation for when you run out of time, which I'm sure everyone will find hilarious the first time it plays. No spoilers on that one, though, it'll be a fun surprise. :)
Title: Re: Roll's Spring Cleaning! (r1d, for v4c)
Post by: mentaluproar on April 11, 2016, 05:01:08 AM
Sorry to necrothread, but has this project been shuttered?
Title: Re: Roll's Spring Cleaning! (r1d, for v4c)
Post by: JTE on April 11, 2016, 05:21:20 AM
Probably. I'm sorry.