Advanced Search

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - JTE

Pages: 1 [2]
16
Projects & Creative / Re: Roll's Spring Cleaning! (r1a, for v4c)
« on: April 22, 2015, 10:42:38 AM »
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 Testing continues.

17
Projects & Creative / Re: Roll's Spring Cleaning! (r1a, for v4c)
« 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.

18
Projects & Creative / Re: Roll's Spring Cleaning! (r1a, for v4c)
« 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:
    Roll can heal off of Beat's cage because it's shootable for some reason even though hitting it does nothing.
    Roll can heal off of other Rolls because I guess I'm still doing this wrong. (Previous version actually only healed you when a prop's death state told you to heal.)
    Whereas in the previous version sometimes props would turn into the bucket when their pain state is interrupted, this version turns those props completely invisible. Darn it... :(
    Mettool helmets don't die when pushed into death pits, which makes some players go stand on the death pit to the downfall of any Roll who dares come after them, eesh...
    The global game timer still doesn't kill all Roll when time is up for some reason. I'm going to try again by using an ENTER-like script bound to each Roll, and it probably still won't work...
    Vacation Roll's attacking animation is missing a frame because I apparently skipped over it when importing from justified classes. Oops.
    I need to disable the default boss/victory music script because it shouldn't be causing a panic when there's still 3 junk left and only 1 cleaner.

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 and IRC (on both Zandronum IRC and EsperNet) pretty much 24/7. I most likely won't remember anything you tell me in the in-game chat, sorry.

19
Projects & Creative / Re: Roll's Spring Cleaning! (r1a, for v4c)
« 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.

20
Projects & Creative / Re: Roll's Spring Cleaning! (r1a, for v4c)
« 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. ;(

21
Projects & Creative / Re: MegaMan 8-Bit Prop Hunt (release 1, for v4c)
« 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, 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

22
Projects & Creative / Re: MegaMan 8-Bit Prop Hunt (release 1, for v4c)
« on: April 20, 2015, 10:33:44 PM »
We'll call this Roll's Spring Cleaning, then. How do I water bucket?

23
Projects & Creative / Re: MegaMan 8-Bit Prop Hunt (release 1, for v4c)
« on: April 20, 2015, 09:50:10 PM »
Thank you all for joining me. Much fun was had.

Bugs to note:
    The time limit apparently doesn't work. It's supposed to kill all hunters when you run out of time, but nothing happens.
    Yeah, the skins folder breaks everything horribly. Zandronum is terrible about that, apparently.
    On one occasion, the map failed to release the hunters and start. ... for some reason.
    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.
    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.

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.

24
Projects & Creative / Re: MegaMan 8-Bit Prop Hunt (release 1, for v4c)
« 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.

25
Projects & Creative / Roll's Spring Cleaning! (r1d, for v4c)
« 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:
    SCLIGHT - Light's Lab
    SCCLOWN - Clown Man's stage
    SCMAGIC - Magic Man's stage

How to play:
    Connect to a server with mmspringcleaning-v1d.pk3 loaded.
    Join a team, Junk or Cleaners. You need at least one of each to play.
    If you're junk, you'll become a random object every round. Find a place to hide and try to blend in.
      Use the chasecam button to check what object you have become so you know where to hide.
      Hold the run button to move slowly (if you have always-autorun enabled) to try and blend in with moving objects.
      The normal junk cluttering up the level will move between rounds. You can use this to your advantage by taking a usual spot for yourself.

    If you're a Cleaner, you'll be Roll with the broom melee attack. Find the players hiding as random objects, and destroy them.
      If you hit random clutter with your weapon, you'll take damage and it will play a different sound.
      Players will sound like players when damaged. They will take multiple hits to break and can escape.
      Use Altfire for a ranged attack, but it doesn't deal as much damage.
      Cleaners move a little faster than junk, so if junk starts running just follow it patiently and you'll eventually be able to score a hit without risk.
      Junk will always be solid. If you bump into something that isn't solid anywhere else in the map, it's a player.

    Junk will have 30 seconds to hide anywhere in the map. Then the Cleaners will be released from their spawn cage.
    If any junk is still around after 3 minutes, all remaining Cleaners will die and the Junk will score a win.

Hosting a server:
    Wait for mmspringcleaning-r2.pk3

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! 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.

Pages: 1 [2]