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Author Topic: Roll's Spring Cleaning! (r1d, for v4c)  (Read 33454 times)

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April 24, 2015, 07:34:57 AM
Reply #45

Offline Rozark

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Re: Roll's Spring Cleaning! (r1a, for v4c)
« Reply #45 on: April 24, 2015, 07:34:57 AM »
Quote from: "JTE"
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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.

April 24, 2015, 01:18:27 PM
Reply #46

Offline JTE

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Re: Roll's Spring Cleaning! (r1a, for v4c)
« Reply #46 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

April 24, 2015, 02:50:02 PM
Reply #47

Offline JTE

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Re: Roll's Spring Cleaning! (r1b, for v4c)
« Reply #47 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:
    Added a new water bucket alt fire attack for Roll. Now the Cleaners can attack at range.
    Beefed up junk health to 50.
    Added custom health bar graphics for both teams.
    Rewrote all existing junk prop code to use class morphs instead of a single class. It is now safe to extend the mod with new maps and props in separate pk3 packages without having to interfere with the base mod itself.
    Fixed bugs with the music and timer. (hopefully.)
    Fixed Roll playing hurt sounds from hitting nothing.
    Replaced the debug prop bucket with an actual character between rounds. :)
    SCLIGHT:
      Removed all spawn points in favor of a newfangled dynamic spawning system which can plop down props ANYWHERE in the map.
      This also removes the bias from "unique" props like Rush and Tango - They can now spawn anywhere, and multiple times, just like anything else.
      Extended the map to add a new behind the building area.

    SCCLOWN:
      Added a hundred more clutter spawn points, filling out the previously desolate areas of the map with props.
      Added a bridge to reach the bell castle on foot without risky jumps over a death pit.
      Blocked off the rear of the bell castle and cleaner spawn rooms. No hiding there.


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.

April 25, 2015, 04:32:21 PM
Reply #48

Offline JTE

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Re: Roll's Spring Cleaning! (r1c, for v4c)
« Reply #48 on: April 25, 2015, 04:32:21 PM »
Throwing r1c out there because I didn't take a break.
    Roll no longer takes damage from hitting nothing.
    Roll can hit non-player props to remove them. This causes Roll to take damage.
    Roll also takes damage from hitting Roll. Stop hitting yourself.
    Removed un-morphing at the end of the round to try and gain back some stability. :/ Zandronum has several big bugs relating to morphing and unmorphing in Last Man Standing, it seems.
    Props now have a minimum height of 32, to avoid small props escaping judgement.
    Roll's broom attacks sweep along the floor and up staircases now if aimed downwards, instead of failing to attack.
    Added Romper prop. Hurray.
    Added one new map, Magic Man, using the lazy spawning system from SCLIGHT.
    Removed solidity on most of the props where I had added it.
    Met helmet props are now pushable again, but won't fall off cliffs.
    Added new music for the game mode.
    Added Auto's Truck to the list of random clutter spawns in SCLIGHT, since it can be removed by Roll if it's in the way.

Current bugs:
    The timer still doesn't correctly kill all Roll at the end of the round. Sometimes. In fact, sometimes it doesn't even open the door to let Roll out in the first place. Something is terminating my script sometimes and I'm not entirely sure what. More testing is required.
    Props sometimes get stuck in their pain state forever or complain about hitting a stop. Instead of turning them invisible, this time I made them turn into the white pain jaggedy thing so that's better at least I guess? This should be easy to fix, it's purely a client-side error I think.
    Props telefrag eachother on spawn when there's 3 or more players, making one of them miss their disguise chance and become invulnerable. X_X; (sv_unblockallies true fixes this, for now) I need to either spread prop spawns out more or give them a smaller bounding box as players.
    Map-specific bugs:
      Clown man's stage lets you into the train areas but the doors aren't player-openable because I forgot I was doing that halfway through making it! X_X;
      Magic man's stage doesn't let props hide in the Roll spawn, it insta-kills anyone who enters.


Plans for future versions:
    Make Roll take less damage for hitting things overall.
    Let all the props play the pain animation, but don't destroy them?
    Spawn props in little clusters instead of evenly spread across the map, making them even spawn on top of eachother to build scenery pieces, rather than random noise.
    Find a way to re-add the party balls and health capsules to the game so players can heal normally by periodically stopping their search and going to specific areas of the map to grab them. This way instead of healing from finding players, they heal from giving players a chance to escape.
    Cut down weather effects again so players don't lag, eep.
    Change the music to something 8-bitty, duhh.
    Add a 'taunt' weapon for props that does nothing but let them click to make silly 8-bit sfx.
    No actual gameplay value intended, I just really want to bark/meow/laugh/whoop at people.
    Make a map where the props are all just various robot masters. Gee that sounds like fun.

April 25, 2015, 09:36:08 PM
Reply #49

Offline Zard1084

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Re: Roll's Spring Cleaning! (r1c, for v4c)
« Reply #49 on: April 25, 2015, 09:36:08 PM »
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I finally got a good recording of this!

April 25, 2015, 09:53:06 PM
Reply #50

Offline Rozark

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Re: Roll's Spring Cleaning! (r1c, for v4c)
« Reply #50 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.

April 25, 2015, 09:53:28 PM
Reply #51

Offline TailsMK4

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Re: Roll's Spring Cleaning! (r1c, for v4c)
« Reply #51 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.

April 26, 2015, 05:58:41 AM
Reply #52

Offline JTE

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Re: Roll's Spring Cleaning! (r1c, for v4c)
« Reply #52 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?...

April 26, 2015, 09:56:15 PM
Reply #53

Offline Daniel

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Re: Roll's Spring Cleaning! (r1c, for v4c)
« Reply #53 on: April 26, 2015, 09:56:15 PM »
This mod looks good. :D

April 26, 2015, 11:27:34 PM
Reply #54

Offline MusashiAA

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Re: Roll's Spring Cleaning! (r1c, for v4c)
« Reply #54 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

May 01, 2015, 12:51:46 PM
Reply #55

Offline JTE

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Re: Roll's Spring Cleaning! (r1d, for v4c)
« Reply #55 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:
    Several new music tracks and sfx courtesy of MusashiAA.
    Cleaners no longer heal from hitting Junk players. Instead, they must return to their spawn cage to grab small health capsules, or try their luck with a Party Ball (which will ONLY drop either a small or large health capsule)
    Junk can no longer be removed by Cleaner attacks. Junk will still go into pain state and play a different sound effect to indicate they are not a player.
    The round timer no longer attaches to a random junk player and stops when they die, spectate, or disconnect.
    The round timer should now be visible to newly joining players within 10 seconds of joining while the round is in progress (it still runs client-side and will be synchronized by the server at 10 second intervals.) or when cleaners are released if they haven't been yet.
    Map-specific changes:
      SCLIGHT
        Door script changed, now doors disappear fully when open, take a lot longer to close, and multiple doors can be opened at the same time.
        Several new junk types were added, replacing some of the toy spawns.

      SCCLOWN
        The tunnels in can now be opened by players bumping the doors and the light level has been dramatically increased inside.

      SCMAGIC
        Fixed missing 3D floors and some textures broken in software mode. Removed the flood of static Romper spawns in certain areas.

      SCKNDM04 (WIP, unfinished and unplayable) This is where I've been going the most insane this week. X_X;
        Converted the map to UDMF and fixed all the resulting issues.
        Added player props, but clutter props do not spawn so the map isn't playable yet.
        Added several unique props that don't exist in any other map yet.
        Redid and enhanced the water effects. (WIP)
        Went insane completely rewriting the deep liquid engine MM8BDM uses to be exhaustively dynamic and work anywhere with minimal configuration.
        Redid the effects for the, erm. Creepy room.
        Added a waste pool which isn't always there and isn't always at the same water level.
        Made a custom BubbleBat which flutters up into the sky at the end.



To-do for springcleaning-r2:
    Make an F1 graphic for this game mode.
    Try again to unmorph players after time up without crashing Zandronum.
    Get SCKNDM04 working in multiplayer. (Last time I tested, none of the objects spawned and only water and death pits worked.)
    Make Auto's Truck pushable again.
    Add a Party Ball to SCLIGHT's backyard, making that mechanic a standard feature of every map.
    Fix random clutter spawning in the way of trains in SCMAGIC. X_X;
    Fix one broken linedef in SCLIGHT...
    The big things:
      Rewrite clutter spawning mechanics so they make little clusters instead of being scattered evenly across the map.
      Standardize the clutter spawning mechanics into an easily applied library so that every map doesn't have its own copy.
      Lighten up the big pit/water library I made and include it in the main pk3 since it's currently required anyway.
      Attempt to move to "Team Game" instead of "Team LMS" for a few small benefits.
      Add a custom victory camera which attempts to find an appropriate vantage point and focus on where the last prop was hidden at the end of the round, regardless of which team wins.




Edit:

Two interesting things happened in the game today.
    There was a draw game wherein I threw the killing blow in the same moment as time ran out, killing both the cleaners and the last junk.
    Knux successfully faked me out as a pushable prop by walking backwards slightly when I went to bump him. The strat is real!

The only complaints I've heard are as follows:
    Non-solid props are way too obvious and easy to identify without cleaners losing health. Therefore, I should make the player versions pass through cleaners as well.
    Some people are annoyed the music changes too often (since there is a seperate track for the hiding phase) for them to changemus, and that the music isn't even 8-bit.
    I'm told there's no point in moving when you get hit because it's VERY difficult for junk to get away after being found, since they move slower than cleaners. Perhaps I should make them move at the same speed. Of course junk still has the vertical advantage, making it easier for them to escape in certain uncommon circumstances.

Is there anything else I should take note of for the next version?

May 02, 2015, 03:14:00 AM
Reply #56

Offline brawlman9876

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Re: Roll's Spring Cleaning! (r1d, for v4c)
« Reply #56 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

May 02, 2015, 07:53:32 PM
Reply #57

Offline Zard1084

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Re: Roll's Spring Cleaning! (r1d, for v4c)
« Reply #57 on: May 02, 2015, 07:53:32 PM »
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Oh look another vid i did!

May 02, 2015, 11:27:35 PM
Reply #58

Offline Knux

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Re: Roll's Spring Cleaning! (r1d, for v4c)
« Reply #58 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.

May 03, 2015, 03:13:43 PM
Reply #59

Offline JTE

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Re: Roll's Spring Cleaning! (r1d, for v4c)
« Reply #59 on: May 03, 2015, 03:13:43 PM »

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. :)