The WIP Thread

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edward850
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Re: The WIP Thread

Post by edward850 »

Bugs be gone! (Fun fact: That was because I used a j instead of an i. :P)
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(Death counters only count player->player frags (and suicides). Monster related deaths, for example, aren't included in the count.)
I can't think of much else to do with it (and there isn't much more room, honestly), but anybody have any quick ideas?
Last edited by edward850 on Tue Jun 17, 2014 12:19 am, edited 1 time in total.
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Dark-Assassin
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Re: The WIP Thread

Post by Dark-Assassin »

Hmm, I think in co-op, Frags should only count monster kills and Player frags subtract from the score.
I guess like Zandronum and also Unreal Tournament's Monster Hunt.

Ping and Playtime could be useful, but that would have to call for smaller text or scale.

Perhaps the color column could have it's header removed and the blocks themselves a bit smaller.
Usually, a player's color doesn't really matter, so it could be removed entirely, but I don't think you'd want to do that.
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NeuralStunner
 
 
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Re: The WIP Thread

Post by NeuralStunner »

I agree that the color column looks a bit wider than necessary. If not the color bars themselves, the margin before the names looks oddly wide. (Perhaps reduce it to one "character width"?)
NiGHTMARE
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Re: The WIP Thread

Post by NiGHTMARE »

The street is pretty much finished!

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Now on to the cinema...
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0bsidian
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Re: The WIP Thread

Post by 0bsidian »

You got the secret area as well?
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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

or, even more custom secrets. it would be more funnier to found those, specially included about duke.
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Dark-Assassin
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Re: The WIP Thread

Post by Dark-Assassin »

That street never made sense to me. It's just a bit or road and path leading to 2 different walls.
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edward850
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Re: The WIP Thread

Post by edward850 »

dark-slayer-201 wrote:Hmm, I think in co-op, Frags should only count monster kills and Player frags subtract from the score.
I guess like Zandronum and also Unreal Tournament's Monster Hunt.
I'm redesigning the deathmatch intermission (so it actually has one). Not changing gameplay rules. :|
dark-slayer-201 wrote:Ping
Doesn't exist.
NeuralStunner wrote:I agree that the color column looks a bit wider than necessary. If not the color bars themselves, the margin before the names looks oddly wide. (Perhaps reduce it to one "character width"?)
It is a bit pointless. So I moved it completely:
Image
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And in Co-op as well:
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Nash
 
 
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Re: The WIP Thread

Post by Nash »

^ That looks like a much better use of space. Looks good!
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edward850
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Re: The WIP Thread

Post by edward850 »

The question is now, what to do with it next? 8 players is a lot of players for it, and it barely fits in 320x200. Adding more players will quickly push things out of the screen. Perhaps a pageup/down system is in order...
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leileilol
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Re: The WIP Thread

Post by leileilol »

Scrolling is what Source and Q3TA did so sure. Source would require a click for it to let you scroll while Q3TA actually did pigup pigdown

Speaking of which, i've elimnated that damn scrollbar off my board . Unfortunately the font bug still gives my text an unintentional lisp
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Project Shadowcat
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Re: The WIP Thread

Post by Project Shadowcat »

edward850 wrote:The question is now, what to do with it next? 8 players is a lot of players for it, and it barely fits in 320x200. Adding more players will quickly push things out of the screen. Perhaps a pageup/down system is in order...
If you're not in the Top 8, have a 9th row just for you on the bottom. If there's room.

EDIT, alternative: Reduce the Top 8 to the Top 5. If you are outside the Top 5, have the players just ahead and just behind you sandwiching your position below the top 5.
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NeuralStunner
 
 
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Re: The WIP Thread

Post by NeuralStunner »

I think I would want to see my own score, even if I didn't palce in the top 8. Also, what if the top 9 players are all tied? (Also, presumably everyone has a relevant score in coop.) A scrolling scoreboard (if only for the intermission) would be fine.

The ingame scoreboard could perhaps still be limited to 8 players (since you'd have no controls to scroll it).

Unless netplay modifications cause an upsurge in ZDoom multiplayer, though, I suspect >8 player counts will rarely come up (outside of adding bots).
Spoiler: Speaking of Bots
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edward850
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Re: The WIP Thread

Post by edward850 »

NeuralStunner wrote:If the game arbitrator adds a bot that's in their Bots.cfg but nobody else's, what happens? Is the name and player info still sent to other clients, or will it desync immediately?
When you add a bot, a "net special" is built with their user info (like a player's) and some additional bot specific keys. This then gets fed into the network buffer for recording/net games, and come the next tic (or whenever the user command is reached), they are spawned in with said special. The bot.cfg is only needed on the machine creating the bot.
Basically, addbot doesn't add a bot, it makes a command with all the bot info, which then spawns a bot.

It's strangely the only bot code that makes sense.
NiGHTMARE
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Re: The WIP Thread

Post by NiGHTMARE »

0bsidian wrote:You got the secret area as well?
There are multiple secrets in this part of the map, but I assume you mean this:

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Also:

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(Needs some new curtain and chair textures.)
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