Accessories to Murder (ww-doomnukem): on Github

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Re: Accessories to Murder (ww-doomnukem): on Github

Postby CyborgParrot » Sat Jan 09, 2016 10:15 am

I Managed to Run this in Zandronum 3.0 Perfectly with little to no Error, just don't let any Bots snag the BFG...
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Re: Accessories to Murder (ww-doomnukem): on Github

Postby wildweasel » Sat Jan 09, 2016 10:19 am

CyborgParrot wrote:I Managed to Run this in Zandronum 3.0 Perfectly with little to no Error, just don't let any Bots snag the BFG...

Why, what happens?
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Re: Accessories to Murder (ww-doomnukem): on Github

Postby CyborgParrot » Sat Jan 09, 2016 10:36 am

wildweasel wrote:
CyborgParrot wrote:I Managed to Run this in Zandronum 3.0 Perfectly with little to no Error, just don't let any Bots snag the BFG...

Why, what happens?

Nah nothing Serious Happens, it sometimes become abit of a Clusterfuck when one of them gets their hands on it (they tend to "spam fire" it if you know what I mean).

Anyway I'm Very Happy I can play this Mod with Zandronum, because this is one of the Best Gameplay Mods for Doom IMHO.
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Re: Accessories to Murder (ww-doomnukem): on Github

Postby Captain J » Sat Jan 09, 2016 11:04 am

CyborgParrot wrote:I Managed to Run this in Zandronum 3.0 Perfectly with little to no Error, just don't let any Bots snag the BFG...
well, since they fires ridiculous yet overpowered plasma ball at your face. so...duh.
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Re: Accessories to Murder (ww-doomnukem): on Github

Postby Ed the Bat » Sat Jan 09, 2016 2:24 pm

Maybe we should give it the WEAPON.BFG flag. And maybe also WEAPON.EXPLOSIVE. I just never bothered with bot-specific flags before because I frankly never thought Zandronum would catch up.
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Re: Accessories to Murder (ww-doomnukem): on Github

Postby NeuralStunner » Sun Jan 10, 2016 10:28 am

Ed the Bat wrote:Maybe we should give it the WEAPON.BFG flag.
Won't that make bots want it even more? I don't actually remember the entire significance of the flag.

I'm reminded of playing against FrikBots in Quake. Even at low skill they're terrifying with the rocket launcher, so much so that I modded in a server flag to make the RL not even spawn.
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Re: Accessories to Murder (ww-doomnukem): on Github

Postby Ed the Bat » Sun Jan 10, 2016 10:46 am

I don't really know. My impression was that it made them aware it was dangerous, and I thought I heard it would mean they'd be more careful, but I have no clue really. As for the EXPLOSIVE flag, I was told it would make them hesitate to use it when standing too close to their opponents for fear of splash damage. But again, I have minimal experience with bots.
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Re: Accessories to Murder (ww-doomnukem): on Github

Postby wildweasel » Sun Jan 10, 2016 10:48 am

I wonder, do the bots know how to use semi-automatic weapons like the pistol? I recall, back in the Skulltag days, that I needed to make weapons have A_Refire and Hold states, otherwise they would fire at their target once and then never let go of the trigger until the target left their sights.
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Re: Accessories to Murder (ww-doomnukem): on Github

Postby Vostyok » Sun Jan 10, 2016 11:47 am

wildweasel wrote:I wonder, do the bots know how to use semi-automatic weapons like the pistol? I recall, back in the Skulltag days, that I needed to make weapons have A_Refire and Hold states, otherwise they would fire at their target once and then never let go of the trigger until the target left their sights.


It doesn't seem to make a difference, as they seem to prefer firing in random bursts, so semi-automatic weapons are not always used tactically but they can certainly kill you with one. The only thing I've noticed is that they ignore weapon manual reloads and secondarys, so you have to allow for that in the decorate.
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Re: Accessories to Murder (ww-doomnukem): on Github

Postby Ed the Bat » Sun Jan 10, 2016 1:43 pm

All I remember from Skulltag is that bots refuse to pull the trigger if their weapon has WEAPON.WIMPY_WEAPON on it. They'll just run around helplessly until killed.
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Re: Accessories to Murder (ww-doomnukem): on Github

Postby StrikerMan780 » Sun Jan 10, 2016 8:57 pm

Pretty fun in Zandronum 3.0, just effects really need +CLIENTSIDEONLY and A_SpawnItemEx with the SXF_CLIENTSIDEONLY flag when spawning smoke and stuff.

Could use some balance tweaks too (most weapons 1hko), but otherwise fine.
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Re: Accessories to Murder (ww-doomnukem): on Github

Postby Ed the Bat » Sun Jan 10, 2016 8:59 pm

StrikerMan780 wrote:+CLIENTSIDEONLY and A_SpawnItemEx with the SXF_CLIENTSIDEONLY flag

That would be redundant, yeah? If the actor already has the flag, it'll be clientside regardless of what A_SpawnItemEx does.
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Re: Accessories to Murder (ww-doomnukem): on Github

Postby wildweasel » Sun Jan 10, 2016 9:09 pm

StrikerMan780 wrote:Could use some balance tweaks too (most weapons 1hko), but otherwise fine.

I don't intend to change this; the weapons are balanced around combat against monsters, not against other players.
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Re: Accessories to Murder (ww-doomnukem): on Github

Postby Captain J » Sun Jan 10, 2016 11:06 pm

then i guess this mod is intended to have co op gameplay or single player. and you know, it's gonna be fun without bot matching.
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Re: Accessories to Murder (ww-doomnukem): on Github

Postby nelson01023 » Sun Jan 24, 2016 5:37 pm

For some reason, voxels like the revolver and shotgun are over/undersized in the newest zandronum beta. The rifles and other items are perfectly sized for some reason.
This also happens when I use the newest gzdoom beta aswell.

Is this an issue on my end?
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