The lack of feedback was kinda disappointing
[Released] Ten Thousand (Having Trouble With Strange Error)
Re: [WIP] Ten Thousand (Beta Released Page 1)
Oh well. In the mean time, I updated the first post so people can now download the first official release.
The lack of feedback was kinda disappointing
but nonetheless, the project is finished.
The lack of feedback was kinda disappointing
- .+:icytux:+.
- Posts: 2661
- Joined: Thu May 17, 2007 1:53 am
- Location: Finland
Re: [Released] Ten Thousand (Official Release Page 1)
well, it didn't work for me because i have so much binds...
Re: [Released] Ten Thousand (Official Release Page 1)
It only needs 4 keys. You can bind them to whatever you want, check the menu for setting that up..+:icytux:+. wrote:well, it didn't work for me because i have so much binds...
Re: [Released] Ten Thousand (Official Release Page 1)
Out of curiousity...is there nobody who is interested in this? I saw interest from people before I put out the first beta, but since then I've gotten very little response from anyone. I know it's a very unusual project for ZDoom, but didn't anyone who tried it have something to say? Good or bad, anything would be nice.
Anyway, I updated the first post. The large official release link is now a link to the ftp wad site. The megaupload link is still there, it is now the smaller one beneath it.
Anyway, I updated the first post. The large official release link is now a link to the ftp wad site. The megaupload link is still there, it is now the smaller one beneath it.
Re: [Released] Ten Thousand (Official Release Page 1)
Updated first post, now has a link to version 1.1 of this project.
Release Notes:
The link will be updated to the ftp website link once this version has replaced the previous version.
Release Notes:
Code: Select all
v 1.1
Added Notes.txt into PK3. (This contains the rules, scoring, and gameplay information.)
Added in-game How To Play section.
Converted Project from WAD format to PK3 format.Re: [Released] Ten Thousand (Having Trouble With Strange Err
UPDATE:
So I decided to go back to this and improve it since I was bored recently. I've cleaned up a lot of the code and changed a few things to make it easier for me to add later enhancements. But I'm having an issue with this project and I don't know why it's not working. It has keybinds that are set to puke certain scripts. The KEYCONF lump is correctly set up per the wiki on this, and all the relevent scripts for MAP01 have the net keyword, yet when I test this in multiplayer with my brother, it pops up with a message saying "Player tried to puke script X" which is usually the message displayed when they try to puke a script that does not have the net keyword.
Can anyone take a look at it? I've tried everything I can think of and I have no clue why it won't work...
LINK TO FILE: Get it here!
KEYCONF lump:
Scripts that are puked by players:
So I decided to go back to this and improve it since I was bored recently. I've cleaned up a lot of the code and changed a few things to make it easier for me to add later enhancements. But I'm having an issue with this project and I don't know why it's not working. It has keybinds that are set to puke certain scripts. The KEYCONF lump is correctly set up per the wiki on this, and all the relevent scripts for MAP01 have the net keyword, yet when I test this in multiplayer with my brother, it pops up with a message saying "Player tried to puke script X" which is usually the message displayed when they try to puke a script that does not have the net keyword.
Can anyone take a look at it? I've tried everything I can think of and I have no clue why it won't work...
LINK TO FILE: Get it here!
KEYCONF lump:
Code: Select all
AddKeySection "TenThousand" TenThousand
AddMenuKey "Move Selector Right" move_selector_right
Alias move_selector_right "puke 4 1"
DefaultBind rightarrow move_selector_right
AddMenuKey "Move Selector Left" move_selector_left
Alias move_selector_left "puke 4 2"
DefaultBind leftarrow move_selector_left
AddMenuKey "Start Your Turn" start_turn
Alias start_turn "puke 3"
DefaultBind z start_turn
AddMenuKey "Make A Selection" make_selection
Alias make_selection "puke 5"
DefaultBind uparrow make_selectionScripts that are puked by players:
Code: Select all
/**************************************************************************
* This is how a player starts their turn.
**************************************************************************/
Script 3 (void) net
{
/***********************************************************
* Must be current player's turn, or this will not activate.
***********************************************************/
if(CheckInventory("YourTurn") == 1)
{
TakeInventory("YourTurn",1);
InitTurnSpecificInfo();
}
}Code: Select all
/**************************************************************************
* This script alters the position of the selector.
**************************************************************************/
Script 4 (int choice) net
{
if(PlayerNumber() == current_turn && begin_turn == true)
{
if(choice == 1)
{
SetSelector(selector + 1);
}
else if(choice == 2)
{
SetSelector(selector - 1);
}
UpdateCursorPosition();
}
}Code: Select all
/**************************************************************************
* This script handles the player selection.
**************************************************************************/
Script 5 (void) net
{
if(PlayerNumber() == current_turn && begin_turn == true && stopped == false)
{
if(selector < 7)
{
ToggleDiceSelection();
}
else if(selector == 7)
{
rolled++;
MakeSound("Sound/Click");
DisplayRolls();
int i=0;
for(i = 0; i < 6; i++)
{
if(dice[i] == 0 || dicehold[i] == false)
{
DisplayDiceInitial(989-i,5+(130*i));
Delay(9);
dice[i] = Random(1,6);
SelectDiceGraphic(i);
DisplayDiceSelected(989-i,5+(130*i));
MakeSound("Sound/DiceRoll");
Delay(9);
}
}
DisplayDiceValue(CalculateDiceRollValue());
Delay(1);
if(rolled == 3)
{
stopped = true;
begin_turn = false;
ChangeVirtualLayout(800,600,1,"BIGFONT");
HudMessageBold(s:"Determining score...";HUDMSG_PLAIN,970,CR_GOLD,280.1,100.1,0.0);
ACS_Execute(6,1,CalculateDiceRollValue());
}
}
else if(selector == 8)
{
if(rolled > 0)
{
MakeSound("Sound/Click");
stopped = true;
begin_turn = false;
ChangeVirtualLayout(800,600,1,"BIGFONT");
HudMessageBold(s:"Determining score...";HUDMSG_PLAIN,970,CR_GOLD,280.1,100.1,0.0);
ACS_Execute(6,1,CalculateDiceRollValue());
}
}
}
}Re: [Released] Ten Thousand (Having Trouble With Strange Err
This would be a fun little game to play while waiting to spawn or if you run out of lives etc.
