ZDoom Wars (Thread now inactive. Check the Blog and Forum)

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XutaWoo
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Re: ZDoom Wars (Public Beta 1.01 Update!)

Post by XutaWoo »

The flemoid swarms shall overrun all puny attempts now!
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Remmirath
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Re: ZDoom Wars (Public Beta 1.01 Update!)

Post by Remmirath »

Good. :)

I might join in for some testing after my exams.
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Phobus
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Re: ZDoom Wars (Public Beta 1.01 Update!)

Post by Phobus »

Seems hopeless at the moment for me trying to log in to the server. I went to join and it locked up... twice.
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Captain Ventris
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Re: ZDoom Wars (Public Beta 1.01 Update!)

Post by Captain Ventris »

Okay, at some point, Deathbringer was hosting a 3-BET server of this, but:
Looking at the 3-BET log of the server I find this

[18:58:28] ACTOR_GetNewNetID: Network ID limit reached (>=32768 actors)

**** DIED WITH FATAL ERROR:
Could not malloc 684 bytes


While ACTOR_GetNewNetID: Network ID limit reached (>=32768 actors) is repeated for a good 7 mb of the file.

This probably explains the freezing of my client.

Coding gurus? You there? Because I have little idea what to make of this.

NODE-3 Server now available!

Also, Beta 1.02, which includes a script that restarts the level every 30 seconds there are no players, so the bazillion monsters can't keep you from getting in the game. Also, several bug fixes, Hexen recieved a subtle universal nerf, Chex Quest doesn't make NEARLY as many Flem Spores, and Flem Spores are more vulnerable to attack now.
zdude
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Re: ZDoom Wars (Public Beta 1.02 Update!)

Post by zdude »

Captain Ventris wrote:Also, Beta 1.02, which includes a script that restarts the level every 30 seconds there are no players, so the bazillion monsters can't keep you from getting in the game. Also, several bug fixes, Hexen recieved a subtle universal nerf, Chex Quest doesn't make NEARLY as many Flem Spores, and Flem Spores are more vulnerable to attack now.
And the Translation friendly Corvus, Mage, and Strife Guy Sprites. :P
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Captain Ventris
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Re: ZDoom Wars (Public Beta 1.02 Update!)

Post by Captain Ventris »

zdude wrote:
Captain Ventris wrote:Also, Beta 1.02, which includes a script that restarts the level every 30 seconds there are no players, so the bazillion monsters can't keep you from getting in the game. Also, several bug fixes, Hexen recieved a subtle universal nerf, Chex Quest doesn't make NEARLY as many Flem Spores, and Flem Spores are more vulnerable to attack now.
And the Translation friendly Corvus, Mage, and Strife Guy Sprites. :P
YES. Forgot about those, but I DID remember to credit you in the Manual. :)

They look much nicer.


...fudge. I just realized I forgot to change Daedolon's Translation range.

Okay, so next beta he will be colorable LOL
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Phobus
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Re: ZDoom Wars (Public Beta 1.02 Update!)

Post by Phobus »

I'll wait for the next version then :P

By the way, we can chalk up one win for me after yesterday... perhaps I should use a team I didn't have a hand in making...
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Ethril
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Re: ZDoom Wars (Public Beta 1.02 Update!)

Post by Ethril »

I tried to join the NODE-3 server, and...

Image

Correct me if I'm wrong, but...
Aren't sprite names supposed to be 4 letters only, excluding the frame letter/number? :|
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Captain Ventris
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Re: ZDoom Wars (Public Beta 1.02 Update!)

Post by Captain Ventris »

Yeah, they are. I was trying to put in some Translation-Friendly Corvus and Daedolon Sprites, and fixed a bug with missiles earlier, having problems in the process. Uploading the fix now.
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Captain Ventris
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Re: ZDoom Wars (Public Beta 1.021)

Post by Captain Ventris »

OKAY IT IS UPDATED AND IT WORKS THAT IS LIKE THE THIRD AND LAST PATCH TODAY
Chrome Bolt
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Re: ZDoom Wars (Public Beta 1.021)

Post by Chrome Bolt »

This is great, but I hate when you spawn a enemy, say a cyberdemon and your dumb zombieman decides to walk into your ball.
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Captain Ventris
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Re: ZDoom Wars (Public Beta 1.021)

Post by Captain Ventris »

Chrome Bolt wrote:This is great, but I hate when you spawn a enemy, say a cyberdemon and your dumb zombieman decides to walk into your ball.
Yes, that is definitely a lingering issue. I don't know ACS, so I really wouldn't know how to keep you from losing your mana when that happens. :/

Thanks, though! I'm glad you like it otherwise.

What do you guys think of the maps?
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Remmirath
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Re: ZDoom Wars (Public Beta 1.021)

Post by Remmirath »

Captain Ventris wrote: What do you guys think of the maps?
Mine is awesome. 'Nuff said.


























Spoiler:
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Captain Ventris
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Re: ZDoom Wars (Public Beta 1.021)

Post by Captain Ventris »

Actually, it would be great if that slime wasn't insta-kill, and if there was a way out of the pits. Send the resulting map to Mik57 once you've made those changes. :)

Other than that, it's great.
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Remmirath
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Re: ZDoom Wars (Public Beta 1.021)

Post by Remmirath »

Captain Ventris wrote:Actually, it would be great if that slime wasn't insta-kill, and if there was a way out of the pits. Send the resulting map to Mik57 once you've made those changes. :)

Other than that, it's great.
Hmm, insta-teleport? :P
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