Showing posts with label help. Show all posts
Showing posts with label help. Show all posts

Friday, June 18, 2010

Optimization

It's a well known fact that ZDoom Wars is ridiculous, by its very nature. So, I'd like to enlist some folks willing to comb through the code and/or propose methods by which ZDoom Wars can be made to run more efficiently.

Supergod quotes ZDWars as currently sucking up about 150 kb per second, per player. I mean, wow.

So, if you know, or are, someone adept at optimization, do tell. Supergod has stated that he personally has no issue with the bandwidth useage, but that, obviously, certain players do. At any rate, it couldn't hurt to make the whole darn thing work smoother.

Monday, May 3, 2010

The first news on 2.7

Haven't seen many players lately. Any particular reason you know of? Then again, I've been playing AvP 3 a LOT for the last few days. Like...a LOT.

Anyway, Mik57 is moving, and Damage has finals, so this week will be rather quiet in the mapping department. But I don't exactly have a time table, so I'll be willing to wait on them. At any rate, expect some more detailing work, and if there are gameplay changes you wish made to the maps, throw in your two cents in the comments, the threads, or on IRC, where it can be discussed live.

In the mean time, I've been cracking down on bugs, many of which have been reported by Avernus in the IRC channel THAT I DON'T SEE TOO MANY PEOPLE IN :'(

In case you didn't know about it, there is a ZDoom Wars IRC Channel on irc.skulltag.com, #ZDoomWars.

Anyway, fixes include something that should solve the problem with monsters attacking the ground, and a couple projectiles rendered invisible by mistakes made during the minor wad clean up in 2.6. There are a couple other minor things to be fixed in a couple maps, and then one vexing bug:


If you retrofit a Weredragon, and then use Ghost Wave on it... it doesn't work. At all. And I cannot for the life of me find out why. So if someone wants to poke around in the code and try and figure it out, please do!

As far as current balance changes, expect some improvements to Strife's Spectres and Menelkir, as well as the Inquisitor's attacks being sped up.

As far as balance, the Strife Heroes remain my primary focus, at least for the current versions. Any other outstanding balance issues you've encountered? As is, I think it's getting pretty close to balanced, but I want to make sure that people are actually using the Faction's special abilities. I know Ghost Wave gets used, but try out Enchant. Rough estimates say that it makes Ettins 50% more effective in melee, and the radius blast serpents can wreak total havoc.

Anyway, to recap my questions:
-Any map bugs you've encountered?
-Any map gameplay problems you've seen?
-Any general bugs you've seen?
-Can you figure out the Weredragon issue in Bold up above?
-Are there any balance issues you've noticed in 2.6?
-Are people really using the Special Abilities?

Sunday, April 25, 2010

SPRITING HELP WANTED

Unique sprites are needed for the Sniper Templar. Below are the details for the job. Anyone willing to try it out can work on a frame or two and give me a preview.

Goal: Create a sprite-set edit of the Templar in which the Templar's gun is modified to look more like it's a sniping weapon of some sort. Nothing huge, just a elongated or more powerful looking weapon of some manner. Make it enough to be noticed, at least.

Requirements:
-The sprites must, of course, be of decent quality.

-The sprites must remain in Strife's native palette. The easiest way to do this is to extract the png graphics from ZDoom Wars itself, and work in a non-paletted editor of some sort. At any rate, DON'T SCREW UP THE COLORS. If you're a software user, open up the wad and gaze upon the beauty you are missing in-game.

-Please do not perform any color-changes to the sprites outside of the gun (and make any gun color changes fit the color theme of the rest of the sprite). So don't think you're witty and change the color of the visor or something.

-Do not change the color of the gun's muzzle flash, since the bulletpuff is the same sprite as the normal templar's shot, except bigger. It would be pointless to change the muzzle flash color, in other words.

-Optionally: Put the sprites in wad form, rename them, and align them if you love me.

You compensation will be... your name on the last page of the Main Manual. And an e-fist-bump.