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ScoreDoomST 97c2 Released


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Where is single player and why did you remove it?

I sometimes use it in combination with an Oblige megawad for some fun racking up high scores.

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Mr. Chris said:

Where is single player and why did you remove it?

I sometimes use it in combination with an Oblige megawad for some fun racking up high scores.


This is a strictly multiplayer version of ScoreDoom for online co-op. Just keep using regular ScoreDoom 2.8v2r3c for hi scores.
I'M going to update regular ScoreDoom & its add-on pack when I get some time to fix a couple bugs, as well as add some more wads to the hi score server.

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Aw, darn..looks like I cannot use my PK3 full of R667 monsters and a few other alterations without dicking around (since it is an older version ZDoom that doesn't let it get away with duplicate actors and other things) with the monster defs as I have posted about in the other ScoreDoom thread of yours.

I'll figure something out tho. :7

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Mr. Chris said:

Aw, darn..looks like I cannot use my PK3 full of R667 monsters and a few other alterations without dicking around (since it is an older version ZDoom that doesn't let it get away with duplicate actors and other things) with the monster defs as I have posted about in the other ScoreDoom thread of yours.

I'll figure something out tho. :7


the sd add-on pack has pretty much every R667 monster in it. Though I did alter certain attributes on some to make the monsters more balanced for their class if I felt they were overkill hard or too weak.

regular scoredoom will let you edit which monsters can show up via the .ini, as well as add new ones from other resource wads (provided there is no decorate clash). So you may want to look into that. You can remove monsters you dont like, increase/decrease the rate of their appearance etc...

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BilboHicks said:

the sd add-on pack has pretty much every R667 monster in it. Though I did alter certain attributes on some to make the monsters more balanced for their class if I felt they were overkill hard or too weak.


Heh heh, that is exactly what I did...especially some of the bigger bosses (Moloch and Scourge, for example) atop adding or altering some IDs so Oblige will place them.

EDIT: After fiddling with the INI file, it looks that I do not need to use the PK3 after all.

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Just an update:

There are still stability problems when running the add-on pack on a server. The server will occasionally crash when loading a new level, causing players to be stuck on the intermission screen.

Like I mentioned before, Add-on Pack support is still considered 'beta' until I can work out all the kinks with it. If you want to run a stable standalone dedicated server it would be best to run without the add-on pack for now until add-on pack stability is improved some.

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So what's it going to be like when its completely finished? Or at least what were you planning on making it be like?

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Agent-H said:

So what's it going to be like when its completely finished? Or at least what were you planning on making it be like?


Besides fixing the crashes with the add-on pack, as far as new features it is done.

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Unfortunately at this moment there are no permanent servers for ScoredoomST :(

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Philnemba said:

Unfortunately at this moment there are no permanent servers for ScoredoomST :(


I will throw up a server when I get some time, w.o. the add-on pack. But I may wait until I get a patch out, since...

In my investigations of add-on pack stability, and the 'load-level' crashing, it looks like some extra checks I'm doing with client authentication may be contributing to this. As I see that a 'load-level' crash can happen w.o. the add-on pack.
The checks are not essential, so I may back out of them if it improves stability.

EDIT: Rolled back the extra wad checking, and stability looks to have improved considerably... no crashes changing levels w.o. the add-on pack. I'm hoping this was the main cause of the add-on pack load-level crashes as well... back to testing :-)

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After investigating the reason for occasional server crashes, I found that it was my extra checks for the SDST-ADDONPACK which were contributing to the level change crashes. This was happening even for a server w.o. the add-on pack loaded. I rolled back these checks and the stability looks much better even for servers running the add-on pack.
The caveat is that the server and clients *should*,but not necessarily all be running the same add-on pack version.
I plan to re-add the sdst-addonpack checking, but getting server stability back is much more important atm.
I also updated the SDST 97c2 Add-On Pack to R2 to tone down (a lot) the Inferno Demon's death sequence! Hopefully that will stop server crashes for some people.
Get SDST 97c2-R2 the usual :) : http://www.scoredoom.com/

EDIT: updated to R3, which has its own net version, so you will need R3 clients to connect to R3 servers.

I also have 2 'permanent' servers running at 99.67.224.186. Doom2 running w.o. the add-on pack and UDoom running with the pack.

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