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Messages - PotatoStrike

Pages: [1] 2 3 ... 14
1
Yeah that's the plan! I haven't forgotten about the archives and I'm glad people can enjoy playing taking a trip down memory lane to when they first started playing.

2
it was good that it came with freedoom. just one question: how do i set up freedoom for multiplayer?

Did you try any hosting services, such as TSPG? Almost every server for Zandronum is set up using their hosting system.

3
Help & Editing / Re: I need help with a weapon.
« on: June 16, 2017, 04:35:55 PM »
Nevermind, found the issue: I needed to use SkullBarrierAmmo instead of OldSkullBarrierAmmo. You can lock this thread now, please.

4
Help & Editing / I need help with a weapon.
« on: June 15, 2017, 06:13:17 PM »
Hello my friends!

I've started to edit some weapons from an already existing mod, but I've encountered a problem.

You see, I tried to edit the Old Skull Barrier, the one from MM8BDM-v4c.pk3. I managed to create my custom animations for the bars (so they can basically flicker like they did in v5a) but the animation stops after a full shield cycle. After 2 days of finding what the issue was, I decided to ask my question here.

Here are the lines of the weapon:
Code: [Select]
actor OldSkullBarrierWep : BaseMM8BDMWep 29011
{
//$Category OC: Weapon Patch
//$Title Old Skull Barrier
Weapon.AmmoUse 1
Weapon.AmmoGive 112
Weapon.SlotNumber 7
Obituary "%o felt really old after being boned by %k's Old Skull Barrier."
Inventory.Pickupmessage "Power Up! Old Skull Barrier!"
weapon.ammotype "OldSkullBarrierAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "SKUOICO"
Scale 2.0
States
{
Spawn:
SKUO X 1
loop
Ready:
SKUO A 0 ACS_ExecuteAlways(998,0,604)
SKUO A 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 A 0 A_JumpIfInventory("ShieldCheck", 1, "Deactivate")
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
SKUO A 1 A_Lower
Goto Deselect+3
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
SKLA A 1 A_Raise
Loop
Fire:
SKUO A 0 A_JumpIfNoAmmo("NoAmmo")
SKUO A 0 A_JumpIfInventory("ShieldCheck", 1, "Finish")
SKUO A 0 A_GiveInventory("ShieldCheck",1)
SKUO A 0 A_GiveInventory("OldSkullBarrierProtection", 1)
SKUO A 0 A_ChangeFlag("DONTRIP", 1)
SKUO IJ 2
SKUO J 0 A_GunFlash
SKUO K 5
Goto BarrierActive
BarrierActive:
SKUO K 1 A_WeaponReady
SKUO K 0 A_JumpIfNoAmmo("Finish")
SKUO K 0 A_GiveInventory("SkullBarrierProtection", 1)
Loop
Finish:
SKUO A 0 A_TakeInventory("OldSkullBarrierProtection", 1)
SKUO A 0 A_ChangeFlag("DONTRIP", 0)
SKUO A 0 A_TakeInventory("ShieldCheck",1)
SKUO JIA 2
SKUO A 0 A_TakeInventory("OldSkullBarrierAmmo",1)
SKUO A 5
Goto Ready+1
Deactivate:
SKUO A 0 A_TakeInventory("OldSkullBarrierProtection", 1)
SKUO A 0 A_ChangeFlag("DONTRIP", 0)
SKUO A 0 A_TakeInventory("ShieldCheck",1)
SKUO A 0 A_TakeInventory("OldSkullBarrierAmmo",1)
SKUO JIA 2
SKUO A 5
Goto Deselect+1
NoAmmo:
SKUO A 1 ACS_Execute(979,0)
Goto Ready+1
Death:
TNT1 A 0
stop
Flash:
TNT1 AAAA 1 A_SpawnItemEx("OldSkullBarrier1", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 0 A_TakeInventory("OldSkullBarrierAmmo",1)
TNT1 A 0 A_JumpIfNoAmmo("NoFlash")
TNT1 A 0 A_JumpIfInventory("ShieldCheck", 1, 1)
Goto NoFlash
TNT1 AAAA 1 A_SpawnItemEx("OldSkullBarrier2", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 0 //A_TakeInventory("OldSkullBarrierAmmo",1)
TNT1 A 0 A_JumpIfNoAmmo("NoFlash")
TNT1 A 0 A_JumpIfInventory("ShieldCheck", 1, 1)
Goto NoFlash
TNT1 AAAA 1 A_SpawnItemEx("OldSkullBarrier3", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 0 A_TakeInventory("OldSkullBarrierAmmo",1)
TNT1 A 0 A_JumpIfNoAmmo("NoFlash")
TNT1 A 0 A_JumpIfInventory("ShieldCheck", 1, 1)
Goto NoFlash
TNT1 AAAA 1 A_SpawnItemEx("OldSkullBarrier4", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 0 //A_TakeInventory("OldSkullBarrierAmmo",1)
TNT1 A 0 A_JumpIfNoAmmo("NoFlash")
TNT1 A 0 A_JumpIfInventory("ShieldCheck", 1, 1)
Goto NoFlash
TNT1 AAAA 1 A_SpawnItemEx("OldSkullBarrier5", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 0 A_TakeInventory("OldSkullBarrierAmmo",1)
TNT1 A 0 A_JumpIfNoAmmo("NoFlash")
TNT1 A 0 A_JumpIfInventory("ShieldCheck", 1, 1)
Goto NoFlash
TNT1 AAAA 1 A_SpawnItemEx("OldSkullBarrier6", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 0 //A_TakeInventory("OldSkullBarrierAmmo",1)
TNT1 A 0 A_JumpIfNoAmmo("NoFlash")
TNT1 A 0 A_JumpIfInventory("ShieldCheck", 1, "Flash")
Goto NoFlash
NoFlash:
TNT1 A 0
stop
}
}

actor OldSkullBarrierAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
}

actor OldSkullBarrier1
{
scale 2.5
-SOLID
+NOGRAVITY
+CLIENTSIDEONLY
+NOTIMEFREEZE
States
{
Spawn:
SKUO L 1
SKUO L 1
stop
}
}

actor OldSkullBarrier2 : OldSkullBarrier1
{
States
{
Spawn:
SKUO M 1
SKUO M 1
stop
}
}

actor OldSkullBarrier3 : OldSkullBarrier1
{
States
{
Spawn:
SKUO N 1
SKUO N 1
stop
}
}

actor OldSkullBarrier4 : OldSkullBarrier1
{
States
{
Spawn:
SKUO O 1
SKUO O 1
stop
}
}


actor OldSkullBarrier5 : OldSkullBarrier1
{
States
{
Spawn:
SKUO P 1
SKUO P 1
stop
}
}


actor OldSkullBarrier6 : OldSkullBarrier1
{
States
{
Spawn:
SKUO Q 1
SKUO Q 1
stop
}
}

actor OldSkullBarrierGiver : CustomInventory 10065
{
//$Category MM8BDM-Weapons
Inventory.Pickupmessage "Power Up! Old Skull Barrier"
inventory.pickupsound "weapon/weaponup"
Inventory.RespawnTics 1800
scale 2.0
states
{
Spawn:
SKUO X 1
loop
Pickup:
SKUO X 0 A_JumpIfInventory("OldSkullBarrierWep",1,"Failure")
SKUO X 0 A_GiveInventory("OldSkullBarrierWep")
stop
Failure:
SKUO X 1
fail
}
}

actor OldSkullBarrierProtection : PowerProtection
{
powerup.duration 35
damagefactor "NORMAL", 0.00
//damagefactor "FALLING", 1.00
//damagefactor "FIRE", 1.00
//damagefactor "DROWNING", 1.00
//damagefactor "SLIME", 1.00
//damagefactor "SPINEY", 1.00
//damagefactor "QUICKBEAM", 1.00
//damagefactor "BEAM", 1.00
damagefactor "CRUSH", 1.00
damagefactor "TELEFRAG", 1.00
}

I hope you can help me out on this one.
Thank you for reading.

5
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
« on: June 10, 2017, 09:32:58 AM »
Hello, I'm having a bit of trouble with Gamma's reworked fight.

(click to show/hide)

Any help would be appreciated, I've already beaten the game but I was checking the new fights reworked for V5b and ran into this. Cheers!

Did you try getting close to Gamma and aim the top of his head?

6
MM8BDM Discussion / Re: Mega Man 8-Bit Deathmatch - Archives release!
« on: June 09, 2017, 08:19:35 AM »
You must be the guy that took over Chaos Generator development!
And you must be the one that uploaded the older versions!

Uh, no, I'm not. I'm the only one to work on the Archives: Promestein's role was only uploading it to MEGA.

7
MM8BDM Discussion / Re: Mega Man 8-Bit Deathmatch - Archives release!
« on: June 08, 2017, 01:21:39 PM »
I didn't even notice it in there - I must not be very attentive.

Swapped it out for Freedoom.

Alright, I'll put freedoom1.wad instead of doom2.wad. Thanks for telling me.

EDIT: I've removed the link to the archive on Dropbox. It'll take time before the whole file is reuploaded.

EDIT 2: Dropbox link back up!

8
MM8BDM Discussion / Re: Mega Man 8-Bit Deathmatch - Archives release!
« on: June 08, 2017, 10:48:18 AM »
I can't even play the Alpha with Doom 2! Maybe an alternative launcher is needed, the old one seems to only be for online games.

I don't know how to create a launcher for the Alpha. Moreover, I've put the steps in the readme file, steps being: drag MegaDMAlpha.pk3 onto skulltag.exe.
Also, I tried putting megagame.wad instead of doom2.wad, and it didn't work, so I think Doom2.wad is mandatory to play the Alpha.

9
MM8BDM Discussion / Re: Mega Man 8-Bit Deathmatch - Archives release!
« on: June 08, 2017, 10:37:31 AM »
There's something you might want to look into in the Alpha package.

There's a free, probably illegal copy of Doom 2 in there.

Do you know another way to play the Alpha without doom2.wad? If yes, please tell me.

10
MM8BDM Discussion / Re: Mega Man 8-Bit Deathmatch - Archives release!
« on: June 07, 2017, 05:35:33 PM »
I went and individually packaged them.

https://mega.nz/#F!qkFg1ZYA!fQlEXt7_SsVutIVAYtKozA

Thanks Promestein! I'm doing the same by my side on Google Drive.

11
MM8BDM Discussion / Re: Mega Man 8-Bit Deathmatch - Archives release!
« on: June 07, 2017, 02:05:03 PM »
It might be a good idea to set up a MEGA or Google Docs folder so folks can pick and choose which versions they want to download. Downloading every version at once is kind of painful.

True. I'll make folders ASAP.

12
Hello there, fellow people of Cutstuff!

The four last days, I started looking for every version ever of MM8BDM. I compiled them into one zip file for legacy purposes, and also to let you discover what it was like before. You'll see how big the gap between versions is!

This archive contains the following versions:
    Alpha
    SGC Demo
    v1a
    v1b
    v1c
    v1d
    v1d-old
    v2a
    v2b
    v2c
    v3a
    v3b
    v4a
    v4b
    v4c
    v5a
    v5b
    v5c
    v5d
    v6a
    v6b



Before you ask, yes, I asked Mike if I could release this archive. Though what Mike doesn't want to see is outdated versions being hosted.

You can download the Archives on Google Drive

Have fun going back in time!

Don't forget to read the readme file, you'll find some details there.

Special thanks:
CutmanMike, for providing v2b specially for this pack.
Promestein, for providing the MEGA mirror, no longer in use.

EDIT (11/03/2023): Updated the Google Drive link to include all downloads for v6b: installer, 32bit and 64bit. Just use the appropriate one.

13
MM8BDM Discussion / Re: Download link for MM8BDM-v2b.zip
« on: June 06, 2017, 07:30:59 PM »
Okay nevermind, CutmanMike helped me getting v2b. Please lock this thread. Thank you.

14
MM8BDM Discussion / Download link for MM8BDM-v2b.zip
« on: June 05, 2017, 07:52:18 PM »
Hello there people!

I require your help about an older version of MM8BDM, the version v2b.
I found every other version by digging into every little site of the internet, but no sign of v2b. That is why I am asking you if you have said version: for legacy purposes. If you have that version, please give me the whole zip file.

Thank you for reading.

15
Rejected / Re: [Suggestion] Make a better ending for Megaman 7
« on: November 21, 2016, 11:59:39 AM »
I said wily machine 7 not the capsule.

I kinda understand that feeling of wanting more boss battles, but see, there are a lot of people who sure are disappointed because the bosses doesn't fit with what they had in mind... For example, some might be disappointed to fight Met Daddy instead of Cossack in his capsule; some are disappointed to have a regular deathmatch fight with Doc Robot instead of giving him special and proper moves, etc.

Although, the MM7 Chapter might feel bland and empty because there are no mini-bosses (Chapter 2, 4, 6...). But recently stuff was added, not to the campaign, but to the maps, making the MM7 set the biggest map selection of the game, along with the MM9 set. That may be why it feels "empty".

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