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Author Topic: MM8BDM V3b Released!  (Read 73618 times)

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August 20, 2013, 08:56:25 PM
Reply #165

Offline TailsMK4

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Re: MM8BDM V3b Released!
« Reply #165 on: August 20, 2013, 08:56:25 PM »
I can easily change my TLMS server to 4 teams, but no one really does the mode anymore without adding things like Classes to it.

August 29, 2013, 10:03:29 AM
Reply #166

Offline *Alice

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Re: MM8BDM V3b Released!
« Reply #166 on: August 29, 2013, 10:03:29 AM »
This might be a stupid question, but is Enker really supposed to be able to instagib you?

August 29, 2013, 02:45:56 PM
Reply #167

Offline Russel

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Re: MM8BDM V3b Released!
« Reply #167 on: August 29, 2013, 02:45:56 PM »
Damage handling on FastProjectile is kind of weird...Mirror Buster's highest level shot instagibs you in deathmatch...so it probably does here, too.
Honestly not sure if it was intended

August 29, 2013, 05:14:40 PM
Reply #168

Offline KillerChair

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Re: MM8BDM V3b Released!
« Reply #168 on: August 29, 2013, 05:14:40 PM »
Hey peoples!

I just came by to tell you how awesome i think the re-made levels have become.
Especially the magnetman stage! (those floating magnets are genius :3 )
Good job on this stuff.

August 29, 2013, 06:28:37 PM
Reply #169

Offline tsukiyomaru0

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Re: MM8BDM V3b Released!
« Reply #169 on: August 29, 2013, 06:28:37 PM »
Quote from: "Lego"
Damage handling on FastProjectile is kind of weird...Mirror Buster's highest level shot instagibs you in deathmatch...so it probably does here, too.
Honestly not sure if it was intended
It's not just FastProjectile, but also A_Stop and A_Recoil in the victim, remember? I think a possible fix for that could be adding an A_GiveInventory in the very first moment of a pain state related to that, which would give PowerProtection against that damage type for 2 to 3 tics. Perhaps only one tic would be enough, have to test it myself.

August 29, 2013, 08:15:06 PM
Reply #170

Offline Russel

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Re: MM8BDM V3b Released!
« Reply #170 on: August 29, 2013, 08:15:06 PM »
Ahem...Tsuki. A_Stop wasn't used in Pain states since v3a.
It has been this way for ever a year.
Please do everyone a favor and stop posting unless you know what the fuck you're talking about for a change.


This is getting reported, isn't it?
Don't care, it needed to be said.

August 29, 2013, 09:00:26 PM
Reply #171

Offline tsukiyomaru0

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Re: MM8BDM V3b Released!
« Reply #171 on: August 29, 2013, 09:00:26 PM »
Quote from: "Lego"
Ahem...Tsuki. A_Stop wasn't used in Pain states since v3a.
It has been this way for ever a year.
Please do everyone a favor and stop posting unless you know what the fuck you're talking about for a change.


This is getting reported, isn't it?
Don't care, it needed to be said.
I haven't touched megaman.txt much, so how the hell am I to know? Besides, A_Recoil is STILL being used, so my point is 50% or more accurate. Plus another correction: Damage handling on +RIPPER (ripping projectiles) is the odd one, not FastProjectiles.

August 29, 2013, 11:51:55 PM
Reply #172

Offline Russel

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Re: MM8BDM V3b Released!
« Reply #172 on: August 29, 2013, 11:51:55 PM »
My point is, if you're going to make an argument, please make sure you actually have the accurate information by checking your resources, especially when trying to debunk someone else's claim.

It's a simple hypothesis: Hitboxes or damage values become messed up when a projectile inherits from FastProjectile. It's remains a hypothesis as I have no evidence or experimentation to back up this claim, but Mirror Buster's highest powered shot instakills players when it is just a 5 damage ripper; its fast travel speed should not allow it to deal such large amounts of damage normally...yet...it instakills.

Also, upon review of the code, all of Enker's shots are literally just powered up normal shots, so he can instakill you.

September 03, 2013, 04:07:25 PM
Reply #173

Offline Beed28

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Re: MM8BDM V3b Released!
« Reply #173 on: September 03, 2013, 04:07:25 PM »
So what are we going to do with the release of Zandronum 1.2? Will there have to be a v3c that includes it? I'm just curious.

September 03, 2013, 04:28:36 PM
Reply #174

Offline tsukiyomaru0

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Re: MM8BDM V3b Released!
« Reply #174 on: September 03, 2013, 04:28:36 PM »
Considering how little it changes? Doubt a v3c or somethign will be needed.

September 03, 2013, 04:39:13 PM
Reply #175

Offline Laggy Blazko

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Re: MM8BDM V3b Released!
« Reply #175 on: September 03, 2013, 04:39:13 PM »
*coughcough*servercrashers*coughcough*

September 03, 2013, 05:05:26 PM
Reply #176

Offline Ivory

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Re: MM8BDM V3b Released!
« Reply #176 on: September 03, 2013, 05:05:26 PM »
There will be no v3c. All our efforts have been towards v4a content and we would have very little content to add in for a v3c. All we'll be doing is directing everyone to update to 1.2 on their own while re-bundling v3b with the new zandro version. But the dev team is still discussing the matter.

September 04, 2013, 01:47:58 AM
Reply #177

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Re: MM8BDM V3b Released!
« Reply #177 on: September 04, 2013, 01:47:58 AM »
Why is it that support items (Tango, Rush, Treble) fall through 3D floors now? That's just screwy.

September 04, 2013, 03:07:34 AM
Reply #178

Offline SmashTheEchidna

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Re: MM8BDM V3b Released!
« Reply #178 on: September 04, 2013, 03:07:34 AM »
Not just them; Sometimes you do, too. Usually happens when you teleport onto one.

September 04, 2013, 04:16:05 AM
Reply #179

Offline fortegigasgospel

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Re: MM8BDM V3b Released!
« Reply #179 on: September 04, 2013, 04:16:05 AM »
Telepoints need to be placed a little over the 3d floor (as in not perfectly aligned) and make sure to use the Z-Height one.  Spawn points can't be placed on them. So try to keep these in mind.

As for the supports, no idea.