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Author Topic: MM8BDM V3b Released!  (Read 40479 times)

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September 04, 2013, 06:09:19 AM
Reply #180

Offline Korby

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Re: MM8BDM V3b Released!
« Reply #180 on: September 04, 2013, 06:09:19 AM »
Actually, the supports thing was a deliberate decision by the devteam. While I don't remember all the reasons, it was rather annoying when Rush and Eddie spawned above you and you couldn't use them, and it was possibly more annoying to enemies when Treble or Tango appeared out of nowhere and wrecked them.

September 04, 2013, 01:54:36 PM
Reply #181

Offline Knux

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Re: MM8BDM V3b Released!
« Reply #181 on: September 04, 2013, 01:54:36 PM »
So that's what it was? Oh, come ON. I made a nice little trick for such a thing, but when v3b came out, it broke.

I'll PM you with the details, Korby.

September 04, 2013, 10:53:46 PM
Reply #182

Offline Messatsu

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Re: MM8BDM V3b Released!
« Reply #182 on: September 04, 2013, 10:53:46 PM »
Of course telephoning actors go through 3d floors.  (Granted that was a massive pain due to engine bugs...unintended engine features) Ya don't exactly want to put eddie or rushjet into your opponents lap.  Not to mention it's not always obvious you're below a 3d floor (new gemini man for example)

September 05, 2013, 12:35:36 AM
Reply #183

Offline Beed28

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Re: MM8BDM V3b Released!
« Reply #183 on: September 05, 2013, 12:35:36 AM »
Is it just me or was the map for Toad Man's stage rotated 180 degrees?

Also, how was the mirror in Roll's room fixed? Was it switching to a different Node builder, or was the map converted to UDMF format (unlikely)?

September 05, 2013, 12:51:51 AM
Reply #184

Offline Ivory

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Re: MM8BDM V3b Released!
« Reply #184 on: September 05, 2013, 12:51:51 AM »
It was actually the activation linedefs that were the problem. I revamped the mechanics behind Roll's Wardrobe to help fix the problem. But no, neither Node Builders no UDMF would fix it.

September 12, 2013, 01:34:04 PM
Reply #185

Offline Beed28

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Re: MM8BDM V3b Released!
« Reply #185 on: September 12, 2013, 01:34:04 PM »
I suddenly got the idea to make it so that players emit air bubbles while they're underwater (thanks to the IsUnderwater flag item), except I can't visualise on how to make the bubble despawn when it reaches the non-solid 3D floor water surface.

September 12, 2013, 01:37:11 PM
Reply #186

Offline SmashTheEchidna

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Re: MM8BDM V3b Released!
« Reply #186 on: September 12, 2013, 01:37:11 PM »
Can you give the same underwater flag to the bubbles themselves?

September 12, 2013, 03:50:20 PM
Reply #187

Offline -FiniteZero-

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Re: MM8BDM V3b Released!
« Reply #187 on: September 12, 2013, 03:50:20 PM »
Well, in MM2, the bubbles don't go away when they hit air.

September 12, 2013, 04:33:14 PM
Reply #188

Offline Messatsu

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Re: MM8BDM V3b Released!
« Reply #188 on: September 12, 2013, 04:33:14 PM »
As water physics are currently implemented in game, bubbles that disappear when they hit air won't work.  It probably could be possible with some clever coding, but it'd likely be more of a hack.  Never say never of course, but it's not as straightforward as it might seem.

April 09, 2014, 11:46:05 AM
Reply #189

Offline SmashTheEchidna

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Re: foakleys
« Reply #189 on: April 09, 2014, 11:46:05 AM »
Quote from: "soxSedsursem"
Spoiler for Hiden:
*sniped*

SERIOUSLY. WHO ARE YOU PEOPLE. HOW AND WHY DO YOU KEEP COMING BACK.

April 09, 2014, 02:00:33 PM
Reply #190

Offline Beed28

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Re: MM8BDM V3b Released!
« Reply #190 on: April 09, 2014, 02:00:33 PM »
I just click the report button on them.

Also, you might want to edit out that quote (especially the hyperlinks).

April 09, 2014, 03:10:55 PM
Reply #191

Offline The_Broker

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Re: MM8BDM V3b Released!
« Reply #191 on: April 09, 2014, 03:10:55 PM »
I'll just close this thread to prevent any further bumps from spambots.