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Author Topic: [Old thread] Chaos Generator Upgraded Ver. M  (Read 156281 times)

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January 16, 2016, 04:16:36 AM
Reply #285

Offline MattNoack

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Re: [Update?!] Chaos Generator Upgraded Ver. H
« Reply #285 on: January 16, 2016, 04:16:36 AM »
Is there any chance someone could give me a download for ver. H? Sendspace is saying the file is unavailable.

January 16, 2016, 03:04:56 PM
Reply #286

Offline Beed28

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Re: [Update?!] Chaos Generator Upgraded Ver. H
« Reply #286 on: January 16, 2016, 03:04:56 PM »
There's a mirror on best ever:
http://www.best-ever.org/download?file= ... ded_vh.wad

Just beware that there may be some stuff broken, and I don't feel like fixing them anytime soon.

April 01, 2016, 12:49:30 AM
Reply #287

Offline Mysterii Takashi

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Re: [Update?!] Chaos Generator Upgraded Ver. H
« Reply #287 on: April 01, 2016, 12:49:30 AM »
Quote from: "Beed28"
Just beware that there may be some stuff broken, and I don't feel like fixing them anytime soon.

Script error, "chaosgenerator-2_upgraded_vh.wad:DECORATE" line 240:
Parent type 'ConfettiSpawner' not found in ConfettiSpawnerParty
Script error, "chaosgenerator-2_upgraded_vh.wad:DECORATE" line 253:
Parent type 'RandomWeapon' not found in RandomWeaponParty
Script error, "chaosgenerator-2_upgraded_vh.wad:DECORATE" line 407:
Parent type 'Eddie' not found in EddieRained
Script error, "chaosgenerator-2_upgraded_vh.wad:DECORATE" line 443:
Parent type 'RandomWeapon' not found in RandomWeapon2
Script error, "chaosgenerator-2_upgraded_vh.wad:DECORATE" line 573:
Parent type 'QuickBeam' not found in QuickBeam3

Execution could not continue.

Script error, "chaosgenerator-2_upgraded_vh.wad:DECORATE" line 573:
Replaced type 'QuickBeam' not found in QuickBeam3


that's what popped up when I tried loading the wad

April 01, 2016, 01:24:33 AM
Reply #288

Offline fortegigasgospel

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Re: [Update?!] Chaos Generator Upgraded Ver. H
« Reply #288 on: April 01, 2016, 01:24:33 AM »
I don't think this is compatible with the current version of 8bdm properly. As sad as it is. Beed also has expressed no interest in updating this further.

July 30, 2016, 04:15:43 PM
Reply #289

Offline DarkClawXD

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Re: [Update?!] Chaos Generator Upgraded Ver. H
« Reply #289 on: July 30, 2016, 04:15:43 PM »
Hey, is this still a thing, aside updating it for new version compatibility?
Maybe we could add some more ideas...

September 04, 2016, 02:48:48 PM
Reply #290

Offline Xhatahx

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Re: [Update?!] Chaos Generator Upgraded Ver. H
« Reply #290 on: September 04, 2016, 02:48:48 PM »
Maybe it could, and I'd like to see this go on, maybe work on it myself. Problem is that I can't download the newest version. The link doesn't work.
Oddly enough, I could download the older versions, but not Ver. H. :confused:

September 08, 2016, 09:32:56 PM
Reply #291

Offline Xhatahx

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Chaos Generator Upgraded Ver. I
« Reply #291 on: September 08, 2016, 09:32:56 PM »
I'd like to see this go on, maybe work on it myself.

Well, here it is.

Changes in Ver. I
(click to show/hide)

I plan to include INFINITE AMMO and IRON FEET some time later.

EDIT: It was a stupid idea to throw this out in two days. Regardless, I hope I can revive this mod.

September 09, 2016, 12:56:32 AM
Reply #292

Offline Beed28

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Re: [Update?!] Chaos Generator Upgraded Ver. H
« Reply #292 on: September 09, 2016, 12:56:32 AM »
EDIT: It was a stupid idea to throw this out in two days. Regardless, I hope I can revive this mod.
Don't worry. I'm sure with time, you can fix things that's probably catastrophically broken. :)

By the way, feel free to nuke the frag counter script. I don't know what was going through my mind when I added it at the time, and it was probably doing more harm than good.


* CHAOSHUB: Flags? I don't need no flags!
The flags were there to allow the hub to be compatible with CTF mode (which even includes a separate teleporting room for all the CTF maps)

September 09, 2016, 08:04:25 AM
Reply #293

Offline Xhatahx

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Re: [Update?!] Chaos Generator Upgraded Ver. H
« Reply #293 on: September 09, 2016, 08:04:25 AM »
(click to show/hide)

September 09, 2016, 11:06:59 AM
Reply #294

Offline Beed28

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Re: [Update?!] Chaos Generator Upgraded Ver. H
« Reply #294 on: September 09, 2016, 11:06:59 AM »
(click to show/hide)
(click to show/hide)

September 10, 2016, 05:03:52 AM
Reply #295

Offline Gumballtoid

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Re: [Update?!] Chaos Generator Upgraded Ver. H
« Reply #295 on: September 10, 2016, 05:03:52 AM »
Guess it's worth noting that MM7STR isn't available in the hub. Maybe use Bass's mugshot to represent it? I dunno.

Still, it was refreshing to play after so long. I plagued one match with Icy Terrain + Thin Air + Low Gravity.

September 10, 2016, 08:52:43 AM
Reply #296

Offline Xhatahx

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Re: [Update?!] Chaos Generator Upgraded Ver. H
« Reply #296 on: September 10, 2016, 08:52:43 AM »
Noted. So far, the changelog for ver.J is:

-Infinite Ammo effect(guess what it does)
-Iron Feet effect(negate sector damage)
-Energy Drought effect(removes health and ammo pickups, doesn't remove weapons)
-Met Swarm effect(like Dead Rising, but more adorable)
-Add easter eggs to two MM5 levels
-Fix a bug that makes the New Base Weapon weapons in the hub disappear in LMS
-Remove Black Hole Bomb from New Base Weapon
-Add Junk Shield to New Base Weapon
-Add a certain new weapon to New Base Weapon
-Fix a bug with Concrete Shot in Jelly World
-Fix Kyorown/Eddie/Zombieg teleporting behaviour
-Remove the frag counter script(ya happy now, Beed?)
-Add MM7STR to the hub
-Replace MM2DW3's "mugshot"
-Make a certain secret passage hidden on the automap
-Make the master randomly selected
-Make non-master players partially transparent
-Add a huge hud message to declare who the master is
-Fix the blue pixels around the random mugshot
-Add Rollbrine
-Remove Rollbrine

A good bit of the list is completed. I'd love to hear suggestions for what I can add as well. I will start working on it on Monday, I'm stuck at my dad's house with only my phone.

September 10, 2016, 11:44:10 AM
Reply #297

Offline Yoshiatom

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Re: [Update?!] Chaos Generator Upgraded Ver. H
« Reply #297 on: September 10, 2016, 11:44:10 AM »
I plagued one match with Icy Terrain + Thin Air + Low Gravity.

Half the problem was that everyone was spamming dive missile.  :roll:

I see You're working on adding a new features, although there are few bugs I'd like to see fixed:

(click to show/hide)
- Eddie storm (as well as Kygwon storm and Zombies) is half broken; most eddies seem to glitch through the teleport animation and not finish spawning.

-Roll's dialogue doesn't seem to show up on the server I hosted, although it still plays the chat sound effect.

-Black Hole Bomb isn't effected by spread fire, very disappointing.  :(  (Thunder Beam also seems to not be affected)

-The Master choosing also seems to be broken; it seems to stick to client 0 all the time. (perhaps it should choose the winner of the last match?)

-What's with the "mugshot" of MM2DW3? I'd use CBM's alien mugshot if they didn't mind you borrowing it.

-The random ? mugshot has blue pixels around. Super nitpicky I know...

September 10, 2016, 01:33:14 PM
Reply #298

Offline Xhatahx

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Re: [Update?!] Chaos Generator Upgraded Ver. H
« Reply #298 on: September 10, 2016, 01:33:14 PM »
-Roll's dialogue doesn't seem to show up on the server I hosted, although it still plays the chat sound effect.
That's a weird glitch. I haven't changed anything about Roll's dialogue, and Beed seems to not have seen this glitch before. Did other players notice this glitch as well? My best guess is a screen size error that can be fixed by going to the Options menu of this game or perhaps the monitor.
-The Master choosing also seems to be broken; it seems to stick to client 0 all the time. (perhaps it should choose the winner of the last match?)
It isn't broken. Beed has officially stated that it works by picking the first player that isn't a bot. But you're smart in your assumptions: I can add to the chaos by picking a random player as the master. Picking it based on frags is also possible, but not as easily.

September 10, 2016, 01:44:40 PM
Reply #299

Offline Gumballtoid

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Re: [Update?!] Chaos Generator Upgraded Ver. H
« Reply #299 on: September 10, 2016, 01:44:40 PM »
It would be great if it were a random player each time. Perhaps even print a large hud message on their screen so they're aware they're up. I can easily see some less observant players not noticing right away.

EDIT: I just noticed the jump canceller is taken away in the hub. It's not hugely important but I think it ought to be fixed.