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Author Topic: [Old thread] Chaos Generator Upgraded Ver. M  (Read 155671 times)

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September 30, 2016, 02:05:14 AM
Reply #330

Offline Gumballtoid

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Re: [Under New Management] Chaos Generator Upgraded Ver. J
« Reply #330 on: September 30, 2016, 02:05:14 AM »
Contrary to what some may believe, constantly having one's orientation thrown off by the infernal shaking is less fun than it is infuriating. The same goes for Lock On Autoaim.

Yeah, I get that chaos is the name of the game here, but it's a fine example of an effect that draws far too much focus from the game for the very sake of being chaotic. More tame effects, like Icy Terrain or Thin Air, still give the player some semblance of control; there is room to adjust to the conditions, or even use them to one's advantage.

October 07, 2016, 11:15:39 PM
Reply #331

Offline nehuenloco

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Re: [Under New Management] Chaos Generator Upgraded Ver. J
« Reply #331 on: October 07, 2016, 11:15:39 PM »
Gonna check it out!  :mrgreen:

October 09, 2016, 10:41:50 PM
Reply #332

Offline Xhatahx

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Nam daed no em nrut
« Reply #332 on: October 09, 2016, 10:41:50 PM »
Gonna check it out!  :mrgreen:
Be my guest!
Just don't play it in Last Man Standing or Team Last Man Standing. It doesn't work there.

October 10, 2016, 01:27:46 PM
Reply #333

Offline Xhatahx

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Re: [Under New Management] Chaos Generator Upgraded Ver. K
« Reply #333 on: October 10, 2016, 01:27:46 PM »
sorry for the double post

Ver.K-beta-hotfix Released!(Zandronum 3.0 required, play at your own risk)

Changes in Ver. K-beta-hotfix
(click to show/hide)

EDIT: Replaced it with a hotfix that doesn't swarm the map with Eddies when you use Charade Clone.

October 10, 2016, 04:57:40 PM
Reply #334

Offline Beed28

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Re: [Under New Management] Chaos Generator Upgraded Ver. K
« Reply #334 on: October 10, 2016, 04:57:40 PM »
Updated the OP.

October 10, 2016, 05:02:58 PM
Reply #335

Offline Xhatahx

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Re: [Under New Management] Chaos Generator Upgraded Ver. K(-beta-hotfix)
« Reply #335 on: October 10, 2016, 05:02:58 PM »
Can you please add "-beta-hotfix" onto the topic name? Because that's what it is, and what I typed onto the end of the file.
I was waiting for MM8BDM v5b to happen and I decided "Why not give them an early gift?"

Also...
How to run
Simply add chaosgenerator-2_upgraded_vJ.wad. That's it!
You might want to update that.

October 10, 2016, 05:39:38 PM
Reply #336

Offline Beed28

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Re: [Under New Management] Chaos Generator Upgraded Ver. K-beta-hotfix
« Reply #336 on: October 10, 2016, 05:39:38 PM »
Can't believe I missed that.

October 10, 2016, 06:12:03 PM
Reply #337

Offline Xhatahx

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Re: [Under New Management] Chaos Generator Upgraded Ver. K-beta-hotfix
« Reply #337 on: October 10, 2016, 06:12:03 PM »
Another error I just noticed...
So I decided to tweek and add more and more features
So you're a South Park fan?
Can't believe I missed that.
Since 2012.


EDIT: You remember the effect disabling poll I set up? The reason I picked Weebly to host that poll is because I can see the IP addresses, and see if someone voted twice. I can also see from where the IP addresses are from(I promise I'll keep the addresses a secret), which is kinda interesting. There are 3 from the USA, one from France, one from the UK, one from Mexico, and one from Poland. Kinda neat seeing it's not just English speaking countries.

The voting results aren't interesting however: Lock on Autoaiming is still disabled, and all other effects remain enabled. The poll is still going in case more people want to chip in.

October 10, 2016, 07:31:10 PM
Reply #338

Offline Beed28

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Re: [Under New Management] Chaos Generator Upgraded Ver. K-beta-hotfix
« Reply #338 on: October 10, 2016, 07:31:10 PM »
It was a typo, actually. I never watch South Park.

October 10, 2016, 08:26:46 PM
Reply #339

Offline Xhatahx

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Re: [Under New Management] Chaos Generator Upgraded Ver. K-beta-hotfix
« Reply #339 on: October 10, 2016, 08:26:46 PM »
That was a joke.
Another error I just noticed...
This is an interesting conversation.

EDIT: Hey, might as well. It's just a beta.

Changes in Ver. K-beta-hotfix-2(what a long file name)
(click to show/hide)

November 04, 2016, 12:01:47 AM
Reply #340

Offline DarkClawXD

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Re: [Under New Management] Chaos Generator Upgraded Ver. K-beta-hotfix
« Reply #340 on: November 04, 2016, 12:01:47 AM »
Hey, can somebody please help me with downloading Chaos Generator? I'm still having issues downloading it. SmartScreen isn't working, and I just can't find any means to download it from Weebly...Can someone send it to me via email? thanks...

November 23, 2016, 08:10:14 PM
Reply #341

Offline ServantofCygnus

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Re: [Under New Management] Chaos Generator Upgraded Ver. K-beta-hotfix
« Reply #341 on: November 23, 2016, 08:10:14 PM »
Well, time for me to ask this already.

As it stands, loading any CBM version with Chaos Generator has two effects depending on wad order: either no Chaos Generator effects work at all, or the game spam-spawns Eddies quickly enough to crash any server or client at will.

is CBM compatibility potentially a thing eventually? That would require the removal of new base weapon effects and probably other effects to work - be it from the entire wad, or only when a CBM version is loaded, I don't know - but it'd be nice to know if it is a thing planned or not.

December 13, 2016, 07:55:02 PM
Reply #342

Offline MegaVile

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Re: [Under New Management] Chaos Generator Upgraded Ver. K-beta-hotfix
« Reply #342 on: December 13, 2016, 07:55:02 PM »
* DARK LIGHTING: Now fades in and out
Do I sense a SHR++ similarity

December 14, 2016, 03:59:53 PM
Reply #343

Offline Hilman170499

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Re: [Under New Management] Chaos Generator Upgraded Ver. K-beta-hotfix
« Reply #343 on: December 14, 2016, 03:59:53 PM »
Hello there. Um, this is a minor nitpick, but I have a suggestion:
You know how Roll is supposed to talk to you in CHAOSHUB? As we all know, it's invisible in Multiplayer. This is because the Log command is run by the server, making clients unable to see the message.
However, this can be rectified really easily. To make Log messages visible in a server, the Log command itself has to be run by a script type CLIENTSIDE.
Code: [Select]
Script <insert number> (arguments) CLIENTSIDEThat way, the command will be run by the client, making clients able to see the message. Thanks in advance for taking time to read this.

December 15, 2016, 06:12:46 PM
Reply #344

Offline Xhatahx

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Re: [Under New Management] Chaos Generator Upgraded Ver. K-beta-hotfix
« Reply #344 on: December 15, 2016, 06:12:46 PM »
is CBM compatibility potentially a thing eventually?
No. MMRF was simple to adapt my wad to. CBM, on the other hand, is so ridiculously complicated that I could probably spend an entire week modifying my wad without any progress.
Do I sense a SHR++ similarity
Just a coincidence.
You know how Roll is supposed to talk to you in CHAOSHUB? As we all know, it's invisible in Multiplayer.
Originally, I thought this was a screen problem when it came up here.
Anyway, fixed.