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Author Topic: Justified Classes v4b Beta 14  (Read 369986 times)

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January 11, 2017, 11:19:11 PM
Reply #1335

Offline Trillster

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Re: Justified Classes v4a
« Reply #1335 on: January 11, 2017, 11:19:11 PM »
Actually work the same if you have a mod that make every projectile bounce indefinitely (or at least till it hits a player but ripping projectiles won't disappear after than though).

You keep bringing this up as an example or comparison to this situation, but I don't think you're actually aware of how these work in core MM8BDM. So I'll help you out here and break the code down to show why this isn't a valid comparison.

Code: [Select]
actor MegaBallKicked
{
PROJECTILE
+HEXENBOUNCE
-NOGRAVITY
+FORCEXYBILLBOARD
+BOUNCEONACTORS
scale 2.5
height 16
radius 16
damage(30)
bouncecount 10
bouncefactor 0.9
wallbouncefactor 0.9
Gravity 0.50
speed 40
seesound "weapon/megaball"
damagetype "MegaBall"
Obituary "$OB_MEGABALL"

So meet Mega Ball, it's your standard run of the mill gravity affected bouncing projectile. You see, core MM8BDM has fail safes already put into play for the case of this projectile not dying on walls. Going down the list, there's set values and flags which dictate how the projectile act.

PROJECTILE - This gives you standard projectile flags, the whole go through rails and stuff.
+HEXENBOUNCE - This dictates the style of bouncing that this projectile undergoes.
+FORCEXYBILLBOARD - This is irrelevant for the point but this makes it so that it actually appears from the top, a ball shape.
+BOUNCEONACTORS - This gives Mega Ball its defining characteristic of bouncing off of players.
scale 2.5 - This simply just upscales the sprite to be player-sized.
height 16 - Sets the height of the projectile.
radius 16 - Sets the radius of the projectile, so half of a circle
damage(30) - Self-explanatory enough, makes it do 30 damage.
bouncecount 10 - This is where the fail safe comes in, this projectile will always stop after 10 bounces, meaning it doesn't go forever.
bouncefactor 0.9 - This says that every time Mega Ball bounces, it gets just a bit slower.
wallbouncefactor 0.9 - Same as above, except explicitly for walls.
Gravity 0.50 - This sets the gravity scale.
speed 40 - Simple enough again, just sets the speed to 40.
seesound "weapon/megaball" - This says that every time Mega Ball bounces, it'll play the sound "weapon/megaball."
damagetype "MegaBall" - This sets a special damagetype that hurt players will go into when hurt.
Obituary "$OB_MEGABALL" - Finally, this is just the message that plays whenever a player is killed by this weapon.

As you can see, there's plenty of checks put into all weapons of core to ensure this type of projectile immortality doesn't happen. JC however, had none of this. As many others have said, this wasn't just your simple projectile spam. A player could spectate and keep their projectiles out forever. This didn't just lag out servers, this murdered them. While a simple timer could fix this issue, it's not the best solution. The easier and much more efficient solution to this would just be having the projectiles actually disappear upon spectating. Several hotfixes were released to do this, but they haven't amended everything yet. For example, Galaxy Man still makes levels into nothingness as he flies through out of bounds areas. There's also just various examples of things feeling unpolished, such as Snake Man being forced to jump while using his alt or Aqua Man needing to jump just to use his geyser.

January 12, 2017, 01:54:38 AM
Reply #1336

Offline Endymion

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Re: Justified Classes v4a
« Reply #1336 on: January 12, 2017, 01:54:38 AM »
A friend of me (who is a big Doom fan but also loves every mod of it) made a mod just for fun. It is about using the Bass Buster as a bouncing weapon. I mention this because the effect was the same but required a lot of time to happen. A lot of non "despawning" projectiles as others said. And just to make sure we also summoned a lot of other things because it is fun running into sure death.

January 12, 2017, 04:08:02 PM
Reply #1337

Offline Fyone

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Re: Justified Classes v4a Hotfix 3
« Reply #1337 on: January 12, 2017, 04:08:02 PM »
Sorry for the late response guys, hotfix 3 now released to fix the bugs.

Download here!

January 12, 2017, 04:40:51 PM
Reply #1338

Offline Xhatahx

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Re: Justified Classes v4a Hotfix 3
« Reply #1338 on: January 12, 2017, 04:40:51 PM »
Small problem:

(click to show/hide)

Perhaps it's because I'm using the Zandronum 3.0 alpha. I don't know.

January 12, 2017, 06:15:33 PM
Reply #1339

Offline Endymion

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Re: Justified Classes v4a Hotfix 3
« Reply #1339 on: January 12, 2017, 06:15:33 PM »
Awesome, thanks for the hard work. :)

===EDIT===

Search Man if the AI control it always use the fully charged Search Missile. However it never shots out the missiles, instead spam the targeting symbol everywhere.

===EDIT 2===

May I suggest something? I know this isn't an "official game legit" change but would be awesome if Quint could use his buster. I thought it could work like Buster Rod G's: anytime when you hope one with Sakugarne he gain a little energy for a secondary bar. Then you could switch between Sakugarne and buster, using buster will drain that secondary energy gauge. This is just an idea came into my mind when we played a Quint vs. Quint duel with my friend and it basically was a tie all the time.

February 19, 2017, 09:53:49 PM
Reply #1340

Offline SpringSonic1987

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Re: Justified Classes v4a Hotfix 3
« Reply #1340 on: February 19, 2017, 09:53:49 PM »
Can you do something about Rock's pallete?
(click to show/hide)
(click to show/hide)
(click to show/hide)

Also, these guys have inaccurate palletes.
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)

February 20, 2017, 07:55:21 PM
Reply #1341

Offline Endymion

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Re: Justified Classes v4a Hotfix 3
« Reply #1341 on: February 20, 2017, 07:55:21 PM »
I noticed it too, and also occurs with King, but only in the singleplayer house. During deathmatch there is no problem with the pallettes.

February 20, 2017, 11:47:25 PM
Reply #1342

Offline Beed28

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Re: Justified Classes v4a Hotfix 3
« Reply #1342 on: February 20, 2017, 11:47:25 PM »
Why do most of the weapons in this annoyingly have +WEAPON.NOAUTOAIM when they don't need really it (the Mega Buster, for example)?

February 21, 2017, 05:49:44 PM
Reply #1343

Offline SpringSonic1987

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Re: Justified Classes v4a Hotfix 3
« Reply #1343 on: February 21, 2017, 05:49:44 PM »
I noticed it too, and also occurs with King, but only in the singleplayer house. During deathmatch there is no problem with the pallettes.
I still demand a fix since this is a huge bug. As for Rock's skin pallete it still has the mistake on Deathmatch.

February 23, 2017, 03:05:01 PM
Reply #1344

Offline Endymion

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Re: Justified Classes v4a Hotfix 3
« Reply #1344 on: February 23, 2017, 03:05:01 PM »
Well, it definitelly have to be fixed one time. Also I hope Quint will change a little, a Quint Buster with rechargable ammo would be awesome. Either he have to pick up energy capsules or by hopping with Sakugarne it charge a little.

March 25, 2017, 06:14:37 PM
Reply #1345

Offline Scounter

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Re: Justified Classes v4a Hotfix 3
« Reply #1345 on: March 25, 2017, 06:14:37 PM »
I tried to download it and it said ''404 The content you are looking for is not found.'' Does anyone know why ?

March 26, 2017, 10:09:31 PM
Reply #1346

Offline Endymion

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Re: Justified Classes v4a Hotfix 3
« Reply #1346 on: March 26, 2017, 10:09:31 PM »
Because the file is down. I doesn't have permission to upload it or creat mirrors but you can try search with the filename: justifiedclasses-v4a-hotfix3.pk3

April 17, 2017, 03:27:46 AM
Reply #1347

Offline ice

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Re: Justified Classes v4a Hotfix 3
« Reply #1347 on: April 17, 2017, 03:27:46 AM »
Just a suggestion for Sniper Joe, would it be possible to give the swinging for the hammer joe weapon a close range damaging effect? Right now it's probobly the least useful weapon as all it does is stun targets for someone else to get a kill steal from you and by the time you CAN fire any weapons while they're stuned, they've already broken free and ran off.

Right now how the weapons are
Starting buster: Hard to get kills with the low RoF you mostly have to pray you get a kill or get a full bar before somebody kills you. I'd suggest removing the 3rd shot pause altogether

Crystal Joe: Sortof okayish, the crystal sadly blocks your entire view making aiming it difficult, it also makes the shield redundant. I'd suggest making the crystal more of a "wireframe" outline so you can see what you're doing

Grenades: Holy crap these things take forever to explode, you mostly have to hit the target dead on or hope the explosion hits somebody, I'd suggest making them somewhat more like napalm bomb in terms of detonation timing

Skeleton Joe: The bones are actually pretty okay for what they do, no real changes other than maby make the bounce height set instead of having them bounce insanely high completely over your target

Hammer Joe: As stated above, largely useless if you're hoping to get a kill in a group, add some sort of close range AoE to it

Electric Joe: Pretty much god teir, high powered ground hugging spreading ripper AND a close range AoE. I... can't really think of any changes to be honest, the weapon's fun to use and has no real drawbacks to it which I think is what makes it outshine everything else

Machinegun Joe: The other god teir weapon. A large energy capsule fills this thing instantly AND has a crapload of ammo, add the stunlock and hoooo boy. I'd say probobly nerf the ammo you get from capsules slightly and probobly remove the stunlock

April 29, 2017, 08:48:52 AM
Reply #1348

Offline UltimateChimichanga

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Re: Justified Classes v4a Hotfix 3
« Reply #1348 on: April 29, 2017, 08:48:52 AM »
I'm not sure if anyone gives a shit about the bot rush mode, but I found a few bugs in it. Alien and Wily both came out as Bubble Man for me, and if Mercury uses the attack where he turns to slime, he stays in slime form and can't be killed.

May 04, 2017, 04:58:43 PM
Reply #1349

Offline Mikael_Fernandes

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Re: Justified Classes v4a Hotfix 3
« Reply #1349 on: May 04, 2017, 04:58:43 PM »
While fighting against the bot, i found out how cheap Quick-Man is with quick boost. He simply spams it like no end, and since the bots have some weird bot aim feature, he will simply melt anything