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Messages - Celebi

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1
Projects & Creative / Class Based Modification (v9gh)
« on: October 03, 2023, 02:17:27 AM »


Class Based Modification [CBM]
Colloquially known as Class based modification or just "classes" in the past, CBM aims to take as many important characters in the Classic Mega Man series, and create a playable multiplayer class out of them with certain creative liberties and design choices, using input and feedback from the community.

For tips, or just plain questions, please visit the Discord server dedicated to this mod. Thankers.
CBM Official Discord


Download Latest Version (v9gh)!
Currently only compatible with Mega Man 8-Bit Deathmatch V6B.

Changelog!

Download Taunts!
NOTE: You must put this file into your skins folder!


(click to show/hide)

(click to show/hide)


2
Projects & Creative / Re: Class based modification (v8d)
« on: February 03, 2019, 09:06:07 AM »
A copy from the discord announcements with tweaks.

Quote
v9e announcement
This release features a bunch of tunes ups for several classes, along with two new classes, Auto and RaThor!

v9eh announcement
A hotfix was done to quickly fix some team related ACS for specific classes, along with touching up the two newest classes. So enjoy version 9 eh?

Changes can be seen in the internal changelog, the pastebin, or in the #changelog channel.
TSPG download for classes-v9eh.pk3

Taunt file has been updated to include RaThor's taunts and volume++ Pump's taunts.
TSPG download for classes-tauntsv8.pk3

3
Projects & Creative / Re: Class based modification (v8d)
« on: November 26, 2018, 05:48:18 PM »
A copy from the discord announcements with tweaks.

Quote
@everyone
Didn't take ages this time for a set of changes, but it should of come sooner!
Changes can be seen in the internal changelog, the pastebin, or in the #changelog channel.
TSPG download for classes-v9dh.pk3

The taunt file was fixed for a taunt or two. Along with a set of bonus taunts for the main eight MM8 classes.
TSPG download for classes-tauntsv7.pk3

4
Projects & Creative / Re: Unholy Hot Fix is now a thing!
« on: May 05, 2018, 04:03:54 PM »
I'd like to point out that I technically didn't give 'full' permission.  I only offered help with coding questions or issues ran into.

Quote from: Conversation with Clock
Celebi - 04/26/2018
Ok, heres my official stance on it.
I don't want it to happen, but if you bunch do it, I'm not going be all 'ban ban'.  You can play it privately and thats fine by me.

However, if you bunch have questions or need help.  Don't be afraid to ask
I'm always willing to help

Otherwise, be prepared when the main CBM file updates, you will have to update your patch most likely.

5
Projects & Creative / Re: Class based modification (v8d)
« on: November 06, 2017, 02:44:02 AM »
Again since Max (Yellow Devil) isn't updating the first post, here is a copy paste from the discord.

Here are newer taunts. Make sure to remove older taunts from your skins folder so no conflictions happen!
http://www.mediafire.com/file/v9pijy5pqhdyha1/classes-tauntsv5.pk3

6
Projects & Creative / Re: Class based modification (v8d)
« on: July 06, 2017, 02:31:11 AM »
I thought Yellow Devil (Max) would of included the updated taunt pack.  This is it.
http://www.mediafire.com/file/h3rdokg9hkfsgd9/classes-tauntsv4.pk3

7
Projects & Creative / Re: Unholy Classes/Bosses (V7A-Beta1)
« on: May 14, 2017, 11:52:52 PM »
(click to show/hide)
This version sadly does not work on older versions of Zandronum.  You need to use the 3.0 development build found on Zandronum's website.

8
Projects & Creative / Re: Unholy Classes/Bosses (V7a-beta)
« on: May 14, 2017, 02:53:46 AM »
A bump to inform of the release of v7A-beta1 for both the boss/class file. Links and patch notes can be found on the first post.

9
Projects & Creative / Re: Class based modification (v8d)
« on: March 12, 2017, 10:40:40 AM »
Someone informed me that there is a group of players who are unable to get the latest beta due to Discord being unable to work for them, along with TSPG being down. So a direct link to the discord download for those specific players can be found below.
classes-v8e-beta3.pk3

10
Projects & Creative / Re: Class based modification (v8d)
« on: February 23, 2017, 12:58:57 AM »
http://allfearthesentinel.net/download?file=classes-v8e-beta1.pk3

Hey everyone, its time for another public beta for the next version.  The patch notes can be found here.

http://pastebin.com/raw/K8W6Fu8Y

There are quite the number of changes for this version. Be sure to try them all out!

11
Projects & Creative / Re: Official+ Unholy Classes/Bosses Thread (V7a-beta)
« on: November 01, 2016, 03:31:45 AM »
Happy Halloween!

Time for a beta of the final version of JUST the classes file. This is still in the works and the boss file still needs to be ported to the mm9 update of the core.  Be sure to report any issues you find, and have fun! (Note, this is probably not compatible with the old boss file)

[TSPG] download: Link

Changelog:Pastebin



12
Projects & Creative / Re: Class based modification (v8c)
« on: September 06, 2016, 03:33:01 PM »
Why not give Trucker Joe Darkman1 physics to compensate?
There is no available method to change the MaxStepHeight of a class other than through morphing.  (There will be in the distant future after Zdoom adds version 1d286d5 and Zandronum incorporates it.)  Otherwise Joe would have the same step height all the time.

13
Projects & Creative / Re: Class based modification (v8c)
« on: September 06, 2016, 02:11:36 PM »
Think it would be a good idea to remove the jumping ability from Trucker Joe? Atleast give a reason to use apache joe other than getting to high areas to spam grenades from considering how powerful the power up is
The problem with that is it makes it useless in many scenarios. (Example with the screenshot below, the Trucker is trapped without a jump.)  Even a half jump (like HyperStormH running) would be awfully limiting and could result in the player being trapped in certain maps.
(click to show/hide)
Now if only he could somehow steal the weapon pickups as well to add to his haul, that will be golden.
Pirateman can steal weapon pickups dropped by players, but not the map placed ones.

I'm loving how Trio's working in both concept and execution, but I'm not sure I understand the logic behind certain weapons getting certain rages (Super Arm getting Giga Homing Sniper, Needle Cannon getting Giga Water Balloon, and a few others that I'll have to refresh my memory on).
Jax decided most of the Giga attack to weapon type, other than the bonus weapons which I did.  They're grouped to best match types (fire weapons = Flame Sword) while also following the system of every weapon from that 'game' is a different Megaman 8 like weapon.  (e.g. All the Megaman 3 weapons combined can use all eight different Giga attacks.)  Otherwise the weapons were matched with the general style of the MM8 weapon.  An example being Needle Cannon, its a rapid weapon similar to Water Balloon.

14
Projects & Creative / Re: Official+ Unholy Bosses Thread (V6ah + hotfix)
« on: August 09, 2016, 06:11:30 PM »
The hotfix is broken, something to do with Sharp Rocket. It's causing Zandronum to abort startup.
Are you certain you are loading the fix after the classes and boss file?  The fix file is only a patch, without the classes and boss files, it will lead to errors, one of the first ones being about SharpRocket.

15
Projects & Creative / Re: Class based modification (v8c)
« on: July 21, 2016, 05:56:46 AM »
A set explosion is an extra option on the A_Explode function.  A_Explode has the following variables; explosiondamage, explosionradius, flags, alert, and fulldamageradius. (We don't use the rest)  The first two are pretty straight forward what they mean and flags/alert can be ignored.  Fulldamageradius is the the size of the explosion where it will do full damage.  Explosions do less damage the further away from the center you are.  Fulldamageradius shifts that center of damage outward.  An example, we have a HyperBomb that explodes for 100 damage, has a explosion size of 200, and a set explosion size of 50.  Any player within 50 units (not sure of the correct term) will take the full 100 damage, any player between 51/200 units will take 99 or less damage, depending on far away from the 50 units center they are.

So to answer each questions in simple terms, yes it makes damage consistent if the enemy is within the radius, it does not buff the damage but instead shifts the max damage radius over and adjusts the outward scaling damage, it does not reduce the damage whatsoever, and see above.

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