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Messages - Gumballtoid

Pages: [1] 2 3 ... 187
1
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: October 17, 2019, 05:26:11 PM »
I'm curious about where Super Adaptor stands at this point. Did it get any changes to compensate for Treble Boost's directional dashes, or does a fast, homing charged shot already kinda even the odds?

2
MM8BDM Discussion / Re: Binding
« on: June 10, 2019, 06:52:59 PM »
I'm sure you know that when coloring your name or a message in the chat, you use the backslash '\' followed by 'c' and a color code of your choice.

When typing anything in the console, the backslash serves as your escape character. This basically means that, when processing the console command, the backslash tells the game, "Hey, use the 'literal' version of the next character you see." This means that, rather than using the next character as part of the command's syntax (if applicable), it just includes the next character in the command itself.

For many characters, this means nothing really changes. However, since you need a backslash to enter a color code, you need to use the escape character. This means that you simply need two backslashes--the first is your escape character, and the second begins your color code. If done correctly, your command should look something like this:

Code: [Select]
bind Z "say \\cgBring on the pizza!"
The backslash escape character is also useful when creating nested console commands, where you would need to use them on the inner quotes to prevent the command from being misread.

I hope this answered your question. Otherwise, you can defer to this tutorial: http://cutstuff.net/forum/index.php?topic=6237.0

3
Mega Man Discussion / Re: What's your favorite robot master???
« on: June 07, 2019, 08:03:35 PM »
It's probably a toss-up between Dive Man and Enker, but honorable mentions include Air Man and Block Man.

4
Projects & Creative / Re: Map Details - Custom
« on: May 17, 2019, 08:24:59 PM »
It sounds like you're talking about map cards.

The reason a map card from another map appears is because of a special script that runs each time a map loads. This script updates console variables that store map card information, using information from the new map. If your custom map doesn't have this script, the console variables will not update, and information from a previous map will be used to create the map card instead.

I know that's a mouthful, but the gist of it is that you need to add a script to your map. Refer to this tutorial to get yourself started. http://cutstuff.net/forum/index.php?topic=10772.0

5
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: March 19, 2019, 07:18:58 PM »
It's really great to finally see the game's pacing being addressed. Though, I have to wonder, are the campaign's bosses being tweaked in light of the damage increase?

6
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: February 11, 2019, 05:03:49 PM »
That's a fantastic idea, and one I'd love to see, be it in core or in a mod. Item-3 always seemed too unwieldy to be useful, but if it worked like that, I think it would make for some interesting map design. I guess it'd be a sort of vertical counterpart to Item-2?

7
General Gaming Discussion / Re: Name the most obscure game you know
« on: January 23, 2019, 12:46:37 AM »
Freaky Flyers, for the Nintendo GameCube.

8
DECORATE and ACS Modifications / Re: [v5d] Team Spirit v1.2
« on: December 01, 2018, 11:13:39 PM »
Updated for v5d compatibility.

9
I'm a little bit late, but I don't think Centaur Man and Crash Man have enough cyan on them.

10
Graphic Alterations/Submissions / Re: (IMPROVED SPRITES) Snake Man
« on: September 23, 2018, 07:14:21 PM »
In his firing frames, his tail hangs off to the side on the rear rotation, but doesn't on the front rotation.

Other than that, it's dandy,

11
Oh man, it's a HUDBall update!

I'm quite pleased with this one--HUDBall now features compatibility with Rage Roboenza mode! See the front post for details.

12
Projects & Creative / Re: The Robots are Revolting! (DOS Reborn)
« on: August 10, 2018, 02:18:52 AM »
It's true that he created the designs we're now using, but we renamed the redundant Robot Masters ourselves. We've been throwing some new names for Torch Man around, but some suggestions would sure be welcome. Personally, I'd love a name that's more than just a synonym for fire, so I like Butane Man quite a bit.

13
You can find download links for Slade right here. http://slade.mancubus.net/index.php?page=downloads

14
MM8BDM Discussion / Re: A little help pls? (Training Room)
« on: June 12, 2018, 03:49:26 PM »
It's a bug in the current version of MM8BDM that prevents weapons from being given to the player. If you still want to use VR training, load this hotfix with MM8BDM. http://cutstuff.net/public/002-training.wad

15
Help & Editing / Re: connecting problem
« on: May 13, 2018, 11:23:24 PM »
It sounds like you have Doomseeker configured with MM8BDM.exe (the launcher) as your Zandronum executable. Simply point Doomseeker directly to zandronum.exe and you should be good to go.

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