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Messages - Ruzma

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1
Tutorial Collection / Re: [TUTORIAL] Creating a customized skin
« on: February 27, 2020, 08:53:18 AM »
It's gotta have to do,with the gender settings.
It's so very stupid, but if you don't set male gender, it won't play any sounds.
I don't know if you have to set Male specifically, or just change the gender, but yeah.

It absolutely does not matter what gender you set, though. Absolutely not, so don't worry your braincells.

2
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: February 23, 2020, 10:16:01 AM »
It's in CBM right now.
I can imagine it being in as much as I can imagine it not being in.
The plausible answer would be "no".

3
This is most likely a joke.
Just ignore.

4
Help & Editing / Re: Can't change name?!
« on: February 19, 2020, 07:50:13 PM »
Strange situation indeed!
...
Unfortunately, the most I can recommend is downloading it again and transferring your Zandronum save data (it has your name on it) as well as every other data you'd like to keep, to that new version.

5
Help & Editing / Re: How do I add custom bots
« on: February 15, 2020, 07:25:38 PM »
Oh, do you want to add bots to an already existing game?
It's in the bot list for offline multiplayer skirmish.
Alternatively, you can always add bots through the console, which you can open with the designated button from the commands list, and typing in
addbot
followed by the name of the bot, like
duo
or
plugman

Was that the question that was asked? it's not very specific as to what's demanded, so, I hope I was able to answer it.

6
Help & Editing / Re: How do I add custom bots
« on: February 12, 2020, 12:34:00 PM »
Are you asking how to make bots and implement them, or just how to implement them?
Adding bots is ez, you just use the "Add file" function on the launcher.
As to how actually make them, there's bound to be a tutorial around here.

7
Anything Goes / Re: New to Cutstuff? Post here.
« on: February 02, 2020, 08:11:11 AM »
Well, then, greetings, friend! feel free to check around (though, please mind not posting in old threads) and, if you feel like it, come see the unofficial Discord (used to be official)!

8
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: January 30, 2020, 05:36:54 PM »
Ah, glad to hear that!
Sorry, I was not given all the details. Hope things will continue to go fine for you all!
As always, all my most fervent encouragements to you people. I'll continue to work on my end to meet my own projects.
...
...
By the way...
I had been considering the idea of making new hurtframes for every skin that needs it.
No, 'cuz, shooting at Skull man is a most bizarre experience.
But, right now, I'm not going to submit anything of that sort, though, in the future, maybe I will get to it...
In any case, would that possibly cause issues?

9
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: January 30, 2020, 05:43:43 AM »
Ah! It's really good to see progress! You guys are making something incredible, let that be known!
...
...
Has...pegg's break-time affected development at all? If so, are ya holdin'up?
Don't overexert, just do the thing and have fun doing it,ok?

10
Tutorial Collection / Re: [TUTORIAL] Creating a customized skin
« on: January 23, 2020, 04:01:57 PM »
You are very much welcome, my friend!  ;)

11
Tutorial Collection / Re: [TUTORIAL] Creating a customized skin
« on: January 22, 2020, 11:40:28 AM »
I just explained it...
sigh

So, to compile a skin, you have to name the frames. Each frame's name has to start with four letters of your choice to help you memorize what skin it it.

Following these four letters are going to be numbers and more letters.

The numbers will always be preceded by the letter associated with the frame-type, whether they're shooting frames, walking frames, etc...

Every frame that faces a specific direction will have the same numbers for that direction.

Specifically for front-right it's the letter of the frame, followed by an 8 followed  by that same letter, followed by a 2. So it's, taking X as an example for a letter, X8X2.

For the side frames it's going to be X7X3.

And for back-right frames, its X6X4.

Got it all? :geek:

12
Tutorial Collection / Re: [TUTORIAL] Creating a customized skin
« on: January 20, 2020, 04:24:35 PM »
For example, my skin for my little character, Edgeward has every frame start with EDGE.
Therefore, the front idle frame would be named EDGEA1. The front-side idle frame would be EDGEA8A2, so on and so forth (don't mind the bold, it's just for clarity's sake).
Make sure that you have idle frames for front, back, back-right, side and front-right, ok? Then do the same, but four times over for the walk frames, again, from all sides.
Same thing again for the shooting frames, of which there are only two. If you want, you can an (in)visible corpse frame by setting it up as XXXXZ0 (it's a Zero, btw).
By all means, it should be all good! Don't lose hope, it worked for me just a few days ago, you simply have to be reeeaaaally careful with the naming and all. Just check every single one.

I...hope this is useful, somehow.

13
Tutorial Collection / Re: [TUTORIAL] Creating a customized skin
« on: January 17, 2020, 07:00:15 PM »
So, you did compile the necessary frames into a folder, with the skin info, saved it as a PK3 file, into your skins folder...and yet it doesn't work?
That is most strange. You should try to do it again, as much of a pain as it is, if the instructions are followed to a tee, it'll work. It worked for me, I just made me a skin, so it's good.

14
Tutorial Collection / Re: [TUTORIAL] Creating a customized skin
« on: January 16, 2020, 04:07:52 PM »
Did you guys set each individual frame as Monster (GL-friendly) and then saved it? Name them correctly, like XXXXA6A4 and whatnot?

15
Yeah, maps are the main issue. I've seen some peeps on the Discords makin'em some maps lately. Wonder if they'd be interested on doing some maps for us...

...why am I saying this on the forums?

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