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Messages - Myroc

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Anything Goes / Re: General Offtopic Discussion
« on: December 25, 2016, 11:48:35 AM »
Happy midvinterblot, folks.

Anything Goes / Re: Cutstuff Sanctuary
« on: October 26, 2016, 01:05:08 AM »
Spoiler for Hiden:
I am absolutely and utterly terrified of death.

Death has always scared me to some extent. That applies to most people, I guess, it's quite a natural thing to be afraid of death. However it's never worried me as much as it does now. I guess I just didn't think too much of it earlier, death is inevitable but it's such a distant thing and I've always concentrated on the worries of the present too much to think about the worries of the future. This train of thought changed a few weeks ago, when my grandmother had a stroke.

My dad called me a little under two weeks ago to inform me of the news. According to him the stroke hit her pretty hard, but at the time she seemed to be recovering well in the hospital (As well as a stroke would permit anyway. She couldn't talk, but she was conscious and could respond to questions by nodding or shaking her head.) but last friday I got a call from my brother saying that her condition's worsened and she's started to have respiratory problems. Mostly everyone in the family dropped what they were doing and made their way to the hospital because it's become clear to everyone that unless a miracle occurs she's not long for this world, and it might had been the last chance we got to talk to her. When I got to the hospital... Christ, she was barely even conscious. I'll spare you the details on how the visit went because ultimately that's not the purpose of this post, but we never managed to get a response out of her the entire night. (Although it is worthy to note that her condition did improve ever so slightly towards the end. There is a miniscule hope that she might recover, but even if she does she'll never be the same.) More importantly though, seeing her in that hospital bed, knowing that she ultimately doesn't have much time left, made me think a lot about death in general, and in particular, the realization that I too will eventually be lying on that bed.

I am a logical person at heart. Always have been (even if I may not always act very logically). I believe that everything has a rational explanation and can be proved or disproved through science and reason. Because of this, I used to be pretty critical of religious thinking earlier in my life (still am, in fact, but I'm less of an asshole about it than I were back then). I am now suddenly much, much more understanding of religion, and a small part of me now also regrets not taking it up myself, because it's infinitely easier to come to terms with the concept of death as a religious person than as a logical one.

Science dictates that our consciousness is "nothing more than the absurd act of chemicals", the result of neurons firing off in our brains. When we die, that neural activity just... stops. From the scientist's point of view, there is no soul to be carried off to some other plane of existence. You as a person, all of your memories, thoughts, feelings, joys, fears, nightmares, dreams - just ceases to exist. It's not just an empty void where you feel nothing at all - you won't be able to comprehend that there IS a void, or that you're even dead to begin with - you won't comprehend anything at all. Our entire lives are based around our consciousness, our existence, and thus the very concept of non-existence, to feel or think nothing, is anathema to the human brain. The very thought of it, and the knowledge it's an inevitability just as the sun rises every day, terrifies me more than you could ever imagine.

This has kept me up at night ever since that hospital visit last friday. I'm writing this right now, almost 3 AM over here precisely because I am unable to sleep. Even knowing that I still have the majority of my life in front of me doesn't do much to bring me comfort, because I know that final day, the day where I lie in that hospital bed as my consciousness slowly drains away into nothing, is drawing closer with every year, every day, every second.

Jesus Christ, I don't want to die.

Anything Goes / Re: Is my profile picture edgy?
« on: October 07, 2016, 12:12:47 AM »
It is quite difficult to have edges in an image that blurry, yes.

Projects & Creative / Re: MEGA MAN ROCK FORCE
« on: September 22, 2016, 04:50:43 PM »
I feel Pulseman should have his firing frames either switched or both be the same with arms down because rapid-firing weapons with your arms extended in the air looks absolutely preposterous.

Other than that I have nothing to add other than holy fuck you guys finished this in less than two months.

Cutstuff Discussion and Feedback / Re: I dont stand here anymore.
« on: September 21, 2016, 10:39:32 PM »
Who are you again?

Anything Goes / Re: General Offtopic Discussion
« on: September 01, 2016, 08:00:20 PM »
Posts made by accounts that no longer exist will also appear as guests in SMF. If the posts you're talking about are somewhat old then that is the most likely reason.

W.I.P Forum / Re: SpeedShot (Alpha 1) - Kill people twice as fast
« on: August 16, 2016, 09:04:45 PM »
Never actually got to it because I wanted a more elegant solution than decorate replaces with hard set speed values.
Something like projectiles calling A_ScaleVelocity upon spawn, and how much they're scaled depends on a constant.
This could easily be arranged. In fact I had to use A_ScaleVelocity as a workaround for Thunder Beam, as it's one of only two projectile-based weapons in the game which uses A_SpawnItemEx instead of A_FireCustomMissile (the other being Black Hole Bomb). It wouldn't be too difficult to replicate this behaviour for other weapons and tying it to a server variable.

I'm not sure how one would get around using decorate replaces for this sort of thing but right now that's beyond the scope of this mod.

W.I.P Forum / SpeedShot (Alpha 1) - Kill people twice as fast
« on: August 13, 2016, 10:50:00 PM »
"I made Search Snake super viable, but it's fine because I also made all other weapons super viable."


What is this?
Something that was briefly brought up in the core devteam a while back was that projectiles in this game are relatively slow. Although 6 years of MM8BDM has proved that it certainly isn't impossible to aim the weapons in their current state, someone suggested a general speedup of all projectiles might improve the flow of deathmatch. This idea was ultimately shot down however, and understandably so, as this would be a huge change that would play haywire with balance that is mostly fine as it is. I rather liked the idea however so I decided to make a simple mod as a proof of concept thing.

That's great and all, but what does the mod DO?
SpeedShot doubles the projectile speed of almost every single projectile in the game. It does not change any other properties of those projectiles, except for ripper weapons which have had their damage doubled to offset the fact that they now spend roughly half as much time inside the enemy. A specific few weapons have received slight adjusments in light of the previous, but otherwise everything should function mostly the same apart from the increased speed. Do not expect this to be balanced in any shape or form. Also Hornet Chaser has not been sped up because that would be too much fun.

Is this mod compatible with X?
Mod compability has not been tested with anything so far, but this mod should be compatible with most mappacks. It will not be compatible with anything that modifies the projectiles of the vanilla weapons (the weapons themselves have not been touched, so mods that modify those should work assuming their vanilla functioning is intact). It should technically work with mods that add extra weapons (like classes mods, as long as they don't do the above), but those weapons will not have their speed increased so there's not much point to it.

When are you updating RocPack, you lazy bastard?
When It's Done.

Oh yeah and thanks to Lego for saving me from dealing with fucking Ice Wall I swear to god that thing ain't right.

+ WHY DO THE CUTMAN EMOTES USE CHARACTER SUBSTITUTION NOW. I have to manually disable smileys every time I want to stick three question marks next to each other and it sucks. Also a lot of them don't even make sense; :geeky: is called "embarrassed" and marked by :-[, but :ugeek: is "lips sealed" and triggered by :-X... what?
SMF forums have a default set of smileys that, to my knowledge, you can't change, so Mike just substituted them with the ones he already had. This is also the reason why there is now a kiss smiley (he had to make one so there weren't 15 cutsmileys and an ugly default one). As far as I'm aware smileys always used character substitution in the old forum too, the only difference being it now replaces ":-X" instead of :"ugeek:".

Nevermind, Mike is a fucking ninja.

First four our lord and saviour SMF.

phpbb a shit

MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: August 02, 2016, 05:11:15 PM »
This expansion has some of the most evil yaschishis this game has ever seen. Several of them require you to think outside of the box. I know the one in Plug Man nearly drove me insane, even after I was explicitly told by Lego how to find it.

Closed / Re: V5b boss suggestions (spoiler warning)
« on: August 01, 2016, 10:36:59 AM »
I personally think the difficulty of Bass 2 is just fine and that people need to git gud. He's not that hard.

However, Super Adaptor is a huge trap in that fight. The homing attack works fine against normal players because they move comparatively slow, but Bass spazzes around like a jackrabbit on so much cocaine which messes up the homing and makes it miss more often than not. I found that fight easier to do buster only as opposed to the intended way. If possible, the player should be given a special version of Super Adaptor that has much better homing for that fight only.

MM8BDM Discussion / Re: MM8BDM Screenshots
« on: July 31, 2016, 09:13:45 PM »
You missed one.

Spoiler for Hiden:

MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: July 28, 2016, 12:25:55 PM »
You will then be happy to hear that TENVMUS has also been removed from the game.

MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: July 26, 2016, 07:34:45 PM »
Zandronum does not support that many teams, so no, they are still limited to four. We are however implementing new colors for the already existing teams (Light, Wily, Cossack and King), which can be seen in the image above.

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