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Topics - Xhatahx

Pages: [1] 2 3
1
Rejected / [Suggestion] Cossack and King Team Color Revamp
« on: February 25, 2018, 06:02:02 PM »
I don't really like the team colors for Cossack and King, mainly the brown-and-orange King colors, so I decided to try my hand at recoloring them.
Spoiler for Image:

Top row is original, bottom row is my take.
Cossack is 192:192=107:107, 198:198=110:110.
King is 192:192=160:160, 198:198=229:229.
If you want to see these colors in action, download this file.

2
Projects & Creative / Skull Contraband v2 (Map Expansion/New Game Mode)
« on: September 02, 2017, 03:58:31 PM »
Skull Contraband v2
In this expansion, two of the teams have to get someone to carry a skull to a switch.

If you pick up your team's skull, you become the carrier, and you lose your weapons.
If the carrier dies, the entire team dies with him/her.
If the carrier gets the skull to the destination, everyone not on his/her team blows up.

Featuring 12 original levels:
Spoiler for Hidden:
CONT01 (Ice Valley)

CONT02 (The Watchtower)

CONT03 (Urban War)

CONT04 (Furnace Frenzy)

CONT05 (Voltaic Maze)

CONT06 (Jungle Woods)

CONT07 (Granite Zone)

CONT08 (Bomber Run)

CONT09 (My Zone)

CONT10 (Dank Sewer)

CONT11 (Undersea Brawl)

CONT12 (Arena)

objects in the images are more interesting than they appear
Also features all 25 of the CTF maps, reworked for the skulls.

Version 2 features 2 new levels and a modified CONT04.
Download here (version 2)

Previous versions:
Version 1

Any help and criticism is welcome.

3
Closed / Missing torch in MMCTF02
« on: August 15, 2017, 06:17:43 PM »
Compare:
Spoiler for Hiden:



4
Closed / MMCTF19 Hall Of Mirrors
« on: June 20, 2017, 08:48:35 AM »
Self explanatory.
Spoiler for Hiden:



5
Closed / MMCTF22 Hall of Mirrors
« on: May 24, 2017, 07:53:05 AM »
Self explainatory.
Spoiler for Hiden:
Software mode might have something to do with it, seeing that Software in general has issues with this map.

6
Help & Editing / Something I need help on
« on: March 02, 2017, 04:20:03 PM »
So I'm trying to make a mod for whatever. This involves (at least) modifying the code for Wind Storm.
Spoiler for Hiden:
Code: [Select]
actor WindStormWepU : WindStormWep replaces WindStormWep
{
States
{
Fire:
BUBB D 0 A_JumpIfNoAmmo("NoAmmo")
BUBB D 0 A_PlaySoundEx("weapon/mbuster","Weapon")
BUBB D 0 A_JumpIfInventory("WindUpgrade",2,"Fire3")
BUBB D 0 A_JumpIfInventory("WindUpgrade",1,"Fire2")
BUBB E 0 A_FireCustomMissile("WindStormStart",0,1,8,0)
BUBB EF 5
BUBB D 2
BUBB D 0 A_Refire
goto Ready+1
Fire2:
BUBB E 0 A_FireCustomMissile("WindStormStart",0,1,8,0)
BUBB EF 4
BUBB D 2
BUBB D 0 A_Refire
goto Ready+1
Hold:
BUBB D 0 A_JumpIfNoAmmo("NoAmmo")
BUBB D 0 A_PlaySoundEx("weapon/mbuster","Weapon")
BUBB E 0 A_JumpIfInventory("WindRide",1,"KeepRiding")
BUBB D 0 A_JumpIfInventory("WindUpgrade",2,"Fire3S")
BUBB D 0 A_JumpIfInventory("WindUpgrade",1,"Fire2")
Goto Fire+4
Fire3:
BUBB E 0 A_JumpIf(ACS_ExecuteWithResult(196,0)==1,"Rider")
Fire3S:
BUBB E 0 A_FireCustomMissile("WindStormStart",0,1,8,0)
BUBB EF 4
BUBB D 2
BUBB D 0 A_Refire
goto Ready+1
Rider:
BUBB EF 4
BUBB E 0 A_SetArg(0,angle)
BUBB E 0 A_GiveInventory("WindRide",1)
BUBB E 0 A_GunFlash
KeepRiding:
BUBB D 1
BUBB D 0 A_SetAngle(args[0])
BUBB D 0 A_Refire
BUBB D 0 A_TakeInventory("WindRide",999)
goto Ready+1
Flash:
TNT1 A 0 A_TakeInventory("WindStormAmmo",1)
TNT1 A 2 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)
TNT1 A 0 A_SpawnItemEx("WindShield1", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 2 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)
TNT1 A 0 A_SpawnItemEx("WindShield1", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 0 A_SpawnItemEx("WindBlower", 0, 0, 32, momx, momy, momz+20, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 0 A_JumpIfInventory("WindRide",1,"Flash2")
stop
Flash2:
TNT1 A 2 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)
TNT1 A 0 A_SpawnItemEx("WindShield2", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 2 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)
TNT1 A 0 A_SpawnItemEx("WindShield2", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 0 A_SpawnItemEx("WindBlower", 0, 0, 32, momx, momy, momz+20, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 0 A_JumpIfInventory("WindRide",1,"Flash3")
stop
Flash3:
TNT1 A 0 A_TakeInventory("WindStormAmmo",1)
TNT1 A 2 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)
TNT1 A 0 A_SpawnItemEx("WindShield3", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 2 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)
TNT1 A 0 A_SpawnItemEx("WindShield3", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 0 A_SpawnItemEx("WindBlower", 0, 0, 32, momx, momy, momz+20, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 0 A_JumpIfInventory("WindRide",1,"Flash4")
stop
Flash4:
TNT1 A 2 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)
TNT1 A 0 A_SpawnItemEx("WindShield4", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 2 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)
TNT1 A 0 A_SpawnItemEx("WindShield4", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 0 A_SpawnItemEx("WindBlower", 0, 0, 32, momx, momy, momz+20, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 0 A_JumpIfInventory("WindRide",1,"Flash")
stop
NoAmmo:
BUBB D 0 A_TakeInventory("WindRide",999)
BUBB D 1 ACS_Execute(979,0)
Goto Ready+1
}
}

actor WindUpgrade : CutterFlag {inventory.maxamount 3}

actor WindRide : Once {}

actor WindShield1
{
scale 2.5
-SOLID
+NOGRAVITY
+DONTSPLASH
+CLIENTSIDEONLY
+NOTIMEFREEZE
+NOINTERACTION
States
{
Spawn:
WIND A 1
WIND A 1
stop
}
}

actor WindShield2 : WindShield1
{
States
{
Spawn:
WIND B 1
WIND B 1
stop
}
}

actor WindShield3 : WindShield1
{
States
{
Spawn:
WIND C 1
WIND C 1
stop
}
}

actor WindShield4 : WindShield1
{
States
{
Spawn:
WIND D 1
WIND D 1
stop
}
}

The code works perfectly, except for the fact that the WindShield actors don't seem to spawn.

7
Rejected / [Suggestion] MMCTF10 3D floors
« on: October 15, 2016, 01:56:17 PM »
Spoiler for Image:

I don't see any reason to not replace these bridges with 3D floors.

8
Rejected / [Suggestion] MMCTF04 water decor sectors
« on: October 15, 2016, 09:33:11 AM »
Spoiler for Image:
These decor sectors need a little more decoration. If it wasn't for the water's surface above you wouldn't think this was underwater.

It also looks a little small.

9
Rejected / [Suggestion] MMCTF03 skybox
« on: October 15, 2016, 08:39:20 AM »
Spoiler for Image:
So there's this depression on the ceiling. I originally thought it was pitch black, and wanted to put it in the "General texture issues" thread, but then I decided to fly up there and check for myself. It's the sky.
Spoiler for Image:
The problem is that MMCTF03's skybox is, for the lack of a better term, boring. Maybe add a starry backdrop? And also make the flames bigger?

10
Rejected / [Suggestion] Rage Rune and charged weapons
« on: October 14, 2016, 09:11:13 PM »
How Rage Rune works is that every state's duration is divided by 2 and then rounded up to prevent infinite 0 tic loops. This works well, but has the consequence of making charged weapons charge at the same rate regardless if you have Rage Rune or not. I suggest adding secondary charge states for Rage Rune that give 2 WeaponCharges. For example:
Code: [Select]
Fire:
HEAT G 0 A_JumpIfNoAmmo("NoAmmo")
HEAT G 1
goto Hold
Hold:
HEAT G 0 A_JumpIfNoAmmo("NoAmmo")
HEAT G 0 A_JumpIfInventory("WeaponCharge",1,"Hold2")
HEAT G 2 A_GiveInventory("WeaponCharge",1)
HEAT G 0 A_Refire
Goto Fire1
Hold2:
HEAT G 0 A_JumpIfInventory("RageRune",1,"RageHold") //NEW
HEAT G 0 A_JumpIfInventory("WeaponCharge",40,"Hold3")
HEAT G 0 //A_StopSoundEx("Weapon")
HEAT G 0 A_PlaySoundEx("weapon/heat1", "Weapon",1,0)
HEAT H 1 ACS_ExecuteAlways(991,0,60)
HEAT G 0 ACS_ExecuteAlways(991,0,3)
HEAT G 1 A_GiveInventory("WeaponCharge",1)
HEAT G 0 A_Refire
Goto Fire1
Hold3:
HEAT G 0 A_JumpIfInventory("WeaponCharge",70,"Hold4")
HEAT G 0// A_StopSoundEx("Weapon")
HEAT G 0 A_PlaySoundEx("weapon/heat2", "Weapon",1,0)
HEAT I 1 ACS_ExecuteAlways(991,0,61)
HEAT G 1 ACS_ExecuteAlways(991,0,3)
HEAT G 0 A_GiveInventory("WeaponCharge",1)
HEAT G 0 A_Refire
Goto Fire2
BotFire:
HEAT G 0 A_Jump(16, "Fire3")
HEAT G 0 A_Refire
Goto Fire3
Hold4:
HEAT G 0// A_StopSoundEx("Weapon")
HEAT G 0 A_PlaySoundEx("weapon/heat3", "Weapon",1,0)
HEAT J 1 ACS_ExecuteAlways(991,0,62)
HEAT G 1 ACS_ExecuteAlways(991,0,3)
HEAT G 0 A_JumpIfInventory("IsBot", 1, "BotFire")
HEAT G 0 A_Refire
Goto Fire3
//NEW FROM NOW ONWARDS
RageHold:
HEAT G 0 A_JumpIfInventory("WeaponCharge",40,"RageHold2")
HEAT G 0 //A_StopSoundEx("Weapon")
HEAT G 0 A_PlaySoundEx("weapon/heat1", "Weapon",1,0)
HEAT H 1 ACS_ExecuteAlways(991,0,60)
HEAT G 0 ACS_ExecuteAlways(991,0,3)
HEAT G 1 A_GiveInventory("WeaponCharge",2)
HEAT G 0 A_Refire
Goto Fire1
RageHold2:
HEAT G 0 A_JumpIfInventory("WeaponCharge",70,"Hold4")
HEAT G 0// A_StopSoundEx("Weapon")
HEAT G 0 A_PlaySoundEx("weapon/heat2", "Weapon",1,0)
HEAT I 1 ACS_ExecuteAlways(991,0,61)
HEAT G 1 ACS_ExecuteAlways(991,0,3)
HEAT G 0 A_GiveInventory("WeaponCharge",2)
HEAT G 0 A_Refire
Goto Fire2

11
Rejected / [Suggestion] MM2AIR 3D floor addition
« on: October 09, 2016, 07:47:23 PM »
I can't see any reason why 3D floors wouldn't be better here than normal floors.
Spoiler for Hiden:


EDIT: I meant to say that these specific platforms would look better as 3D platforms. If it worked for the Centaur Flash platform...

12
Rejected / Jump canceler
« on: October 09, 2016, 07:21:19 PM »
I have two problems with the jump canceler:
1. You can jump cancel inside of the negative gravity tunnels.
2. You can jump cancel while on Gyro/Elec pads.
3. You can jump cancel while riding on a Tornado Hold
I think how the jump cancel works is that it's like how in real life you can pick between jumping high and low. This shouldn't work if you're being flung upwards, or if you walk into a negative gravity tunnel, or if you're pushed upwards by a wind; the upwards push is being given by an external force, instead of just jumping at different heights where the force is internal and you can control it.

13
Rejected / Tornado Blow underwater
« on: October 09, 2016, 07:09:54 PM »
If you use Tornado Blow while underwater, you float upwards, kinda like gravity has been reversed. This kinda doesn't fit with how the weapon works usually, where it (essentially) decreases gravity, but doesn't flip it.

This might be too much hassle than it's worth considering how the weapon is coded and the fact that the only way you can get it in an underwater stage is with Eddie. But hey, you know how modders are...

14
Rejected / Gyro Attack pitch
« on: October 08, 2016, 06:17:28 PM »
Whenever the Gyro Attack gyros split, their pitch is nullified and they fly completely horizontally. I could be aiming a gyro upwards and when I split it, it might dodge whatever target I want to hit.

15
Closed / [Suggestion] Hand HUD
« on: October 07, 2016, 08:27:50 AM »
The weapon HUD sprites that use the buster are translated from the Mega Buster HUD. That's nice, but lots of weapons aren't busters, but instead hands, for example Slash Claw, Charge Kick, and Junk Shield. It would be nice to have base hand positions with the Mega Buster palette for easier modding.

The Mega Buster palette is not needed for sprites like the Metal Blade and Hyper Bomb ready sprites or most of Hard Knuckle, where the HUD couldn't conceivably be used by any other weapon.

Also, speaking of Metal Blade...
Spoiler for Hiden:
The Metal Blade HUD has artifacts just below the crosshair.

EDIT: Maybe you could put some comments into the TEXTURES.HUD file to explain which hand position has which name.

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