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Topics - Messatsu

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Closed / [Minor] Small music script bug
« on: November 11, 2017, 06:06:23 PM »
This one is kinda small and obscure, but it's worth noting.

The cvars used for boss music (ex.mm8bdm_map_bossmusic) aren't cleared when you do a "map" change.  (changemap and nextmap are fine)  As a result, with some maps that don't have this cvar defined but use PAR to specify the boss music, it's possible it will play the boss music from the previous map instead due to how the script works.

To replicate the bug, choose any map from the core that uses the cvars, then MAP to something from a map pack that doesn't have it's own boss music script. (CTF packs for example) and play till the boss music would trigger.

Closed / mm8bdm_hitconfirm
« on: November 02, 2017, 05:15:59 PM »
Captain, she does nothing!

Seems you left in a 'feature' that was never completed.  Exists in the menudef, but no where else, thus lists 'unknown' in the actual menu.

Whomever is double checking this is failing horribly at their job.

(Thx for moving this to the proper spot The_Broker)

Closed / Laser buster gets a bit ....anemic (visual bug)
« on: August 24, 2017, 07:57:01 PM »
Laser buster's projectile get's a bit .....pathetic as it travels
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The beginning looks okay, but the right's a tad odd....however.
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After it travels a short distance, it becomes traveling ...dots.  The hell happened here?

Closed / Proto Buster Shield + Weapon switching
« on: August 21, 2017, 08:13:27 PM »
Small, but annoying bug

1.) Select Proto Buster
2.) Have another fast firing weapon in inventory (Ex. Thunder Bolt)
3.) Quickly switch and fire to secondary weapon
4.) Note how the shot is blocked by the now unequipped Proto Shield

It's a small window, only 2-3 tics.

Closed / [Suggestion] Teleport FX copies translation of player
« on: August 21, 2017, 07:58:05 PM »
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Found it weird that whenever you use an escape unit or teleport, the leaving teleportation FX was always the Mega Man blue colors.  I think this makes the effect much nicer overall.  (Though perhaps teleporters shouldn't use the escape upward teleport? I dunno, does look cool though)

Closed / Oil Slider oddity
« on: August 07, 2017, 07:15:26 PM »
Good day.

1.) Fire Oil Slider
2.) Continue to hold Fire
3.) Pickup Oil Blob
4.) Notice how ammo bar flashes while you continue to fire shots
5.) Release Fire
6.) Slide begins

Doesn't seem like intended behavior.

Closed / Energy Balancer bug
« on: August 06, 2017, 02:53:11 AM »
Good Day

Code: [Select]
If(CheckInventory(weapons_ammo[ThisWeapon][1]) == GetAmmoCapacity(weapons_ammo[i][1]) || ThisWeapon < 0) Should read:
Code: [Select]
If(CheckInventory(weapons_ammo[ThisWeapon][1]) == GetAmmoCapacity(weapons_ammo[ThisWeapon][1]) || ThisWeapon < 0)
I'm sure I don't need to explain any more.

Closed / Spikes (Spineys) and Count Bombs broken in Possession
« on: June 26, 2015, 02:15:57 PM »
Thanks Fyone for the heads up on this.

Spineys/Spikes that spawn a damager and Count Bombs are currently broken in Possession.  Once the match starts the objects that both these props create are wiped from the map but the props themselves do no re-enter their spawn state.  The result is that they both no longer function correctly.  It's possible there are other world objects that are broken, but there are the two that I've checked and confirmed as problematic.  Also....Possession...WHY?!!?

Projects & Creative / Mega Man 8-Bit Death....SMASH! v2a
« on: September 17, 2014, 02:40:45 AM »
Update!: v2a is live

Grab it here!
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So what happens when you take MM8BDM and apply the rules of Smash Bros? Well, you get this mod!  

The mod plays as such:

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Grab OLD v1  here

Constructive feedback is always welcome.

BROS00 - SmashbroPlusB
BROS01-BROS09 - Rozark
BROS10 - Ukiyama
BROS11 - Ivory (From Legacy IPack, Used with permission)
BROS12 - Megaman
BROS13 - Nemu
BROS14 - Cutman Mike (From v2c, Used with permission

On a side note: Any map that has pits and a skybox can technically be played in this mode.  The perimeter kills won't work, but sky and pit kills work as well as 255 damage hazards.

MM8BDM Discussion / [Tip] Zandronum and Gaming Mice
« on: January 24, 2013, 09:24:19 PM »
Ok, so I've been dealing with a problem that's been pretty damn rage inducing so I wanted to share what I found out.  It seems that Zandronum may have an issue with gaming mice (Razer mice, high end Logitech, Roccat etc) that have a polling rate of 1000HZ.  What ends up happening is that after a quick movement, the buttons will not respond or will get stuck.  So there will be times you press fire and nothing happens, or your firing will get locked.  The solution is a simple one, select a polling rate below 1000HZ and the problem goes away.   I have no clue why this is an issue, but at least the fix is simple.

DTDSphere (yay DTD!) has a great video in this post detailing the issue

MM8BDM Discussion / Mess's Zandronum / Skulltag Launcher
« on: October 10, 2012, 10:05:00 PM »
I posted about this in the Zandronum topic, but since I've been updating it a little bit, I figured it could use a topic of it's own.

A MM8BDM Launcher that works with both Skulltag and Zandronum written in VB.NET. It requires the Microsoft .NET Framework 3.5 and is only Windows compatible.

Here's what it does:
-Automatically detects the presence of Zandronum.exe and Skulltag.exe (thus allowing you to switch between engines)
-Add/Remove WADS/PK3s and reorder them as you wish
-Creates a Zandronum ini file from your skulltag ini file if Zandronum is present with Skulltag (Copies your settings)
-Allows you to join a server (Either skulltag or Zandronum, choose the correct engine)
-Can select the main PK3 for the game (Defaults to MM8BDM-v2c.pk3) so it's possible to use with v1a or even the SGC demo
-Can host servers (Can also be used to host DOOM/HERETIC/HEXEN if ya know what you're doing)
-Probably crashes a lot....also probably bugs, you have been warned.

Here's what it does NOT do
-NOT a replacement for the main launcher. This is merely something so people can mess around with Zandronum before the official v3a release. (Also, 64 player Cutman, lul)
-Does not make bacon

As always, the standard warnings apply: USE AT YOUR OWN RISK. I will not be held responsible if this blows up your computer, opens a black hole in your living room etc etc etc.

3b Notes:
-Double click the iwad or main wad text fields to bring up a file selection menu.

Download v3b here

To use, extract this into your MM8BDM folder and run as you would the normal launcher. To use Zandronum, install Zandronum to your MM8BDM folder as well.

It's the transfer heights linedef action you have on the side of the river.  That's causing your issue.

Roboenza Swarm: v1a -
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Rage Roboenza: 5a Mediafire mirror -
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Bot Apocalypse - v2a Mediafire -
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The Hunted - v2b -
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Screw Scramble MINUS - v1b -
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MM8BDM Discussion / Rules for Deathwind's Servers
« on: February 11, 2011, 05:44:57 PM »
Ok, so I decided to jot down some rules that I'm going to start enforcing on my servers.  Primarily these are things the either bug other players or myself and thus I feel that it needs to be addressed.

1.) No racist or otherwise discriminatory language.  That means no n****r or f****t.  If you want to spout this crap, go play XBL.

2.) If you play Roboenza, you will be a zombie.  Do not spectate because you were chosen to be the lead zombie.  That's game mode, deal with it or go play something else.

3.) No using exploits that were not intended by design, or sanctioned by CMM (Item-1 trap for example is okay).   This includes Gyro canceling and Leaf shield canceling.  If you bound a key to do this, then that's not allowed.

4.) Be respectful to other players. There's a line between joking and outright being hostile.  This is to keep things civil.

5.) Do not abuse level flaws.  Metal man's hole of shame....need I say more? This goes for all game modes, play the damn mode as it's intended or don't play.

6.) SR/40/50 is prohibited - This is effectively a speedhack.  This will earn you a permaban.

7.) Roboenza Only: Do not Item-1 trap survivors.  Come on guys, this is a real dick move, knock it off.

I will kick/ban folks for violating these rules depending on the severity of the offense.  (Kick generally means knock it off, ban means gtfo)

If you disagree with any of these rules I am willing to listen, and I am also willing to expand upon this if need be.

Thank you for your time.

Help & Editing / How do "I" do THAT in Doom Builder?
« on: January 21, 2011, 01:01:12 AM »

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