Advanced Search

Author Topic: Justified Classes v4b Beta 14  (Read 371534 times)

0 Members and 1 Guest are viewing this topic.

June 08, 2016, 09:54:33 PM
Reply #1200

Offline RageBurner

  • Standard Member
  • Date Registered: June 25, 2015, 03:03:24 AM

    • View Profile
Re: Justified Classes v3dh
« Reply #1200 on: June 08, 2016, 09:54:33 PM »
One thing I noticed in this version that seems a little odd is that the Cut Man bot is strangely passive; he doesn't attack me at all for some reason, in the maps he spawns in. Happens in both SP and MP with bots added.

There might be an issue with his AI that is worth looking into.

Edit: speaking of issues, I noticed the ACS error ("I don't know what tempinvince is") doesn't happen when the Boss Rush map is loaded from a MP server. I don't know the worth of that piece of info but still.

June 09, 2016, 05:10:30 AM
Reply #1201

Offline Zdagger67

  • Standard Member

  • Just still Oppo lady silver
  • Date Registered: January 15, 2016, 01:30:24 PM

    • View Profile
Re: Justified Classes v3dh
« Reply #1201 on: June 09, 2016, 05:10:30 AM »
Quote from: "RageBurner"
One thing I noticed in this version that seems a little odd is that the Cut Man bot is strangely passive; he doesn't attack me at all for some reason, in the maps he spawns in. Happens in both SP and MP with bots added.

There might be an issue with his AI that is worth looking into.

Edit: speaking of issues, I noticed the ACS error ("I don't know what tempinvince is") doesn't happen when the Boss Rush map is loaded from a MP server. I don't know the worth of that piece of info but still.

try to use this
http://www.mediafire.com/download/ni4edid8rqj247e/CutmanBotfix.wad

maybe I should find this issue

(click to show/hide)

June 09, 2016, 06:57:54 AM
Reply #1202

Offline RageBurner

  • Standard Member
  • Date Registered: June 25, 2015, 03:03:24 AM

    • View Profile
Re: Justified Classes v3dh
« Reply #1202 on: June 09, 2016, 06:57:54 AM »
Quote from: "Zdagger67"
try to use this
http://www.mediafire.com/download/ni4edid8rqj247e/CutmanBotfix.wad
maybe I should find this issue
That fixed it, thank you!
Cut Man now attacks normally when I spot him.

Edit: I don't mean to be a bother, but Guts Man also seems erratic and hesitant to attack. Unlike Cut Man was before, he does attack now and them, but rather rarely still. I'm not sure if that's intended or not.

June 09, 2016, 03:42:39 PM
Reply #1203

Offline Fyone

  • MM8BDM Extender
  • ****
  • Date Registered: October 09, 2011, 06:43:36 PM

    • View Profile
Re: Justified Classes v3dh
« Reply #1203 on: June 09, 2016, 03:42:39 PM »
Ah thanks for finding these RageBurner, I simply forgot to update some of the bots when I updated the classes.

Let me know if you find any other bots I may have missed. I'll fix Gutsman and Cutman for next release!

June 09, 2016, 07:11:32 PM
Reply #1204

Offline RageBurner

  • Standard Member
  • Date Registered: June 25, 2015, 03:03:24 AM

    • View Profile
Re: Justified Classes v3dh
« Reply #1204 on: June 09, 2016, 07:11:32 PM »
I'm glad to be a bit of help to this awesome mod; MM8BDM is not fun without it, to be honest.
I'll test every existing bot and report any problems I find.

June 09, 2016, 10:06:14 PM
Reply #1205

Offline RageBurner

  • Standard Member
  • Date Registered: June 25, 2015, 03:03:24 AM

    • View Profile
Re: Justified Classes v3dh
« Reply #1205 on: June 09, 2016, 10:06:14 PM »
Okay this post is long, so I'll be using spoilers to avoid excessive stretching.

*Games and bots not listed have no issues that I could identify.

*All tests were made with the following settings:

- offline skirmish

- console summoned bots

- MM2's Wily Castle Exterior


MM1
(click to show/hide)
MM5
(click to show/hide)

MM7
(click to show/hide)

MM8
(click to show/hide)

MM&B
(click to show/hide)

Genesis Unit
(click to show/hide)
Stardroids
(click to show/hide)

Others
(click to show/hide)

Also, a personal note on Ballade: I feel his cracker bombs use way too much ammo, considering it is not the copywep version. Maybe the consumption could stand to be lowered somewhat.

June 10, 2016, 01:16:26 AM
Reply #1206

Offline Endymion

  • Standard Member

  • Master Magician
  • Date Registered: February 26, 2015, 03:18:18 PM

    • View Profile
Re: Justified Classes v3dh
« Reply #1206 on: June 10, 2016, 01:16:26 AM »
I don't know if this is a bug with Saturn or it should work like this, but Terra's shot pass through the black hole. Maybe this affect all the shields against the Spark Chaser.

###EDIT###

I tested it and the Spark Chaser really pass through any shield. The only exception is King's raised shield which makes the Spark Chaser disappear and shot back the blue beam. As a Terra player I must say the Spark Chaser is strong enough, it should not bypass the shields.

June 10, 2016, 02:07:49 AM
Reply #1207

Offline RageBurner

  • Standard Member
  • Date Registered: June 25, 2015, 03:03:24 AM

    • View Profile
Re: Justified Classes v3dh
« Reply #1207 on: June 10, 2016, 02:07:49 AM »
I don't really use Terra, but as a Saturn user, I agree with you, Endymion.
Given that Saturn's secondary is a projectile absorber rather than a blocker or a deflector, Terra's attack, or any attack that is a projectile, for that matter, should not go through (and it should be absorbed instead).

June 10, 2016, 12:16:07 PM
Reply #1208

Offline Endymion

  • Standard Member

  • Master Magician
  • Date Registered: February 26, 2015, 03:18:18 PM

    • View Profile
Re: Justified Classes v3dh
« Reply #1208 on: June 10, 2016, 12:16:07 PM »
Exactly. And this is for every other shields too, since the shields are "balance for the less option" in most of the case. Only Jupiter's shot may pass Saturn's black hole like as in the game.

Actually Terra's Spark Chaser is the only weapon that can be effectively used against shields. If you fire it anywhere the projectile will change its direction after it pass next to the shielded player, and can attack from behind. This is a right thing and very strategical. However it should not bypass the shield when it attacks from forward.

June 10, 2016, 09:25:37 PM
Reply #1209

Offline Rubyyoshi

  • Standard Member
  • Date Registered: January 07, 2015, 02:10:47 AM

    • View Profile
Re: Justified Classes v3dh
« Reply #1209 on: June 10, 2016, 09:25:37 PM »
So it has come to my attention that Searchman can go completely invisible, regardless whether he is in his bushes or not.
And here people though infinite BRG clones was bad...

June 14, 2016, 08:25:46 AM
Reply #1210

Offline RageBurner

  • Standard Member
  • Date Registered: June 25, 2015, 03:03:24 AM

    • View Profile
Re: Justified Classes v3dh
« Reply #1210 on: June 14, 2016, 08:25:46 AM »
I'm going off on a tangent here, but I'm making a set of gauges for use with JC. I wonder if those involved in the project know SBARINFO code and could give me a few tips? if I'm allowed, I'll show how my work is looking, here.

June 15, 2016, 12:15:51 PM
Reply #1211

Offline Endymion

  • Standard Member

  • Master Magician
  • Date Registered: February 26, 2015, 03:18:18 PM

    • View Profile
Re: Justified Classes v3dh
« Reply #1211 on: June 15, 2016, 12:15:51 PM »
Sounds promising if you ask me.

June 16, 2016, 01:21:10 AM
Reply #1212

Offline Fyone

  • MM8BDM Extender
  • ****
  • Date Registered: October 09, 2011, 06:43:36 PM

    • View Profile
Re: Justified Classes v3dh
« Reply #1212 on: June 16, 2016, 01:21:10 AM »
Quote from: "RageBurner"
I'm going off on a tangent here, but I'm making a set of gauges for use with JC. I wonder if those involved in the project know SBARINFO code and could give me a few tips? if I'm allowed, I'll show how my work is looking, here.
It's hard to give generic tips but most of it should be self-explanatory if you just edit it off the Justified Classes SBARINFO. It's fine if you show your work here I think, or you could show it to me by PM if you just want my help.

June 16, 2016, 02:30:10 AM
Reply #1213

Offline RageBurner

  • Standard Member
  • Date Registered: June 25, 2015, 03:03:24 AM

    • View Profile
Re: Justified Classes v3dh
« Reply #1213 on: June 16, 2016, 02:30:10 AM »
Yes, it's basically what I have been doing, except I'm editing it off Lego's Minimalistic HUD. After a lot of trial and error, I have the gauges almost exactly as I want them, save for a few details.

(click to show/hide)

One of the problems I'm having is adding assists correctly for copywep classes (Bass, Proto and Mega Man); despite pasting the code from core, the things don't display as they should.

I'd also like to make the weapon 1 bar switch to a retracted graphic (which I already made) when the busters are in use for these classes and I'm not sure how. If I can't get that done though, it won't stop me from releasing the bar. I'd like to sort out the first issue though.

June 17, 2016, 01:35:37 AM
Reply #1214

Offline Fyone

  • MM8BDM Extender
  • ****
  • Date Registered: October 09, 2011, 06:43:36 PM

    • View Profile
Re: Justified Classes v3dh
« Reply #1214 on: June 17, 2016, 01:35:37 AM »
It's hard for me to point out the issue without seeing the code you have to display the assists for the copywep classes. Can you post the code here or PM me what you have?

That way I can point out where you went wrong and help you from there.