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Topics - SickSadWorld

Pages: [1] 2
1
Projects & Creative / [Game Mode] Duel Queue in Deathmatch
« on: January 24, 2012, 06:55:12 PM »
DUEL QUEUE IN DEATHMATCH

http://doom.dogsoft.net/download.php?f= ... ue-v1e.zip | File Size: 1.27 KB

This is just a small wad that creates a rudimentary Duel queue when in Deathmatch mode (due to some supposed issues with actual duel in skulltag at the time of this writing).

Just set up a 2 player/ 32 spectator Deathmatch server with this wad and the person who loses will automatically be made to spectate. Works best with actual players and up to one bot and other players. More than one bot has them joining too quickly in succession but nevertheless still works if you can get in the join queue between them.

This is a lightweight, portable wad that should be compatible with your favorite modifications.

2
Projects & Creative / [Game Mode] Bot Apocalypse
« on: October 12, 2011, 05:23:13 PM »


BOT APOCALYPSE

After many months of development, here is the long awaited game mode originally thought up and hosted by SaviorSword and T's Inventions. The goal is to automate what they had done manually. There's probably some issues, but here's the release of my original concept and game mode implementation. Some maps might have issues.

http://doom.dogsoft.net/download.php?f= ... oc-v2c.zip | File Size: 24.56 KB
http://www.mediafire.com/?62vbwy0jk435vz3 | Mediafire mirror

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What is it?
Bot Apocalypse is a Tactical Team Mode where a team of human controlled players battle it out against a team of bots lead by one human leader. The last man standing's team wins!


If you want to host this yourself simply load the wad as TLMS and set a win limit. You should probably set

Code: [Select]
sv_lmscountdowntime 7
as a minimum. The default is 10.

Recommended options to enable but not required
-Chasecam
-Crouching
-Drop weapons
-Randomize maps


v2c changes
-Renumbering of scripts for compatibility with Qbox mode
-Ballade army replaces Roll army
-Adds in the random bot weapon switching AI from Qbox mode when hosted as standalone (AI is improved)

3
DECORATE and ACS Modifications / [Item Replacement] Eddie Item v1b
« on: July 08, 2011, 03:04:03 PM »
Announcing the new
Eddie Item - v1b

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http://static.best-ever.org/wads/eddieitem-v1b.wad

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What is it?
Code: [Select]
This replacement for Eddie makes it so Eddie drops items instead of random weapons. It was born from an observation when playing MM10 on the way Eddie worked there.
Sounds great, but what exactly is different?
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How do I run it?
Code: [Select]
Simply load the wad in the launcher.

You can add this to any other wad you like and it will replace only Eddie.

Be sure to check out the original example!

4
MM8BDM Discussion / MM7 Weapons LMS Rotations
« on: June 11, 2011, 06:00:32 PM »
Since these were omitted from the actual release of MM8BDM-v2a I thought we could use this as an opportunity to discuss where you think the MM7 weapons fit in the LMS rotations!

These are my thoughts, based on FUNCTION rather than perception; determined through playtesting.

Ranged
"ThunderBoltWep",
"FreezeCrackerWep"

Rapid
"ScorchWheelWep",
"WildCoilWep"

Close Range
"NoiseCrushWep",
"SlashClawWep"

Power
"DangerWrapWep"

Shield
"JunkShieldWep"


To pre-empt what someone will probably say, I just can't see Scorch Wheel as a shield weapon. Sure it's drawn like a shield, but that doesn't make it a shield. I've chosen rapid because well, scorch wheel = turbo man = fast. It also hits rapidly and is unsustainable as a function of weapon energy (typical definition of a shield).

An approach using slot definitions as the basis for an LMS rotation is also too far removed from actual gameplay to be of merit IMO.

Feel free to argue here! If you like my selections then be sure to download the latest Energy Balancer release. Now updated for MM8BDM-v2a!

5





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?-BOX MODE

<!-- m -->http://allfearthesentinel.net/download?file=qbox-v2u.wad<!-- m --> | File Size: 6.55M

New in v2u
    Now with v5a compatibility!
     Buckshot mode is Super adaptors
     Secret mapcodes: FDEST, HOLORM, SHOOT, MM7SLAX
     A lot more health now spawns
     Works out of the box with most popular PWADs (i.e. classes) - Load this first

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What is this mode?
Most item placements are replaced with various different ?-boxes that must each be attacked to reveal its contents. All players also start with an Energy Balancer and do not need to worry about acquiring it if they die in deathmatch mode. Other modes require players to pick up the Energy Balancer.


What is the ENERGY BALANCER?


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---

These new ?-boxes are

Blue ?-box
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Red ?-box
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Green ?-box
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Try out your favorite maps with this mode to see what crazy combinations you can come up with! This is a great addition to Chaos and CTF mode or your favorite custom map packs!


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ENERGY DUEL and ENERGY DEATHMATCH - Integrated into Qbox mode as LMS or TLMS!

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6
Help & Editing / 3D Floors in MM8BDM
« on: April 06, 2011, 02:25:44 AM »
So, I've got this pretty much happening thanks to DTD.

The problem is that I've seen inconsistent results from people I've sent this to in terms of what they experience. I need help trying to figure out what potential issues are with this in terms of deployment.

3D floors are such a great feature in Doom/Skulltag and not currently used in MM8BDM. The problem is that it forces people to use OpenGL. I much prefer software myself (for MM8BDM), and currently with our v.98d-2999 build that MM8BDM uses it doesn't work right.

That's why I need any helpful OpenGL user to help me out with this. What do you see when you load this wad? Can you complete the rudimentary challenge it poses to you?

http://wadhost.fathax.com/files/3dflor.zip

Code: [Select]
Load the 3dflor.wad in the launcher
The mapcode is the same as the wad name so press '~' for a console then type
]map 3dflor

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The best solution in my mind is for MM8BDM to somehow support 3d floors in software mode. People have said this is possible in a newer skulltag? Is that true? What barriers exist to having software renderable 3d floors in MM8BDM?

Thanks to anyone who feels like offering constructive input on this.

7
MM8BDM Discussion / Let's talk about Roboenza
« on: March 29, 2011, 10:33:43 PM »
Roboenza. Love it or hate it, it's there.

Some people intensely dislike this mode. Still others enjoy it as their favorite mode.

Let's talk about it.

---

One thing that really grates at people seems to be the speed penalty for zombies. If you assume that both players are of equal or approximately equal skill, a zombie can be evaded 100% of the time. Combined with knockback from an occasional Megabuster shot and some people might say it's impossible to keep up.

Is a change really needed though?

The only thing that should be changed about roboenza are the server crashes that can happen. One theory is that since crashes appear to be tied into a scenario when there's only zombies left and then a winner is declared, problems might be occurring in the "skulltag layer" which involves the 'engine' of MM8BDM (that is closed source). Maybe someone can pester the skulltag devs to open up their sources a bit more. This could help fix issues like the Hellstone falling in a pit during possession, and so on.

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For those that dislike roboenza, in what ways could roboenza be improved to you?


Is roboenza the worst game mode ever with no hope of redemption or is it the main reason to play MM8BDM?


(This is in the general section because I feel it's best to leave specific code out of the discussion)

8
MM8BDM Discussion / Category Rating of Stages: Honorable/ Dishonorable
« on: February 28, 2011, 05:18:59 AM »
A discussion came up in a duel server as to honorable and dishonorable stages for duels. I am beginning to understand this but I think it should be a longer lasting dialog. So here is the deal.

On a scale from 1-7, 1 behind "most dishonorable" and 7 being "most honorable" how do you rate the stages that are available?

Please feel free to include I-Pack or CSCM or whatever maps as well but specifically I'm interested in thoughts on the stock maps.

For example; Quick Man is seen by some as a 1 because of the possibility to use Time Stopper + Item-1 + Top Spin for easy kills. By contrast Flash Man might be seen as a 7 because of its lack of E-/ M- tanks or G. Hold or otherwise "cheap" or "dishonorable" methods for killing the opponent.

Your thoughts?

9
Projects & Creative / King Yamato's Metal Gear Mode
« on: February 15, 2011, 12:51:18 PM »
KING YAMATO'S METAL GEAR MODE

http://wadhost.fathax.com/files/metlgear.zip

Code: [Select]
Download the wad file, add to launcher
AND LOOK FOR A SERVER HOSTING THIS GAME MODE
Trying to connect to servers not hosting this game mode with this wad will probably not work.

This game mode is played as Instagib Team Possession.

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In response to some playtesting feedback and ideas from the eponymous character we have arrived at this. The problems that this mod addresses have two primary goals (listed below). King Yamato himself didn't ask me to do this, but it seemed like this mode was his idea so I figured I'd add in his namesake.

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KNOWN ISSUES
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10
DECORATE and ACS Modifications / [Special Item] Energy Balancer - v2c
« on: February 11, 2011, 08:37:14 PM »
ENERGY BALANCER

Code: [Select]
This special item was created by Dr. Light and synthesized by Auto the helper robot. The Energy Balancer (??????????, Energy Balancer), also known as Energy Equalizer and E. Balance, is an item that recovers energy from the Special Weapons with less energy when the player takes a Weapon Energy item without the need to select a weapon before taking it. However, if the player wishes to refill a specific weapon, equipping that weapon will cause the obtained weapon energy to fill that weapon instead of other weapons. If the player has a specific weapon selected and that weapon's energy is full, weapon energy pickups function the same way as if no weapon was equipped; going to the other weapons with the least amount of energy. It appears in Mega Man 6 and 7 as a hidden item, and can be bought in shops. In the Mega Man X and Mega Man ZX series, the function of the Energy Balancer is part of the characters as default.
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Get Version 2c

http://static.best-ever.org/wads/energybal-v2c.wad

Changes in v2c:
    Fully compatible with MM8BDM-v2b release - Now works with MM7 weapons!
     Updated SBARINFO definitions
     Updated GLOBAL ACS
     Includes ACS source code

Special thanks
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Note that this is the "mapper's version" where the item itself does not appear in game outside of a summon command but including this wad in your custom maps allows you access to this item. A test map is included. To see an example of this in a game mode check out the Game Modes!

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DEPRECATED RELEASE NOTES


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11
Help & Editing / DECORATE Questions
« on: January 27, 2011, 12:15:55 AM »
As I'm trying to do more and more DECORATE stuff from scratch I find I have more and more questions. Maybe others can use this thread for their questions about DECORATE as well! I'm sure I'll have more.

1) A_CustomMissile

Code: [Select]
A_CustomMissile (string missiletype[, float spawnheight[, int spawnofs_horiz[, angle angle[, int aimflags[, angle pitch]]]]])
What units are the angle and pitch expected in? Is angle 0-360 degrees or byte angles? What about pitch?


----------


2) goto +syntax

How does the + syntax work on goto? Is it advancing by LINE or by frames?

Here's a simple example
Code: [Select]
actor Blabla 69420
{
// some flags here
States
{
  Spawn:
  FRAM A 0 A_Look
  loop
  See:
  FRAM A 4
  FRAM A 8
  FRAM A 16
  FRAM A 64
  goto See+4 // WHERE DOES THIS JUMP TO?

// death etc here
}




More on the way I'm sure.

12
Help & Editing / Multiple obituaries?
« on: January 25, 2011, 09:34:00 AM »
How? (DECORATE obviously)

Is it possible? Is it better to just call ACS_Execute from Spawn and do it that way?

13
Mega Man Discussion / ITT GIGA ROLL
« on: January 24, 2011, 10:19:50 PM »
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14
Help & Editing / Displaying graphics on screen? Menu system attempts...
« on: January 21, 2011, 02:11:56 PM »
Hi,

What's the best (or any) way to display graphics on screen?

I'm specifically interested in how things like Auto's training module are possible from MAP01

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15
Skins & Bots etc / Roboenza compatibility?
« on: January 17, 2011, 10:48:20 AM »
I've got a bunch of sprites and they work in the game as actor NPCs. While the way to implement SKININFO seems straightforward I'm wondering how to make skins compatible with Roboenza mode?

How does MM8BDM in Roboenza mode know which pixels to change to which color? Is there a SetTranslation somewhere I'm not seeing?

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