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Messages - SickSadWorld

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31
Projects & Creative / Re: [Game Mode] ?BOX MODE!
« on: January 24, 2012, 06:42:20 AM »
http://wadhost.fathax.com/files/qbox-v2n.zip | File size: 289.82 KB

Qbox Version "v2n" is now live! The code is all available and if you feel like using aspects of it in your projects let me know and we can work some credits thing out.

I realize there's a tournament currently in place based primarily on "v2k". From "v2k" to "v2n" these are the exact differences which may or may not impact the tournament. I don't want to persuade anyone to use a particular version; any of the "v2"x versions are similar enough that it's only a minor change or bugfix between releases.

    Version "v2k" added a gravity fix for Eddie who can now properly use stairs. There's no current maps in the core that face the player in a position where they both have Eddie and can use climbable stairs. This exists in the version people are playing the tournament on. New in v2k.
     TrebleSentry now fires between 8-12 shots instead of 18 (as in the core). I changed this because it seemed like people rely on it too heavily because of its combat effectiveness. I want to create some sense of parity between other assist items and this one. This is not in the tournament version but if people agree to using it there shouldn't be a problem upgrading your qbox version. New in v2m. Bugfix for v2n.
     Added 2 secret levels and a secret item. One is a practice/ duel room with mapcode "HOLORM" and the other has the secret item on it with mapcode "FDEST". I recommend Deathmatch, Duel, or LMS for these. They are small-ish and although they have 32 unique dmstarts are probably best for 2-8 people. New in v2L
     PossessionStone bugfix when shot by Treble. New in v2L.

Ask your tournament coordinator what the official stance is on disparity between Qbox versions compared to match history. I've attempted with significant effort to maintain the current balance between Qbox versions but it's ultimately up to you, the players to decide if it suits your needs. My official stance is neither for nor against using v2n over v2k. They are similar enough to where it doesn't really matter; the core item statistics have been unchanged since version v2c.

32
MM8BDM Discussion / Re: Daily Servers
« on: December 30, 2011, 01:49:35 AM »
?BOX MODE is always a winner  :mrgreen:

33
Lol, OJ and I killed the Enderdragon today.

As a result I have a ton of enchantment levels (95+). I'm willing to negotiate trade of any level of enchants or End Stone for basic elements like Iron, Redstone, or potion reagents.

Let me know if you wanna trade!

---
Pics from the cutstuff.net minecraft server

Collecting the blaze powder to make the ender eyes
(click to show/hide)

Activating the portal
(click to show/hide)

Defeating the dragon
(click to show/hide)

34
MM8BDM Discussion / Re: Is MM8BDM dead yet?
« on: December 05, 2011, 10:43:45 AM »
I don't really think MM8BDM is dying. As long as this site exists as well as a source port that is compatible with MM8BDM it'll be alive. People said Doom was dying in 1996 and look where we are now. In the grand scheme of things sure it might seem like less people are playing, but I show this game to something like 2 people IRL a week and everyone thinks it's great and novel.

The only thing that needs changing is that the output of the blog should be what the index.html of cutstuff.net is.

Alternately, make it at least reflect the latest core version (as of this writing v2c). Right now, it shows v2a so when I tell people "check out cutstuff.net" it might be confusing.

35
Can I get on the whitelist here?

Username: Closedpools

36
Projects & Creative / Re: [Game Mode] Bot Apocalypse
« on: November 26, 2011, 09:14:56 AM »
Quote from: "SaviorSword"
Small suggestion, at the moment the only bots that this mod picks are just a few but not all the bots. Ya should add all of them into the list, so that if this and (KY/YD) classes are ever combined, we can see all the classes used instead of the select few bots/"class".

Yeah, ok that's reasonable. Having classes associated with bots makes this somewhat important.

The one thing I might take care to do is making sure not to include things like Megaman in the bot list. Megaman, Protoman, Roll and maybe some others kinda doesn't make sense to have "going rogue". The robot masters definitely though. Having said that, Roll is in there now but not for any specific purpose; just to show some contrast/ humor in the bot choices. Can someone provide some "in-universe" explanation to include Megaman et. al in the bot army possibility list? I'm open to it, I just can't think of how it would make sense myself.

Maybe we can open a discussion on skin changing. In a much earlier version I had a method to change skin on the bot leader to match the bot army; one of the tactical elements that I enjoyed playing this with real people was the camouflage element. I have yet to consider a method to store what the skin currently is to reset to later. The current algorithm I have on the shelf allows you to change the skin, but not "change back" to what it was. As such, I decided not to go with it but I'm open to be persuaded to add this back in.

37
Projects & Creative / Re: [Game Mode] Bot Apocalypse
« on: November 18, 2011, 01:53:11 PM »
Quote from: "FCx"
the possibility of adding a Blacklist System.

What's that?
After being selected as bot leader, that player cannot be selected again for the next 3 rounds (that number can be changed by server command).
Why blacklist might be a good idea?
Sometimes Player 1 is always selected as bot leader and the poor Player 2 hasn't been selected since he joined the server
Which mod appies this?
Who Dun It. To prevent a player is selected as murderer several times (sadly WDI is closed code).

That's a good idea. Within the context of 'random selection' there always exist the probability, however small, of selecting the same person multiple times in a row. I know how WDI avoids this conceptually and the concept I arrived at independently is really similar but also takes what they do a step further. It isn't in the latest release posted because I need to stress test its stability.

Also in the queue for the next version are
    Improved single player support
     Improved bot AI

I'd like to keep the focus of the core game that's there now. The testers and I have been pretty pleased at the gameplay of the latest release here. Feel free to continue to post suggestions here with the core gameplay focus in mind, though.

38
Projects & Creative / Re: [Game Mode] Bot Apocalypse
« on: November 15, 2011, 04:40:35 AM »
Bumped for version 2b release.

Major improvements! Happy fragging!

39
MM8BDM Discussion / Re: Why isnt there Co_op In Megaman
« on: November 05, 2011, 05:24:40 AM »
There's a coop project with monsters in the works.

40
Quote from: "Lifeup J"
Sorry I randomly crashed in that match. My MM8BDM stopped working. Also, my dad then caught me and said,"HEY! PRACTICE YOUR SPANISH!"
I'm lucky to be typing this quickly now.

Little does he know that playing Skulltag is probably the best way to practice your Spanish!

JAJAJAJA

41
Quote from: "Balrog"
Congrats on beating me to Bot Apocalypse Mess.

Do you have a version? I'd love to see it.

42
Projects & Creative / Re: [Game Mode] Bot Apocalypse
« on: October 13, 2011, 09:47:44 PM »
Quote from: "SmashBroPlusB"
I have a question. What's the difference between your version and Messatsu's version?

My version is an attempt to automate what Saviorsword and T's Inventions do when they host this mode manually. I attempted to preserve the tactical element as closely as possible and focused on automating what I saw the mode as instead of putting my own interpretation into it.

Messatsu's version goes a step further and adds in what he believes are enhancements to the mode; things like W-Tanks, Rage runes, and so on were added in consult with Saviorsword. I respect his autonomy and provide tips, hints, code, and encouragement to help him realize his goal. His version is based on an old version of mine that he took and modified. He further used my code base from more recent versions to enhance what he had developed. As such you'll see code that is the same between the two. Any code that you see in his version that came from mine is used with permission. I respect his autonomy to maintain a separate mode with enhancements similar to Rage. I have involved him in my development chat and I'm excited that he is inspired enough to take the mode in a different direction than I intend to. Think of this version as the "classic" or "basic" version.

Even though I made it first, I hit a glass ceiling with how ACS interacts with Skulltag internally. If it wasn't for Messatsu coming along and reviving the mode with his own ideas I wouldn't have had the motivation to press forward. I wanted to make sure people realized I made this first, but I also respect the right to want to move forward because it's not right for me to make something and then just claim total ownership and never do anything with it.

My feeling is that there's no good reason that we both can't maintain a version of this mode. With most of my contributions, this stuff is mostly free to use by anyone for any reason as long as you give some credit where it is due. Messatsu does a great job at that, and you'll see I have no problem with him using any part of my code and/ or modifying it in any way.

43
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

(click to show/hide)

(click to show/hide)

(click to show/hide)

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)

44
Anything Goes / Re: What's your personality type? (Meyers-Briggs)
« on: October 10, 2011, 08:04:31 AM »
Your Type is
ENFJ
Extraverted   Intuitive   Feeling   Judging
Strength of the preferences %
1   75   12   1

Qualitative analysis of your type formula

 You are:

    slightly expressed extravert
    distinctively expressed intuitive personality
    slightly expressed feeling personality
    slightly expressed judging personality

45
MM8BDM Discussion / Re: Bot Apocalypse
« on: October 10, 2011, 06:40:54 AM »
Picked this up again after months of RL distraction

Some unresolved issues with string handling but probably coming up on a release

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