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Messages - Russel

Pages: 1 [2] 3 4 ... 158
16
Closed / Re: Water Wave and Scorch Wheel don't go up slopes.
« on: October 04, 2020, 02:21:11 AM »
This change is going into v6a. Thanks for the feedback.

17
As stated above, this was ironed out in v6a. Thanks for the feedback!

18
Closed / Re: So, about the usage of the Ballade Cracker sound...
« on: October 04, 2020, 02:17:57 AM »
This was taken into consideration for v6a and several props were changed as a result. Thanks for pointing this out!

19
Rejected / Re: [Improved Bug] Explosion of Crush Bomb
« on: October 04, 2020, 02:13:47 AM »
The explosion frames used in 8BDM are more or less accurate to what is present in Mega Man 2. Crash Bomb's explosion is not random and I do not believe making it random would really make them look any better.
Regardless, the animation speed may change in v6a to better match with Mega Man 2.

20
Closed / Re: [Suggestion] Modder's Delight: Item Spawn Func
« on: October 04, 2020, 02:11:50 AM »
Implemented in v6a. Thanks for the suggestion.

21
Closed / Re: [v5d] [Bug] Misplacing Thunder Claw pegs by dying
« on: October 04, 2020, 02:10:30 AM »
Thanks for reporting. This issue should be resolved in v6a.

22
Zandronum, the engine we use to run MM8BDM, has a build compatible with Linux. Theoretically, a port of MM8BDM is possible to something like this, but it isn't anything we will be actively pursuing.

23
Help & Editing / Re: Missing WAD
« on: September 15, 2018, 12:22:31 AM »
That server isn't a server for Mega Man 8-Bit Deathmatch.
When searching for servers for this game, you should be trying to join servers with megagame.wad as their iwad, not Doom 2.

A link to Doom2.wad cannot be provided as that is a wad that is sold through consumer services such as Steam or GOG.

24
Version 1.2 released.
Prolly shoulda just called it 1.1.1 because 1.2 was actually a near-instant hotfix for 1.1 because when I removed the team colors I accidentally removed my plant barrier nerfs.

Oh well.
I didn't post this publicly, but I'll be trying to keep a server running on different map packs with different rotations for a while.
General premise is fewer maps in general so all the maps played can get a better light shone on them.
Servers running things like IX Pack were usually on baseline LMS and thus didn't really have weapon or item spawns. I'm curious on how these maps will play in this mode.

Have fun, folks!

25
Closed / [BUG] Projectile-shooting props don't properly take frags.
« on: March 15, 2018, 12:11:48 AM »
... Sometimes.

More specifically, If you're close enough to stick your dick into a crow or a force beam launcher, and die to their attacks, you don't lose frags.
Simple.

Easiest way to fix it would just be to make it so the projectile can't deal damage until after the projectile's target is cleared.

When I eventually go to fix this, I'll make a deep dive to see what all needs this change.

On the subject of Kyorowns, with the advent of things like A_RearrangePointers and the pointer option for A_GiveInventory, it's possible to make them taunt if you wanna readd that nifty little feature.

26
Maps / Re: [Mini Map-pack] LegoPack v2b
« on: February 23, 2018, 04:43:13 AM »
hoo it's been a while let's see if I remember how to do this.


HEY GUYS! THERE'S AN UPDATE!
Check out the front post for deets but here's the download link: Dropbox | TSPG

27
Events / Re: ROSE THORN DUEL TOURNAMENT EVENT!
« on: November 13, 2017, 03:26:11 AM »
I forgot to remove properly remove Time Stopper.
https://static.allfearthesentinel.net/wads/duelitempatch-v5c-2.pk3 if you wish to not have to deal with that.
Sorry for any inconvenience.

28
Events / Re: ROSE THORN DUEL TOURNAMENT EVENT!
« on: November 04, 2017, 06:26:15 PM »
I wanted to point out that the version of duel item patch presented in this tournament isn't the one created by King Dumb, who used to host the more played duel tournaments in years past.
duelitempatchj is the one made by Jax which fundamentally changes how certain systems work by introducing new items and pickups that veteran players may find themselves unfamiliar with. These changes also fundamentally change the balance of the core game and can thus heavily impact the experience of those participating.

I took the liberty of updating KD's duelitempatch-v5a-2.pk3 to function properly with v5c. There were no fundamental issues so all that was changed was the removal of the SkullBarrierWepGiver replacement since that was a change made in core, and added a credits file to properly list who made the file to begin with.

You can download this patch here should you wish to use it on the official servers for this tournament.
Thank you for your attention and best of luck to all those participating.

29
Events / Re: Cutstuff Mapping Jam 4: Jams Bond
« on: August 21, 2017, 11:55:31 AM »
https://allfearthesentinel.net/8bdm_jampack-v3a.pk3

Here ya go.
This was posted at a pretty bad time, immediately before TSPG updated its whole system.

30
Rejected / Re: [Oversight] Various pits not triggering Beat Call
« on: July 09, 2017, 03:32:10 AM »
It doesn't help that several, if not all maps with pits have been coded to deal no damage to players who have Beat Call active under the assumption that they'll be triggered by a sector action in the pit.
This is because some maps use Sector_SetDamage and others use SectorDamage.
They both do essentially the same thing but they have their own strengths and weaknesses.
It essentially boils down to the fact that SectorDamage allows for people to be rendered immune to the damage dealt by the function if they have a certain item, in this case, Beat Call.

However, development around version 3 resulted in a change that caused Beat Call to activate if the player takes damage from any type of pit hazard. This includes lava, pits, freezing floors, and the sludge in MM3SHA. This damage is healed instantly and Beat Call activates regardless of intensity. This allowed maps that didn't account for Beat Call and used Sector_SetDamage for their pits to work using Beat Call.

However, some people simply copy-paste the SectorDamage script in from other maps without reading into what all these lines of code do, in spite clearly specifying people who have Beat Call are immune to the damage, and then not setting the actor hits floor sectors to activate the script that actually triggers Beat Call. This results in many maps that have pits that do not trigger Beat Call.

If it weren't for the need to specify certain pits as having the "Spiney" damagetype, I would advocate for complete removal of our use of the SectorDamage function in maps entirely to make use of the more global change introduced somewhere around v3, but it seems the chance for that has long passed.

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