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Messages - Messatsu

Pages: 1 ... 41 42 [43] 44
631
W.I.P Forum / Re: Custom Project : Upgraded Maps
« on: December 24, 2010, 04:00:31 AM »
What Ring man looks like atm:
(click to show/hide)

Thoughts are welcome.

632
MM8BDM Discussion / Re: 305 Man Server
« on: December 21, 2010, 05:10:37 PM »
Quote from: "305 Man"
I everybody, i just create my server, white cheats ! the ip adress is here :
192.168.0.11.:10666

Enjoy and submit me if you have a suggestion !

305 Man

That IP won't work man.  That's an internal NAT'd IP.  You'll need to go to http://www.whatismyip.com to find your internet IP and then forward port 10666 to your internal IP (192.168.0.11) in your router in order for hosting to work.

633
MM8BDM Discussion / Re: What do you consider an exploit?
« on: December 15, 2010, 02:28:20 AM »
I drew the line today and temporary banned a player for using a leaf shield exploit.  Apparently from what I see you can use leaf shield, switch to another weapon (making the shield disappear but still retaining the effect) then fire both simultaneously.  Maybe it's just me but in my book that's clearly not intended and thus I consider that a cheat.

634
MM8BDM Discussion / What do you consider an exploit?
« on: December 14, 2010, 06:07:41 PM »
Ok, so this has come up many times in my server so I thought I'd ask around.

What do you consider an exploit? Some consider strafe-running an exploit, others consider it a legit way of movement.  I've seen weapon switching between Mega Buster and Gyro Man's weapon to cancel the split and fire more rapidly.  

So basically, what have you seen out there, and what do you all consider to be exploiting/cheating and what do you consider legit tactics?

635
Skins & Bots etc / Re: MM9 AND 10 Music Pack!
« on: December 12, 2010, 12:54:25 AM »
Quote from: "tsukiyomaru0"
Quote from: "Messatsu"
Quote from: "Alucard"
Alright, where is Wily Stage 2 for MM10 already?
If I ever upgrade the pack I'll put it in there, but for right now I'm leaving it as is.  I can't think of any improvements to add that would warrant another release currently.
Try the 8-bitfied MM7, 8 and MM&B musics. Specially MM&B musics.
1.) no need to do mm7 since cmm's doing that officially
2.) Korby's doin a MM&B expansion so I won't be releasing a separate music pack on that as it should be included with the expansion.

636
Skins & Bots etc / Re: MM9 AND 10 Music Pack!
« on: December 11, 2010, 11:01:00 PM »
Quote from: "Alucard"
Alright, where is Wily Stage 2 for MM10 already?
If I ever upgrade the pack I'll put it in there, but for right now I'm leaving it as is.  I can't think of any improvements to add that would warrant another release currently.

637
Skins & Bots etc / Re: MM9 AND 10 Music Pack!
« on: December 07, 2010, 04:39:02 AM »
It's in the first post (where I say music pack) but here's a direct URL anywho.

http://www.mediafire.com/?8ubjof6ax9m4qt2

638
Projects & Creative / Re: [Maps] Need feedback on DM map pack
« on: December 07, 2010, 02:24:00 AM »
Quote from: "Ivory"
What DTD means to say is you should test your maps to make sure they look correct in both Open GL AND Software mode. I made the same mistake once in a submission for GvH, and now I check both renders to make sure there are no issues with the map.

Also, there are lots of HoM's in MM8BDM that only spectators can see, and who cares if a spectator can see them? as long as the players actually playing the game can't view them, that's what really matters.
Yea. I had no idea the software renderer could have issues like that.  I toyed around with Doom Legacy before Skulltag and the OpenGL renderer was loaded with bugs if the level wasn't created correctly.  I didn't even think the other way was possible.  I'm still learning this stuff.

639
Projects & Creative / Re: [Maps] Need feedback on DM map pack
« on: December 06, 2010, 09:47:31 PM »
Quote from: "Mr. X"
Sometimes, things that appear as sky to OpenGL users appear to be hall of mirrors for software users.  The solution is to make a sector that surrounds the sky area and set the ceiling height to the same as the floor height.  Here's a screenshot that better explains what I mean.

(click to show/hide)
Ah thanks dude.  That makes sense.  Much appreciated!

Quote from: "tsukiyomaru0"
If memory serves me well, there's an Open GL option that stretches textures. That option, however, can disfigure the texture, if it is to cover a large area. Maybe that's on?
I think you're running in software man. As soon as I switched from opengl to software I experienced exactly the same issues as you were describing.  Stretched textures alone doesn't do it.

Quote from: "DoomThroughDoom"
Test your maps in software before releasing them.
I did test them, but I knew I'd miss things hence why I'm asking for feedback and not claiming this is a release.

640
Projects & Creative / Re: [Maps] Need feedback on DM map pack
« on: December 06, 2010, 08:04:11 PM »
Whoa. Those are some weird glitches.  Strangely enough I don't actually see them like that.  The hall of mirrors is actually a sky on my end.  Must be an option somewhere that does that.  Gonna have to look.

641
Projects & Creative / Re: [Maps] Need feedback on DM map pack
« on: December 06, 2010, 04:41:09 AM »
Depreciated
Made a bunch of changes on the first two maps based on feedback and converted another two.  With the total of maps now at 4 I feel comfortable saying that this is near the final version assuming nothing is really broken.  I'm looking for as much feedback as possible on this since I'm considering making it a part of my servers (or one of them anyway).  I have a test server available to try this out in deathmatch. (DW's test server) Please let me know what you all think.

http://www.mediafire.com/?netv52j3alw2b5u

Map names are :
DWDM1
DWDM2
DWDM3
DWDM4

642
Skins & Bots etc / Re: Megaman X Music Wad! Get it now!
« on: December 04, 2010, 01:27:10 AM »
Quote from: "mugenstation360"
? how do i add this?
Put it your skins folder.  Same thing for all music packs really.

643
Projects & Creative / Re: DM Levels from yesteryear
« on: December 02, 2010, 02:14:42 AM »
Quote from: "Disco"
Pretty good, here are a few thoughts

1. I would change the map code to something a little more signature-esque. Even MMKDM1 etc would be better

2. The music in MMDM1 isn't remotely 8-bit, I feel like a version you had going before was though.

3. I know you just modded these maps for MM8BDM but maybe add another entrance or two to that fortress thing
1.) Yup, prolly going to change the map names and titles going forward.  
2.) Oh yes, the music in the first stage is not staying.  I may or may not change the second stage, waiting on feedback on that.  
3.) The castle has two floor entrances (front and back) and many more if you have item-1 or rush coil.

645
W.I.P Forum / Re: [Expansion]Mega Man 5 Game Boy
« on: November 29, 2010, 07:29:01 PM »
Quote from: "VyseTheLegend96"
there are some videos on youtube that made them into 8 bit songs, but if you can do them better than ill use them

Interesting.  Wasn't aware of the youtube variations.  I was just looking at the original music.  I sure as heck can't write music, but I could make loops of either if that's what you wanted.

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