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Messages - Trillster

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1
Tutorial Collection / [RESOURCE] SECTINFO UDB Scripts
« on: January 01, 2024, 01:29:48 AM »
SECTINFO UDB Scripts

If you've been out of the loop, SECTINFO is a file that can be put into the root of your map pack's PK3 to provide a location name for any given sector in your maps. These location names can be seen in teammate coop info, typed out by using the $location chat command, or queried by ACS. More details about SECTINFO can be found here.

Heavily inspired by Thunderono's SECTINFO tool, this new set of scripts can be used with Ultimate Doom Builder to be able to generate SECTINFO definitions right inside of the map editor.

Additionally, as a bonus, there's extra scripts to easily add callouts to sectors or select all sectors of a given callout. Just like the aforementioned SECTINFO tool, Domination support is here too!

Download Here!
View Repository

Installation Guide

First, open any map in Ultimate Doom Builder. Once the map is open, click the Scripts tab on the right side of the screen.



This'll open a navigation pane where you can view and run all of the scripts you have. Inside of this navigation pane, right click on the Examples folder and click Open in Explorer.



This'll take you to the directory that the Examples scripts are stored within. We'll want to navigate back one directory to the Scripts directory which is the root of Ultimate Doom Builder's script storage, so click the Scripts piece of the directory path.



Next, you'll need to download the SECTINFO scripts, so click the download link here.

Once you have it downloaded, navigate inside of the ZIP file until you locate the SECTINFO folder.



Drag the SECTINFO folder into Ultimate Doom Builder's Scripts directory.



If successfully done, you'll see a brand new set of scripts in Ultimate Doom Builder. Enjoy!


2
Projects & Creative / Re: Trill's Addon Shop - Updated Ping Button!
« on: November 06, 2023, 12:07:07 AM »
Another update for Ping Button! This update brings a few smaller bugfixes, preventing pings from interacting with map elements they shouldn't and making pings look a bit nicer at higher resolutions. Additionally, now alert pings and death pings will attempt to display a mugshot if there is support for it in the class mod being ran alongside it.

See here for details of how to add support if making custom classes.

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Download Here!

3
Projects & Creative / Re: Trill's Addon Shop - Updated Ping Button!
« on: September 30, 2023, 05:21:59 PM »
I've once again got another one of these delayed, full rewrites of a project. This time I'm bringing a new and improved Ping Button iteration. Pings are now designed to scale better with distance and play their sound globally to anyone that can see the ping. These two combined culminate in the new features of death pings and a locate allies function, both of which and much more can be configured by typing pboptions in console.

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Be sure to check out the other various improvements and report any issues that may come up, as again, this is a full rewrite from the previous version!

Download Here!

4
All pieces of this expansion are now updated to be compatible with the new features of MM8BDM V6B! Enjoy!

Download Map Pack!
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Download Skin Pack!
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Download Weapon Pack!
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5
Maps / KNDM Map Pack - V2B Released!
« on: August 25, 2023, 10:00:38 PM »
Extus didn't want to make this thread himself, so this'll have to suffice.

KNDM Map Pack

A set of maps designed for Deathmatch and compatible with MM8BDM V6B onwards, created by Extus.

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Download V2B Here!

See internal README files for credits and changelog. Contact Extus for any questions, concerns, or comments.

6
It took over a year to get back around to it, but the long awaited Damage Display v7 update is here, now better compatible with Mega Man 8-Bit Deathmatch V6B! Using the features introduced in Zandronum 3.2, it now places statistics onto the scoreboard and is able to be more accurate in its damage tracking. Additionally, this version implements more options, including but not limited to, display opacity and frag confirm sounds. As always, you can find these options by typing ddoptions into the console.

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This version also marks the return of server variables to toggle features as exclusive for spectators, meaning there is no longer any need for a spectator mode file. Furthermore, these toggles are also now individual to the feature, meaning you can mix and match. Below are the server variables for each feature.
Quote
trill_dd_sv_statdisplay
trill_dd_sv_deathprintout
trill_dd_sv_extendedscoreboard
trill_dd_sv_damagenumbers
trill_dd_sv_healnumbers
trill_dd_sv_hitsound
trill_dd_sv_fragsound

Note that the damage sounds and frag sounds included in this version are disabled and ignored when playing with Mega Man 8-Bit Deathmatch V6B or higher, deferring to its implementation instead. Check out the user settings and server settings for that version if needing to tweak those elements. The DPS display has also been removed for this version as it placed too many constraints onto the codebase relative to the low value it provided.

Download Here!

7
Tutorial Collection / [RESOURCE] Can't Believe It's Not SLADE
« on: May 21, 2023, 11:27:08 PM »
Can't Believe It's Not SLADE

Can't Believe It's Not SLADE (CBINS) is a command line utility that allows users to easily create and manage PK3-based projects in more modern editors such as Visual Studio Code rather than SLADE.

It does this by providing the ability to create directory structures that can be opened in modern editors and tracked by source control such as Git, but then also providing the ability to compile that directory (including its ACS) into a PK3 file.

Download CBINS v1.2
View Repository

Screenshot
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Basic Usage
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Configuration
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Commands
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FAQ
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Accreditation

- Credit to Russel for the original Doom Archive Manager that has helped development so much already and inspired this project.
- Credit to Ken Silverman for creating pngout.exe which this utility optionally uses for PNG optimization when building.

8
A bit late to the punch, but I released an update for Map Voting that did an internal overhaul for improved performance and ability for new options. Now the display provides 4 maps for users to vote on by default and less if there are not enough remaining maps in the map rotation. Using the mvoptions command in console, users can now change the opacity of the display as well as have it automatically disable after voting, making it much more ideal for Deathmatch styled modes.

The addon also now has some added features for modders to make use of. Mappers can load their map pack alongside the addon offline and use a debug command such as !preview MM2AIR to test that their map previews work properly. Additionally, modders that work on custom game modes can check that Map Voting is loaded and call a provided script when looking to change the map so that their game mode abides by the votes.

Download Map Voting!

Housekeeping aside, I'd also like to introduce a new addon to the party...

Side Swap

This new addon modifies 2 Team LMS to use the typical ruleset of a game like Valorant or CS. In those games, you flip teams at halftime so that each team plays from both sides equally. This addon also implements the overtime and sudden death scenarios of those games, the former requiring you to win by 2 rounds and the latter being a final winner takes all round.

By default, this addon has players play 2 overtime scenarios and if no winner still, then sudden death is entered. However, server hosts can also modify the amount of overtime scenarios played using the server setting, trill_ss_sv_overtimeCap. Use a value of -1 for infinite overtime until a winner arises.

Note that this addon requires Zandronum 3.2, 2 teams only, and a win limit higher than 1 for proper functionality.

Download Side Swap!

9
Another bump for another set of updates for this expansion. This time the map pack and the skin pack have been updated to V6B standards. For the skin pack, although every RNC robot master has different mugshots than their MM2 counterpart, it was not worth including duplicate skins in the skin pack, so still only the outwardly distinct ones (Heatman-NC, Flashman-NC, Bubbleman-NC, and Crashman-NC) are included.

Download Map Pack!
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Download Skin Pack!

10
With Mega Man 8-Bit Deathmatch V6B having released, it gave the good opportunity to update the weapon side of this pack so that it can be preserved, now compatible with other expansion's weapon packs, and playable for the future.

When loading the newly updated weapon pack, the weapons can now appear when using randomized weapons, when playing with LMS loadouts, and even in the Training Mode! Additionally, you can load these weapons alongside the MMRF map pack without randomized pickups for the true weapon layouts.

The main post has been updated to highlight this version of the weapons alongside the standalone map pack, rather than the old full expansion links which were broken, and unlikely to be updated for the future (unless some other modder wishes to step in).

Download Weapon Pack!

11
With Mega Man 8-Bit Deathmatch V6B having released, it gave the good opportunity to update the weapon side of this pack so that it can be preserved, now compatible with other expansion's weapon packs, and playable for the future.

When loading the newly updated weapon pack, the weapons can now appear when using randomized weapons, when playing with LMS loadouts, and even in the Training Mode! Additionally, you can load these weapons alongside the RNC map pack without randomized pickups for the true weapon and item layouts, including all the RNC styled pickups.

The main post has been updated to highlight this version of the weapons alongside the map pack recently updated by FTX, rather than the old full expansion links which were broken, and unlikely to be updated for the future (unless some other modder wishes to step in).

Download Weapon Pack!

12
While I definitely agree that items should have some sort of indicator that visually distinguishes them from normal weapons, I don't like the one proposed here. The circles look a bit awkward at such a low resolution, many icons had to be retrofitted to make them work with some still looking a bit rough around the edges, and I also generally don't think the circles make sense with the rest of the UI's rectangular design.

Campaign already has a half-solution for this, as all infinite use items have a gold border. To throw my hat into the ring, I would personally just want to continue that and simply recolor the border of items to something different from the weapon icons. Below, I recolored all the borders to the peach that the HP bar uses, since that's where these items end up appearing in the UI once you've picked them up.




13
Projects & Creative / Re: Modular Weapons - Concluded Tech Demo
« on: March 15, 2023, 12:16:22 AM »
There is no longer any need for this particular mod, because many of its systems and ideas were ported in Mega Man 8-Bit Deathmatch Version 6B. Although the weapon packs designed for this system are no longer compatible, they will soon be made compatible with that new version of MM8BDM without the need for Modular Weapons.

I've updated the main post of this thread to reflect that and to provide some closing info.

14
MM8BDM Discussion / Re: MM8BDM V6b - Released!
« on: March 12, 2023, 02:01:51 AM »
I recognize that this is likely a losing battle, but I do want to make a good faith effort to help with this problem because it's been seen in a few other cooperative mods and to also clear up the record about cooperative in general.

I checked out Lobstacle Course to see the issue, and it's not a matter of the death pits at all really. It's an interaction between ClearInventory() and the updated respawn invulnerability that Mega Man 8-Bit Deathmatch implements in V6B to have better compatibility with classes that may want different default translucencies than 1.0. An additional thing that the new respawn invulnerability script does is move it over to one of core's property stacking scripts. The way that these work is one thing will set invulnerability and give a count of a flag, then when it goes to disable it, it'll check if the user has the flag to begin with, decrement it, then disable the invulnerability if the user has no more count of that flag.

What ends up happening when you run ClearInventory on ENTER scripts and MM8BDM's new respawn invulnerability is on, you end up taking the flag that tells our property stacker scripts that something previously set invulnerability, so the respawn invulnerability no longer clears it when it's over. There's a simple fix that you can do on your servers, just make sure that MM8BDM's respawn invulnerability is off (mm8bdm_sv_respawnprotection 0). Alternatively, in all the spots where you used ClearInventory, you can just make sure to restore that flag by giving the player one PlayerPropertyInvulnerable, or you can even replace megaman-flags.txt to add '+INVENTORY.UNDROPPABLE' to PlayerPropertyFrozen, which is what will be done in the next version of MM8BDM to make sure this issue is resolved on our end.

It's never been our intention to make cooperative even harder to mod for, it's just not a well supported mode in the engine to begin with. The engine itself does not give good options for cleaning up inventory between stages in cooperative, because ClearInventory() ends up being a bit of a nuclear option of taking absolutely everything except for things explicitly noted as UNDROPPABLE. This alone makes cooperative very hard to support on our end because of how much inventory gets used in our weapons, so there tends to be less interest and certainly less regression testing.

However, ultimately, we do want to see mods come out for the latest versions of the game and we have been active in trying to help people in the various communication channels, so there really is no need for instant hostility when this is a problem that has multiple potential fixes, both on your end and on ours, and we're certainly willing to help you find them.

15
Tutorial Collection / Re: [RESOURCE] Trill Skin Assembler for MM8BDM
« on: July 21, 2022, 09:49:10 PM »
I updated Trill Skin Assembler to v1.1 to optimize a few bits of code around the "Process Skin" button. It no longer requires an installation of Java, and the skin compilation process is a bit quicker and smoother now. Also, the README is now updated with basic usage notes courtesy of Pegg.

Download Here

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