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Topics - Beed28

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31
Maps / The MM8BDM Legacy Map pack! (Coming Soon)
« on: August 22, 2013, 09:58:30 PM »
From this post:
Quote from: "[color=#6600FF
Ivory[/color]"]If you want a legacy mappack, then go for it.

Presenting the
MM8BDM Legacy Map Pack


Well, it's about time someone stepped up to do this. Relive the old maps before they were replaced. The Robot Master maps are arranged in alphabetical order, with the Wily Stages placed at the end, just like the core maps. Note that this only covers maps that were replaced entirely (Gemini Man's map is almost entirely different with little untouched so I'm counting it as a replaced map).

Screenshots:
(click to show/hide)

Map list:
(click to show/hide)

Downloads will be coming soon. While Ivory said we could make such a pack, I still need to make sure if this is alright with CutmanMike and anyone else.

32
Cutstuff Discussion and Feedback / [Suggestion] Mark post as unread
« on: August 19, 2013, 12:56:54 AM »
I'm surprised there isn't a feature here. It would be a handy feature to have when one wants to reread a topic with many pages while using the browser's Page Refresh function to automaticly move to the next page (which only works with unread posts).

33
I'm actually surprised noone's mentioned this at all yet; I can't fullscreen the YouTube embeds while visiting these fourms. Sure, I can fullscreen the videos on the YouTube site itself, but not here.

Is this fixable?

34
Forum Games Archive / Describe the avatar above you!
« on: July 15, 2013, 11:28:56 PM »
Well, time to shake up the formula a little HEUHEUHEUH that's terrible. This time, you must describe the avatar above you! Tell what the characters look like and what's happening.

Go!

35
Forum Games Archive / What can pass through the Great Steel Gate?
« on: July 06, 2013, 12:19:25 PM »
After seeing Ivory's Green Glass Door, I decided to run a similar game. Here you must try and get stuff through the Great Steel Gate. Certain things can go through but not others.

I can bring Mega Man Volnutt through, but not Mario.

36
Help & Editing / Slade trouble...
« on: June 12, 2013, 10:29:57 AM »
Hey everyone, I have a new problem with Slade now. For some reason, the mouse wheel no longer scrolls the text editing window! It was working fine the other day. Can someone help me out here?

37
Cutstuff Discussion and Feedback / Can't reply to PM.
« on: June 09, 2013, 08:57:43 PM »
I went to reply to a message someone had sent me, but for some reason, the page to do so wasn't loading fully, preventing me from replying! Here's how far it got; it's a massive screenshot so I put it in a spoiler tag.
(click to show/hide)

38
Help & Editing / A_JumpIfInTargetInventory not working! Please help!
« on: June 03, 2013, 05:24:15 PM »
While trying to update my CSCC class, I've decided to try and make it so that the buzzer doesn't go off when pointing at shootable props (Thunder Claw pegs, Oil Canisters, Party Balls, etc) by using a dummy item and A_JumpIfInTargetInventory. However, I can't get it to work! Even when I did that, it still goes off!

Here's the coding, in Beed28Weapon1:
(click to show/hide)

And here's one of the "replaced" props, which gives itself the dummy item:
(click to show/hide)

39
While I was trying to make a boss rush map for Mission Mode, I keep getting this strange error when trying to test:


I've never gotten this strange message before. I'm using my own hacked up Doom Builder configuration for Skulltag (Doom in UDMF format) since I couldn't find one on the Internet, and it was able to read the example map.

Can anyone help me? :?

EDIT: I solved it. I had to go into the configuration file and change the engine from "skulltag" to "zdoom". Still, if I could have downloaded one I wouldn't have run into this problem.

40
Help & Editing / [Request] DB2: UDMF map format config for Zandronum.
« on: April 08, 2013, 11:02:17 PM »
Pretty much what the title says. I noticed that the maps in CutmanMike's Singleplayer/Coop mod uses the newer UDMF map format instead of Hexen's format.

Anyway, I don't have a Doom Builder II config file for making maps in UDMF format for Zandronum. I can make maps in UDMF format for ZDoom, though.

Is there anyone who can point me towards a Doom Builder II config file, then? I'm fairly sure it would be handy for some others as well.

41
The WWW board / The April Fools Thread 2013
« on: April 01, 2013, 01:07:39 PM »
So April Fools day is making its rounds once again. Stuff like webpages flipping upside down, changing designs, changing languages, attaching wings to pigs, introducing DRM for everything, etc.
Those were just examples, btw.

So what pranks or stuff have you found? Post them here!

42
The WWW board / Gifmelter - Turn any GIF files into interactive images!
« on: February 25, 2013, 04:19:47 PM »
So I discovered this website through Kotaku. Basically, you put in the url for an animated GIF file, and then it transforms them into interactive images. You can move it around like a paintbrush and it "melts" around the screen. It's pretty trippy.

Here an example of what I did, using my animated Nightmare avatar I used for a short while (warning: it's a massive image!):
(click to show/hide)

And here's Gifmelter! Have fun, I suppose!

43
Help & Editing / Need help with respawning items
« on: February 01, 2013, 09:30:51 PM »
While I went to update my Automap Weapons mod thing, I noticed this problem a long while back:


While the mod is loaded, if a respawning weapon is placed on a 3D floor, such as Sakugarne as pictured, Flash Stopper, TIME STOPPER, or any buster upgrade, it will respawn below, and not on the 3D floor.

Can anyone help me out here?

44
W.I.P Forum / [Map Pack] CS_CTF Pack - Accepting submissions!
« on: January 06, 2013, 01:42:17 AM »
This is the Cutstuff Community Capture the Flag Map Pack, which is simular to Messatsu's CSCM map pack, only it's focused on CTF maps instead of DM. Anyone is free to submit any maps.

Current maplist:
(click to show/hide)

Notes and stuff
    1 Flag CTF must be supported
    Stages must be symmetrical in one way or another
    Music must be in 8-bit
    Bases should have up to 16 player starts each
    Maps must be under 6000 x 9000 units (Wide and Across), to prevent possible FPS lag
    Maps should have several paths inbetween bases
    3-way or 4-way maps are allowed
    Custom textures are allowed
    New props are allowed, but no new weapons or items
    Area of effect weapons (such as Rain Flush) should be hard to access and not easy to obtain
    Also take heed to the taboo weapon list below

Taboo Weapons
    Shield weapons: Skull, Mirror, Leaf, Plant, Junk
    Speed-boost: Charge Kick, Scorch Wheel, Oil Slider
    Flag-Stopping: Flame Blast, Napalm Bomb, Tornado Hold, Flash Bomb
    Misc: Top Spin, Gravity Hold, Wind Storm, Hyper Bomb, Time Stopper, Super Adaptor, Proto Upgrade
    Items: Eddie, Rush Jet, Beat Call, Beat Support, Party Ball, Exit Unit, E-Tank, M-Tank

45
Help & Editing / Help with custom Cvars
« on: December 30, 2012, 01:32:09 AM »
So, I'm working on the new Chaos Generator version, and it has customisable Cvars to control certain things. I need to know; how do server side custom Cvars work? I'm not sure if I implemented it properly. Thanks.

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