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Topics - Stardust

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Projects & Creative / Stardust's Workshop
« on: November 11, 2013, 05:57:59 PM »
Hi, I've been making megaman 8 deathmatch bits fighting game stuff from ten years until 2022

P??t ?y?t?? (202x)
(click to show/hide)

XOVER Weapons (2022)
(click to show/hide)

Damage Display (2021)
(click to show/hide)

Teamwork Classes (2016)
(click to show/hide)

Speed Course (2015)
(click to show/hide)

Classes' stage taunt pack (2014)
(click to show/hide)

Saxton Hale Rebirth ++ (2014)
(click to show/hide)

Cutstuff Discussion and Feedback / [Suggestion] A suggestion topic
« on: March 30, 2013, 08:30:57 AM »
Because I didn't find any on the forums, and I'm super-duper sure it could be very useful and polyvalent because this'll avoid the creation of a topic for one idea.
Actually, I was thinking about this idea of creating a suggestion topic because I've got a lot of suggestions for the weapons, etc. Creating a "Several suggestions for weapons" topic is confusing, and of course, creating one for every suggestion, especially if those are small details (like a fire rate, or a damage quantity...), is annoying and takes all the bunch of the bumper crop o' apples.
There's also the small factor of "shy" people who are too tired or who don't want to create a topic for their opinion, as I said because it may be because of their suggestion's relevance (interest, impact), which is too much weak or too much yeah.

...'nd so, Don't you think it can make the suggestions come more often ?

Help & Editing / Player.damagescreencolor
« on: January 12, 2013, 08:06:54 PM »
So, I wanted to give a different screen color to the player when he/she gets hit by some kinds of weapons, and I have a problem with an error. Here is my screen setting in a nutshell :
Code: [Select]
actor Megaman2 : Megaman
player.damagescreencolor "red", 0.3,"MentalSovereignty" //<== Here is the beast !
//And then follow the states and stuff...

And here is the ZDOOM wiki about the Player properties :

...what I wanted to so is to have a -rather discrete, like 0.3 suggests it- red screen flash when the player is hit by the MentalSovereignty damage type. And, it looks like my dear MM8BDM can't accept it. Here's the error it displays when I try using my project on startup~

Code: [Select]
Execution could not continue.

Script error, "MYWAD.pk3:custom/playerstates.txt" line 3:
Unexpected ',' in definition of 'Megaman2'

...unexpected "," ? Teehee, that sure is something. The formula on the Wiki says Player.DamageScreenColor color[, intensity[, damagetype]]. Maybe has it something with the [ ] ?
Through I need help with it, please~

Help & Editing / A user's mark on the A_SpawnItemEx spawned actors
« on: December 27, 2012, 11:03:23 AM »
Hello again. I'm making my first weapon, I planned it, and everything seems to be fine, but I have a problem with some actors used by this weapon :

When the user fires, it shoots an invisible spawner in front of him/her that will itself spawn waves of damages forward. That's a simple description of my weapon.
If you want a more talkative example, take the Tornado Hold : the user shoots the pod, the pod will then spawn an invisible spawner at the same place where the pod landed, and this spawner will create lifting tornados going upward, damaging enemies that go through it. BUT the user itself can't be damaged by these tornadoes.

So, here's my question, it looks really simple to answer to, but I don't know the answer myself : how can I make an actor spawned by the A_SpawnItemEx function not damage the user at the root of the attack ?

(please redirect me if this has already been asked somewhere)

Help & Editing / Actors' number
« on: December 12, 2012, 05:47:19 AM »
Lately, I wanted to modify MM8BDM. Maybe I'll do some weapon editing soon, if I handle the things.
I already had some experience with Doom modifications, so I didn't look to a tutorial, and I understood how the different shapes of the game work by comparing or just plain looking in pk3 files.
Now, I noticed that there are these numbers beginning with 100... like 10010, 10047, 10065, etc. I would like to know two things about them :
- Are they supposed to be the number of the actor ?
- Where could I find a list of these numbers, with the actors they affect ? I noticed I can see a weapon's number by looking in its programming txt file, but for example, the BassBuster hasn't any :
from bassbuster.txt, in the MM8BDM-v2C.pk3 file
actor BassBuster : Weapon

EDIT : Oh and also, another question. Not related to this topic through, but I don't want to create a second thread ;
I tried to add a custom sprite, but it appears as a ... blinking buster projectile in game ! Maybe is it related to the color palette, format, or something ?
Here's the sprite I wanted to use.
(click to show/hide)
Save it to look closer, I apologize for this small size, but it's how it is supposed to appear in game.

Help & Editing / Error when trying to charge Class pk3
« on: December 08, 2012, 12:47:22 AM »
This is a strange error that I get in the Skulltag console ; it shows up when I try to play a class mod (like Yellow Devil's or the Cutstuff Community Classes one). Here is the part of the console that contains the fatal error :
S_InitData: Load sound definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Script error, "CSCC-v4c.pk3:actors/weapons/megatypes.txt" line 173:
Parent type 'WrapExplosion' not found in WrapExplosionC

Execution could not continue.

Script error, "CSCC-v4c.pk3:actors/weapons/megatypes.txt" line 173:
Replaced type 'WrapExplosion' not found in WrapExplosionC looks like somehow related to Danger Warp, maybe ?
And yes, I have the latest version of MM8BDM, with MM7 in.
Could someone help me, please ?

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