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Messages - JaxOf7

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31
W.I.P Forum / Re: 8BDM6aPlus
« on: December 26, 2020, 12:56:31 AM »
https://allfearthesentinel.net/zandronum/download.php?file=8bdm6aplus-v1b7.pk3

b7
modstuff
-player gravity rework
-flightdisable
-tracer height and health get
-fragless kill flag

https://allfearthesentinel.net/zandronum/download.php?file=6aplus-mlms2-moreweps-e.pk3
more weapons in meta lms including some custom ones
(click to show/hide)

custom weapons on their own
https://allfearthesentinel.net/zandronum/download.php?file=6aplus-extraweps.pk3

32
W.I.P Forum / Re: 8BDM6aPlus
« on: December 24, 2020, 05:54:52 AM »
https://allfearthesentinel.net/zandronum/download.php?file=8bdm6aplus-v1b6.pk3

b6
(enemy health bar is now default)
team imbal
classbase

https://allfearthesentinel.net/zandronum/download.php?file=6aplus-mlms2-moreweps.pk3

add after metalms to add the following weapons
Time Slow,  Rain Flush, Flash Stopper, Centaur Flash, Tornado Blow

33
W.I.P Forum / Re: 8BDM6aPlus
« on: December 21, 2020, 02:56:30 AM »
Explaining Meta LMS (old thread https://cutstuff.net/forum/index.php?topic=11712.0)

I have a dream
of choosing the LMS loadout.
But the weapon balance wasn't really designed for this, so what to do?
Well what if choosing certain weapons buffed/nerfed your hp depending on that weapon's winrate?
That's the basic idea of this mod.

But I also had to add something to address some problems with this.

So each map change there's an alternation of the rules.
Ruleset 1: Player choice loadouts, unscored results. "Freeplay"
Everyone gets to choose their loadouts. Hopefully this will be balanced over time, which is the end goal.
And the results are unscored. So you can choose your favorite weapons and win without worrying about getting them nerfed.
Ruleset 2: Random loadouts, scored results. "Data Collection"
Everyone gets random loadouts. Let's get some people out of their weapon comfort zones...
And the results are scored. Random loadouts should essentially test every weapon, and those weapons' power-levels should contribute to a winrate for that weapon. And if that winrate then refactors into a weapon's power (affecting its wielder's hp), an equilibrium should be reached... or at least we should see some fun weapon power trends.

"Benchmark Weapons"
Oh also some weapons in the loadout menu are marked with a "B" like so
(click to show/hide)
These weapons will not change your hp and I consider them the "average" weapon of their category.
(I think having some weapons stay at +/- 0% hp means the other weapons will center around that value?)
Choose them if you want a guaranteed 100 hp.
They are:
Thunder Bolt
Metal Blade
Flame Blast
Drill Bomb
Scorch Wheel

34
W.I.P Forum / Re: 8BDM6aPlus
« on: December 21, 2020, 02:33:55 AM »
Initial post
New thread cause reorganizing

main project 1: "8BDM Plus"
https://allfearthesentinel.net/zandronum/download.php?file=v6a-editsforplus-b1.pk3
edits to v6a to make plus work, doesn't really change anything on its own. (black hole bomb is no longer team colored).
proposed for v6b.
https://allfearthesentinel.net/zandronum/download.php?file=8bdm6aplus-v1b5.pk3
(add after editsforplus)
a series of toggleable improvements to 8bdm and moddability improvements.

side project 1:
"Meta LMS"
https://allfearthesentinel.net/zandronum/download.php?file=6aplus-metalms2.pk3
(add after plus)
A dynamic attempt at weapon loadout balance by having weapon winrate affect player hp level.

8BDM6a Plus changelog

b1
corwepteamcolors + mimimap icons

b2
improved hudnum.acs
extra and plus menu created
minimap plus an option

b3
player colors are sync'd when a player connects as opposed to whenever a player spawns/respawns
script 255 (ammo color) replaced
healing works as percentage of maxhealth

b4
loadout

b5
black hole team color fixed
ally/enemy healthbar, invisual

35
W.I.P Forum / 8BDM6aPlus
« on: December 21, 2020, 02:32:32 AM »
New thread cause reorganizing

main project 1: "8BDM Plus"
https://allfearthesentinel.net/zandronum/download.php?file=v6a-editsforplus-b1h.pk3
edits to v6a to make plus work, doesn't really change anything on its own. (black hole bomb is no longer team colored).
proposed for v6b.
https://allfearthesentinel.net/zandronum/download.php?file=8bdm6aplus-v1b12h.pk3
(add after editsforplus)
a series of toggleable improvements to 8bdm and moddability improvements.

side project 1:
"Meta LMS"
https://allfearthesentinel.net/zandronum/download.php?file=6aplus-metalms2.pk3
(add after plus)
A dynamic attempt at weapon loadout balance by having weapon winrate affect player hp level.

main project 2:
"L Wep"
Balancing weapons for loadout.
Also extra weapons.
https://allfearthesentinel.net/zandronum/download.php?file=6aplus-lweps-v1i.pk3
its own Meta LMS
https://allfearthesentinel.net/zandronum/download.php?file=6aplus-lweps-metalms3.pk3

side project 2:
"Maestro And Doc"
https://allfearthesentinel.net/zandronum/download.php?file=6aplus-lwep-maestroanddoc4b.pk3
Statted Meastros and a Doc Robot you can stat yourself

main project 3:
"basic bosses"
a boss system with megaman bosses
https://allfearthesentinel.net/zandronum/download.php?file=6aplus-lwep-basicbossesv1c.pk3
"more bosses"
adding bosses and mob classes to basic boss. the mob classes include maestros and doc.
https://allfearthesentinel.net/zandronum/download.php?file=6a-morebossesv1b.pk3
"more bosses music and taunts"
music/taunts for basic/more bosses.
https://allfearthesentinel.net/zandronum/download.php?file=6a-morebosses-musictauntsv1b.pk3

36
Pending / Re: [Feature] Projectile Team Colors
« on: December 20, 2020, 01:13:58 AM »
fixed a bug with black hole
(click to show/hide)

https://allfearthesentinel.net/zandronum/download.php?file=corewepteamcolorsv6a-3.pk3

component files (above file is literally these 2 stacked)
https://cdn.discordapp.com/attachments/215579601332600833/785138145103839252/v6a-EditsForProjTrans-b3.pk3
v6a edits as detailed in note.txt
(click to show/hide)
https://cdn.discordapp.com/attachments/215579601332600833/785527839004557392/corewepteamcolorsv6a-Edit3-2.pk3

37
DECORATE and ACS Modifications / Re: A Class Base
« on: December 12, 2020, 10:28:49 PM »
https://allfearthesentinel.net/zandronum/download.php?file=aclassbasev6a-extra.pk3

add after classbase
other simple common features to class mods
1. the seperation of copyweps from non-copyweps
2. health pickups/weapons compatible with different max healths (either percent-style or absolute-style)

38
Pending / Re: [Feature] Projectile Team Colors
« on: December 09, 2020, 06:53:11 PM »
https://allfearthesentinel.net/zandronum/download.php?file=corewepteamcolorsv6a-2.pk3

component files (above file is literally these 2 stacked)
https://cdn.discordapp.com/attachments/215579601332600833/785138145103839252/v6a-EditsForProjTrans-b3.pk3
v6a edits as detailed in note.txt
(click to show/hide)
https://cdn.discordapp.com/attachments/215579601332600833/785527839004557392/corewepteamcolorsv6a-Edit3.pk3

39
Pending / Re: [Feature] Projectile Team Colors
« on: December 02, 2020, 01:00:57 PM »
v6a update

https://allfearthesentinel.net/zandronum/download.php?file=corewepteamcolorsv6a-1.pk3

-

So what I'm up to
I am making core edits to make this process simpler/easier
https://cdn.discordapp.com/attachments/215579601332600833/782819711980142612/v6a-EditsForProjTrans-b1.pk3
1. no first frame skipped actions
2. no native translations
2a. black hole bomb
2b. beat support
2c. sakugarne debris
2d. explosions
3. wire transfer translation
the team color projectile file to add after that file
https://cdn.discordapp.com/attachments/215579601332600833/783678087312572447/corewepteamcolorsv6a-Edit1.pk3
-
the big change i am experimenting with now is
SXF_TRANSFERTRANSLATION on all attack fx
stay tuned

edit:
messed up death fx & shields on those test files
fixed
https://cdn.discordapp.com/attachments/215579601332600833/784427650193424454/v6a-EditsForProjTrans-b1a.pk3
https://cdn.discordapp.com/attachments/215579601332600833/784427677003415572/corewepteamcolorsv6a-Edit1a.pk3

40
I think the zenny gives too much health and also that it would be cool if it gave ammo.
So here's v1b zenny doing that.
https://cdn.discordapp.com/attachments/160882052177199104/777390595496738826/ZennyJb.pk3

41
DECORATE and ACS Modifications / Re: A Class Base
« on: November 13, 2020, 03:20:39 AM »
https://allfearthesentinel.net/zandronum/download.php?file=aclassbasev6a.pk3

update to v6
including the critical pains and death

42
DECORATE and ACS Modifications / Re: Respawn Delay v1
« on: November 04, 2020, 10:50:00 AM »
https://allfearthesentinel.net/zandronum/download.php?file=respawndelayj3.pk3
j2 -> j3
core v6 fixed the issue with corpses and giveactorinventory, so SV_RESPAWNCORPSEREMOVE is no longer needed.
setcvar even when it doesn't change actually causes ungodly network traffic. fixed with a simple check.

https://allfearthesentinel.net/zandronum/download.php?file=respawndelayj3-8bdmv6a.pk3
j3-8bdmv6a
script 255 still doesn't work right with respawn delay, and exit unit was recently added to it... joy...
anyway made a working script for those in this

old files

old cvar
(click to show/hide)

44
DECORATE and ACS Modifications / Re: srFIXty - Straferun fix mod
« on: October 21, 2020, 10:18:08 AM »
https://allfearthesentinel.net/zandronum/download.php?file=mm8bdm-srfixty-v5d.pk3

updated, used vectorlength, learned about MODINPUT_FORWARDMOVE & MODINPUT_SIDEMOVE

45
updated this

v1a->v1b
general updates

v1b->v1c
the point has an fx showing its radius
now an indication for being on the point (a black outline around it on the hud)
point no longer decays while being contested
merely contesting the point initiates overtime, overtime still also initiated by capture progress

https://allfearthesentinel.net/zandronum/download.php?file=1fctftokothv1c.pk3

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