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Topics - JaxOf7

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1
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

2
W.I.P Forum / 8BDMPlus + JWep + Misc
« on: May 02, 2020, 10:27:54 AM »
Main Project 1:
"8BDM Plus"
https://allfearthesentinel.net/zandronum/download.php?file=8bdmplusv1b8.pk3
A series of toggleable improvements to 8bdm and moddability improvements.

Main Project 2:
"JWep"
https://allfearthesentinel.net/zandronum/download.php?file=plus-jwepv1b10c.pk3
(Add after plus)
Jax tries to improve the core weps and balance them around loadout.

Side Project 1:
"Meta LMS"
https://allfearthesentinel.net/zandronum/download.php?file=jwepv1b5-metalms.pk3
(Add after jwep)
A dynamic attempt at weapon balance by having weapon winrate affect player hp level.
"MetaLMSAlternator"
https://allfearthesentinel.net/zandronum/download.php?file=metalmsalternator2.pk3
Have rounds alternated between random weapons and player choice weapons.

Side Project 2:
"Team Sneaking J"
https://allfearthesentinel.net/zandronum/download.php?file=plus-teamsneakingj-v1b8.pk3
(Add after plus)
Jax tries to improve Team Seaking.

Side Project 3:
"Cash Game"
https://allfearthesentinel.net/zandronum/download.php?file=plus-cashgamev1b.pk3
(Add after plus)
Use cash gained in between rounds to buy weapons and items.

Side Project 4:
"Basic Bosses"
(Remember to set SAX_MODE 1 from plus)
https://allfearthesentinel.net/zandronum/download.php?file=plusjwep-basicbossesv1h.pk3
(Add after Jwep)
https://allfearthesentinel.net/zandronum/download.php?file=bbv1f-nomegabossh.pk3
(Add after basic bosses to remove megaman as a boss)

Side Project 4B:
"More Bosses"
https://allfearthesentinel.net/zandronum/download.php?file=morebossesv1d.pk3
(Add after basic bosses)
https://allfearthesentinel.net/zandronum/download.php?file=morebossesmusicv1d.pk3
(Totally optional)

Side Project 5:
"Bootleg CBM"
https://allfearthesentinel.net/zandronum/download.php?file=plusjwep-bootlegcbm7c.pk3
(Add after Jwep)

Misc File 1:
"Class HP Edit"
https://allfearthesentinel.net/zandronum/download.php?file=classhpedit.pk3
a series of cvars (CLASS_HP#) allows one to edit class hp values on the spot for instant balancing.

3
Closed / [Suggestion] Modder's Delight: Item Spawn Func
« on: March 27, 2020, 02:34:33 AM »
So basically, if you ever wanted to make this game's weapon pickups do anything special, you were going to run into problems.
It's 80+ weapons! That's a lot of things to either replace or doomednums to override!
And the wepacs (ammo get), sbarinfo (ammo bars), and campaign only work with the weapons' specific names!
So what I'm proposing is a universal "spawnfunc" that applies to all spawning pickups. Like an ENTER script but for pickups.

https://cdn.discordapp.com/attachments/228999599459794944/692202364894969876/ModdersDelight-8bdmv5d-Pickup2.pk3
(there's a note inside on changes, for implementation's sake and in case i need to do this again...)
This makes a modder's life much easier.
Here are several examples of things that are much easier with this system in play.
Maybe you'd like to implement one of these for the sake of it being easy with this system...

https://cdn.discordapp.com/attachments/228999599459794944/691813632475922525/MD-MinimapIcons.pk3
Self explanatory.

https://cdn.discordapp.com/attachments/228999599459794944/692177382328500245/MD-MagicCardGrab.pk3
Magic Card carries items.

https://cdn.discordapp.com/attachments/228999599459794944/692162030110769162/MD-MapWeaponsOption.pk3
Turn off the map's weapons with the flick of a cvar. mm8bdm_sv_removeweps

https://cdn.discordapp.com/attachments/228999599459794944/692162084171022379/MD-MapWeaponsAreStartWeapons.pk3
No cvar this time, all a map's weapons are just the player's on spawn.

https://cdn.discordapp.com/attachments/228999599459794944/692916938313302036/MD-DroppedFade.pk3
Dropped things fade over time. Handy when people are playing classes so the map doesn't clog.

https://cdn.discordapp.com/attachments/228999599459794944/692916970168909875/MD-FadePossessedWeps.pk3
Map Weapons are faded if you have them. This code kind of makes my head hurt though...

https://cdn.discordapp.com/attachments/228999599459794944/691813652201734225/MD-BouncingItems.pk3
Like Kirby Air Ride, I don't know.

4
W.I.P Forum / JWep
« on: January 28, 2020, 01:35:31 AM »
the goal of this mod is to balance the game's weapons around (T)LMS loadouts and generally improve weapon quality

to that end, this mod includes
team projectile colors ( http://cutstuff.net/forum/index.php?topic=11117.0 )
lms loadouts ( http://cutstuff.net/forum/index.php?topic=9980.0 )
and whatever weapon edits i feel like

the file itself
https://allfearthesentinel.net/zandronum/download.php?file=jwepv1b6.pk3

addon files
"Meta LMS" ( http://cutstuff.net/forum/index.php?topic=11712.0 )
https://allfearthesentinel.net/zandronum/download.php?file=jwepv1b5-metalms.pk3
"Meta LMS Alternator" ( see meta lms thread )
https://allfearthesentinel.net/zandronum/download.php?file=metalmsalternator2.pk3
"Team Imbalance" ( http://cutstuff.net/forum/index.php?topic=7198.0 )
https://allfearthesentinel.net/zandronum/download.php?file=jwep-teamimbal4.pk3
"No Weapon Pickup" (Also no ETanks/MTanks/RushJet…)
https://allfearthesentinel.net/zandronum/download.php?file=jwep-noweaponpickup2.pk3
"Bootleg CBM" (Simple classes that use the core weps)
https://allfearthesentinel.net/zandronum/download.php?file=jwep-bootlegcbm5.pk3

look for release posts for weapon change details

5
DECORATE and ACS Modifications / Meta LMS
« on: January 15, 2020, 04:03:07 AM »
So it's no secret that lms loadouts is unbalanced
(http://cutstuff.net/forum/index.php?topic=9980.0)
after all, core wasn't designed for it, everyone starts with the same weapons in lms.
Certain weapons are going to win more... but... what if those victories told the game to nerf that weapon? And a loss buffed it?
Theoretically, an equilibrium would be reached...
Or maybe not.
But hey, if that sounds fun, this is for you.

https://allfearthesentinel.net/zandronum/download.php?file=metalms-b4.pk3
Remember to add after LMS Loadouts. Since it's balancing different loadouts... and core is synchronized loadouts...

addon file
https://allfearthesentinel.net/zandronum/download.php?file=metalmsalternator2.pk3

So specically, each weapon has an "hp" and "score."
Winning subtracts score, losing adds score.
Hp increases/decreases your hp with that weapon equipped.
Hp typically matches the score.

commands

WepHPEditList - lists all the weapon hps. also displays on server join.
WepHPEditCurrent - lists your weapon hps. also displays on spawn.

cvars

WEP_HP# - weapon hp add/subtract.
WEP_SCORE# - weapon score.

WEP_LOCK# - weapon score no longer affects the weapon hp.

WEP_SCOREMAX - max score. default 30.
WEP_SCOREMIN - min score. default -30.
WEP_SCORERATE - bigger number means more drastic score change. default is 1.
WEP_SCORE_PLAYERSMIN - only have scores change if at least this many players played. default is 4.

"benchmark weapons"
these weapons have their LOCK set to true by default and are the weapons before -1 and 0 in the edited loadout menu.
so using this set means you will always have the default 100 hp and could be said to be the standard all other weapons are trying to match.
they are

thunder bolt
needle cannon
flame blast
drill bomb
scorch wheel


7
Closed / [Bug] Noise Crush
« on: December 18, 2018, 12:08:43 PM »


2 issues.

1. Glow color can stick on deselect. Likely cause it's calling a color change from it and the new weapon on the same tic. Just have a deselect delay.

2. Catching Noise Crush gives WeaponCharge. You can get this with another charge weapon so it gets WeaponCharge and thus charges slightly quicker. It's not a big deal, but it's a thing and it is weird. NoiseCrushWep itself can still use WeaponCharge, just have catching noise crush give an intermediary item.

(3. Glow return to normal happens slightly later on Fire2. Just seems like a good idea.)

NoiseCrush.txt
Code: [Select]
actor NoiseCrushWep : BaseMM8BDMWep 10083
{
//$Category MM8BDM-Weapons
//$Title Noise Crush
Weapon.AmmoUse 2
Weapon.AmmoGive 28
Weapon.SlotNumber 2
Inventory.Pickupmessage "$PU_NOISECRUSH"
Obituary "$OB_NOISECRUSH"
Tag "$TAG_NOISECRUSH"
weapon.ammotype "NoiseCrushAmmo"
inventory.icon "NCRUSI"
States
{
Spawn:
WEA3 J 1
loop
Ready:
NCRU I 0 ACS_ExecuteAlways(998,0,55)
NCRU I 0 A_JumpIfInventory("NoiseCrushCaught",1,"ChargeStart")
NCRU I 1 A_WeaponReady
Goto Ready+1
ChargeStart:
NCRU L 0 A_GiveInventory("WeaponCharge",1)
NCRU L 0 A_GunFlash("Sound.BusterCharge", GFF_NOEXTCHANGE)
Charged:
NCRU L 0 ACS_ExecuteAlways(991,0,72)
NCRU M 1 A_WeaponReady
NCRU L 0 ACS_ExecuteAlways(991,0,73)
NCRU N 1 A_WeaponReady
NCRU I 0 ACS_ExecuteAlways(991,0,55)
NCRU I 1 A_WeaponReady
loop
Deselect:
TNT1 A 0 A_JumpIfInventory("WeaponCharge",1,24)
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
NCRU I 1 A_Lower
goto Deselect+1
NCRU I 2 A_TakeInventory("WeaponCharge",999)
goto Deselect+1
Select:
TNT1 A 0 A_TakeInventory("NoiseCrushCaught",999)
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
NCRU I 1 A_Raise
Loop
Fire:
NCRU I 0 A_JumpIfInventory("WeaponCharge",1,"Fire2")
NCRU I 0 A_JumpIfNoAmmo("NoAmmo")
NCRU I 0 ACS_ExecuteAlways(998,0,55,1)
Goto Fire1
Fire1:
NCRU I 0 A_PlaySoundEx("weapon/noisecrush1","Weapon")
NCRU I 0 A_FireCustomMissile("NoiseCrush",0,1,8,0)
NCRU JK 5
NCRU I 10
NCRU I 0 A_Refire
Goto Ready+1
Fire2:
NCRU I 0 A_PlaySoundEx("weapon/noisecrush2", "Weapon")
NCRU I 0 A_StopSoundEx("SoundSlot5")
NCRU I 0 A_FireCustomMissile("NoiseCrush2",0,0,8,0)
NCRU I 0 A_TakeInventory("NoiseCrushAmmo", 4,TIF_NOTAKEINFINITE)
NCRU I 0 A_TakeInventory("WeaponCharge",999)
NCRU I 0 A_TakeInventory("NoiseCrushCaught",999)
//NCRU I 0 ACS_ExecuteAlways(991,0,55)
//NCRU JK 5
NCRU J 1
NCRU J 1 ACS_ExecuteAlways(991,0,55)
NCRU J 3
NCRU K 5
NCRU I 25
NCRU I 0 A_Refire
Goto Ready+1
NoAmmo:
NCRU I 1 ACS_Execute(979,0)
Goto Ready+1
}
}

actor NoiseCrushAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
+INVENTORY.IGNORESKILL
}


actor NoiseCrush
{
PROJECTILE
Radius 5
Height 5
scale 2.5
damage (20)
damagetype "NoiseCrush1"
Obituary "$OB_NOISECRUSH"
speed 25
+FORCEXYBILLBOARD
+HEXENBOUNCE
+CANBOUNCEWATER
BounceFactor 1.0
bouncecount 2
reactiontime 150
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("NoiseCrushTrail1",0,0,0,0,0,0,0)
TNT1 A 1 A_CountDown
TNT1 A 0 A_SpawnItemEx("NoiseCrushTrail2",0,0,0,0,0,0,0)
TNT1 A 1 A_CountDown
TNT1 A 0 A_SpawnItemEx("NoiseCrushTrail3",0,0,0,0,0,0,0)
TNT1 A 1 A_CountDown
TNT1 A 0 A_SpawnItemEx("NoiseCrushTrail4",0,0,0,0,0,0,0)
TNT1 A 1 A_CountDown
Goto Look
Look:
TNT1 A 0 A_JumpIfCloser(40, "Give")
TNT1 A 0 A_SpawnItemEx("NoiseCrushTrail1",0,0,0,0,0,0,0)
TNT1 A 1 A_CountDown
TNT1 A 0 A_JumpIfCloser(40, "Give")
TNT1 A 0 A_SpawnItemEx("NoiseCrushTrail2",0,0,0,0,0,0,0)
TNT1 A 1 A_CountDown
TNT1 A 0 A_JumpIfCloser(40, "Give")
TNT1 A 0 A_SpawnItemEx("NoiseCrushTrail3",0,0,0,0,0,0,0)
TNT1 A 1 A_CountDown
TNT1 A 0 A_JumpIfCloser(40, "Give")
TNT1 A 0 A_SpawnItemEx("NoiseCrushTrail4",0,0,0,0,0,0,0)
TNT1 A 1 A_CountDown
loop
Give:
TNT1 A 2 A_GiveToTarget("NoiseCrushCaught",1)
stop
}
}

actor NoiseCrush2
{
PROJECTILE
Radius 20
Height 10
scale 2.5
damage (65)
damagetype "NoiseCrush2"
Obituary "$OB_NOISECRUSH"
+FORCEXYBILLBOARD
speed 40
reactiontime 150
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_SpawnItemEx("NoiseCrushTrail5",0,0,0,0,0,0,0)
TNT1 A 1 A_SpawnItemEx("NoiseCrushTrail6",0,0,0,0,0,0,0)
TNT1 A 1 A_SpawnItemEx("NoiseCrushTrail7",0,0,0,0,0,0,0)
TNT1 A 1 A_SpawnItemEx("NoiseCrushTrail8",0,0,0,0,0,0,0)
loop
}
}

actor NoiseCrushTrail1
{
+NOINTERACTION
+NOGRAVITY
+CLIENTSIDEONLY
+FORCEXYBILLBOARD
-SOLID
scale 2.5
height 0
radius 0
States
{
Spawn:
NCRU D 5
stop
}
}

actor NoiseCrushTrail2 : NoiseCrushTrail1
{
States
{
Spawn:
NCRU C 5
stop
}
}

actor NoiseCrushTrail3 : NoiseCrushTrail1
{
States
{
Spawn:
NCRU B 5
stop
}
}

actor NoiseCrushTrail4 : NoiseCrushTrail1
{
States
{
Spawn:
NCRU A 5
stop
}
}

actor NoiseCrushTrail5 : NoiseCrushTrail1
{
States
{
Spawn:
NCRU H 8
stop
}
}

actor NoiseCrushTrail6 : NoiseCrushTrail1
{
States
{
Spawn:
NCRU G 8
stop
}
}

actor NoiseCrushTrail7 : NoiseCrushTrail1
{
States
{
Spawn:
NCRU F 8
stop
}
}

actor NoiseCrushTrail8 : NoiseCrushTrail1
{
States
{
Spawn:
NCRU E 8
stop
}
}

actor NoiseCrushCaught : Inventory
{
inventory.amount 1
inventory.maxamount 1
}

8
DECORATE and ACS Modifications / Loadout Revengeance
« on: November 13, 2018, 08:57:03 AM »
AKA Class Simulator



So in this mod, you've got some choices.

Choice one: Ammo.
Standard choice is pickup.
You pick up ammo.
However, since LMS/Buckshot contain no ammo pickups, you get some wtanks in those.

Your other ammo choice is ammo regen.
Ammo regens over time. Faster if you don't fire.
You don't get to pick up ammo.

You also get to choose how fast ammo regens.
Faster regens come with a power penalty, more on that later...

Ammo out of the way, your other choice is weapons.

Category 1 is Megaman.
Should feel familiar.
Pick up weapons in DM.
In LMS/Buckshot, get 5 weapons. Your choice.

Category 2 is MegamanStatic.
As in: static weapons.
As in: no weapon pick up.
You get 1-3 weapons and you live with it.
Fewer weapons, however, comes with a power boost.

Ammo regen speed and amount of weapons come with power nerfs and buffs.
Standard power is 100%.
Power modifies special weapon damage dealt and any damage taken.
50% power means you deal half damage and take double damage.
200% power means you deal double damage and take half damage.

Current possible values though are from 60%-130%.

Now that your choices are laid out on the table, let's just see what happens.

Who will win?
The one who puts all their stock in one attack?
Or the one who keeps their options open?
The one who's going to need long recharge breaks between their skirmishes?
Or the one who can keep fighting?

Note: Atomic Fire slight edit. Survivable with power differences. Like CBM.

https://allfearthesentinel.net/zandronum/download.php?file=loadoutrevengev1a.pk3

Ban files:
https://allfearthesentinel.net/zandronum/download.php?file=ldrban1.pk3
removes: top spin, dive missile, plant barrier
adds: time slow, rain flush, centaur flash, tornado blow, solar blaze
This is just mimicing CBM.

9
Bugs/Suggestions / CoreAltfire/FuncFire recode
« on: October 29, 2018, 08:28:26 PM »
Let us refer to Core Altfires as "FunctionFire"s or "FuncFire."

Let's say you want to make a mod that grants different functionality to Altfire and rebind FuncFire to a different key.
(With Megaman11 a thing, a mod that implements the gears comes to mind...)

It's a pain.
But it doesn't have to be.

That is the primary goal of this, but I've also
*Added functionality to disable weapon firing. Would make for an interesting status condition, but also helpful for bots and charge weapons.
*Eliminated the need for a seperate Altfire state for charge weapons.
*Hopefully reduced the overall amount of repasted code.
*Integrated support for "deselect fire" (like how CBM slide makes you throw in super arm if you are holding).

This first file is the suggestion itself. The recode in some example weapons which actually should exhibit no differences.

https://allfearthesentinel.net/zandronum/download.php?file=corealtfirerecode4h.pk3

Now for the interesting modding.

Add one of these after the recode. They're each pretty small.

https://allfearthesentinel.net/zandronum/download.php?file=altfireisspeedgear4h.pk3
Rebinds FuncFire to zoom, altfire to speed gear.

https://allfearthesentinel.net/zandronum/download.php?file=altfireisbuster4h.pk3
Rebinds FuncFire to zoom, altfire to buster on any weapon.

https://allfearthesentinel.net/zandronum/download.php?file=altfireclasses4h.pk3
Classes consisting of standard megaman and a class of each previous file.
Standard Megaman also has zoom for FuncFire.
Incredibly, these can all coexist.

I may or may not complete the recode for all the v5d weapons. But I don't think you're gonna see much more than what I've done.

10
Closed / [Feature/Reminder] Infinite Ammo compat
« on: October 13, 2018, 09:08:26 AM »
https://allfearthesentinel.net/zandronum/download.php?file=ammotake1.pk3
(just atomic fire in this file)

Some weapons consume ammo with SV_InfiniteAmmo 1.
That's pretty weird.
Easily fixable with TIF_NOTAKEINFINITE and an ACS check though.

11
Rejected / Make Classic and MM8 Roll's hair cyan on the skin sprites
« on: July 05, 2018, 11:26:09 AM »
The reason is twofold.

1. Classic Roll has way too little cyan.

These pixel counts may be off by 1 or 2, but Classic Roll clearly has the smallest amount of cyan.
Which is bad from the design standpoint of knowing what weapon she's using
but also bad from a sprite consistency standpoint.
(Also take this moment to see which other sprite color schemes might need work...)

2. It would help make Roll more consistent with other "Hero" characters.
Roll has yet to be playable in a main game, but her playable record is actually pretty impressive.
Tatsunoko vs Capcom, Marvel vs Capcom 1 & 2, Megaman Powered Up, Rockman Mobile, RockBoard, Mega Man: Battle & Chase...
Given this, it fits to have her sprite subject to the same limitations as Megaman, Proto, and Bass.
For those limitations and fitting cyan hair Roll into them, refer to the below diagram.

(I think blue lipstick would be nice, but I'm less concerned about it.)

12
W.I.P Forum / Expand8bdm system
« on: June 14, 2018, 02:09:59 AM »
So mm8bdm has a lot of map packs and they can all be loaded together with each other with little issue.
mm8bdm weapons/item packs and outright expansions however... different story.
They would generally need compatibility patches and who wants to do that?
So instead, here's an additive system that allows for expansion without the need for compatibility patches.

Main file, add before all others
https://allfearthesentinel.net/zandronum/download.php?file=expand8bdm-v5d-b1.pk3

Example test files, add afterwards however you like
https://allfearthesentinel.net/zandronum/download.php?file=expand8bdmaddfirebuster3.pk3
https://allfearthesentinel.net/zandronum/download.php?file=expand8bdmaddicebuster3.pk3
https://allfearthesentinel.net/zandronum/download.php?file=expandassistaddatk.pk3
https://allfearthesentinel.net/zandronum/download.php?file=expandassistadddef.pk3
https://allfearthesentinel.net/zandronum/download.php?file=expandweaponaddcircuitbreaker2.pk3
https://allfearthesentinel.net/zandronum/download.php?file=expandweaponaddnitroblast2.pk3

What's in the system
Modular...
Pain states
Weapon ammo (+Eddie)
Buster upgrades (+Eddie)
Weapon bars (tied to translation)
Party ball drops
Assist item display

(Possible future features
Status condition display
Elemental props
Auto's virtual training room weapon support
generic campaign?)

14
Rejected / "Expand Buster", Modular Buster Upgrade
« on: May 31, 2018, 01:27:45 AM »
Basically the same principles I used in ExpandWeapons but applied to Buster Upgrades.

This is just for Buster Upgrade functionality. If you want Bots using them and Eddie giving them, that's in Expand Weapon.

https://allfearthesentinel.net/zandronum/download.php?file=expandbusterupgrade.pk3
https://allfearthesentinel.net/zandronum/download.php?file=expandbusteraddfirebuster.pk3
https://allfearthesentinel.net/zandronum/download.php?file=expandbusteraddicebuster.pk3

15
DECORATE and ACS Modifications / Input Display
« on: May 28, 2018, 12:25:42 PM »
https://allfearthesentinel.net/zandronum/download.php?file=inputdetectj2.pk3


Not much to say.
Binary's idea.
Works with player spectating.

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