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Topics - JaxOf7

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16
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.

17
Script was made when those weren't a thing.
Not only does this eliminate unneeded args in the script call
but can also factor in player radius for more accuracy

18
Closed / [Bug] Beat Support doesn't show up online
« on: March 08, 2018, 06:21:05 AM »



19
Pending / [Feature] Projectile Team Colors
« on: March 01, 2018, 11:02:08 PM »
People like knowing what team a projectile came from.

CBM has had this for a while, but I've come up with a new implementation that is hopefully simpler.

Also you can turn it off/on, much like the CTF Radar in case you really don't like them or a mod needs them off.

There is currently an online issue with this with team colors not showing up on certain aspects of the following
(click to show/hide)

Regardless of that issue, I wanted to make a post about this to show everything that's done and before I had made more drastic changes to fix those.

Also please take note of ProjectileFirstTic.txt . Avoiding first tic functions makes a modder's life easier.

https://allfearthesentinel.net/zandronum/download.php?file=corewepteamcolors4.pk3

EDIT:
Online issue fixed.
Also Thunder Beam changed.
https://allfearthesentinel.net/zandronum/download.php?file=corewepteamcolors4b.pk3

EDIT2:
Assists added.
Super Adaptor back copies color.
Black Hole Bomb adapted to system. Sakugarne edit. Homing Sniper Crosshair fix.
https://allfearthesentinel.net/zandronum/download.php?file=corewepteamcolors4c.pk3

EDIT3:
Item2 resolved.
Ice Wall voxel in software color fixed.
Laser Buster color changed.
https://allfearthesentinel.net/zandronum/download.php?file=corewepteamcolors4d.pk3

EDIT4:
v5d update
translations redone, everything is colored
item-1 and concrete block look weird again
https://allfearthesentinel.net/zandronum/download.php?file=corewepteamcolorsv5d-1.pk3

EDIT5:
opengl voxel fix
https://allfearthesentinel.net/zandronum/download.php?file=corewepteamcolorsv5d-2.pk3

20
DECORATE and ACS Modifications / A Class Base
« on: January 03, 2018, 08:49:00 AM »
https://allfearthesentinel.net/zandronum/download.php?file=aclassbasev6a.pk3

A bare, open class base without a mod's bells and whistles.

-

https://allfearthesentinel.net/zandronum/download.php?file=aclassbasev6a-extra2.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)

21
On certain systems, during a map change on a server with enough players/bots, the client will crash if HUD numbers are turned on.

This likely concerns the giving of an inventory item during map startup.

This bug is my fault as this was not an issue I expected or tested.

Obviously this does not happen if you have HUD number displays turned off, even just during map changes.

This file is a standalone fix that can be hosted with the server or integrated into wads
https://allfearthesentinel.net/zandronum/download.php?file=hudnumfix.pk3

HUDNUM.acs will eventually be deprecated altogether when Zandronum's SBARINFO gets IfCVarInt.

22
DECORATE and ACS Modifications / Checkpoint Actor
« on: September 21, 2017, 06:48:38 PM »


A Checkpoint actor for obstacle course wads and the like.
Checkpoint systems in them have had a tendency to be inconsistent or troublesome to implement.
Hoping to cut down on that, just plop this actor down and a player who goes near it will be able to warp back to it with a personal item and get refilled.
Also a player's item quantity shows how many times they have used checkpoints, just in case you wanna show off that you didn't use any.
Oh, also sprites from Mega Maker cause those were neat.
https://allfearthesentinel.net/zandronum/download.php?file=mm_checkpoint-v1a.pk3

Also gonna demonstrate some tech.
You can make mods that add these checkpoints to old map packs.
As I do in this mod with MM1CUT.
https://allfearthesentinel.net/zandronum/download.php?file=mm_checkpointplaceexample.pk3
If you are no mapper and want to figure out your position for the sake of mods that place stuff, use idmypos and/or currentpos.

23
Closed / Health and Ammo numbers on HUD
« on: August 22, 2017, 12:46:38 AM »


This is kind of a standard thing in FPSes.
I think people would like it. And it's an option, so even if you don't like it, then whatever.

http://allfearthesentinel.net/zandronum/download.php?file=healthandammonumber.pk3

24
I had a simple goal with making this:
"When adding weapons, minimize the need for compat files."

I believe I have accomplished this.
There are 3 main features enclosed within this, some may win people over easier than others.

Modular ammo/lms defining.
Works very similar to defining weapon color translations. Will require a #import though.
Pretty easy sell.

Ammo bar tied to translation.
Basically, the weapon translation script also modifies an "AmmoBarFlag" inventory, which the sbarinfo checks to display the appropriate bar.
All weapon modders gotta do is define a bar for the translation. (Or don't define a bar if it's a buster)
I personally find tying bar to translation pretty clever as that's kind of how NES Megaman actually worked.
Also added more general support for overlaying the flashing bar. You will need to modify your weapons to use it though.
Side effect1: Weapons that make you glow colors have really cool and canon looking bars.
Side effect2: Your bar might take an extra tic to change color?
As flexible as this is, Skull Barrier and Plant Barrier over the health bar remain hardcoded. I don't think I'd be able to predict all the crazy stuff people would want to do to the health bar.

Megaman "pain slots".
There are several MegamanPain# 's in .txt files that the base Megaman class inherits from.
One of the .txt files can be replaced with a .txt file of your own pain states.
Thus, we have sidestepped the need for a keyconf and adding a new Megaman class for each weapon pack.
As powerful as this is, this feature may be the hardest sell, as it is highly unusual.

The files themselves
Add ExpandWeapons2 first as it is the actual feature.
However, the addweapon's afterwards are optional and can be added in any order. Which was kinda the whole point of this.

http://allfearthesentinel.net/download?file=expandweapons2.pk3
http://allfearthesentinel.net/download?file=expandweaponaddcircuitbreaker.pk3
http://allfearthesentinel.net/download?file=expandweaponaddnitroblast.pk3

25
Closed / Altfire Critique
« on: June 01, 2017, 07:41:39 AM »
v5B introduced altfire.
It is a completely optional bind that replaces binds and tech skill, emphasizing strategy and accessibility.
Let's see how we did.

The good
Every charge weapon, Drill Bomb, Scorch Wheel (emulating rapid fire)
I have no additional comments for these, they are perfect.
Remote mine (emulating switch-off-switch-back)
This just works too.
Gyro Attack (emulating fire and switch-off-switch-back)
Also good, though trying to do this manually is quite a ways slower and tougher.
Sakugarne (emulating rapid jump cancel)
Short hop on alt is good. I feel I should point out a minor issue on whether alt should start up the Sakugarne (it currently does not). It's odd, but also shows the player something is up with alt on this weapon. I don't really know.

The bad
Treble Boost (emulating ???)
There's no non-altfire way to fire single shots with ammo. If transform vs single shot was done through holding/tapping main, we'd have something. Also firing single shots while transformed is odd and questionable. Also also, it would be convenient if alt while transformed detransformed you, emulating switch-off-switch-back (while also having some code that allows switching off of Treble Boost when it is your only weapon).
Copy Vision (emulating megabuster)
You don't always have the megabuster and I don't believe Copy Vision should be able to act as a free megabuster. Either have CopyVision alt be able to mimic your current buster, or think of something else.

Missing, add
Spread Drill (emulating fire and switch-off-switch-back)
Like Gyro Attack, you can currently fire multiple unsplit projectiles through weapon switching, ergo, altfire should give ready access to this like Gyro Attack.

add?
Shields: Leaf Shield, Star Crash, Junk Shield, Plant Barrier, Jewel Satellite (emulating switch-off-switch-back)
Have alt shut off these shields. Sometimes, you just don't want to waste time firing them off.
Noise Crush (emulating fire and switch-off-switch-back)
Have alt take away charge and fire uncharged shots.
Black Hole Bomb (emulating switch-off-switch-back)
Have alt make your black hole bomb shot disappear.

probably not add
Yamato Spear, Wave Burner, Flame Sword (adjusting aim)
Technically, a technique exists for these weapons where you adjust your aim as you fire it so all the shots go in one direction. Afterall, these are predictable spreads. I'm not really gonna push for this as it is pretty meta, but just keep in mind that these spreads are more aesthetic than functional.
Mirror Buster (timed releasing of fire)
Holding fire until the bar runs out results in a cooldown, but releasing it right before it runs out results in no cooldown. If we were making techniques into altfires, this would be one, but I'd actually rather have this weapon just be more up to code.

add for fun?
Top Spin
Have alt spin you the other way. It really doesn't matter and easter eggs are fun.

27
Rejected / New Assist Icons
« on: May 24, 2017, 11:29:52 PM »
http://cutstuff.net/forum/index.php?topic=10867.0


Felt the two letter assist icons were kind of boring and inconsistent with the item icons that show what the item is (Eddie Call, Beat Call, Wire, Item1...)
Also Rush Jet and Rush Marine took up a lot of space on the HUD.
Wire is here because while its colors do technically match a red+brown Megaman, that comes across as odd when it could match a red+white Megaman.

28
DECORATE and ACS Modifications / Jax's Lab
« on: May 12, 2017, 03:57:34 AM »
Sometimes I make unplayable/unfinished tech and there's not really a place for it.
This is now that place.
I take requests if they interest me.
You may do whatever you please with these files.

From Megaman Rocks.
Rapid fire splash weapon to fix allies and "fix" (debuff) enemies.
http://www.mediafire.com/file/oxigmw8hxiedv5o/RepairBeamCode2.pk3

Looking up and down selects different attacks.
Still gotta make it look good on horizontal hud.
http://www.mediafire.com/file/cdx7vco57k4b0d2/PitchChooseAttack3.pk3

Centaur Flash and outgoing Shadow Blade only visible to yourself and allies.
http://www.mediafire.com/file/u5u41corlkgkps1/CFlashSBladeACSTeamVisible2.pk3

Afterburn, backstabs, and headshots.
https://www.mediafire.com/file/cwfpywcottnalsw/TF2SpecialDamage4b.pk3/file

Reflect Shoot from MN9.
Should probably upgrade with actual +USEBOUNCESTATE at some point
http://www.mediafire.com/file/8m5iojhl5s74av2/ReflectShoot2.pk3

Johnny copywep for Guilty Gear expansion.
Throw a coin and slash it.
http://www.mediafire.com/file/libtl6cv5cos8ei/GlittersIsGoldv2b.pk3

Zenyatta's discord orb from Overwatch.
For new mod I planned, not sure when I'll get back to it. If you're savvy, you can tell what it was from the sprite.
http://www.mediafire.com/file/91jj19yay3qeky7/DiscordOrb2.pk3

"Give KillBuster"; auto kills enemy players really fast. For testing/cheating purposes.
http://www.mediafire.com/file/n8gghknqohnerpv/KillBusterV1a.pk3

Grand Dad and CP9 Agent class.
Posted this on Discord 06/06/2016. Grand Dad broken a bit by +NOGRAVITY changes since then.
http://www.mediafire.com/file/occ4f89a9mb4rbu/BaselessClassesV1B1.pk3

old files
(click to show/hide)

29
DECORATE and ACS Modifications / Jmod
« on: May 11, 2017, 05:05:31 AM »
Jmod.
My vanilla mod.
http://allfearthesentinel.net/download?file=jmod-v5b-v1d.pk3

Current changes from vanilla
(click to show/hide)

Want my cosmetics work without the gameplay modifications?
Well that's here.
Contains minimap, color fix, buster icons, and assist icons.
http://allfearthesentinel.net/download?file=jmodcosmetics-v5b-2.pk3

old versions

30
Large Scale DM:
All that matters is your killrate.
You can die to each of your opponents (fraglimit-1) times and still win as long as you reach the fraglimit first.
Since there is only 1 victor, the chances your death will contribute to your loss is equal to 1/(playercount-1). You can even affect this by employing the nonsensical strategy of dying to players who are behind.
Survival hardly helps in achieving optimal killrate. Surviving means wasting time picking up health and ammo. Surviving means taking lower risk options that involve dealing less damage.
Dieing and respawning means you get to pick up the weapons for a free ammo refill.
The weapons that rule DM are the high damage weapons. There's no point in using safer, less damaging weapons since survival is not a priority.
There is little point in investing the time to grab "super weapons" as they're just not strong enough and they force you into the survival playstyle.
DM is shallow and repetitive.

Large Scale LMS:
All that matters is survival.
You can kill (PlayerCount-2) players and still lose by dying before the last player.
Conversely, you can win by doing absolutely nothing, as long as the enemies kill themselves.
Melee weapons and other high risk weapons are a very bad idea in this mode.
The mode is very slow just because it's more optimal to take the low risk low damage options as opposed to the high risk high damage options.
And of course, there is the problem that after dying you have to wait a while for the next match to begin.

Duel (health pickups on)
Running away is very easy to do in MM8BDM.
As I explained here: http://cutstuff.net/forum/index.php?topic=10847.0
Thus, duel strats are focused on this odd cadence between engaging each other at full health and retreating for health.
Duel strats are about reliably dealing damage to the foe and securing the kill before they heal up on maps with item layouts designed for large scale DM.
Progress in a duel is slow with the match state resetting to zero often. And only 2 people can play at a time.

Duel (health pickups off, no plant barrier)
High risk high damage and low risk low damage strats are both viable.
As long as your opponent takes more damage than you before the fraglimit, you win.
Thus, constant progress is made and there are many ways to go about this.
This is a good mode, but it only accomodates 2 people.

Small Scale DM and Small Scale LMS can be considered as gradients between DM/LMS and Duel.

2 Team TLMS
Whatever contributes to a team effort of the enemy team dying before yours.
This presents more viable options and playstyles than any of the previous modes. In addtion to high-risk high-damage bum rushes and low-risk low-damage pot shots, one can also flank distracted foes with melee/tricky weapons or stun them so their teammates can ensure kills.
Every player's effort matters since every death/frag contributes to whether one team wins and one team loses.
Main problem with TLMS is one it shares with LMS, in that you may have to wait a while after dying.

2 Team TDM
Whatever contributes to a team effort of the enemy team dying more than yours before the fraglimit.
Very much like TLMS but without waiting long times to respawn.
Unlike TLMS, item placement on maps is relevant to this mode.
Different from TLMS, part of the team effort is grabbing health capsules, but unlike Duel, there aren't more than enough health capsules to go around.
From my pont of view, TDM has advantages over all the previous mode, though it does have one problem.
TDM can be griefed.
A suicider hurts only themself in DM/LMS. In TLMS, they just count as 0 players. But a suicider in TDM can bring their team to their knees, and suiciders on both teams can make the match never progress.
TDM is a fantastic mode, but remember to have votekick ready.

Multi-team TDM/TLMS can be considered as gradients between 2 Team and no Team DM/LMS.

Terminator
DM but more luck. Luck involved in finding the terminator sphere and picking it up when it drops.
Luck involved in landing killing blows on the terminator for the hefty frag bonus. While this is similar to getting kill stolen in DM, it's just amplified here.

Possession
People enjoy running/hiding for dear life without being able to act?
People enjoy chasing players in a game where running away is so easy?

Team Possession
Oh, now the possessor has bodyguards.
Some merit to a team working together to protect a singular objective, but Possession's problems are intact.

1 Flag CTF
Running away is really easy so trying to stop the white flag carrier isn't fun.
There is merit to gameplay focusing around a singular objective though.
Attack and defense is in odd balance.
Offense goers get to pick up more weapons on their way to the objective but takes time from respawn to get there.
Defense goers respawn near their defending objective but have fewer weapons to pick from.
Would say this is in defense's favor though since the lower travel time outweighs offense's more weapons.

CTF
1 Flag CTF but slower.
Say there are no good runner catching weapons
suddenly, both flags are being held by carriers in the opposite base and the game just revolves around hunting them down. If that were fun, we'd be playing Team Possession.
Say there are good runner catching weapons
just touching the flag sends it back. So I hope you like seeing the Flags at their spawn points cause that's where they're gonna be.

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