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Topics - JaxOf7

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31
MM8BDM Discussion / Running away is very easy in this game
« on: April 19, 2017, 12:23:39 AM »
Data/opinion post.

Some max speed numbers:
Running forward: 0.047
Strafing: 0.037
SR50 Strafe: 0.046
SR40: 0.060
SR50: 0.066
Megabuster shot (speed 27 projectile): 0.105
Firestorm shot (speed 40 projectile): 0.156
(SR40 can be considered “speed 15”)

A couple factors contribute to the ease of retreating.
1. The existence of SR40. This means that if you want to quickly run at someone, you can’t shoot them at the same time; after all, you’re facing diagonally to your destination. Meanwhile, the retreater who doesn’t want to shoot anyway (or is lobbing Napalm Bomb straight down) is quicker than someone who wants to run at them and attack at the same time.
2. Pretty much all the weapons are projectiles. A traditional hitscan weapon wouldn’t care how far something is, if your aim is true, you hit it. With a projectile weapon, further targets have more time to move, and thus hitting becomes extremely uncertain. Projectiles that make shrapnel can help, but not always.
3. The baseline projectile is slow.
The megabuster is about 1.8x quicker than sr40.
Needle Cannon is 2.33x quicker.
Metal Blade is 2.66x quicker.
Silver Tomahawk and Ballade cracker are 3.33x quicker.
The TF2 rocket launcher is 3.67x quicker than their normal movement speed.
The weapon tiers in this game revolve around being able to actually hit your foe, or destroying your foe up close.

32
Rejected / Buster Icons and Item Icon touch up
« on: April 16, 2017, 12:53:16 AM »
http://cutstuff.net/forum/index.php?topic=10867.0


Felt like correcting some inconsistency with item icons and giving the busters icons.
Buster adaptor icons are now consistent in that they involve the face of the origin character.
Buster icons are consistent in being similar to regular weapon icons, though if the buster gives an extra function, that is shared with the weapon.
Tank icons in the inventory bar have a white border like everything else, it just bugged me. "WhiteBorder" is supposed to mean something is abstract and the inventory bar is an abstract space.

For an added bonus Exit Unit is now a physical object like Tanks and Energy Balancer.

I realize there is some charm lost with Megaman's spawning HUD no longer being identical to the games, but I think it's a necessary drawback for making things look better, especially when ArrowBuster/LaserBuster/MegaBuster look identical otherwise.

Icons are based off of color limitations fix.

old standalone file
(click to show/hide)

33
Rejected / weapon/item minimap icons
« on: April 12, 2017, 11:27:47 PM »

http://cutstuff.net/forum/index.php?topic=10867.0
Yeah, why not?
Basically, before entering their proper spawn state, every weapon and item uses a pickup to check if it's the first tic, and if so, to then check what actor they are and spawn a marker based on that.
By the way, if items inherited from a baseitem, this would be easier...
Modded in weapons/items that already use "Spawn"? Whatever, they just don't try to spawn a map marker.

Where you want the map marker array to be I leave to your discretion. Could probably be implemented into wepacs somewhat.

Edit: included my own baseitem

Edit2: fixed gravityholdwep crash

old standalone file

34
DECORATE and ACS Modifications / Megaman Unlimited Weapons
« on: March 22, 2017, 11:08:51 PM »


The weapons from Megaman Unlimited.
Type "Give Uweps" in console to test them out on your own.

Weapon descriptions
(click to show/hide)

https://allfearthesentinel.com/zandronum/download.php?file=mmu-weps-v2ah.pk3

(extra music idk https://allfearthesentinel.net/zandronum/download.php?file=sparemmumusic.pk3)

Translation numbers
300 - 320
Pain slot
30

35
Closed / Skull Barrier recode and User Variable implementation
« on: March 15, 2017, 05:15:44 AM »
Current skull barrier uses script 982, which is rather messy and lies within the inflexible ACS layer.
I am presenting a Decorate version using knowledge gained from making Rock Force's Charade Clone. (Main difference between this and that being this can get pierced by laser trident)

While this is mainly decorate, it does use user variables and an ACS script to get those. So I'm proposing that script as well as it too is versatile.

First file is the Recode. It also includes health testing items and one of the MM1FIR firetraps does Laser Trident Damage for pierce testing.
Second file is a mod file for the first, demonstrating code versatility with different skull shield setups.
Third file is the Recode but some of the fancier mod stuff removed, taking advantage of the fact SkullBarrier is a 1hp 1hit shield. mod file won't work with it.

http://allfearthesentinel.net/download?file=skullbarrierrecode.pk3
http://allfearthesentinel.net/download?file=skullbarrierrecodeex.pk3
http://allfearthesentinel.net/download?file=skullbarrierrecodelite.pk3

36
Closed / [bug] MM7STR Map Clip
« on: September 13, 2016, 03:23:16 AM »

You can get out of bounds here with Elec Man / Drill Man / Ground Man.
This is a core issue and not a class issue because you can also get there with Spectator.

37
Script 191's rigid switch-case-thing has been driving me crazy.
So let's replace it with something versatile and make a modder's life easier.

http://allfearthesentinel.net/download?file=newspeedscript.pk3

38
Skins & Bots etc / Jax's skins
« on: August 18, 2016, 02:39:19 AM »
Remembered I made skins sometimes and I could keep them in one place.

Spark Mandrill
https://www.mediafire.com/?6i8ewafgtt201gn
Made for MMX classes long ago. Never actually released it on its own.

39
Help & Editing / MM8BDM Beginner Play Guide
« on: August 11, 2016, 12:46:23 AM »
This guide is NOT for actually getting MM8BDM and running it. This guide assumes you can run the game and get into matches etc. and is entirely a gameplay guide. This guide is for those new to playing the game or people interested in how this game plays.

Getting started with controls and settings:
1. Start a single player game. Dr. Light will talk to you and tell you to set your controls.
2. Just as he said, set your controls, and make sure you have: movement keys, jump, main fire, switch weapon, use item, and switch item. Fly Up/Down is also used for Rush Jet/Marine but it’s not real important.
3. Talking to Dr. Light for the first time also sets your auto-run to true, freelook to true, and your crosshair to true (though I think these might be true by default now...).
4. Couple of non-vanilla controls covered in mod section.

Movement in MM8BDM:
1. This game uses the Doom Engine, and thus your fastest form of movement is strafe running. Forward + StrafeRight/StrafeLeft, also known as SR40, is the standard form of movement. SR50 is generally unimportant and unused.
2. MM8BDM has higher standard jumps then a lot of other FPSes.
3. You can jump cancel by releasing jump before you reach the apex of your jump.
4. You run slower while airborne. Avoid unnecessary jumps and use jump cancel to minimize time spent in the air.
5. There is no swimming, being underwater reduces personal gravity, resulting in slower fall speed and higher jumps.

Weapons in MM8BDM:
1. There are a lot.
2. MM8BDM weapons are projectile-based as opposed to the hitscan bullets of most FPSes. The main weapons that don’t adhere to this are weapons that emanate splash damage from the user such as Gravity Hold and Centaur Flash.
3. The projectile nature of MM8BDM places more emphasis on prediction of opponent’s movement in order to get hits as well as the ability to dodge storms of projectiles.
4. Getting hit by attacks inflicts hitstun by cutting a portion of current velocity. The amount of hitstun varies from weapon to weapon with Crash Bomb inflicting a complete stop per hit and Quick Boomerang inflicting no hitstun.
5. Auto’s training simulator gives little readouts on each weapon and allows for a live test fire against bots.
6. Or you can bring up console with ~ and type “Give Weapons” to get all the weapons to try out at once.
7. The numbers on your keyboard switch to particular weapon categories and general weapon order and categories go like this:
   1. Buster
   2. Long-Range
   3. Rapid
   4. Close Range
   5. Power
   6. Area of Effect
   7. Shields
Less Obvious Weapon Intricacies Not Covered by Readouts
1. Busters are given by inventory items, they work without ammo, and you can only have 1 buster at a time.
2. Getting hit can lock jump for a bit due to something in the Doom Engine. This is most apparent when getting hugged by Star Crash.
3. Getting hit by Spark Shock locks running but allows jumping in place.
4. Junk Shield is pierced by electric weapons.
5. Using Charge Kick in the air allows overall faster movement than Charge Kick on the ground.
6. Getting hit by Concrete Shot inflicts a debuff that prevents jumping.

Items in MM8BDM:
Here's a list since there's no real in-game list.
(click to show/hide)
Gamemodes:
Press F1 in-game for in-game mode explanations.
Most are pretty self-explanatory, but further explanation can be found at http://wiki.zandronum.com/Game_Modes
Of those, the modes default MM8BDM supports are:
(Team) Deathmatch, Terminator, (Team) Possession, (Team) Last Man Standing, (One Flag) Capture the Flag, Duel, and Instagib.
1. About Last Man Standing. The round start randomly selects 5 different weapons from MM8BDM’s vast arsenal: a long range weapon, a rapid weapon, a close range weapon, a power weapon, and a shield weapon. All players then get those weapons, guaranteeing relatively equal footing for all players.

Other:
1. Skins do not affect player hitbox or size in any way. While smaller skins are harder to spot, bigger skins can throw off opponent aim; just choose who you like.
2. There is a difference between being underwater like in MM2BUB and outright gravity changes like in MM5STA: being underwater only affects personal gravity, other gravity effects also affect projectiles.
3. Consider getting a rapid fire bind(http://cutstuff.net/forum/index.php?topic=5597.0) as some charge weapons have utility when rapid fired. MM8BDM will eventually include a rapid fire solution (http://cutstuff.net/forum/index.php?topic=10345.0).

Mods:
1. Default, unmodded MM8BDM is “vanilla.” Vanilla tends to be overshadowed by mods.
2. Mods tend to use altfire a lot, so have that key set. Lobstacle course also uses the “use” key. Class mods also tend to use the taunt key to make your class say funny stuff, but it’s not required for play. Also Class taunts are a separate optional file.
3. If a mod requires more custom controls than this, it will probably say so in its thread.

40
DECORATE and ACS Modifications / Offensive Tension Mod
« on: August 10, 2016, 07:11:03 PM »


http://allfearthesentinel.net/download?file=tensionv1b.pk3

Named after Guilty Gear Tension, this is based on that and morale systems in general to put a bigger emphasis on offense.
Advancing towards the foe awards tension, having tension above 100% means you will deal more damage and take less damage.
Retreating from the foes subtracts tension, having tension below 100% means you will take more damage.
Tension also adjusts back to 100% over time.
Also the hud will always let you know whether you're advancing or retreating at the moment; you won't know quite where your opponent is, but it can help point you in the right direction.
This mod is primarily meant for duel where matches can seem drawn out due to lack of offensive favorance, though I can recommend trying it with (T)LMS as well.

old versions

41
Closed / [Suggestion] Give Air Shooter +NOEXPLODEFLOOR
« on: August 10, 2016, 01:46:05 AM »
So using an upwards arcing weapon is tough enough without hitting the ground.
But at least Silver Tomahawk is really fast with quite a bit of range to its name.
And at least Danger Wrap leaves mines when it hits the ground.

Air Shooter on the other hand... not only is it an arcing weapon that dies on the ground, but you also have to get close with it, ridiculously so if you want to hit with all the projectiles.
With +NOEXPLODEFLOOR, while shooting too close to the ground will still give you less range, it's at least more forgiving on that front. Not to mention the added versatility of being able to shoot at the ground and have it still come back up.
Also I just like how doing things from the ground is a property shared with other wind weapons (wind storm, tornado hold, tengu blade, tornado blow)

42
Closed / [Suggestion] Laser Trident Ranged Damage Buff
« on: August 03, 2016, 07:38:44 PM »
So Laser Trident is kind of underwhelming.
Tricky speeding up mechanic for something that's just a flat 20 damage and also rips at a distance.
14 shots. Fire Storm Rate of Fire, Fire Storm damage.
Oh and it pierces Leaf Shield, Skull Barrier, Junk Shield, Jewel Satellite, Mirror Buster, and Proto Shield I guess.

Figured since it speeds up and starts to rip as it goes, what if it also did more damage as it goes?
Then you got another true ranged weapon, which MM8BDM has always had trouble getting...

Anyway here's code.
(click to show/hide)

43
Closed / Skull Barrier Weapon Switch delay
« on: August 03, 2016, 07:12:17 AM »
So normally in this game, you can scroll through your weapons very quickly with them taking up the screen for about 1 tic at a time.
But if you have a skull barrier up, scrolling through skull barrier will make it do the shield activate animation which delays switching and wastes valuable time.
Something like this would fix it.
Code: [Select]
Ready:
SKLA A 0 ACS_ExecuteAlways(998,0,34)
SKLA A 0 A_JumpIfInventory("SkullShieldCheck", 1, "ShieldActivateSwitch")
SKLA A 1 A_WeaponReady
Goto Ready+1
ShieldActivateSwitch:
SKLA IJ 2 A_WeaponReady(WRF_NOFIRE)
SKLA K 5 A_WeaponReady(WRF_NOFIRE)
goto ShieldActive

44
Closed / Charge Weapon Release Precision
« on: August 03, 2016, 04:57:01 AM »
Code: [Select]
Wild Coil
Hold3:
WCOI H 1 ACS_ExecuteAlways(991,0,75)
WCOI I 1 ACS_ExecuteAlways(991,0,76)
WCOI A 1 ACS_ExecuteAlways(991,0,58)
WCOI A 0 A_JumpIfInventory("IsBot", 1, "BotFire")
WCOI H 0 A_Refire
Goto Fire2

Code: [Select]
Pharaoh Shot
Hold3:
TNT1 A 1
TNT1 A 0 A_JumpIfInventory("IsBot", 1, "Botfire")
TNT1 A 0 A_Refire
TNT1 A 0 A_JumpIfInventory("WeaponCharge",78,"Throw3")
TNT1 A 0 A_JumpIfInventory("WeaponCharge",33,"Throw2")
Goto Throw1

As you can see on Wild Coil, it has 3 tics before each A_refire check while Pharaoh Shot only has 1.
This means if you, say, released you fire button for 1 tic with wild coil (not unreasonable in high octane combat mind you), there's a chance it may not fire. (and if it does fire, there's random 1-2 tic delay on top of online latency)
Pharaoh Shot will always fire.
The controls should be tight to 1 tic like Pharaoh Shot is.
A_Refire("state") exists now, so this is easier to do than ever before.

Also here's a test file in case you want to test release timing http://allfearthesentinel.net/download?file=firereleasetime.pk3
If a "1" shows up and the weapon isn't firing, then you have messed up.

45
Pending / "Super Weapon" revision
« on: August 01, 2016, 10:36:18 PM »
Super weapons are basically weapons/items that are very powerful and thus they must be placed in difficult spots in maps so they don't dominate the game.
While some weapons can do better in some maps due to environmental factors, there are some weapons that are intentionally powerful no matter what you do.
LMS should give access to all non-super weapons. While everyone getting a super weapon is technically fair, it becomes too big a deciding factor in fights, and thus it would be less fun.

Extra note on map placement: MM9GAL's Black Hole Bomb is super and easy to get. This is fine, that's the weapon's RM, you can expect to see quite a bit of BHB use there.
Lightning Bolt is in a tricky spot in MMBDYN. This is still fine.
Non-super weapons can be placed in tricky spots too. Maybe the stage accomodates it or you just want to spice things up a little bit.
The only thing that is not fine is putting super weapons in easy spots in regular stages.

SO WHAT THEY ARE
Super weapons:
Time Stopper - very obvious
Gravity Hold - actually kinda lackluster against grounded foes, but it has huge potential against air, does good chip, and the power of preventing jumping is fairly powerful in itself.
Astro Crush - fairly obvious
Lightning Bolt - fairly obvious
Tornado Blow - strength a little lackluster, but it's disruption and high jump at the same time.
Black Hole Bomb - while the damage is a little less guaranteed than other super weapons, it is overall still very effective, destructive, and disruptive.

Super items:
Super Adaptor - fairly obvious
Treble Boost - fairly obvious
Etank - fairly obvious
Mtank - very obvious
Rush Jet - fairly obvious

Non-super weapons not in LMS but should be:
Time Slow - low ammo. it really doesn't hold up on its own.
Rain Flush - good radius damage, but takes being up close and waiting. just an overal alright weapon, not super.
Flash Stopper - this weapon actually isn't very good in general. Can really only use it to run away or open up enemies to teammate attacks. (Personally, I actually want this buffed to super weapon)
Centaur Flash - a little damage and a little sneaking around with invis. very utility, not really super.

Not-super items, seriously mappers stop putting it in hard-to-reach spots:
Eddie - yes it can potentially give you a super weapon, but it will also likely not. A lottery ticket doesn't cost 100 dollars, neither should you overestimate Eddie's worth.

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