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Topics - PotatoStrike

Pages: [1]
1
Help & Editing / I need help with a weapon.
« on: June 15, 2017, 06:13:17 PM »
Hello my friends!

I've started to edit some weapons from an already existing mod, but I've encountered a problem.

You see, I tried to edit the Old Skull Barrier, the one from MM8BDM-v4c.pk3. I managed to create my custom animations for the bars (so they can basically flicker like they did in v5a) but the animation stops after a full shield cycle. After 2 days of finding what the issue was, I decided to ask my question here.

Here are the lines of the weapon:
Code: [Select]
actor OldSkullBarrierWep : BaseMM8BDMWep 29011
{
//$Category OC: Weapon Patch
//$Title Old Skull Barrier
Weapon.AmmoUse 1
Weapon.AmmoGive 112
Weapon.SlotNumber 7
Obituary "%o felt really old after being boned by %k's Old Skull Barrier."
Inventory.Pickupmessage "Power Up! Old Skull Barrier!"
weapon.ammotype "OldSkullBarrierAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "SKUOICO"
Scale 2.0
States
{
Spawn:
SKUO X 1
loop
Ready:
SKUO A 0 ACS_ExecuteAlways(998,0,604)
SKUO A 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 A 0 A_JumpIfInventory("ShieldCheck", 1, "Deactivate")
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
SKUO A 1 A_Lower
Goto Deselect+3
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
SKLA A 1 A_Raise
Loop
Fire:
SKUO A 0 A_JumpIfNoAmmo("NoAmmo")
SKUO A 0 A_JumpIfInventory("ShieldCheck", 1, "Finish")
SKUO A 0 A_GiveInventory("ShieldCheck",1)
SKUO A 0 A_GiveInventory("OldSkullBarrierProtection", 1)
SKUO A 0 A_ChangeFlag("DONTRIP", 1)
SKUO IJ 2
SKUO J 0 A_GunFlash
SKUO K 5
Goto BarrierActive
BarrierActive:
SKUO K 1 A_WeaponReady
SKUO K 0 A_JumpIfNoAmmo("Finish")
SKUO K 0 A_GiveInventory("SkullBarrierProtection", 1)
Loop
Finish:
SKUO A 0 A_TakeInventory("OldSkullBarrierProtection", 1)
SKUO A 0 A_ChangeFlag("DONTRIP", 0)
SKUO A 0 A_TakeInventory("ShieldCheck",1)
SKUO JIA 2
SKUO A 0 A_TakeInventory("OldSkullBarrierAmmo",1)
SKUO A 5
Goto Ready+1
Deactivate:
SKUO A 0 A_TakeInventory("OldSkullBarrierProtection", 1)
SKUO A 0 A_ChangeFlag("DONTRIP", 0)
SKUO A 0 A_TakeInventory("ShieldCheck",1)
SKUO A 0 A_TakeInventory("OldSkullBarrierAmmo",1)
SKUO JIA 2
SKUO A 5
Goto Deselect+1
NoAmmo:
SKUO A 1 ACS_Execute(979,0)
Goto Ready+1
Death:
TNT1 A 0
stop
Flash:
TNT1 AAAA 1 A_SpawnItemEx("OldSkullBarrier1", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 0 A_TakeInventory("OldSkullBarrierAmmo",1)
TNT1 A 0 A_JumpIfNoAmmo("NoFlash")
TNT1 A 0 A_JumpIfInventory("ShieldCheck", 1, 1)
Goto NoFlash
TNT1 AAAA 1 A_SpawnItemEx("OldSkullBarrier2", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 0 //A_TakeInventory("OldSkullBarrierAmmo",1)
TNT1 A 0 A_JumpIfNoAmmo("NoFlash")
TNT1 A 0 A_JumpIfInventory("ShieldCheck", 1, 1)
Goto NoFlash
TNT1 AAAA 1 A_SpawnItemEx("OldSkullBarrier3", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 0 A_TakeInventory("OldSkullBarrierAmmo",1)
TNT1 A 0 A_JumpIfNoAmmo("NoFlash")
TNT1 A 0 A_JumpIfInventory("ShieldCheck", 1, 1)
Goto NoFlash
TNT1 AAAA 1 A_SpawnItemEx("OldSkullBarrier4", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 0 //A_TakeInventory("OldSkullBarrierAmmo",1)
TNT1 A 0 A_JumpIfNoAmmo("NoFlash")
TNT1 A 0 A_JumpIfInventory("ShieldCheck", 1, 1)
Goto NoFlash
TNT1 AAAA 1 A_SpawnItemEx("OldSkullBarrier5", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 0 A_TakeInventory("OldSkullBarrierAmmo",1)
TNT1 A 0 A_JumpIfNoAmmo("NoFlash")
TNT1 A 0 A_JumpIfInventory("ShieldCheck", 1, 1)
Goto NoFlash
TNT1 AAAA 1 A_SpawnItemEx("OldSkullBarrier6", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 0 //A_TakeInventory("OldSkullBarrierAmmo",1)
TNT1 A 0 A_JumpIfNoAmmo("NoFlash")
TNT1 A 0 A_JumpIfInventory("ShieldCheck", 1, "Flash")
Goto NoFlash
NoFlash:
TNT1 A 0
stop
}
}

actor OldSkullBarrierAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
}

actor OldSkullBarrier1
{
scale 2.5
-SOLID
+NOGRAVITY
+CLIENTSIDEONLY
+NOTIMEFREEZE
States
{
Spawn:
SKUO L 1
SKUO L 1
stop
}
}

actor OldSkullBarrier2 : OldSkullBarrier1
{
States
{
Spawn:
SKUO M 1
SKUO M 1
stop
}
}

actor OldSkullBarrier3 : OldSkullBarrier1
{
States
{
Spawn:
SKUO N 1
SKUO N 1
stop
}
}

actor OldSkullBarrier4 : OldSkullBarrier1
{
States
{
Spawn:
SKUO O 1
SKUO O 1
stop
}
}


actor OldSkullBarrier5 : OldSkullBarrier1
{
States
{
Spawn:
SKUO P 1
SKUO P 1
stop
}
}


actor OldSkullBarrier6 : OldSkullBarrier1
{
States
{
Spawn:
SKUO Q 1
SKUO Q 1
stop
}
}

actor OldSkullBarrierGiver : CustomInventory 10065
{
//$Category MM8BDM-Weapons
Inventory.Pickupmessage "Power Up! Old Skull Barrier"
inventory.pickupsound "weapon/weaponup"
Inventory.RespawnTics 1800
scale 2.0
states
{
Spawn:
SKUO X 1
loop
Pickup:
SKUO X 0 A_JumpIfInventory("OldSkullBarrierWep",1,"Failure")
SKUO X 0 A_GiveInventory("OldSkullBarrierWep")
stop
Failure:
SKUO X 1
fail
}
}

actor OldSkullBarrierProtection : PowerProtection
{
powerup.duration 35
damagefactor "NORMAL", 0.00
//damagefactor "FALLING", 1.00
//damagefactor "FIRE", 1.00
//damagefactor "DROWNING", 1.00
//damagefactor "SLIME", 1.00
//damagefactor "SPINEY", 1.00
//damagefactor "QUICKBEAM", 1.00
//damagefactor "BEAM", 1.00
damagefactor "CRUSH", 1.00
damagefactor "TELEFRAG", 1.00
}

I hope you can help me out on this one.
Thank you for reading.

2
Hello there, fellow people of Cutstuff!

The four last days, I started looking for every version ever of MM8BDM. I compiled them into one zip file for legacy purposes, and also to let you discover what it was like before. You'll see how big the gap between versions is!

This archive contains the following versions:
    Alpha
    SGC Demo
    v1a
    v1b
    v1c
    v1d
    v1d-old
    v2a
    v2b
    v2c
    v3a
    v3b
    v4a
    v4b
    v4c
    v5a
    v5b
    v5c
    v5d
    v6a



Before you ask, yes, I asked Mike if I could release this archive. Though what Mike doesn't want to see is outdated versions being hosted.

You can download the Archives on Google Drive (WILL BE UPDATED FOR V6A)
You can also go for the MEGA link provided by Promestein!

Have fun going back in time!

Don't forget to read the readme file, you'll find some details there.

Special thanks:
CutmanMike, for providing v2b specially for this pack.
Promestein, for providing the MEGA mirror.

EDIT: I've taken down the DropBox link, as I am unable to add anything to it nowadays. You'll have to rely on the Google Drive and MEGA links from now on.

3
MM8BDM Discussion / Download link for MM8BDM-v2b.zip
« on: June 05, 2017, 07:52:18 PM »
Hello there people!

I require your help about an older version of MM8BDM, the version v2b.
I found every other version by digging into every little site of the internet, but no sign of v2b. That is why I am asking you if you have said version: for legacy purposes. If you have that version, please give me the whole zip file.

Thank you for reading.

4
Closed / [BUG/SUGGESTION] NEEMUS Loop Bug
« on: October 01, 2016, 08:12:35 PM »
Hello!

So I was playing on a random server and we were on MM3NEE. While I expected the song to be looped like in MM3, I got surprised of the incorrect loop.

Then I opened Audacity and tried to play the song from the LOOP_START metadata and I then noticed it wasn't the server.

So, the actual LOOP_START metadata is 1120287 samples. I suggest to change it to 1029387 samples because it seems to loop correctly.

5
MM8BDM Discussion / Some questions about core features and music credits.
« on: September 25, 2016, 08:19:30 AM »
Hello everyone!

I started to do a MM8BDM album for my own sake; maybe when it's done you'll want me to share it.

But I have questions about the delays; in the core files we can easily see something like this:

Code: [Select]
sethudsize(800,600,0);
SetFont("CUTSTUFF");
hudmessageBold (s:"A"; HUDMSG_FADEINOUT, 1, 9, 400.0, 300.0, 4.0, 0.9,0.9);
Delay(4*35);

I really wonder what is 4*35 like in seconds, and how many of this delay thing we need to do one second.

Now, for my second question: who made the MM7 / MM8 / MM&B / MMWT arrangements? And who made the custom music tracks like the Evil Robot theme, the Genesis Unit theme, the Fakeman Chase theme? I need credits of every of these chapters' music.

Thank you so much!

6
Help & Editing / I need help with loops.
« on: August 26, 2016, 10:20:03 AM »
So as many of you may know, MM8BDM v5 had the feature of looping musics. Great changes, it feels more like Mega Man since the previous loops weren't conventional loops. Now I may ask:

How does it work and how can I reproduce it in a custom map?

Because it would be really helpful for any mapper that want their music looped correctly.

Thanks for answering.

7
Help & Editing / I need help with an actor.
« on: August 09, 2016, 09:36:46 AM »
I tried to make an actor: it's meant to be a spike-like actor. I copied Bubble Man's Spiney code and replaced everything I needed. This is what I wrote to make the actor:

Code: [Select]
actor MercurySpike 11714
{
//$Category MM8BDM-Interactive Props
+DONTBLAST
+NOGRAVITY
+THRUGHOST
Height 16
Radius 16
scale 2.5
states
{
Spawn:
TNT1 A 0
TNT1 A 1 A_SpawnItemEx("SpikeDamager")
goto Graphic
Graphic:
MERS A -1
stop
}
}

Then, I added this resource to a map and I see that it was indeed included in the MM8BDM Interactive Props, but, when I want to test it, there is no texture: look at this http://imgur.com/a/hCAs9

Can someone help me with this, please?

EDIT: Nevermind, it was just something about the sprite slot limit: 50000 is too much, now changed to 11714. Now there is a problem with the texture, it's missing.

8
MM8BDM Discussion / UNKOWN map's secret
« on: October 04, 2014, 12:41:33 PM »
Welcome back, guys!

Do you remember the poll made for the secret of the map called UNKOWN?

And the "yes" option got 75% of the 24 voters!

So, for the 25% that want to keep it a secret, I will show the secret under a spoiler marker!

Let's begin!

(click to show/hide)

That's all! See ya' later!

9
Mega Man Discussion / Mega Man Classic Weapons Deformations
« on: June 07, 2014, 01:48:41 PM »
Hi! Here is a new concept I created.
The thing is to create a new weapon name based on the classic weapons.
I begin: Rolling Cutter -> Rolling Butter.
Hope you enjoy!

10
Help & Editing / I can't join my own MM8BDM server using Doomseeker
« on: April 29, 2014, 09:32:11 AM »
Hello. I've some trouble to connect to my own MM8BDM server using Doomseeker.
Is the port ALWAYS 10666 or we can change it?
Can we add mods on it?

11
The WWW board / Some Mega Man remixed musics
« on: April 27, 2014, 08:42:56 AM »
Hello! I found some MM musics on YouTube.

Here are the links of best musics:

MM1: Dr.Wily's Fortress 1: http://www.youtube.com/watch?v=oG5VCWBnTBE

MM2: Wood Man: http://www.youtube.com/watch?v=-U1WAhlEpz8

MM3: Spark Man: http://www.youtube.com/watch?v=frl6HDq4DNA

MM4: Dr.Cossack's Citadel 1: http://www.youtube.com/watch?v=Yd7CI6MyrLo

MM5: Stone Man: http://www.youtube.com/watch?v=_wYIO5xq8ac

MM6: Get A Weapon (don't worry for the dancing Mega Man, he has just take drugs): http://www.youtube.com/watch?v=XPskJPJoTo0

MM7: Junk Man (V2): http://www.youtube.com/watch?v=tqiZfVWzck8

MM8: Grenade Man: http://www.youtube.com/watch?v=tcEHy5sSjP4

MM9: Special Stage (Fake Man): http://www.youtube.com/watch?v=hTGz2es0PPc

MM10: Special Stage 1 (Enker): http://www.youtube.com/watch?v=NDFfDIIaGds

MM&B: Burner Man: http://www.youtube.com/watch?v=3UEMTbQAeXA

In the descriptions, there are dowloads for dowloading the album (or a pseudo-album).

Have fun!!

12
Anything Goes / How do you put screens in threads please?
« on: March 30, 2014, 09:02:39 AM »
Hello Cutstuff Community. Can you tell me how to put pictures in threads please?

Please tell me if you know  ;) .

13
Help & Editing / I need help for make expert things in DB2 for MM8BDM
« on: March 27, 2014, 07:10:49 PM »
Hello everybody! I need help for make expert things like:

(click to show/hide)

Tell me if you know how make that. Thanks for listening  :p !

14
DECORATE and ACS Modifications / How do you make classes?
« on: March 13, 2014, 02:08:14 PM »
Hello, I am PotatoStrike. I was exploring the forum when suddenly, I found a lot of posts talking about classes.

And that's why I want to make my own classes. But I don't know how. Can you help me please?

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