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Author Topic: Justified Classes v4b Beta 14  (Read 371563 times)

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January 06, 2017, 06:28:42 PM
Reply #1320

Offline RageBurner

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Re: Justified Classes v4a
« Reply #1320 on: January 06, 2017, 06:28:42 PM »
Ah, that's excellent, a new version of this great mod. I haven't played yet but I'll make sure to post my impressions here. Many thanks to everyone involved.

January 06, 2017, 07:32:49 PM
Reply #1321

Offline MusashiAA

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Re: Justified Classes v4a
« Reply #1321 on: January 06, 2017, 07:32:49 PM »

January 07, 2017, 03:25:31 PM
Reply #1322

Offline Endymion

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Re: Justified Classes v4a
« Reply #1322 on: January 07, 2017, 03:25:31 PM »
That may be right. However we never had any lag even with extreme abuse of bots (namely 10 or more at the same time). I guess it depends on the distance the players has with each other, and also the server's distance compared to the players' location.

Anyway I would have a request. Could you consider addig the Mega Ball to Mega Man as starting weapon? Selectable as the copy weapons, and with finite ammunition. I ask this because there is no way Mega Man can obtain Mega Ball during normal matches.

January 08, 2017, 02:04:53 AM
Reply #1323

Offline fortegigasgospel

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Re: Justified Classes v4a
« Reply #1323 on: January 08, 2017, 02:04:53 AM »
That may be right. However we never had any lag even with extreme abuse of bots (namely 10 or more at the same time). I guess it depends on the distance the players has with each other, and also the server's distance compared to the players' location.

Anyway I would have a request. Could you consider addig the Mega Ball to Mega Man as starting weapon? Selectable as the copy weapons, and with finite ammunition. I ask this because there is no way Mega Man can obtain Mega Ball during normal matches.
Bots? Which bots? Bots don't do the things that are causing the problems anyway. Were you even online? Cause they were testing with BRG, Knight, and Dark Man and the entire server was lagging so bad no one could even connect anymore.

January 08, 2017, 04:08:29 AM
Reply #1324

Offline RageBurner

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Re: Justified Classes v4a
« Reply #1324 on: January 08, 2017, 04:08:29 AM »
Okay, a few impressions after playing  the new version for a while:
I really like how the MM9 classes turned out. I played mostly Magma Man and Concrete Man, both of which I liked very much, but the others are well implemented also. Plug Man came as a surprise, as I half expected him to be really bad, but that was far from what I've seen.

The only new RM I couldn't intuitively figure out was Tornado Man, but then I'm bad with flying classes.
I also am glad there were rebalancing changes across the board for other classes.

Speaking of Tornado Man, is it a known bug that he looks orange instead of green when used by the player (at least for me)?

Keep up the good work everyone.

January 08, 2017, 02:20:24 PM
Reply #1325

Offline Endymion

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Re: Justified Classes v4a
« Reply #1325 on: January 08, 2017, 02:20:24 PM »
Bots? Which bots? Bots don't do the things that are causing the problems anyway. Were you even online? Cause they were testing with BRG, Knight, and Dark Man and the entire server was lagging so bad no one could even connect anymore.

As I said Mr. Lazy-To-Read, we played online with extreme abuse of anything spawnable, including bots. We had no problem but I accepted the mod can cause lags.

January 11, 2017, 02:14:28 AM
Reply #1326

Offline Bikdark

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Re: Justified Classes v4a
« Reply #1326 on: January 11, 2017, 02:14:28 AM »
As I said Mr. Lazy-To-Read, we played online with extreme abuse of anything spawnable, including bots. We had no problem but I accepted the mod can cause lags.
bots... dont cause anything like that, though. i'm not sure why you're relating bots to the ever-present brokenness of this mod

January 11, 2017, 12:07:35 PM
Reply #1327

Offline IamaMedalHunter

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Re: Justified Classes v4a
« Reply #1327 on: January 11, 2017, 12:07:35 PM »
Just to clarify : in case you haven't seen/understood Soundwave's post, here was the real matter :
(click to show/hide)
PLAYERS could abuse an exploit that made air walls, knight crushers, and dark shields stay probably by forgetting to remove a hold flag. To put it in a simple way, griefers "left behind" projectiles and then came back and then repeat until there's too much things for the game engine to handle. Bots aren't capable of that (indeed because they just don't do it, they just attack).

Good thing the hotfix was out a few days ago.

January 11, 2017, 01:29:58 PM
Reply #1328

Offline Endymion

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Re: Justified Classes v4a
« Reply #1328 on: January 11, 2017, 01:29:58 PM »
Aaaand what about the part "we played online with extreme abuse of anything spawnable"? Should I repeat the posts mean to be read? Could you talk about anything else than "this guy mentioned the word "bot" for one time? :)

January 11, 2017, 02:13:15 PM
Reply #1329

Offline IamaMedalHunter

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Re: Justified Classes v4a
« Reply #1329 on: January 11, 2017, 02:13:15 PM »
Quote from: Endymoion
Should I repeat the posts mean to be read?
Yes please do so. Maybe I'm misunderstanding the whole thing, or maybe I've missed somethings. After all, while I'm reminding you the reasons JC v4a got banned, maybe you were talking about something else. Maybe I misunderstood the "we played online with extreme abuse of anything spawnable" part, or maybe you should explain what you've exactly done, and explicitate for what reason.

Also.
Quote from: Endymion
As I said Mr. Lazy-To-Read
Quote from: Endymion
Could you talk about anything else than "this guy mentioned the word "bot" for one time? :)
I don't know if this was really how it was, but you really sound ... arrogant.
Let's keep it down, it would be unfortunate if a flame war bursted in here, and for no good reason.

January 11, 2017, 02:29:31 PM
Reply #1330

Offline Endymion

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Re: Justified Classes v4a
« Reply #1330 on: January 11, 2017, 02:29:31 PM »
I just had enough of everyone talking about the bots when that was just an example of what we spammed. The engine's main advantage compared to most of the other multiplayer games is the ability to summon things on the battlefield. Be it some spikes or flames, or a field of Metools from the bossfight. With mods there is even more possibilities, like projectiles that bounce till it not hit a player (wasn't the best idea ever since it cause a crash after 10 minute). Not me, neither any of my friend is into professional frag fests, we love doing random things, so we do a lot of insane multiplayer matches. It can lag so bad depending on who run the server, and who joins.

But we never joke about impossible things. We never try running an event we haven't tested (at least cause no slowdowns) in singleplayer.

January 11, 2017, 02:55:30 PM
Reply #1331

Offline IamaMedalHunter

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Re: Justified Classes v4a
« Reply #1331 on: January 11, 2017, 02:55:30 PM »
So how is JC v4a tied to this ? You're saying you've tested with dozens of dozens of (justified classes) summons online, right ? Is that in reply to Musashi's screenshot that indicates v4a got banned for intense lag by spam ? If that's the case, then I must say this one projectile spam case is due to exploits as I've explained ; they can be done without cheats. It is this spam that causes extreme lag, which disallows anyone from staying connected. The lag being talked about is not a personal lag caused by Internet Provider network, nor is a lag caused by hosting location.

January 11, 2017, 06:39:09 PM
Reply #1332

Offline Endymion

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Re: Justified Classes v4a
« Reply #1332 on: January 11, 2017, 06:39:09 PM »
I doesn't know what caused it, just experienced the one I said also can cause server malfunctions, most notably when the server states it is full, and not even a single player was connected to it. However (and of course) that easily can be fixed. I said this exactly because once we had the same problem.

January 11, 2017, 09:02:23 PM
Reply #1333

Offline fortegigasgospel

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Re: Justified Classes v4a
« Reply #1333 on: January 11, 2017, 09:02:23 PM »
Look, this isn't "Spamming" going on here in the screenshot, those projectiles aren't despawning is the problem, they are firing, then going into spectate, which causes these ripping projectiles to stay in place indefinitely, spamming wasn't the problem, the problem was the constant build up of scripts that weren't going away.

January 11, 2017, 10:38:42 PM
Reply #1334

Offline Endymion

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Re: Justified Classes v4a
« Reply #1334 on: January 11, 2017, 10:38:42 PM »
Actually work the same if you have a mod that make every projectile bounce indefinitely (or at least till it hits a player but ripping projectiles won't disappear after than though). But everything could be solved with a timer for projectiles that makes them disappear after 20 sec for example. I guess 20 sec is more than enough for any kind of projectiles to do what they should do.