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Author Topic: Re: Mega Man X1 Classes  (Read 149843 times)

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July 18, 2016, 08:55:20 PM
Reply #300

Offline MetalMasher

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Re: Mega Man X1 Classes (v1d how really do you want it!)
« Reply #300 on: July 18, 2016, 08:55:20 PM »
Quote from: "ice"
I was working on it, but then that was put on hold to make all of the mmx weapons, and then RL got in the way of that
sorry to bump here, but, fou finished the flame mammoth and the other skins?

May 07, 2017, 05:10:04 PM
Reply #301

Offline MegaVile

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Re: Mega Man X1 Classes
« Reply #301 on: May 07, 2017, 05:10:04 PM »
It's a shame this is dead. I was really looking forward to this :cry:

May 07, 2017, 07:16:54 PM
Reply #302

Offline TheBladeRoden

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Re: Re: Mega Man X1 Classes
« Reply #302 on: May 07, 2017, 07:16:54 PM »
hmm did the opening post get deleted?

May 08, 2017, 12:46:54 PM
Reply #303

Offline MegaVile

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Re: Mega Man X1 Classes
« Reply #303 on: May 08, 2017, 12:46:54 PM »
I believe so

September 01, 2017, 01:18:16 AM
Reply #304

Offline jfranz

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Re: Mega Man X1 Classes
« Reply #304 on: September 01, 2017, 01:18:16 AM »
Has this class pack been realeased yet?

September 06, 2017, 09:47:16 AM
Reply #305

Offline TheBladeRoden

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Re: Re: Mega Man X1 Classes
« Reply #305 on: September 06, 2017, 09:47:16 AM »
After all this time...

This turned into vaporware many years ago when I got stuck on the pickup system I was trying to implement. But since the base game got the V2b update, I was inspired to take another crack at it, plus fixing compatibility, and fixing the now rebroken teleportation skills, and trying to polish other buggy skills, and adding new weapons I forgot to six years ago. So that alone took a few months, but here you go.

https://allfearthesentinel.net/zandronum/download.php?file=mmxclasses-v2a.pk3

Changelog.txt
Code: [Select]
v2:
-Updated for MM8BDMv5b compatability.
-New Weapon/Pickup/Drop system for different classes.
*Classic Megaman
**Can pick up Classic copyweps.
**Can't pick up X copyweps.
*X
**Can pick up X copyweps.
**Can't pick up Classic copyweps.
*Mavericks
**Can't pick up any weapons.
**Can't pick up any weapon energy (ammo autorefills).
**Drop X copyweps when killed.
-Added Storm Eagle map by Knux.
-Launch Octopus changes
*Edited and added Wil's Launch Octopus skin.
*Homing Torpedo
**Projectile is now based on Jax's Homing Sniper instead of the Mage Staff thingy.
**Torpedoes make a rocket-ish sound when homing.
**Damage reduced from 20 to 15.
*Whirlpool
**Added a big jump altfire to better get the drop on foes.
**Added a cloud effect to show the weapon's range.
*Speed decreased from 0.8 to 0.67.
*Health increased from from 107 to 119.
-Boomer Kuwanger changes
*Teleport so that it doesn't teleport other players using the same weapon.
*Fixed Boomerang Cutter's altfire so that it needs ammo to fire.
*Speed decreased from 1.0 to 0.93.
*Health increased from 81 to 86.
-Fixed most custom pain types so that they go to A_Stop properly.
-Storm Eagle changes
*Now only the front of the Storm Tornado stuns players instead of the whole thing.
*Wing Wind given a larger area of effect and pushes enemies in a more predictable direction.
*Pipi Egg
**Egg damage lowered from 25 to 20.
**Pipis now use Homing Sniper coding.
**Fixed Ammo recharge rate.
*Speed decreased from 0.8 to 0.77.
*Health increased from 95 to 104.
-X Changes
*Hadouken
**Raised Hadouken firing height to normal level.
**Lowered Hadouken required ammo from 200 to 150.
*X Buster
**Fixed bug where charge sound would keep playing after death.
**Lowered the maximum damage from final charge shots from 90 to 60.
*Added 8 copyweps from the game (with charge shots too!).
**BoomerangCutterX
**ChameleonStingX
**FireWaveX
**ElectricSParkX
**HomingTorpedoX
**RollingShieldX
**ShotgunIceX
**StormTornadoX
-Armored Armadillo Changes
*Changed Armored Armadillo's temp skin from Proto Man to Hard Man.
*Head Beam / Arm Shields
*When the arm shields are fully charged, they will be unable to deploy until
after you fire the charged shot, plus a 2 second cooldown (visualized by
AA's HUD having spread hands instead of fists)
*Getting hit with electric weapons when arm shields are deployed will instead stun and damage you 20 HP
*Rolling Shield
*Total rewrite of Rolling Shield code. Hopefully eliminating skybox stranding.
*Projectile now bounces off players instead of trying to go through them.
*Player skin now does the Rolling Shield animation instead of the projectile.
*Damage increased from 30 to 35.
*Speed decreased from 25 to 20.
*Speed decreased from 0.8 to 0.61.
*Health increased from 126 to 130.
-Sting Chameleon Changes
*Cloak now takes time to decloak instead of instantly.
*Chameleon Sting
**Now uses smaller spike-based projectiles.
**Firing rate slowed.
**Damage lowered from 20 to 16.
**Shrunk radius from 15 to 5.
*Iron Tongue
**Now only the end stuns players.
**Ammo used increased from 1 to 2.
**Lowered Ceiling Spike damage from 30 to 10.
*Speed increased from 0.8 to 1.05
*Health increased from 72 to 76.
-Spark Mandrill Changes
*Reorganized weapon layout
**1st Weapon: Electric Spark, Alt:Lights Out
**2nd Weapon: Dash Punch, Alt: Lights Out
*Electric Spark Damage lowered from 40 to 25.
*Dash Punch changes
**Damage lowered from 60 to 40
**Takes 4 tics longer to fire.
*Speed decreased from 0.8 to 0.57.
*Health increased from 136 to 140.
*Gave him FATLAND sounds.
-Flame Mammoth Changes
*Lowered Oil Puddle Count from 10 to 8
*Gave Oil Puddle fancy voxel model.
*Speed decreased from 0.8 to 0.55
*Health increased from 141 to 144.
*Fiddled with Jump Press to make it more like the Power Muscler.
-Removed LMS invincibility if sv_maxlives are greater than 1.
-Chill Penguin Changes
*Speed changed from 0.8 to 0.86
*Fixed crazy damage variations for Ice Statues, should now be 20.
*Bug Fixed Ice Breath's freezing ability.

September 06, 2017, 11:51:42 AM
Reply #306

Offline Morps

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Re: Mega Man X1 Classes
« Reply #306 on: September 06, 2017, 11:51:42 AM »
Is this mod going to make a full comeback into development, and if it does will it go beyond X1? Someone made a Wheel Gator skin that can be useful.

September 06, 2017, 01:16:21 PM
Reply #307

Offline MegaVile

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Re: Mega Man X1 Classes
« Reply #307 on: September 06, 2017, 01:16:21 PM »
Why does Sting chameleon drop electric spark upon death?

September 06, 2017, 02:36:22 PM
Reply #308

Offline FTX6004

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Re: Re: Mega Man X1 Classes
« Reply #308 on: September 06, 2017, 02:36:22 PM »
(click to show/hide)

September 17, 2017, 09:47:26 PM
Reply #309

Offline ice

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Re: Re: Mega Man X1 Classes
« Reply #309 on: September 17, 2017, 09:47:26 PM »
welp, since this is getting attention again, mind if I send over what I have so far?
In the version I was working it I was adding X's armor buster upgrade and did a few extra sprites that might be useful

October 24, 2017, 05:39:52 PM
Reply #310

Offline RetroGamerAndre

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Re: Mega Man X1 Classes
« Reply #310 on: October 24, 2017, 05:39:52 PM »
I've noticed that there was a v2b of this mod, and I had a bit of a problem when using this version and the previous on a server. Whenever X gets the Hadouken charge completely filled, if on a server the hadouken item glitches and should any other items get picked up, the hadouken item disappears and becomes hard to use as it flashes in and out of existence. I don't know if that's because of the new update that just got released (I don't really see major gameplay changes IIRC). There is an error anytime i teleport but i don't see that as something troublesome just annoying. but the main problem i have is the hadouken glitching out if i pick up say item 2 and then get the hadouken charged, the hadouken disappears and becomes unusable without timing perfectly scrolling to the disappearing item and pressing the button to use it. it might be because i have infinite inventory enabled on my server i wander around on, not entirely sure about that. anyways, thanks for listening to me ramble sorry i did that. Thanks again for any help given.

RetroGamerAndre

October 30, 2017, 12:03:26 PM
Reply #311

Offline TheBladeRoden

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Re: Re: Mega Man X1 Classes
« Reply #311 on: October 30, 2017, 12:03:26 PM »
Alright, hopefully I've addressed most of the bugs!

https://allfearthesentinel.net/zandronum/download.php?file=mmxclasses-v2c.pk3

Code: [Select]
v2c:
-made compatible with MM8BDM v5c.
-Added more sound effects to Hadouken and hopefully made it more reliable.

v2b :
-Sting Chameleon
*Now correctly drops Chameleon Sting X instead of Electric Spark X.
-Flame Mammoth
*Fixed oil sprites overwriting default MM8BDM ones.
*Weapons can now light up oil pits.
*Oil puddles can now be lit on fire by more weapons.
-Fire Wave X
*Can now light up oil pits.
*Starts out as a lobbed projectile before it hits the ground and starts the chain reaction.
-Storm Eagle
*Can now fly with his first weapon equipped.
*Ammo drains constantly while flying instead fo just when boosting, now with icon indicator.

Also there should be a server up and running at 149.56.242.162:10853