Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => Topic started by: Beed28 on June 23, 2011, 08:16:35 PM

Title: [Old thread] Chaos Generator Upgraded Ver. M
Post by: Beed28 on June 23, 2011, 08:16:35 PM
After downloading and playing the original Chaos Generator release, I was hooked on what it could do and the crazy matches it could result. So I decided to tweek and add more and more features.

Note: From Ver. I onwards, all releases will be handled by Xhatahx (http://cutstuff.net/forum/index.php?action=profile;u=20589), not me. He has taken over development of this mod now. See the new thread here (https://cutstuff.net/forum/index.php?topic=11821.0).

How to run
Simply add chaosgenerator_upgraded_vm.wad. That's it!

About the Hub
The Chaos Hub's map name is CHAOSHUB, and to return there, someone will have to do a map vote to it. The current "Master" can only pick any of the Chaos Effects while the other players wait. The Master can also reset the reels, any misc options and choose which level to go to. Also, note that not all Chaos Effects are compatible with each other (e.g. you can't have Half Damage AND Double Damage), so the hub won't let you pick incompatible effects.

Change Log
(click to show/hide)

Screenshots:
(click to show/hide)

Latest Version Download (Ver. M):
(Allfearthesentinel) (https://allfearthesentinel.net/zandronum/download.php?file=chaosgenerator_vm.wad)

Old Versions:
(click to show/hide)
Title: Re: [RELEASE] Roll's Chaos Generator Upgraded
Post by: BiscuitSlash on June 23, 2011, 08:19:00 PM
Kyrorown swarn eh? This is awesome!
Title: Re: [RELEASE] Roll's Chaos Generator Upgraded
Post by: Gummywormz on June 23, 2011, 08:19:28 PM
No guts man g?

I am dissappoint.
Title: Re: [RELEASE] Roll's Chaos Generator Upgraded
Post by: Beed28 on June 23, 2011, 08:33:41 PM
Quote from: "Gummywormz"
No guts man g?

I am dissappoint.

I accually tried adding him in (there is evidence of Gutsman G in the DECORATE file) but I couldn't find a single good way to do it (if he fell into a pit, he would get stuck). :(
Title: Re: [RELEASE] Roll's Chaos Generator Upgraded
Post by: KillerChair on June 23, 2011, 11:13:11 PM
I like the birdies ^^

How about some other effects.
Like teleporting people to random spawn locations every 30 seconds or so.
Or random fire trap spawns, a bit like the quick beams.
Or reversed controls! Back = forward and stuff like that. And the jump and fire button swapped around.

But thats just my thoughts ;)
Title: Re: [RELEASE] Roll's Chaos Generator Upgraded
Post by: Gummywormz on June 23, 2011, 11:17:36 PM
Write a replace for gustman g that has -NOBLOCKMONST set.
Title: Re: [RELEASE] Roll's Chaos Generator Upgraded
Post by: CutmanMike on June 24, 2011, 03:17:05 AM
As this is a completely different version, I would appreciate it if you named the version something different other than 2 as I do plan to update this eventually.
Title: Re: [RELEASE] Roll's Chaos Generator Upgraded
Post by: Beed28 on June 24, 2011, 08:44:57 AM
Quote from: "Gummywormz"
Write a replace for gustman g that has -NOBLOCKMONST set.

I accually did that, but if he went into a non-deadly pit (like in MM3DW1, the water pit with the teleporter), he wouldn't be able to escape.

Maybe I'll try going down the Kyorown route and have multiple copies of Gutsman G that dissapear over time. They'll have to move really slowly, though. :p

Quote from: "KillerChair"
How about some other effects.
Like teleporting people to random spawn locations every 30 seconds or so.
Or random fire trap spawns, a bit like the quick beams.
Or reversed controls! Back = forward and stuff like that. And the jump and fire button swapped around.

Nice ideas, I'll try them soon. But the random teleporting may completely break some maps, mainly with water like MM3GEM (there was a reason CutmanMike removed the Exit Unit from that stage). Also I don't think it's possible to swap the jump and fire buttons.

Quote from: "CutmanMike"
As this is a completely different version, I would appreciate it if you named the version something different other than 2 as I do plan to update this eventually.

How about chaosgenerator-upgraded vB.wad for the next version?
Title: Re: [UPDATED] Roll's Chaos Generator Upgraded Ver. B!
Post by: Beed28 on June 24, 2011, 06:55:10 PM
I have uploaded a new version for you all to try! And yes, I finally managed to get Gutsman G in this time round! :cool:

Download link is in the first post.
Title: Re: [UPDATED] Roll's Chaos Generator Upgraded Ver. B!
Post by: Crashman-X on June 25, 2011, 07:17:23 PM
thank you i love this game mode!  :D
what about make it change the effects in a certain amount of time (like every 2 or 5 min) or if its possible making a menu that let you change what effects you would like and what effect you wouldnīt like, and other stuff...
P.D sorry my bad english...
Title: Re: [UPDATED] Roll's Chaos Generator Upgraded Ver. B!
Post by: MegaTuga on June 25, 2011, 08:03:26 PM
I knew it!

Reversed controls is the awesomest idea eva for Chaos.
...
SOmeone asked which cool chaos effects would be. I said inverted controls would be nice.  :p
Title: Re: [UPDATED] Roll's Chaos Generator Upgraded Ver. B!
Post by: FCx on June 27, 2011, 02:21:29 AM
Hahaah in dr light lab I got owned by that gutsman :ugeek:
I'd like to see moar chaos (with this upgrade of course)

Quote from: "Crashman-X"
thank you i love this game mode!  :D
what about make it change the effects in a certain amount of time (like every 2 or 5 min) or if its possible making a menu that let you change what effects you would like and what effect you wouldnīt like, and other stuff...
P.D sorry my bad english...
Hell yes!! Another argentinian!!! :mrgreen:
Title: Re: [UPDATED] Chaos Generator Upgraded Ver. B! (POLLS FOR HU
Post by: Beed28 on June 27, 2011, 12:28:02 PM
Glad you like it! :D

Now then, I've been getting reasonably good feedback on this, but now I want to know; does anyone want a hub map where you can choose your own chaos effects? I've built one right now and it works (besides the primitive interface) perfectly (although the server host needs to use "CHANGEMAP" to acually use the effects). However, it is optional, and you don't need to visit the hub if you still want the random element of the Chaos Generator.
Title: Re: [UPDATED] Chaos Generator Upgraded Ver. B! (POLLS FOR HU
Post by: KillerChair on June 27, 2011, 01:03:02 PM
By the way... I love the fire traps and the reversed controls :D
Title: Re: [UPDATED] Chaos Generator Upgraded Ver. B! (POLLS FOR HU
Post by: Crashman-X on June 27, 2011, 11:58:40 PM
Quote from: "Beed28"
Glad you like it! :D

Now then, I've been getting reasonably good feedback on this, but now I want to know; does anyone want a hub map where you can choose your own chaos effects? I've built one right now and it works (besides the primitive interface) perfectly (although the server host needs to use "CHANGEMAP" to acually use the effects). However, it is optional, and you don't need to visit the hub if you still want the random element of the Chaos Generator.

nice idea!!! it will be great!!! i vote for the hub, because there are effects that i donīt like... i canīt wait for try it!!!
@FCx: si otro argentino!  :D  estamos por todos lados... :mrgreen:
Title: Re: [UPDATED] Chaos Generator Upgraded Ver. B! (POLLS FOR HU
Post by: Beed28 on June 28, 2011, 07:33:27 AM
If anyone's curious, here's the current changelog for Version C! :D

(click to show/hide)

I'll likely release this next week, to give the poll some time to run.
Title: Re: [UPDATED] Chaos Generator Upgraded Ver. B! (POLLS FOR HU
Post by: LlamaHombre on June 28, 2011, 02:12:47 PM
Quote from: "Beed28"
-NEW BASE WEAPON: Whatever becomes the base weapon will now have infinite ammo. This feature may be removed.

Meaning if it's Time Stopper or Centaur Flash, everyone's fucked.
Title: Re: [UPDATED] Chaos Generator Upgraded Ver. B! (POLLS FOR HU
Post by: Korby on June 28, 2011, 03:49:24 PM
Time Stopper doesn't refill from ammo anymore, I think, so it won't be affected by Infinite Ammo.

I think.

If it's Centaur Flash, well, Chaos Generator!
Title: Re: [UPDATED] Chaos Generator Upgraded Ver. B! (POLLS FOR HU
Post by: Beed28 on June 28, 2011, 04:47:01 PM
Quote from: "Korby"
Time Stopper doesn't refill from ammo anymore, I think, so it won't be affected by Infinite Ammo.

I think.

If it's Centaur Flash, well, Chaos Generator!

New Base Weapon doesn't even give you Time Stopper. I will probably remove Flash Stopper, Centaur Flash, Rain Flush and Gravity Hold.

Also! When Jelly World happens, Time Stopper now gets replaced with Skull Barrier, so there's that.
Title: Re: [UPDATED] Chaos Generator Upgraded Ver. B! (POLLS FOR HU
Post by: Gummywormz on June 28, 2011, 04:54:14 PM
Be sure to remove skull barrier from that infinite new base weapon thing.
Title: Re: [UPDATED] Chaos Generator Upgraded Ver. B! (POLLS FOR HU
Post by: Beed28 on June 28, 2011, 05:02:49 PM
Quote from: "Gummywormz"
Be sure to remove skull barrier from that infinite new base weapon thing.

Don't worry, Skull Barrier was already off the list. ;)
Title: Re: [UPDATED] Chaos Generator Upgraded Ver. B! (POLLS FOR HU
Post by: Alucard on June 28, 2011, 11:02:56 PM
I saw the Screenshots thing, with the secret effect. Is that the new one? If so, please put it in vC...Please?
Title: Re: [UPDATED] Chaos Generator Upgraded Ver. B! (POLLS FOR HU
Post by: Beed28 on June 29, 2011, 06:32:47 AM
Quote from: "Alucard"
I saw the Screenshots thing, with the secret effect. Is that the new one? If so, please put it in vC...Please?

Don't worry, It's already in. It's so secret that I won't put it in the hub if I include it. :evil:

Muwahahahahahaa!!
Title: Re: [UPDATED] Chaos Generator Upgraded Ver. B! (POLLS FOR HU
Post by: Alucard on June 29, 2011, 02:08:48 PM
Quote from: "Beed28"
Quote from: "Alucard"
I saw the Screenshots thing, with the secret effect. Is that the new one? If so, please put it in vC...Please?

Don't worry, It's already in. It's so secret that I won't put it in the hub if I include it. :evil:

Muwahahahahahaa!!

AW SNAP. Alright, so is this one in vC or vB?
Title: Re: [UPDATED] Chaos Generator Upgraded Ver. B! (POLLS FOR HU
Post by: Beed28 on June 29, 2011, 03:38:16 PM
Quote from: "Alucard"
Quote from: "Beed28"
Quote from: "Alucard"
I saw the Screenshots thing, with the secret effect. Is that the new one? If so, please put it in vC...Please?

Don't worry, It's already in. It's so secret that I won't put it in the hub if I include it. :evil:

Muwahahahahahaa!!

AW SNAP. Alright, so is this one in vC or vB?

Already programmed into vC. So you'll have to wait a little while longer...
Title: Re: [UPDATED] Chaos Generator Upgraded Ver. B! (POLLS FOR HU
Post by: CHAOS_FANTAZY on June 30, 2011, 05:48:01 AM
The hub would be nice for controlled experiments, but it takes away from being...y'know...a Chaos Generator if you can determine its output.  Maybe release one with a hub and one without?
Title: Re: [UPDATED] Chaos Generator Upgraded Ver. B! (POLLS FOR HU
Post by: Beed28 on June 30, 2011, 08:50:51 AM
Quote from: "CHAOS_FANTAZY"
The hub would be nice for controlled experiments, but it takes away from being...y'know...a Chaos Generator if you can determine its output.  Maybe release one with a hub and one without?

If the server doesn't start off in the hub, or goes to the hub but doesn't choose anything, it's effects will be randomised again.

Here's a screenshot of the hub if anyone's curious:
(click to show/hide)

The only thing lacking is only allowing the server host to choose chaos effects. I wonder how I would do that. I'll try to make a level selector thingy, as well (you'll still need to use "CHANGEMAP" console command for custom maps and to revisit the hub).
Title: Re: [UPDATED] Chaos Generator Upgraded Ver. B! (POLLS FOR HU
Post by: FCx on June 30, 2011, 04:25:33 PM
(click to show/hide)

I voted No the poll, but I have changed the view. Good job

That screenshot reminds me a bit to duel32.pk3 which you can select the stage before the duel...
Title: Re: [UPDATED] Chaos Generator Upgraded Ver. B! (POLLS FOR HU
Post by: Beed28 on July 02, 2011, 04:08:57 PM
Quote from: "FCx"
That screenshot reminds me a bit to duel32.pk3 which you can select the stage before the duel...
Accually, the Hub was mainly inspired by TERRORsphere's MM8BDM-HUB (http://www.cutstuff.net/forum/viewtopic.php?f=37&t=2222), which isn't finished.

Here's some more pictures of my now evolving hub:
(click to show/hide)

And two new chaos effects, bringing the total to 27 26:

(click to show/hide)
Title: Re: [UPDATED] Chaos Generator Upgraded Ver. B! (POLLS FOR HU
Post by: chuggaafan1 on July 03, 2011, 12:49:12 AM
So...You Removed Evil Yashichi?  :mrgreen:  :mrgreen:  :mrgreen:  :mrgreen:  :mrgreen:  :mrgreen:
Title: Re: [UPDATED] Chaos Generator Upgraded Ver. B! (POLLS FOR HU
Post by: Alucard on July 03, 2011, 01:48:04 AM
Quote from: "chuggaafan1"
So...You Removed *censored*?

KEEP THAT IN SPOILERS! ...Sorry, but it was his wish that talk of that must be kept IN SECRET!

But I'm sure he's keeping it.
Title: Re: [UPDATED] Chaos Generator Upgraded Ver. B! (POLLS FOR HU
Post by: Hallan Parva on July 03, 2011, 02:40:05 PM
"Any blank reels will be randomized! Is that okay?"

YESSSSSSSSSS!! Finally, there can be a day where players can choose Grunt Birthday Party Exploding Party Death on every map without it getting stale!

In all actuality though, I think that's a brilliant idea. If players want a certain effect then let them have it, and the other two will be random to keep the game fresh and fun!

I have one comment though... and it's for things that require the server host. What if the host isn't on the server? This happens most often on "popular" servers like Deathwind or Savior's Server. If the server host can't change map, then are the players stuck there?
Title: Re: [UPDATED] Chaos Generator Upgraded Ver. B! (POLLS FOR HU
Post by: Beed28 on July 03, 2011, 02:58:56 PM
Quote from: "SmashBroPlusB"
"Any blank reels will be randomized! Is that okay?"

YESSSSSSSSSS!! Finally, there can be a day where players can choose Grunt Birthday Party Exploding Party Death on every map without it getting stale!

In all actuality though, I think that's a brilliant idea. If players want a certain effect then let them have it, and the other two will be random to keep the game fresh and fun!

I have one comment though... and it's for things that require the server host. What if the host isn't on the server? This happens most often on "popular" servers like Deathwind or Savior's Server. If the server host can't change map, then are the players stuck there?

It currently checks if the activating player has Thing TID 1000 (all players are given a TID starting from 1000). If you can find another way, then feel free to help!

On a lesser note, tomorrow is the end of the poll, and we all think what's going to win.
Title: Re: [UPDATED] Chaos Generator Upgraded Ver. B (VER. C TOMMOR
Post by: Beed28 on July 03, 2011, 09:25:23 PM
Breaking newsflash! :D I've figured out an alternitive system for the hub! It now appoints a player as a "Master", who is the one who can reset reels and select stages. If he/she leaves or spectates, it looks for the next player to be the "Master". It also ignores bots.

Expect a release pretty much tomorrow, and once I finish testing, it will be there. Hopefuly.
Title: Re: [UPDATED] Chaos Generator Upgraded Ver. B (VER. C TOMMOR
Post by: Beed28 on July 04, 2011, 02:21:01 PM
Version C is out now! Get it in the opening post or here (http://www.sendspace.com/file/fr64xk). :D
Title: Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
Post by: chuggaafan1 on July 04, 2011, 02:54:22 PM
I Am Saddened You Didnt take that out. *shudder*
Title: Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
Post by: WheelieCarbonate on July 04, 2011, 02:57:27 PM
Oh wait a fucking minute Beed28.
It doesn't work.
Title: Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
Post by: Beed28 on July 04, 2011, 03:48:20 PM
Quote from: "zeswissroll"
Oh wait a fucking minute Beed28.
It doesn't work.

GRAAR!! I knew somthing was up. :( What doesn't work, exactly?
Title: Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
Post by: chuggaafan1 on July 04, 2011, 03:48:54 PM
How to run
Download and add chaosgenerator-2.wad first, and then add chaosgenerator-2_upgraded_vc.wad afterward.
Title: Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
Post by: WheelieCarbonate on July 04, 2011, 04:08:40 PM
Quote from: "chuggaafan1"
How to run
Download and add chaosgenerator-2.wad first, and then add chaosgenerator-2_upgraded_vc.wad afterward.
Oh.
Title: Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
Post by: sipfried on July 04, 2011, 04:15:28 PM
me to sadly
Title: Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
Post by: Beed28 on July 04, 2011, 05:56:40 PM
Quote from: "sipfried"
me to sadly

Try adding chaosgenerator-2.wad first, as pointed out on the previous page. If it's a different problem, tell me what it is.

For the ones that have it working: what's your favourate Chaos combination so far?
Title: Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
Post by: FCx on July 04, 2011, 07:48:13 PM
Oh yeah!!!!!!
Today I tested it with my brother and he got owned by that yashischi :lol:

I wish servers wants to host it
Title: Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
Post by: BiscuitSlash on July 04, 2011, 07:55:51 PM
Just an idea, could there be a Met storm? Like Eddie storm but with loads of mets with various behaviors.

OR, maybe sniper joes randomly appearing (at starting points most likely) to attack players? (If so, I think the classic ones would go best)
Title: Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
Post by: Fox184 on July 04, 2011, 09:10:47 PM
Oh my god, this mod is hilarious. I took some screenies.
(click to show/hide)
(click to show/hide)
Title: Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
Post by: Crashman-X on July 04, 2011, 11:12:48 PM
this mode rocks!!!  :D
permanent party deaths + permanent gutsman g + random effect = total chaos!!!  :mrgreen: the hub itīs great! looks very professional.
and the evil yasichi is really scary! :shock:  but it would be nice to have 2 or 3 or just one  but a little more faster...
and what about an effect that makes you shoot a random type of bullets? (i.e you press and hold fire and you shoot megabuster, and when you release and press and hold it again you shoot metal blades, etc...).
Title: Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
Post by: Tails on July 05, 2011, 02:00:17 AM
When I'm in the hub, others can pick effects, even if you're the master.
Title: Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
Post by: FCx on July 05, 2011, 02:09:45 AM
I have 2 possible ideas:

1- A new chaos effect: Damage fall (for tall maps like elecman)
2- When someone pick up a chaos effect, a message could appear in server console and snobody except server hoster or rcon could be able to see that(Eg: conficker has picked up death party)

Yea, its very very good!!!
Title: Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
Post by: Fox184 on July 05, 2011, 02:11:42 AM
Quote from: "Crashman-X"
this mode rocks!!!  :D
permanent party deaths + permanent gutsman g + random effect = total chaos!!!  :mrgreen: the hub itīs great! looks very professional.
and the evil yasichi is really scary! :shock:  but it would be nice to have 2 or 3 or just one  but a little more faster...
and what about an effect that makes you shoot a random type of bullets? (i.e you press and hold fire and you shoot megabuster, and when you release and press and hold it again you shoot metal blades, etc...).
Yeah, the random bullets thing has already been made. (not for this mod that is) TheBladeRoden's randombuster. If they wanted it and got permission, maybe it could be an effect where it gives you a randombuster on spawn. Welp, then again, it would be a new default weapon just without infinite ammo.
Title: Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
Post by: chuggaafan1 on July 06, 2011, 12:44:35 AM
Fav effects...
Kyrown Swarm +
Guts man G rampage +
Spread
I luv spread.

I Thought... Random Rune.

Every time you spawn, you get a different rune. (rage, spread, ect.)
Title: Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
Post by: Captain Barlowe on July 07, 2011, 02:50:54 AM
I love this mod. Why no servers are hosting it, is anyone's guess. Also, the hub is very nicely made
(click to show/hide)
Title: Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
Post by: BiscuitSlash on July 07, 2011, 03:12:32 PM
I'm going to start hosting things like classes chaos DM with the hub a lot more now.

Also, could there be a sniper joe rampage effect? Like the Joes from the very first game, they will look around and if they see you then they shoot you with high speed bullets at random intervals, also jumping around trying to get in your way too
Title: Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
Post by: Atticus on July 08, 2011, 03:08:57 AM
This mod is amazing. The lulz are plenty, the hub is very professional, and the effects are creative. Overall, one of the most inventive and fun mods I've played. Great job!

Now make so many effects there'll be 2 rooms in the hub!
Title: Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
Post by: Alucard on July 09, 2011, 02:15:37 AM
I have an effect idea.

Class: Hazard Modifier

Name: Turbo Roader Insanity!

Description: Turbo Roaders rage around the level, plowing through anybody in the way!
Title: Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
Post by: Hallan Parva on July 09, 2011, 04:51:58 PM
I've got a few good ideas for Chaos effects.

Knockback Attack
"Players are knocked around like pinballs after taking damage."
Non-ripping attacks cause major knockback when they hit. Seriously, it's MAJOR knockback. I'm talking about Rage Roboenza levels of knockback, bro!

Falcon... PUNCH!!
"Melee attacks become legendary!"
The power of Charge Kick, Slash Claw, and Top Spin becomes TRIPLED. Cannot be used with "Double Damage".

Fall Damage Folly
"High jumps become dangerous! Try to climb down ladders more."
After falling a certain distance, players take slight fall damage (about 20%). I think the maximum safe falling distance should be the jump down into the Slash Claw pit in Spark Man's stage; after that, players take damage.

Also, with the "Party Deaths", could you make the items come out AFTER the player explodes, and not before? Kind of like the timing with "Bomb Deaths". Also, make confetti come out of the players, that'd be great.
Title: Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
Post by: BiscuitSlash on July 09, 2011, 07:35:18 PM
Quote from: "SmashBroPlusB"
I've got a few good ideas for Chaos effects.

Knockback Attack
"Players are knocked around like pinballs after taking damage."
Non-ripping attacks cause major knockback when they hit. Seriously, it's MAJOR knockback. I'm talking about Rage Roboenza levels of knockback, bro!

Falcon... PUNCH!!
"Melee attacks become legendary!"
The power of Charge Kick, Slash Claw, and Top Spin becomes TRIPLED. Cannot be used with "Double Damage".

Fall Damage Folly
"High jumps become dangerous! Try to climb down ladders more."
After falling a certain distance, players take slight fall damage (about 20%). I think the maximum safe falling distance should be the jump down into the Slash Claw pit in Spark Man's stage; after that, players take damage.
I really like these ideas! I'd look forward to seeing them!
Title: Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
Post by: CHAOS_FANTAZY on July 10, 2011, 12:24:04 AM
/Me excavates his Chaos Effect suggestions on the old topic *
Quote from: "I"
I have a couple suggestions:
-Thin Air Mode-
This reduces everyone's Air Control, to that of the actual Doom or possibly lower for extra lulz. I for one, find jumping forward quickly very helpful, so this would be really fun.
-Lights Out Mode-
Similar to how Eddie Storm summons lots of Eddies everywhere, this would summon the enemies from Bright Man's arena--the ones you attack to turn the lights on and off. If one could only summon the flying lights when they were on, and the firework walkers when they were off, it could be a lot of fun.
-The Floor Is Lava-
The idea behind this one is that the lowest points on a map get turned into either...
A: Flame Man's oil pits, or
B: An instant-kill sector with a lava texture.
Don't tell me you didn't used to jump from piece of furniture to piece of furniture, trying to avoid touching the ground when you were young. ;)

Lights Out is impossible according to Mr. X, and TFIL might not affect much on some stages, but I really like Thin Air.  Thoughts, anyone?
Title: Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
Post by: Beed28 on July 10, 2011, 07:26:32 AM
Quote from: "CHAOS_FANTAZY"
-Thin Air Mode-
This reduces everyone's Air Control, to that of the actual Doom or possibly lower for extra lulz. I for one, find jumping forward quickly very helpful, so this would be really fun.

I'll see what I can do.

Also comming soon is a chaos effect that renders everything in monochrome (i.e. Gameboy), as well as a random stage feature in the hub.

Also, I think I have enough hazards for the time being (i.e. sniper joes, metools and turbo roaders will have to wait for now). And some of them I don't even think are possible to code (i.e. knockback with melee weapons, powerful melee weapons). Fall damage is possible, but it wouldn't work in the single player campaign. :(

Finally, I'll be setting up a new poll for the hub, which determines on how Chaos Effects are selected (i.e. Master only, Master for first effect and anyone for remaining two, etc).

EDIT: Uhh... how do I start a new poll? :?
Title: Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
Post by: Hallan Parva on July 10, 2011, 07:38:24 PM
To start a new poll, just edit the first post!

Fall damage would be cool bro :cool:

The "Knockback Attack" is for ALL weapons, not just melee ones! I'd imagine a simple copy-pasta of the knockback code from Roboenza would work, but I don't work with Skulltag that much so I could be horribly, horribly wrong.
Title: Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
Post by: Beed28 on July 11, 2011, 10:25:26 AM
Quote from: "SmashBroPlusB"
To start a new poll, just edit the first post!

Fall damage would be cool bro :cool:

The "Knockback Attack" is for ALL weapons, not just melee ones! I'd imagine a simple copy-pasta of the knockback code from Roboenza would work, but I don't work with Skulltag that much so I could be horribly, horribly wrong.

Odd, the poll options don't appear when I edit the first post. :?

The knockback is acually hardcoded into the zombies themselves as A_Recoil(5) in the Pain state. I may not be entirely correct on that one, since I don't accually play the gamemode (not even with bots).

Testing it out, there doesn't seem to be a lot of places in MM8BDM where you can take falling damage because there are no steep drops. The maps where fall damage is ineffective are MM1CUT, MM1BOM, MM1DW1, MM1DW2, etc. Which means it would waste one of the three chaos effects. The only maps I can think of where fall damage would really work are MM1ELE, MM1ICE, MM5GRA, MM5STO, MM5DAR and MM7DW4. Also, I tested it out with sv_falldamage and I can confirm that it doesn't work in the Single Player Campaign (the proper Single Player mode, not Skirmish).
Title: Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
Post by: Beed28 on July 11, 2011, 09:33:52 PM
Progress update! I've been working on three new chaos effects, so click the spoiler to check out what's in store for Ver. D!

(click to show/hide)

This will most likely be the last update to Roll's Chaos Generator Upgraded for quite a long while, so I can work on other projects and stuff like that.
Title: Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
Post by: Alucard on July 11, 2011, 09:42:11 PM
The new Chaos Effect OBVIOUSLY cancels the other 2.
Title: Re: [ANOTHER NEW VERSION] Chaos Generator Upgraded Ver. D
Post by: Beed28 on July 17, 2011, 07:16:35 PM
Bump for new version! :D
Title: Re: [ANOTHER NEW VERSION] Chaos Generator Upgraded Ver. D
Post by: Alucard on July 17, 2011, 07:50:16 PM
Mind if I make a guess towards what the "Chaos Effect to End All Chaos Effects" is in a short summary?

Kyorowns, Evil Yasichi, Gutsman G, and just about all other harmful Chaos Effects that can be used with each other all at once.
Title: Re: [ANOTHER NEW VERSION] Chaos Generator Upgraded Ver. D
Post by: shadowspirit on July 18, 2011, 12:01:31 AM
Code: [Select]
Script error, "chaosgenerator-2_upgraded_vD.wad:DECORATE" line 1:
Replaced type 'PartySpawny' not found in PartySpawny2

 :(
Title: Re: [ANOTHER NEW VERSION] Chaos Generator Upgraded Ver. D
Post by: -FiniteZero- on July 18, 2011, 12:20:54 AM
You need to load up the original chaos generator 2 as well.
Title: Re: [ANOTHER NEW VERSION] Chaos Generator Upgraded Ver. D
Post by: shadowspirit on July 18, 2011, 12:26:15 AM
Ah, thanks.  :)
Title: Re: [ANOTHER NEW VERSION] Chaos Generator Upgraded Ver. D
Post by: Blaze Yeager on July 18, 2011, 01:54:09 PM
May i suggest a Chaos effect?

BUNBI STORM

Basically Bunbi Copters appear and send you flinging at random times (Dunno if possible)

MET ATTACK

Random Mets appear and start shooting at you!
Title: Re: [ANOTHER NEW VERSION] Chaos Generator Upgraded Ver. D
Post by: Alucard on July 18, 2011, 03:42:18 PM
OH MOTHER OF...!

I WAS RIGHT ABOUT THAT NEW CHAOS EFFECT....
Title: Re: [ANOTHER NEW VERSION] Chaos Generator Upgraded Ver. D
Post by: Beed28 on July 18, 2011, 04:19:14 PM
To be hounest, Ultimate Gauntlet was a joke chaos effect inspired by the Screenshots thread (hence it doesn't appear randomly and can only be found in a hidden room in the hub). One screenshot had like 50 Gutsmen G running rampant on the pre-Gamma boss rush, and another screenshot had like 30 Evil Yashichis floating through Bubble Man's stage (I assume they PUKED the scripts that made them appear multiple times).

Ultimate Gauntlet only had two Gutsman G running around and 4 Evil Yashichis, but besides that it had all the other stuff going on as well. (Eddie Storm, Kyorown Swarm, Jelly World, Random Force Beams, Random Fire Traps, Spread Shot, Explosive Deaths, Collision Damage, Double Damage, Party Deaths to name all).

I wonder if I should add Reversed Controls to the list in the future... XD
Title: Re: [ANOTHER NEW VERSION] Chaos Generator Upgraded Ver. D
Post by: Alucard on July 18, 2011, 05:08:45 PM
Yes. Actually, not just that.

All Chaos Effects that can be used AT THE SAME TIME.

Complete with more Yasichis (Around 10) and moar Gutsman G (Around 10).

Yes. I'm crazy.
Title: Re: [ANOTHER NEW VERSION] Chaos Generator Upgraded Ver. D
Post by: Captain Barlowe on July 18, 2011, 06:33:16 PM
Quote from: "Beed28"
and another screenshot had like 30 Evil Yashichis floating through Bubble Man's stage (I assume they PUKED the scripts that made them appear multiple times).
(click to show/hide)
Oh, yeah, that. Yep, that was me, lol. It was hilarious seeing all those bots being chased by hordes of evil, evil yashichis. Puke 825, 817, and 816 FTW. I actually hosted a server for that main thing  :D
Title: Re: [ANOTHER NEW VERSION] Chaos Generator Upgraded Ver. D
Post by: OrangeMario on July 22, 2011, 07:38:20 AM
Quote from: "Blaze"
May i suggest a Chaos effect?

BUNBI STORM

Basically Bunbi Copters appear and send you flinging at random times (Dunno if possible)

Haven't I spoke of this idea many months ago?
Title: Re: [ANOTHER NEW VERSION] Chaos Generator Upgraded Ver. D
Post by: chuggaafan1 on July 23, 2011, 11:56:28 PM
How do i activate the ultimate gauntlet?
Title: Re: [ANOTHER NEW VERSION] Chaos Generator Upgraded Ver. D
Post by: Alucard on July 24, 2011, 01:51:14 AM
It's in the Megaman 7 Chamber of maps.

You have to get it before anything else, though.
Title: Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
Post by: Hallan Parva on July 27, 2011, 05:10:43 PM
Quote from: "Beed28"
Quote from: "SmashBroPlusB"
Fall damage would be cool bro :cool:

Testing it out, there doesn't seem to be a lot of places in MM8BDM where you can take falling damage because there are no steep drops. The maps where fall damage is ineffective are MM1CUT, MM1BOM, MM1DW1, MM1DW2, etc. Which means it would waste one of the three chaos effects. The only maps I can think of where fall damage would really work are MM1ELE, MM1ICE, MM5GRA, MM5STO, MM5DAR and MM7DW4. Also, I tested it out with sv_falldamage and I can confirm that it doesn't work in the Single Player Campaign (the proper Single Player mode, not Skirmish).

Guess what? I FIGURED IT OUT.

Try combining "sv_falldamage true" with "sv_oldfalldamage true". Every single stage except for Cutman will now damage you if you fall from a reasonable height, and it's possible to OHKO yourself by falling from insane heights (like in MM6MRX or MM7DW4).

You're welcome. :cool:
Title: Re: [ANOTHER NEW VERSION] Chaos Generator Upgraded Ver. D
Post by: Beed28 on July 29, 2011, 02:23:45 PM
Good. There probably won't be another update anytime soon, though, since I've got other stuff to be doing.

Anyway, survery time! What's your favourate Chaos Effect from each of the four catergories, and if possible, give a reason for each. For example:

Weapon Modifiers: Spread Shot
Player Modifiers: Reverse Controls
World Modifiers: Gameboy Monochrome
Hazard Modifiers: Random Fire Traps

I like shooting three projectiles at once, and I like having to deal with reversed controls. I also like exploring levels in monochrome, and I like timing the wonderfuly places fire traps. :)

(P.S. Evil Yashichi counts as a Hazard Modifier)

(P.P.S. Ultimate Gauntlet does not count!)
Title: Re: [ANOTHER NEW VERSION] Chaos Generator Upgraded Ver. D
Post by: Alucard on July 29, 2011, 03:50:21 PM
Weapon Modifier: Random Buster. It's just hilarious getting a troll weapon like Wind Storm as the Base.

Player Modifiers: Wavebikes. It takes Zombies on jetskis to a whole new level.

World Modifier: Bouncy Terrain. BOING BOING BOING...It's so fun. And trollish in stages like Bubbleman where you could accidentally bump into spikes.

Hazard Modifier: Gutsman G. Only on pitless maps, though, since Gutsman G somehow always manages to spawn right in the pit. Also, add moar Gutsmen G.
Title: Re: [ANOTHER NEW VERSION] Chaos Generator Upgraded Ver. D
Post by: Hallan Parva on July 29, 2011, 04:10:14 PM
Well, since I'm here... might as well.

Weapon: Random Buster. I love playing around with the different weapons, and when a weak weapon like Spark Shot or Needle Cannon is dealt, it adds a fun new challenge. Also, it's great when you get Sakugarne with it :lol:

Player: Party Death. It gives you free weapons! If it spat out confetti and played applause then it would be the best chaos effect known to man. Combine with Exploding Death for extra fun!

World: Fall Damage Ice Physics. It's just fun to play with! Pro tip: you can go at mach speeds by strafe-running with Scorch Wheel.

Hazard: Exploding Death. It's the ultimate Top Spin deterrent! Plus, you can frag from beyond the grave! Combine with Party Death for extra fun!
Title: Re: [ANOTHER NEW VERSION] Chaos Generator Upgraded Ver. D
Post by: Korby on July 29, 2011, 05:48:19 PM
Just thought I'd say, SmashBro, you're doing it wrong. You're supposed to double the size of the pokemon image in paint, then use that as your avatar with exact dimensions.(128x96)

Incredibly off topic, I know. It just bothered me.
Title: Re: [ANOTHER NEW VERSION] Chaos Generator Upgraded Ver. D
Post by: Hallan Parva on July 29, 2011, 11:23:15 PM
That's okay, I appreciate the help  :p

Actually, I remember playing that game in my childhood. Beat all the Gyms and everything, then got stuck on the Elite Four. Good times, good times.

Maybe if everyone gets Visual Boy Advance Link Edition we could host NetBattles card duels?
Title: Re: [ANOTHER NEW VERSION] Chaos Generator Upgraded Ver. D
Post by: BiscuitSlash on August 26, 2011, 12:24:34 PM
Really sorry to have to bump this but there seems to be a problem with the HUB right now. Whenever me or someone else tries to enter a map through it, the game crashes but in a way that in order to get your PC working at full speed again you MUST restart it. I think it might be something to do with the new skulltag which doesn't like the coding or something. It's pretty annoying so I think you should check to see what's happening. (Sorry if this has been reported already, but I haven't seen it and I think it should be fixed a bit. (We can however still just change the map but that's not nearly as fun)
Title: Re: [ANOTHER NEW VERSION] Chaos Generator Upgraded Ver. D
Post by: Beed28 on August 26, 2011, 01:22:33 PM
Quote from: "Michael712"
Really sorry to have to bump this but there seems to be a problem with the HUB right now. Whenever me or someone else tries to enter a map through it, the game crashes but in a way that in order to get your PC working at full speed again you MUST restart it. I think it might be something to do with the new skulltag which doesn't like the coding or something. It's pretty annoying so I think you should check to see what's happening. (Sorry if this has been reported already, but I haven't seen it and I think it should be fixed a bit. (We can however still just change the map but that's not nearly as fun)

That's... odd. :shock: I've just tried it just now and it works fine for me, and I'm using v2c of MM8BDM with the updated Skulltag, as well as the Classes Mod.

Although, I was quickly trying just now in Skirmish mode with no bots. I'm not accually sure what the problem is. Do you have any other mods running? (e.g. Roboenza, etc)
Title: Re: [ANOTHER NEW VERSION] Chaos Generator Upgraded Ver. D
Post by: BiscuitSlash on August 26, 2011, 01:44:53 PM
Before it was just the chaos mode without extra mods. It was online. Just now I was doing chaos possession without the hub until everyone was demanding it. Unlike the time before, map changing through rcon also crashed it! We were only using that and I pack, which just has maps and music.
Title: Re: [HALLOWEEN UPDATE] Chaos Generator Upgraded Ver. E
Post by: Beed28 on October 30, 2011, 11:09:10 PM
It's update time! I'm releasing this an hour before midnight here in the UK, but what the heck. ;) Here's the changelog. Read it... if you dare. :twisted:

(click to show/hide)

And here's two screenshots of the zombies:

(click to show/hide)
Title: Re: [HALLOWEEN UPDATE] Chaos Generator Upgraded Ver. E
Post by: -FiniteZero- on October 30, 2011, 11:50:05 PM
Ooh, zombies!

...I can kinda see someone using this to create a team survival mode, where it's players VS zombies.
Title: Totally not trolling.
Post by: Korby on October 31, 2011, 12:04:31 AM
Surprise Surprise, someone did that!
...Last year!
His name was CutmanMike. He made this neat mode called "Roboenza." I think Messatsu took over after awhile.
Title: Re: [HALLOWEEN UPDATE] Chaos Generator Upgraded Ver. E
Post by: -FiniteZero- on October 31, 2011, 12:16:01 AM
I know, but this zombie thing seems more fun to me, due to more zombies.
Title: Re: [NEW VERSION] Chaos Generator Upgraded Ver. C (OUT NOW!)
Post by: Hallan Parva on October 31, 2011, 02:57:40 AM
Quote from: "SmashBroPlusB"
Quote from: "Beed28"
Quote from: "SmashBroPlusB"
Fall damage would be cool bro :cool:

Testing it out, there doesn't seem to be a lot of places in MM8BDM where you can take falling damage because there are no steep drops. The maps where fall damage is ineffective are MM1CUT, MM1BOM, MM1DW1, MM1DW2, etc. Which means it would waste one of the three chaos effects. The only maps I can think of where fall damage would really work are MM1ELE, MM1ICE, MM5GRA, MM5STO, MM5DAR and MM7DW4. Also, I tested it out with sv_falldamage and I can confirm that it doesn't work in the Single Player Campaign (the proper Single Player mode, not Skirmish).

Guess what? I FIGURED IT OUT.

Try combining "sv_falldamage true" with "sv_oldfalldamage true". Every single stage except for Cutman will now damage you if you fall from a reasonable height, and it's possible to OHKO yourself by falling from insane heights (like in MM6MRX or MM7DW4).

You're welcome. :cool:
Quote from: "Beed28"
Good. There probably won't be another update anytime soon, though, since I've got other stuff to be doing.
Quote from: "Beed28"
It's update time! I'm releasing this an hour before midnight here in the UK, but what the heck. ;) Here's the changelog. Read it... if you dare. :twisted:

-snip-

no falling damage

Yeah... I'm gonna leave this here.
Title: Re: [HALLOWEEN UPDATE] Chaos Generator Upgraded Ver. E
Post by: Beed28 on October 31, 2011, 06:53:44 AM
I'll try to add fall damage in the next update, then.

Anyway, I need some feedback for my new version. Does anyone like the new Jelly World? If anyone hates it, I can revert it back to the previous version, or even back to CutmanMike's boring version. Is Gutsman G better now? How about the zombies? Are they too weak? Are there too many?

Oh and most important of all: does the hub crash for anyone now? If so, I dunno how to fix it. :?
Title: Re: [HALLOWEEN UPDATE] Chaos Generator Upgraded Ver. E
Post by: xColdxFusionx on October 31, 2011, 06:25:08 PM
Chaos Generator + CSCC = Madness.

Absolute. Freaking. Madness.
Title: Re: [HALLOWEEN UPDATE] Chaos Generator Upgraded Ver. E
Post by: TheDoc on October 31, 2011, 07:58:04 PM
I must know.....

WHAT IS THE ULTIMATE GAUNTLET!?
Title: Re: [HALLOWEEN UPDATE] Chaos Generator Upgraded Ver. E
Post by: BiscuitSlash on October 31, 2011, 08:02:23 PM
It's basically almost(?) every single chaos effect all put into one game. It's total madness I tell ya!

To unlock it, you must find the secret tunnel thing in the chaos HUB.
Title: Re: [HALLOWEEN UPDATE] Chaos Generator Upgraded Ver. E
Post by: Beed28 on October 31, 2011, 08:17:36 PM
About Ultimate Gauntlet... I forgot to add the zombies to it. Still, it doesn't matter anyway since they would die in five seconds flat from the insanity.

Oh, and it's not every single effect that appears. Anchor Feet, Flight, Bouncy Terrain and Earthquake (sorta, Jelly World is being used but it's not exactly the same) are to name a few.
Title: Re: [HALLOWEEN UPDATE] Chaos Generator Upgraded Ver. E
Post by: BiscuitSlash on October 31, 2011, 09:03:00 PM
Just tried it in a 1vs1 random series of DM games against the bot of myself and it seems to work fine!
Title: Re: [HALLOWEEN UPDATE] Chaos Generator Upgraded Ver. E
Post by: Beed28 on November 03, 2011, 11:59:30 AM
So, does it work online then? I think the culprit was the "islobby" tag in the Hub's MAPINFO definition. It must be a Skulltag bug that hasn't been fixed.

I'm still waiting on feedback besides fall damage. Is Jelly World too bouncy? Are the zombies too strong, too many, etc...
Title: Re: [HALLOWEEN UPDATE] Chaos Generator Upgraded Ver. E
Post by: BiscuitSlash on November 03, 2011, 06:04:18 PM
It definitely works online, as it hasn't crashed since Ver. D

There were about one or two occasions where the zombies didn't show up, and instead there were just little spark things randomly appearing in the map. Might have been caused by another chaos effect (not sure which). It might be best if you give the zombies a slight health buff IMO.

Do you think my Sniper Joe attack idea is good? Since I'm making shielded Joe sprites for a Sniper Joe class I'm making, I can lend you them if you want (although it's best to credit squidgy for it). Problem is with that making them fight like the original might be a real pain....
Title: Re: [HALLOWEEN UPDATE] Chaos Generator Upgraded Ver. E
Post by: Beed28 on November 03, 2011, 07:03:11 PM
Acually, I've got enough "enemy" effects, thanks. There's the Kyorowns, Gutsman G, the Evil Yashichi, and the Zombies. I have plans to include Fall Damage, though.

I'm not sure what's causing the zombie issue, though. What I do know is that they will not work in MM7DW4 (as well as the rest of the enemy effects) since the scripting on that level gives all players a NOTARGET property there, which involves the real Gutsman G at the bottom.

These scripts interfear with the enemy effects, for example, use Kyorown Swarm and goto MM7DW4 and shoot them. They will make the retaliate animation and sound, but won't face you and shoot.
Title: Re: [HALLOWEEN UPDATE] Chaos Generator Upgraded Ver. E
Post by: FCx on November 08, 2011, 05:27:28 PM
Anothoer thing I have in my mind is for example: you choose "fall damage" effect and you aren't able to choose maps like cutman, tomahawkman where fall damage is useless
Title: Re: [HALLOWEEN UPDATE] Chaos Generator Upgraded Ver. E
Post by: Beed28 on November 08, 2011, 06:48:11 PM
Quote from: "FCx"
Anothoer thing I have in my mind is for example: you choose "fall damage" effect and you aren't able to choose maps like cutman, tomahawkman where fall damage is useless

That was exactly the reason why I was so hesitent to include Fall Damage. If that's the case, then the only way to choose fall damage is to choose it manually in the Hub. Unless there's a ACS command to check what map you're on through map code (i.e. MM1CUT) rather than "level number" defined in the MAPINFO.
Title: Re: [HALLOWEEN UPDATE] Chaos Generator Upgraded Ver. E
Post by: BiscuitSlash on November 08, 2011, 07:19:02 PM
2 ideas that I've had. (Not sure what to call them)

Name - Not sure
Icon - Brightman using his light bulb head, except it's not that bright (a bit dim).
Effect - Rather than having normal lighting all over, the map brightness may randomly go down. Most of the time you can see fine, but sometimes it may get a bit dim. It may even be very dark at times, making it very difficult to see things. Of course, usually the level is bright enough to see okay-ly. (The way it changes and how fast should be random).

Name - Cannot stop (Or something like that)
Icon - Quickman running
Effect - After you press a direction button, you will stay moving in that direction until you respawn or you press a different direction button. Basically, you will be always moving and you'll find it very hard to tactically wait!
Title: Re: [HALLOWEEN UPDATE] Chaos Generator Upgraded Ver. E
Post by: TheDoc on November 09, 2011, 02:04:09 AM
If we're making suggestions for chaos generator...

Name: Wily Capsule
Icon: A picture of Wily in his MM7 Capsule
Effect: Just like Gutsman G, Except it'll be WILY going everywhere. He'll have the weapons he had in the chapter 7 campaign, but his advantage will be taht he isn't groud-bound like Gutsman G. Don't know if he'd disappear, then reappear or just fly around everywhere, then every 5 or so seconds target the closest person and fire.
Title: Re: [HALLOWEEN UPDATE] Chaos Generator Upgraded Ver. E
Post by: Jakeinator on November 09, 2011, 03:12:18 AM
Just came up with a random one.
name:Random metal blade spawners.
icon: Metal Blades or Metal Man.
effect: think of the random Y spawners, only with the instagib metal blades
Title: Re: [HALLOWEEN UPDATE] Chaos Generator Upgraded Ver. E
Post by: -FiniteZero- on November 09, 2011, 03:21:40 AM
I just thoughta one.

Name: Laaag!
Icon: Time Stopper(?)
Effect: Slows movement and turn speed to half.
Title: Re: [HALLOWEEN UPDATE] Chaos Generator Upgraded Ver. E
Post by: Beed28 on November 09, 2011, 01:40:43 PM
Since when did this become a request topic? :p

Quote from: "Michael712"
Name - Not sure
Icon - Brightman using his light bulb head, except it's not that bright (a bit dim).
Effect - Rather than having normal lighting all over, the map brightness may randomly go down. Most of the time you can see fine, but sometimes it may get a bit dim. It may even be very dark at times, making it very difficult to see things. Of course, usually the level is bright enough to see okay-ly. (The way it changes and how fast should be random).

May be possible. I'll see if I can do it.

Quote from: "Michael712"
Name - Cannot stop (Or something like that)
Icon - Quickman running
Effect - After you press a direction button, you will stay moving in that direction until you respawn or you press a different direction button. Basically, you will be always moving and you'll find it very hard to tactically wait!

Not sure how I'm going to handle that one. I know the wave bikes have a simular function but only moves you foward.

Quote from: "TheDoc"
Name: Wily Capsule
Icon: A picture of Wily in his MM7 Capsule
Effect: Just like Gutsman G, Except it'll be WILY going everywhere. He'll have the weapons he had in the chapter 7 campaign, but his advantage will be taht he isn't groud-bound like Gutsman G. Don't know if he'd disappear, then reappear or just fly around everywhere, then every 5 or so seconds target the closest person and fire.

I know I said I had enough "enemy" effects on the previous page, but that's pretty much one of the more epic ones I've heard. I'm not sure if I can handle it, though. I may have a crack at it sometime soon.

Quote from: "Eon_and_Rush"
Just came up with a random one.
name:Random metal blade spawners.
icon: Metal Blades or Metal Man.
effect: think of the random Y spawners, only with the instagib metal blades

Instakill? Isn't that what Random Force Beams do?

Quote from: "FiniteZero"
Name: Laaag!
Icon: Time Stopper(?)
Effect: Slows movement and turn speed to half.

I could slow down players, but I don't know how to turn speed to half on everything, if it's even possible.

I could do with some more feedback on the existing effects, though.
Title: Re: [HALLOWEEN UPDATE] Chaos Generator Upgraded Ver. E
Post by: Jakeinator on November 09, 2011, 02:37:27 PM
Quickman + jelly world = this

(http://img528.imageshack.us/img528/6720/screenshotdoom201111090.png)

I love how some of these effects go crappy together, but in the end it just makes it more chaotic
Title: Re: [HALLOWEEN UPDATE] Chaos Generator Upgraded Ver. E
Post by: Beed28 on November 09, 2011, 03:54:49 PM
Seeing noone's been complaining about how bouncier Jelly World is now, I'll leave it like that. ;) I think the force beams should be renamed to "Random Force Wave Beams" when Jelly World's bouncing things about.

Also: Spread Fire + sv_fastweapons 2

(http://img573.imageshack.us/img573/6160/screenshotdoom201111091.png)

BULLET HELL! (http://tvtropes.org/pmwiki/pmwiki.php/Main/BulletHell)
Title: Re: [HALLOWEEN UPDATE] Chaos Generator Upgraded Ver. E
Post by: Jakeinator on November 10, 2011, 12:01:24 AM
how do you get SV_weapons2?
NVM
Title: Re: [HALLOWEEN UPDATE] Chaos Generator Upgraded Ver. E
Post by: Vaiyt on December 23, 2011, 04:26:00 AM
I hate Reversed Controls. It's not fun at all. Does not help that I kept getting it when trying to play the single-player campaign with Chaos Generator on.
Title: Re: [HALLOWEEN UPDATE] Chaos Generator Upgraded Ver. E
Post by: TheDoc on December 24, 2011, 12:30:17 AM
Quote from: "Vaiyt"
I hate Reversed Controls. It's not fun at all. Does not help that I kept getting it when trying to play the single-player campaign with Chaos Generator on.

What I would do (if this is offline) is switch around my controls. For example, since I move forwards with W, backwards with S, strafe left with A, and strafe right with D (WSAD), I'd change it to SWDA.

Btw, I'm looking forward to more hazards. I love hazards.
Title: Re: [HALLOWEEN UPDATE] Chaos Generator Upgraded Ver. E
Post by: Joseph Collins on December 24, 2011, 01:08:47 AM
I think you're missing the point of reversed controls.  ... then again, how many of us don't flip the controller around if the controls get reversed in a game we're playing?  XD
Title: Re: [HALLOWEEN UPDATE] Chaos Generator Upgraded Ver. E
Post by: xColdxFusionx on December 24, 2011, 01:42:36 AM
A couple ideas:

Name - +Ghost
Icon - Megaman's outline, jumping
Effect - All players get the Invisibility powerup, making them translucent and slightly harder to spot.

Name - Sinking World
Icon - Similar to Jelly World, except one side is MUCH lower than the other
Effect - Roughly every 10 seconds, a handful of random sectors will drop incredibly far down (128? 256? I'll let you pick), trapping anyone unfortunate enough to be caught in them for the duration. At the end of the 10 seconds, any sectors that dropped will return to their normal height.
Title: Re: [HALLOWEEN UPDATE] Chaos Generator Upgraded Ver. E
Post by: Beed28 on December 24, 2011, 09:27:17 AM
Quote from: "xColdxFusionx"
Name - +Ghost
Icon - Megaman's outline, jumping
Effect - All players get the Invisibility powerup, making them translucent and slightly harder to spot.
Nice. Should be possible.

Quote from: "xColdxFusionx"
Name - Sinking World
Icon - Similar to Jelly World, except one side is MUCH lower than the other
Effect - Roughly every 10 seconds, a handful of random sectors will drop incredibly far down (128? 256? I'll let you pick), trapping anyone unfortunate enough to be caught in them for the duration. At the end of the 10 seconds, any sectors that dropped will return to their normal height.
Don't know about that one, though. Making floors move requires sector tags, and not every sector in a stage have tags. Jelly World was possible and easy since Floor_Waggle (http://zdoom.org/wiki/Floor_Waggle) and Ceiling_Waggle (http://zdoom.org/wiki/Ceiling_Waggle) accepted tag 0, and it's intended effect was to move the entire stage anyway.
Title: Re: [HALLOWEEN UPDATE] Chaos Generator Upgraded Ver. E
Post by: Joseph Collins on December 24, 2011, 11:15:12 AM
I have a question.  For the "New Base Weapon" effect, can it select any weapon at all, aside from boss weapons (Enker's Mirror Buster, Darkman's barrier, etc.)?  More specifically, can it select the Super (Instagib) Metal Blade as a weapon?  If not, why not toss that in as one of the more rarely selected effects, if it doesn't already have its own selection?
Title: Re: [HALLOWEEN UPDATE] Chaos Generator Upgraded Ver. E
Post by: Beed28 on December 24, 2011, 11:51:47 AM
Quote from: "Joseph Collins"
I have a question.  For the "New Base Weapon" effect, can it select any weapon at all, aside from boss weapons (Enker's Mirror Buster, Darkman's barrier, etc.)?  More specifically, can it select the Super (Instagib) Metal Blade as a weapon?  If not, why not toss that in as one of the more rarely selected effects, if it doesn't already have its own selection?

Nope. It won't give you Plant Barrier, Rain Flush, Flash Stopper, Gravity Hold, Centaur Flash, Mirror Buster, Junk Shield and of course, Time Stopper.

It won't give you the IG Metal Blades, either. I'm split if I would add them to the list...
Title: Re: [HALLOWEEN UPDATE] Chaos Generator Upgraded Ver. E
Post by: Jakeinator on December 24, 2011, 04:13:25 PM
DO IT! It would be fun and chaotic if it happened.
Title: Re: [HALLOWEEN UPDATE] Chaos Generator Upgraded Ver. E
Post by: BiscuitSlash on December 24, 2011, 04:23:57 PM
2 problems:

-It would make almost all other weapons be almost useless, so it's almost like basic instag with other effects
-IgMetalBladeWep doesn't make that switch sound noise when you select it, making it look bad whenever used outside of regular instagib.
Title: Re: [HALLOWEEN UPDATE] Chaos Generator Upgraded Ver. E
Post by: xColdxFusionx on December 24, 2011, 05:52:20 PM
Quote from: "Beed28"
Quote from: "xColdxFusionx"
Name - Sinking World
Icon - Similar to Jelly World, except one side is MUCH lower than the other
Effect - Roughly every 10 seconds, a handful of random sectors will drop incredibly far down (128? 256? I'll let you pick), trapping anyone unfortunate enough to be caught in them for the duration. At the end of the 10 seconds, any sectors that dropped will return to their normal height.
Don't know about that one, though. Making floors move requires sector tags, and not every sector in a stage have tags. Jelly World was possible and easy since Floor_Waggle (http://zdoom.org/wiki/Floor_Waggle) and Ceiling_Waggle (http://zdoom.org/wiki/Ceiling_Waggle) accepted tag 0, and it's intended effect was to move the entire stage anyway.

I wasn't sure if it would be possible. I figured I'd throw it out there in case it was.
Title: Re: [Uh...] Chaos Generator Upgraded Ver. E
Post by: Beed28 on February 07, 2012, 03:15:50 PM
I just realised a problem. My Chaos Generator Upgraded mod requires the original chaosgenerator-2.wad to run, which could be found on the blog, but now it's been deleted, since it was hosted on Wadhost. This is a BIG problem for me, since people won't be able to play this mod without it.

So should I reupload the original chaosgenerator-2.wad alongside it? Or should CutmanMike reupload it to his blog? I just don't want to reupload it out of the blue...
Title: Re: [Uh...] Chaos Generator Upgraded Ver. E
Post by: Russel on February 07, 2012, 05:06:25 PM
Personally, I think you should merge the two and try to make it compatible with pretty much everything if possible

but yea, I say merge them and get the need for that alongside it to be gone.

But that's just my opinion, no real requirment to if you don't want to.
Title: Re: [Uh...] Chaos Generator Upgraded Ver. E
Post by: Joseph Collins on February 07, 2012, 08:08:34 PM
Quote from: "Beed28"
I just realised a problem. My Chaos Generator Upgraded mod requires the original chaosgenerator-2.wad to run, which could be found on the blog, but now it's been deleted, since it was hosted on Wadhost. This is a BIG problem for me, since people won't be able to play this mod without it.
And this is part of the reason I did not use Wadhost exclusively.  No control over my files once they're uploaded there.  For example, if I made a minor update to something, I couldn't just overwrite the original file.

And of course, what if it went down, as it has?  Then where would I be?  :B
Title: Re: [Uh...] Chaos Generator Upgraded Ver. E
Post by: Korby on February 07, 2012, 10:27:45 PM
Did someone ask for chaosgenerator-2.wad? (http://www.mediafire.com/?m6ja7j7738njgu7)
Title: Re: [Uh...] Chaos Generator Upgraded Ver. E
Post by: Gumballtoid on February 07, 2012, 11:25:45 PM
the "random fire traps" icon made my day xD
Title: Re: [Uh...] Chaos Generator Upgraded Ver. E
Post by: Hunter_orion on February 07, 2012, 11:44:51 PM
Is there a mirror for Version E? My computer doesn't like Sendspace (or Sendspace doesn't like my computer, one of the two)
Title: Re: [Uh...] Chaos Generator Upgraded Ver. E
Post by: Beed28 on February 10, 2012, 09:02:22 AM
Quote from: "Hunter_orion"
Is there a mirror for Version E? My computer doesn't like Sendspace (or Sendspace doesn't like my computer, one of the two)

There's a new mirror via Mediafire thanks to Rolan, you can find it in the first post.
Title: Re: [New Mirror!] Chaos Generator Upgraded Ver. E
Post by: Hunter_orion on February 10, 2012, 05:05:22 PM
Wow, really? That's awesome. Thanks Rolan.
Title: Re: [New Mirror!] Chaos Generator Upgraded Ver. E
Post by: Beed28 on February 12, 2012, 12:09:53 AM
Just discovered something regarding the zombies:

Quote from: "Michael712, from ages ago"
There were about one or two occasions where the zombies didn't show up, and instead there were just little spark things randomly appearing in the map. Might have been caused by another chaos effect (not sure which). It might be best if you give the zombies a slight health buff IMO.

I just found out that they seem to hate Chargeman's stage (the train), as they don't seem to spawn and instead "spark" on the ceilings and sky. I dunno why that's happening, since Eddie, the Kyorowns, the Evil Yashichi and Gutsman G all spawn correctly on the map. If anyone knows how to fix it, tell me!

EDIT: I think I fixed the problem! Anyway, I'm nearly ready to release a new version, but first, the changelog.

(click to show/hide)

And here's a spooky screenshot:

(click to show/hide)
Title: Re: [NEW RELEASE!] Chaos Generator Upgraded Ver. F
Post by: Beed28 on February 13, 2012, 07:14:14 PM
Sorry to double post, but the new version is here. Note that falling damage turns the Wind Storm and Gravity Hold into absolute monsters, but they don't seem to give frags. Also, I need someone to do a MediaFire mirror.

Have fun.
Title: Re: [NEW RELEASE!] Chaos Generator Upgraded Ver. F
Post by: ashura9699 on May 13, 2012, 02:37:15 PM
This seems rather strange, but the mediafire download for chaosgenerator-2.wad... IS BROKEN! :cry:
PLEASE, someone post a new link or fix the mediafire!!!!!
Title: Re: [NEW RELEASE!] Chaos Generator Upgraded Ver. F
Post by: Shin Star on May 14, 2012, 06:19:00 AM
Quote from: "ashura9699"
This seems rather strange, but the mediafire download for chaosgenerator-2.wad... IS BROKEN! :cry:
PLEASE, someone post a new link or fix the mediafire!!!!!
I went to try it and it still seems to be working. If it still doesn't work, I made a mirror awhile back:

http://www.mediafire.com/?nl4seeygs9bmncm (http://www.mediafire.com/?nl4seeygs9bmncm)

I noticed there hasn't been a lot of activity lately, but I think I found a bug. This only happens when using the Screw Scramble [Minus] mod in conjunction with this. When the Jelly World effect is enabled, both Auto and Reggae bounce around a few times and then disappear. They'll eventually re-spawn again when you re-spawn, but then disappear again.

I really love these extra mods. I've been messing around with them and they're a great addition to the original. I hope it'll be combined with an official release someday so we don't have to add both files to play.
Title: Re: [NEW RELEASE!] Chaos Generator Upgraded Ver. F
Post by: Beed28 on May 14, 2012, 03:24:00 PM
Quote from: "Shin Star"
I noticed there hasn't been a lot of activity lately, but I think I found a bug. This only happens when using the Screw Scramble [Minus] mod in conjunction with this. When the Jelly World effect is enabled, both Auto and Reggae bounce around a few times and then disappear. They'll eventually re-spawn again when you re-spawn, but then disappear again.

I think this is why:
(click to show/hide)
Title: Re: [NEW RELEASE!] Chaos Generator Upgraded Ver. F
Post by: hikariryunachi on May 16, 2012, 04:49:21 AM
EDIT: Nevermind... I was using the wrong wad! XD Silly me. Clicked thae standard Chaos wad rather than the Upgraded wad. I feel so stupid sometimes. Ultimate Gauntlet works like a charm... A purely chaotic charm... O.o Force Beams and bullets EVERYWHERE! (among other things)

EDIT 2: Ok part way through a match, I get a crash to Megaman command screen with the error "BOTCMD_LOOKFORWEAPONS: ILLEGAL ITEM INDEX, 32768!" (It doesn't crash the game itself, just boots me out of the current match)
Title: Re: [NEW RELEASE!] Chaos Generator Upgraded Ver. F
Post by: Beed28 on May 16, 2012, 09:22:12 AM
It... sounds like you encountered a rare Skulltag bug. I remember it doing that a few times on me, but I forgot what mods I was using.

Also, welcome to the Cutstuff fourms!
Title: Re: [NEW RELEASE!] Chaos Generator Upgraded Ver. F
Post by: Shin Star on May 17, 2012, 07:42:40 AM
Quote from: "Beed28"
Note this function:
Code: [Select]
AUTS A 1 A_JumpIf(z-floorz>0, "Death")This is probably why they're disappearing. They're checking to see if they're standing on the ground and not in the air. Since Jelly World makes everything bounce, that's probably what triggers it and despawns them.

Anyway, it's an issue on their end and not mine. You shouldn't expect full compatability between the two mods anyway, since three of the chaos effects conflicts with some of the Screw Scramble rewards (Spread Shot, Double Fire Rate, Vampirism to name them).

Oh yeah, that makes sense...since that version of Screw Scramble tries to fix the whole not spawning on the ground. Thanks for explaining that to me. I wasn't expecting full compatibility, but I just hosted a game today and that was really the only issue I had (I'd just do a "changemap" on the same map until the jelly effect went away lol. I probably won't combine those two anymore though.)
Title: Re: [NEW RELEASE!] Chaos Generator Upgraded Ver. F
Post by: hikariryunachi on May 18, 2012, 03:11:34 AM
Was playing around with the Chaos mod on singleplayer when... This happened.
(click to show/hide)

EDIT: Have to add one thing: I LOVE using Gravity Hold in addition to Fall Damage + Double Firing Speed outside the Skull Castle.  For a few cheap laughs I use God Mode + Infinite Ammo to just slaughter the bots. "Protoman fell too far. Dr.Wily fell too far. Megaman fell too far Elecman fell too far." ect... all almost instantaneously! XD This match I set up for the sole purpose of bot slaughtering! (Lose a frag upon death, no spawn protection, ect...) Most fun I've had this a Doom mod I've had in a while... Keep up the fun work! XD
Title: Re: [NEW RELEASE!] Chaos Generator Upgraded Ver. F
Post by: hikariryunachi on May 19, 2012, 02:35:27 AM
Ok, sorry for the double post, but I'm suddenly having problems starting the chaos wad. I did the same thing I did last time to open it and now on launch it gives the error:

Quote
Script error, "chaosgenerator-2_upgraded_vF.wad:DECORATE" line 1:
Replaced type 'PartySpawny' not found in PartySpawny2

What the heck happened? It worked yesterday... D:
Title: Re: [NEW RELEASE!] Chaos Generator Upgraded Ver. F
Post by: Beed28 on May 19, 2012, 06:43:56 AM
Are you loading chaosgenerator-2.wad before chaosgenerator-2_upgraded_vF.wad? It needs to be loaded first (not second) otherwise it won't work.
Title: Re: [NEW RELEASE!] Chaos Generator Upgraded Ver. F
Post by: hikariryunachi on May 19, 2012, 11:06:36 AM
Yeah, I've loaded it in order. Like I said, it worked the other day, now all of the sudden it doesn't like me anymore.

EDIT: Well, now... It's now agreeing with me, so... More chaos! ^_^
Title: Re: [NEW RELEASE!] Chaos Generator Upgraded Ver. F
Post by: Ceridran on May 22, 2012, 07:15:26 PM
Shall I suggest Chaos Effects? All of these are weapon modifiers.

Homing Shots: Self explanitory.

Recoil Shots: Shooting will cause recoil.

Search Shots: Goes along the ground as well as walls.
Title: Re: [No recent updates so far] Chaos Generator Upgraded Ver.
Post by: Beed28 on May 22, 2012, 08:29:04 PM
I dunno if all that's possible. The homing projectiles inherit from MageStaffFX2 (http://zdoom.org/wiki/Classes:MageStaffFX2), since it's apparently the only way to make projectiles home in Skulltag. The recoil thing is a hardcoded function called on the weapon definition itself, and it's not possible to make it do that on every weapon. And finally, I don't know how to give the +FLOORHUGGER flag to every projectile, if it's even possible.
Title: Re: [No recent updates so far] Chaos Generator Upgraded Ver.
Post by: -FiniteZero- on May 22, 2012, 09:29:57 PM
Hmm, let's see if I can think of any...

Power Leak: Players slowly loose health over time.
Weapon Leak: Like previous, but with weapon energy instead.

I'll try to think of more.
Title: Re: [No recent updates so far] Chaos Generator Upgraded Ver.
Post by: Beed28 on May 22, 2012, 11:31:00 PM
I could look into those. The health drain thing could be caused by Acid Rain (Rainy Turtloid, anyone?) and the weapons drain as... I dunno.

I can also have the opposite and have a health regain thing as Flower Power, with Plant Barrier petals rising up everywhere. How will that do?

Anyway, I'm acually planing on making it so that it won't require chaosgenerator-2.wad anymore, which would make it a lot easier for people to run and host this... but I had to ask CutmanMike for permission first, and I'm still waiting for a reply.
Title: Re: [No recent updates so far] Chaos Generator Upgraded Ver.
Post by: SaviorSword on May 23, 2012, 06:18:33 AM
How about a new player modification? Aimbot! All players spawn with Gammalook. :p
Title: Re: [No recent updates so far] Chaos Generator Upgraded Ver.
Post by: HD_ on May 23, 2012, 11:14:21 AM
Quote from: "SaviorSword"
How about a new player modification? Aimbot! All players spawn with Gammalook. :p

SO. MUCH. YES.

If you add this I will be :D
Title: Re: [No recent updates so far] Chaos Generator Upgraded Ver.
Post by: SaviorSword on May 23, 2012, 07:21:39 PM
Another idea to drop in here, OHKO. All players' armor become *insert number greater than 100 here* so that everyone will die to the slightest touch.
Title: Re: [No recent updates so far] Chaos Generator Upgraded Ver.
Post by: BiscuitSlash on May 23, 2012, 07:37:56 PM
Ideas:

Stop Spamming Astro Crush - Hoards of asteroids frequently rain down onto the map, doing a lot of damage if they hit. There's usually some sort of warning around where they are about to land.

Random Buster - Players get a special buster that every time it fires, it shoots a random projectile based on the weapons that you have. It's similar to TheBladeRoden's random buster except instead of firing any sort of projectile, that projectile has to be from a weapon that you have collected.

No healing - You cannon heal yourself by collecting health pellets! Instead, they have the opposite effect and will take your health away! Obviously this does mean that using an E tank or M tank will kill you, but eh.
Title: Re: [No recent updates so far] Chaos Generator Upgraded Ver.
Post by: Beed28 on May 23, 2012, 09:47:15 PM
Quote from: "Human Destroyer"
Quote from: "SaviorSword"
How about a new player modification? Aimbot! All players spawn with Gammalook. :p

SO. MUCH. YES.

If you add this I will be :D
I can't seem to get the autolook thing to work. :( I didn't work when I tried "summon gammalook" and trying "give gammaforcelook" does nothing.

Quote from: "SaviorSword"
Another idea to drop in here, OHKO. All players' armor become *insert number greater than 100 here* so that everyone will die to the slightest touch.
Isn't that just instagib, though?

Quote from: "Michael712"
Ideas:

Stop Spamming Astro Crush - Hoards of asteroids frequently rain down onto the map, doing a lot of damage if they hit. There's usually some sort of warning around where they are about to land.

Random Buster - Players get a special buster that every time it fires, it shoots a random projectile based on the weapons that you have. It's similar to TheBladeRoden's random buster except instead of firing any sort of projectile, that projectile has to be from a weapon that you have collected.

No healing - You cannon heal yourself by collecting health pellets! Instead, they have the opposite effect and will take your health away! Obviously this does mean that using an E tank or M tank will kill you, but eh.
The meteor shower will have to wait so I can use it's official version when the MM8 expansion comes out. The random buster will require coding a brand new weapon, and it would require SBARINFO, which I'd rather not do to maintain compatability with class mods (for example CSCC), and as for no healing, maybe it'll remove the health pellets instead of killing you.
Title: Re: [No recent updates so far] Chaos Generator Upgraded Ver.
Post by: HD_ on May 23, 2012, 09:51:25 PM
You have to summon gammalook, then get hit once.
Title: Re: [No recent updates so far] Chaos Generator Upgraded Ver.
Post by: BiscuitSlash on May 27, 2012, 01:57:48 PM
I know you said no more enemy type effects but....

Name - BueBeam Trap
Icon - One of those turret things
Effect - Scattered around the level are those buebeam turrets, all on different heights on the walls. Every now and again they all fire at the nearest enemy at high speed. You can destroy them with crash bomb, but crash bomb only. Even so, they still respawn eventually.
Title: Re: [No recent updates so far] Chaos Generator Upgraded Ver.
Post by: Beed28 on May 27, 2012, 08:20:58 PM
Question for you all: which Jelly World do you perfer? In chaosgenerator-2.wad, Jelly World simply moves the floor in a gentle manner, and in this, everything rises and falls in a violent manner.

Which Jelly World do you like more? If don't like the current one, I can change it back to the original version.
Title: Re: [No recent updates so far] Chaos Generator Upgraded Ver.
Post by: ? Manibogi ? on June 17, 2012, 02:17:02 PM
I prefer vainilla jelly world. This one is too similar to bouncy floors.

WHOOPS I JUST BUMPED DIS THREAD WHAT ARE YOU GONNA DO 'BOUT IT?
Title: Re: [No recent updates so far] Chaos Generator Upgraded Ver.
Post by: OrangeMario on June 18, 2012, 03:27:00 PM
I'd also pefer the vanilla jelly world; the current jelly world in this build usually lags the server to the point where it's unbarable.
Title: Re: [Jelly World Updates] Chaos Generator Upgraded Ver. F
Post by: Beed28 on June 22, 2012, 06:55:00 PM
Okay then, the next build has both Jelly World variations now. Since I like how the current Jelly World makes players bounce (and you can jump really high as if you equipped Mega Man Legends's Jump Springs), the old (more boring) Jelly World is accessable by typing "set sv_oldjellyworld 1" into the console.

Several more Jelly World changes are there as well, such as no longer being able to be crushed between floors and ceilings (Jelly World was never ment to be a hazard effect to begin with), and most background props (Crystal Man pillars for example) will no longer bounce. Force Beams and Fire Traps are also more competant with Jelly World, but it looks weird (they often travel along the floor).

I'm not really sure if I should merge chaosgenerator-2.wad still. I did ask CutmanMike for permission, but I never recived a reply.
Title: Re: [Jelly World Updates] Chaos Generator Upgraded Ver. F
Post by: SaviorSword on June 22, 2012, 07:39:07 PM
Will Gammalook be included?
Title: Re: [Jelly World Updates] Chaos Generator Upgraded Ver. F
Post by: HD_ on June 22, 2012, 07:40:47 PM
Quote from: "SaviorSword"
Will Gammalook be included?

Please say yes! This is the best effect ever!

Also an effect where everyone becomes only able to use Magnet Golfing would be lol
Title: Re: [Jelly World Updates] Chaos Generator Upgraded Ver. F
Post by: KainDarkfire on June 25, 2012, 10:59:25 PM
Eddie Storm? How about Rush Storm? SO MANY SPRINGS.  Now that's chaos.

Also, those birds stick around for way too long... roughly 10 minutes each? I saw a corner of the map filled with several dozen bouncing counterattack killers.
Title: Re: [Jelly World Updates] Chaos Generator Upgraded Ver. F
Post by: Mr.shadow on August 12, 2012, 02:34:27 AM
can you please NOT use sendspace, or plz use mediafire
Title: Re: [Jelly World Updates] Chaos Generator Upgraded Ver. F
Post by: Beed28 on August 12, 2012, 08:50:26 AM
Quote from: "Mr.shadow"
can you please NOT use sendspace, or plz use mediafire
Alright then, I'll see if I can ask anyone to upload a mirror then. Also, welcome to the fourms!
Title: Re: [Jelly World Updates] Chaos Generator Upgraded Ver. F
Post by: TheDoc on August 12, 2012, 01:59:32 PM
Quote from: "KainDarkfire"
How about Rush Storm? SO MANY SPRINGS.  Now that's chaos.

I'm pretty sure there's already an effect called bouncy terrain that does just that without Rush.
Title: Re: [Jelly World Updates] Chaos Generator Upgraded Ver. F
Post by: GameAndWatcher on August 12, 2012, 03:30:39 PM
I'm just wondering...
(click to show/hide)
Title: Re: [Jelly World Updates] Chaos Generator Upgraded Ver. F
Post by: T's Inventions on September 27, 2012, 08:16:37 AM
So, when you pick effects in the hub map, I'm guessing the chosen effects are stored in vars that can keep their' values through multiple maps right?
Is this the way it works? If so, then this will come in handy for an important future feature in a mod I've been wanting to help with in development.

Anyway, looks like many people here have suggested there be a METOOL INVASION effect.
I was thinking the same too! It would probably be a good replacement for the dead rising effect,
as the zombies don't really seem to do much and isn't there enough MM7 effects as it is?
I know that replacing an effect might not be a good idea, but still think about it.
Title: Re: [Jelly World Updates] Chaos Generator Upgraded Ver. F
Post by: TheDoc on September 27, 2012, 11:38:48 AM
Maybe you could call it just "Invasion" and every map, there will be an invasion of one random enemy (kyorown, zombies, metools, etc.)
Title: Re: [Jelly World Updates] Chaos Generator Upgraded Ver. F
Post by: GameAndWatcher on September 27, 2012, 12:03:35 PM
Quote from: "I, a while ago"
I'm just wondering...
(click to show/hide)
You didn't say anything about this.
Title: Re: [Jelly World Updates] Chaos Generator Upgraded Ver. F
Post by: Beed28 on September 27, 2012, 01:01:45 PM
Quote from: "T's Inventions"
So, when you pick effects in the hub map, I'm guessing the chosen effects are stored in vars that can keep their' values through multiple maps right?
Is this the way it works? If so, then this will come in handy for an important future feature in a mod I've been wanting to help with in development.

Well, yes. They're stored in three global scopes (http://zdoom.org/wiki/Scope). Like here:
Code: [Select]
global int 6:SelectChaosA;
global int 7:SelectChaosB;
global int 8:SelectChaosC;

Quote from: "Game&Watcher"
Quote from: "I, a while ago"
I'm just wondering...
(click to show/hide)
You didn't say anything about this.
One reason: They would probably die too quickly from the force beams and fire traps, and the map is already crammed full of hazards as it already it. Actual reason: I actually forgot.

I'll really have to get around to updating this.
Title: Re: [Jelly World Updates] Chaos Generator Upgraded Ver. F
Post by: TheDoc on September 28, 2012, 12:29:06 AM
Quote from: "TheDoc"
Maybe you could call it just "Invasion" and every map, there will be an invasion of one random enemy (kyorown, zombies, metools, etc.)

Was this looked at? Just making sure before it gets buried in pages.
Title: Re: [Cryptic Updates] Chaos Generator Upgraded Ver. F
Post by: Beed28 on October 03, 2012, 09:49:38 PM
Quote from: "TheDoc"
Quote from: "TheDoc"
Maybe you could call it just "Invasion" and every map, there will be an invasion of one random enemy (kyorown, zombies, metools, etc.)

Was this looked at? Just making sure before it gets buried in pages.

Well, I keep saying I don't plan on adding more enemy effects. But you could get that same effect by choosing Kyorown Swarm, Dead Rising, and Gutsman G Rampage (there's no metools, FYI). The only downside is that you can't choose anything else.

----

I'm starting to make some progress again:
(http://imageshack.us/a/img651/9124/screenshotdoom201210032.png)
See, nothing to see here, folks. ;)
Title: Re: [Cryptic Updates] Chaos Generator Upgraded Ver. F
Post by: TheDoc on October 03, 2012, 11:30:44 PM
Quote from: "Beed28"
(there's no metools, FYI).

I know. I was hoping you'd make a metool invasion, as suggested before.

Quote from: "T's Inventions"
So, when you pick effects in the hub map, I'm guessing the chosen effects are stored in vars that can keep their' values through multiple maps right?
Is this the way it works? If so, then this will come in handy for an important future feature in a mod I've been wanting to help with in development.

Anyway, looks like many people here have suggested there be a METOOL INVASION effect.
I was thinking the same too! It would probably be a good replacement for the dead rising effect,
as the zombies don't really seem to do much and isn't there enough MM7 effects as it is?
I know that replacing an effect might not be a good idea, but still think about it.
Title: Re: [Mirror Needed!] Chaos Generator Upgraded Ver. F
Post by: Beed28 on October 13, 2012, 07:45:27 PM
Okay, I'm gonna regret posting this here, but...

Does anyone have a mirror of Ver. F?

It's because sidkid12345 (http://www.cutstuff.net/forum/memberlist.php?mode=viewprofile&u=2045) keeps PMing me to say that the Sendspace link doesn't work for him. So, if anyone can put up a MediaFire mirror or something, that would be very much appreciated. Thank you, and have a nice day.
Title: I can't even upload anything in mediafire.
Post by: MasterXman on October 13, 2012, 08:08:44 PM
Its not really mediafire but its dropbox. That counts right? (https://dl.dropbox.com/u/67415563/chaosgenerator-2_upgraded_vF.wad)
Title: Re: [Dropbox Mirror!] Chaos Generator Upgraded Ver. F
Post by: Beed28 on October 13, 2012, 08:45:10 PM
Thank you very much! That will hopefully do.
Title: Re: [Dropbox Mirror!] Chaos Generator Upgraded Ver. F
Post by: Russel on October 14, 2012, 01:30:30 AM
Here (http://www.mediafire.com/?85nmmz089jgfmaj), have a more permanent mirror.

Just in case Kirbysonic takes down his dropbox link or it gets infected with a virus, as both are potential hazards when hosting files through dropbox.

While dropbox is nice for file hosting and sharing, it is not the best for permanently hosting files.
Title: Re: [New Mediafire Mirror!] Chaos Generator Upgraded Ver. F
Post by: Beed28 on November 02, 2012, 09:31:38 PM
Here's a quick patch I whipped up: http://www.sendspace.com/file/rab8o5 (http://www.sendspace.com/file/rab8o5)

Load chaosgenerator-2.wad and chaosgenerator-2_upgraded_vF.wad as usual, and put this file on the end. Once you've loaded that, go to the hub and select Jelly World. I've made a change to how it wobbles and should be easier on the eyes. Tell me what you think!

I cannot stop it from affecting the skybox, however. Does anyone know how to help me with that?
Title: Re: [New Mediafire Mirror!] Chaos Generator Upgraded Ver. F
Post by: T's Inventions on November 08, 2012, 04:19:33 AM
I myself and a few others might say keep it so Jelly World affects SkyBoxs.
It's more LOLZy that way.

Also, lately I hosted this on my server (with game mode on L.M.S.) one time and we found that
the Bouncy Terrain and Dark Lighting effects seems to not undo themselves on a new round.
So for the rest of the rounds of the map, we had the 3 normal effects + Bouncy Terrain and/or Dark Lighting.
It's probably a glitch that can be fixed.

Last, back to the global vars I was asking about,
They MUST be able to keep their values through multiple maps or else it will not work.
Are you sure about it?
Title: Re: [New Mediafire Mirror!] Chaos Generator Upgraded Ver. F
Post by: Beed28 on November 08, 2012, 12:52:56 PM
I dunno how I could fix the bouncy terrain issue. I could probably fix Dark Lighting (but then you'd get full brightness in maps such as SDM), but I don't know how to reset the sectors so they aren't bouncy anymore (I made the sectors bouncy by spawning Zandronum's hardcoded spring pad actors at players over and over).

The global vars (such as the use old Jelly world setting) are custom made Cvars (much like secret_devilunlock unlocking the Yellow Devil fight in the Unknown map), and I tried it out and it does carry over to other maps, but I'm not sure if it will work online.

EDIT: Oh right, I thought you were talking about the new Cvar settings comming in Ver. G. Do you mean this?
Quote from: "Beed28"
Quote from: "T's Inventions"
So, when you pick effects in the hub map, I'm guessing the chosen effects are stored in vars that can keep their' values through multiple maps right?
Is this the way it works? If so, then this will come in handy for an important future feature in a mod I've been wanting to help with in development.

Well, yes. They're stored in three global scopes (http://zdoom.org/wiki/Scope). Like here:
Code: [Select]
global int 6:SelectChaosA;
global int 7:SelectChaosB;
global int 8:SelectChaosC;
Yes, it should keep between maps, but their value is lost when starting a new game.
Title: Re: [FOR SCIENCE] Chaos Generator Upgraded Ver. F
Post by: Beed28 on November 10, 2012, 10:46:33 PM
Yay double post.
(click to show/hide)
If you can guess the new feature at work here, I made it too obvious. :ugeek:
Title: Re: [FOR SCIENCE] Chaos Generator Upgraded Ver. F
Post by: tsukiyomaru0 on November 10, 2012, 10:49:44 PM
Also, could you consider (if not done already), adding a "Master Pick Only" option, to prevent people from randomly picking other effects after the Master chooses one or two?
Title: Re: [FOR SCIENCE] Chaos Generator Upgraded Ver. F
Post by: TheDoc on November 10, 2012, 10:51:55 PM
You can choose to have less than 3 chaos choices?
Title: Re: [FOR SCIENCE] Chaos Generator Upgraded Ver. F
Post by: Beed28 on November 10, 2012, 10:57:19 PM
Quote from: "TheDoc"
You can choose to have less than 3 chaos choices?

Yes. It uses a customised cvar console variable "chaos_numberofeffects", so you can choose to have only one effect or two at a time instead of three. I'll find a way to make it configurable in the hub, but I'm not sure how it will do online with other people.
Title: Re: [FOR SCIENCE] Chaos Generator Upgraded Ver. F
Post by: -FiniteZero- on November 10, 2012, 10:59:33 PM
Thank you so much. I would love just having the Zombies effect and nothin' else.
Title: Re: [FOR SCIENCE] Chaos Generator Upgraded Ver. F
Post by: Beed28 on November 18, 2012, 07:26:15 PM
So should I merge the files from chaosgenerator-2.wad then? The upside is that it will no longer require chaosgenerator-2.wad loaded first to run. But I'm not sure if Mike will agree to that. Should I?
Title: Re: [FOR SCIENCE] Chaos Generator Upgraded Ver. F
Post by: GameAndWatcher on November 18, 2012, 07:48:19 PM
Do it! Do it for everlasting peace!
Title: Re: [FOR SCIENCE] Chaos Generator Upgraded Ver. F
Post by: tsukiyomaru0 on November 18, 2012, 08:06:38 PM
Do it, I bet he will be okay. He was with Roboenza
Title: Re: [FOR SCIENCE] Chaos Generator Upgraded Ver. F
Post by: T's Inventions on November 21, 2012, 08:27:59 AM
But that was Messatsu.
Messatsu has become a little bit infamous for using code without asking first in his game mod(es)
while turning the original game mod(es) into unnecessary-feature-filled ones.
Title: Re: [FOR SCIENCE] Chaos Generator Upgraded Ver. F
Post by: Magnet Dood on November 21, 2012, 03:58:44 PM
Actually, if you're talking about Roboenza, I believe Mike endorsed Mess' version.

Plus I'd prefer that over the original- games get a lot more exciting with the Rage included.
Title: Re: [FOR SCIENCE] Chaos Generator Upgraded Ver. F
Post by: Klemen702 on November 21, 2012, 05:24:26 PM
What the hell are you talking about there is no vf and ive been searching long but still cant find while other pepole do have give me the answers!  :evil:
Title: Re: [FOR SCIENCE] Chaos Generator Upgraded Ver. F
Post by: DarkAura on November 21, 2012, 05:53:06 PM
It's right on the front page.

Quote from: "Beed28"
Latest Version Downloads:
(Sendspace) (http://www.sendspace.com/file/e7jecm)
(Mirror via Best Ever) (http://static.best-ever.org/wads/chaosgenerator-2_upgraded_vf.wad)
(Mirror via Mediafire) (http://www.mediafire.com/?85nmmz089jgfmaj)
Thanks Lego!
Title: Re: [FOR SCIENCE] Chaos Generator Upgraded Ver. F
Post by: Klemen702 on November 22, 2012, 02:05:00 PM
huh i thought that was normal chaos generator download thanks still :D
Title: Re: [News] Chaos Generator Upgraded Ver. F
Post by: Beed28 on December 24, 2012, 04:51:04 PM
Alright, so I have some news for you. I'm not entirely sure if the whole chaos_whatever Cvar system will work online. If not, I'll have to use the global vars, the same kind of vars that the chosen effects uses.

The update for v3a is coming along smoothly. The new weapon energy colour changing thing borked up the Kyorowns, Eddie and the Evil Yashichi, but it should be all fixed now. The wave bikes are still using the old movement method for now. Earthquake now uses a simple screenshake instead of moving the level physically. CTF map picking seems to be working in the HUB, although you can't change the gamemode directly from there. I'm also planing on adding at least two new chaos effects, both are planned to be in the weapon category.
Title: Re: [News] Chaos Generator Upgraded Ver. F
Post by: The Torise on December 25, 2012, 07:17:53 AM
So one particularly interesting problem I'm having is with the Evil Yashichis.  For reasons I cannot begin to explain, I've only been able to produce this bug on Shadow Man's stage despite great effort in recreating it elsewhere.

Every now and again, the Evil Yashichis spawn out of control.  I'd say it's maybe one game in 30 or 40, but when it happens the screen is quickly littered with easily several thousand Yashichis all floating around trying to kill the only player in the match (me).  Try as I might I have yet to successfully produce a screenshot, because there are so many Yashichis multiplying so quickly that the game locks up almost instantly.  My current plan is to just take a picture of my screen with an actual camera (what is this, the 80s?) and use that as reference, but it happens so infrequently that it always catches me off guard.

My first theory was that it relates to Dead Rising, and that instead of zombies it was spawning Yashichis.  However, I've recreated this bug without Dead Rising active, and the Yashichis multiply into the tens of thousands within a few seconds.  The zombies certainly don't do that (though you wouldn't know it from looking).  I've seen it happen about 6 or 7 times now, always on Shadow Man and always with Evil Yashichi active (duh).  I don't doubt it can happen on other stages, but I have had no luck with Gyro Man or Charge Man so far.

Anyone else experience anything like this?  I think it's greatly amusing, to be honest.

As a side note, I've noticed that only about 40 or so will spawn at first.  It is not until I die at least once that the spawning gets way out of line.

EDIT:
Suddenly I've got screenshots out the wazoo.  Some of these I've had to take with my phone camera because the game locked up.  That last one is my favorite.
Maybe something is wrong with me, but reproducing this is kind of fun.  
(click to show/hide)
Title: Re: [News] Chaos Generator Upgraded Ver. F
Post by: GameAndWatcher on December 25, 2012, 01:59:59 PM
What version of 8BDM are you using?
Also, Protip: "PrtSc" is the default key for screenshots, you can even press it with the console away.
Title: Re: [News] Chaos Generator Upgraded Ver. F
Post by: Beed28 on December 25, 2012, 02:06:53 PM
That's because of v3a; all weapon energy pickups and all tanks are assigned Thing Tag 999; the spawner scripts for the Kyorowns and the Evil Yashichi also uses Tag 999 and so it's now messed up. I've fixed this in an upcoming version by changing the spawner scripts to use Tag 990 instead.
Title: Re: [News] Chaos Generator Upgraded Ver. F
Post by: The Torise on December 25, 2012, 04:11:41 PM
Got it.  Funny how those things work, right?

For curiosity's sake, any clues as to why it's Shadow Man specifically?  In all my time spent there, I can't remember weapon energy or tanks spawning faster than rabbits like these Yashichis do.  I spent all night trying this out on other maps (you know, like a normal person would) and was only able to pull it off on MM5DAR, but even then there were no more than 6 Yashichis and they certainly never increased in number.
Title: Re: [News] Chaos Generator Upgraded Ver. F
Post by: -Daiki-TheOni on December 28, 2012, 08:40:41 PM
Beed, I have a sugestion, a zombie counter. In "Dead Rising" everytime a player kills a zombie get 1 point (you can call it how you want). The counter shoul show this on screen "Killed Zombies: 0001" for example....
I,m only suggesting...
Title: Re: [News] Chaos Generator Upgraded Ver. F
Post by: The Torise on January 05, 2013, 01:49:50 AM
At the risk of sounding stupid (again), is there anything I can do about the fact that Dark Lighting appears to be permanent?
Or is that another fix that's coming along
Title: Re: [News] Chaos Generator Upgraded Ver. F
Post by: Beed28 on January 06, 2013, 07:54:41 PM
Dark Lighting has now been fixed for Ver. G. However, as a result, the darkness no longer "moves" in and out, so to speak.

I don't know how to fix Bouncy Terrain, however. It might be a bug relating to how Zandronum resets the map. I might have to end up disabling the effect altogether in Duel and Last Man Standing and any other modes that do map resets. If someone can submit the issue on their bug tracker, it would be much appreciated!
Title: Re: [News] Chaos Generator Upgraded Ver. F
Post by: Hallan Parva on January 06, 2013, 08:52:12 PM
I'M FROSTMAN
Image: A derpy Frost Man on a wave bike. Blame Brotoad.
Effect: Everyone is on a snowboard from Frost Man's stage. Forever.

"Why did I think this was a good idea again?" ~ Dr. Albert Wily
Title: Re: [News] Chaos Generator Upgraded Ver. F
Post by: The Torise on January 06, 2013, 08:53:21 PM
Quote from: "SmashBroPlusB"
I'M FROSTMAN
Image: A derpy Frost Man on a wave bike. Blame Brotoad.
Effect: Everyone is on a snowboard from Frost Man's stage. Forever.

"Why did I think this was a good idea again?" ~ Dr. Albert Wily


Mandatory: JUMP! JUMP! JUMP! JUMP! JUMP! JUMP! JUMP! JUMP! JUMP!
The chaos would come in the form of all the players ripping their ears off.

Speaking of map resets-
I notice sometimes that when the map resets on a round of Last Man Standing, players will retain their "post-death invulnerability" throughout the next round, which means that unless they voluntarily do themselves in somehow (for example, popping Skull Barrier on a pit) they'll never die or take damage.  Makes for a pretty boring round.  I don't think this is a chaos generator problem specifically but I've only noticed it occur when running this mod
Title: Re: [News] Chaos Generator Upgraded Ver. F
Post by: Beed28 on January 06, 2013, 09:13:17 PM
Quote from: "SmashBroPlusB"
I'M FROSTMAN
Image: A derpy Frost Man on a wave bike. Blame Brotoad.
Effect: Everyone is on a snowboard from Frost Man's stage. Forever.

"Why did I think this was a good idea again?" ~ Dr. Albert Wily
This is praticaly just a clone of Wave Bikes.

Speaking of Wave Bikes, I did add the new movement method to it at one point, but it was too hard to control and hit your opponents (you could only move forward, you couldn't strafe left or right and you couldn't "reverse" either), and even I didn't find it fun, so now they use the old movement method like they always did.


EDIT: Whoops, I almost forgot:
Quote from: "The Torise"
Mandatory: JUMP! JUMP! JUMP! JUMP! JUMP! JUMP! JUMP! JUMP! JUMP!
The chaos would come in the form of all the players ripping their ears off.
I could maybe add something like that, that a second after the sound cue, all players automaticly leap into the air. I could also do the "SLIDE! SLIDE!" thing as well, which forces all players to move foward while spawning the Charge Kick "projectile".


Quote from: "The Torise"
Speaking of map resets-
I notice sometimes that when the map resets on a round of Last Man Standing, players will retain their "post-death invulnerability" throughout the next round, which means that unless they voluntarily do themselves in somehow (for example, popping Skull Barrier on a pit) they'll never die or take damage.  Makes for a pretty boring round.  I don't think this is a chaos generator problem specifically but I've only noticed it occur when running this mod
I don't know why players are going invincible like that. Does that happen in vanilla LMS aswell?
Title: Re: [News] Chaos Generator Upgraded Ver. F
Post by: Hallan Parva on January 06, 2013, 09:21:52 PM
Quote from: "Beed28"
now they use the old movements method like they always did.
oh okay then

in that case forget about the snowboards thing
Title: Re: [News] Chaos Generator Upgraded Ver. F
Post by: The Torise on January 06, 2013, 11:41:23 PM
Quote from: "Beed28"
I don't know why players are going invincible like that. Does that happen in vanilla LMS aswell?


Well the invincibility, as far as I can tell, is normal.  At the very least, I can say that the game has behaved this way since I began playing it.  In Vanilla LMS, after a round ends, a countdown to the next round begins during which all the players respawn.  For the duration of the countdown, the respawned players are invincible and so the only person who can take damage is the winner of the previous round (unless it was a draw).  Once the new round begins, players become vulnerable again as the map resets.

An interesting note about the post-round invulnerability is that if an invulnerable player activates a damage-reducing or damage-nullifying effect, they will be vulnerable again once the effect wears off.  So if you are invulnerable, then fire the Skull Barrier, you will be vulnerable once more when it wears off.

The problem I'm having is that the invulnerability does not wear off when the map resets.  I've done some testing and managed to produce this without Chaos Generator active, so I am thinking its a V3 problem.  

Another interesting note is that it seems to affect exactly half of the players in the game at once.  For example, I tried a game with 31 bots and the result was that 15 of them, plus myself, retained invulnerability - then I tried with 63 bots and 31 of them, plus myself, retained invulnerability.
Title: Re: [News] Chaos Generator Upgraded Ver. F
Post by: Shin Star on January 10, 2013, 03:10:23 AM
I have a suggestion for the next version. Could you implement something that lets you disable certain effects so they don't show up in the roulette? When I play with my friends, we don't really like Earthquake/Jelly World so much. Main reason is one time we had Earthquake, it got so bad after awhile that the game was almost unplayable. It was funny at first, but after awhile some people's games crash sadly.

I noticed you said you've changed how Earthquake works, and there was that Jelly World fix (which I still need to check actually) so I hope it'll be more stable.
Title: Re: [News] Chaos Generator Upgraded Ver. F
Post by: GameAndWatcher on January 10, 2013, 03:26:53 AM
He's going to implement that.
Title: Re: [HALLOWEEN UPDATE] Chaos Generator Upgraded Ver. E
Post by: TheDoc on January 10, 2013, 03:32:55 AM
Quote from: "TheDoc"
If we're making suggestions for chaos generator...

Name: Wily Capsule
Icon: A picture of Wily in his MM7 Capsule
Effect: Just like Gutsman G, Except it'll be WILY going everywhere. He'll have the weapons he had in the chapter 7 campaign, but his advantage will be taht he isn't groud-bound like Gutsman G. Don't know if he'd disappear, then reappear or just fly around everywhere, then every 5 or so seconds target the closest person and fire.

In case we still ARE making suggestions
Title: Re: [News] Chaos Generator Upgraded Ver. F
Post by: BiscuitSlash on January 10, 2013, 03:35:49 PM
Idea

Name: Anubis swarm
Icon: Anubis from Battle Network
Effect: Many different Anubis's fall from the sky and poison the area around them. The closer the player is, the more health they have drained. If an Anubis gets destroyed (they have a lot of health), then another one is spawned somewhere in the map.
Title: Re: [News] Chaos Generator Upgraded Ver. F
Post by: Hallan Parva on January 10, 2013, 04:48:12 PM
Quote from: "Michael712"
Idea

Name: Anubis swarm
Icon: Anubis from Battle Network
Effect: Many different Anubis's fall from the sky and poison the area around them. The closer the player is, the more health they have drained. If an Anubis gets destroyed (they have a lot of health), then another one is spawned somewhere in the map.
already a thing

Best Maps Ever map pack
Poison Pharaoh actor



no really I'm being serious
Title: Re: [News] Chaos Generator Upgraded Ver. F
Post by: alan900900900 on January 13, 2013, 09:44:10 PM
Quote
So one particularly interesting problem I'm having is with the Evil Yashichis. For reasons I cannot begin to explain, I've only been able to produce this bug on Shadow Man's stage despite great effort in recreating it elsewhere.

Every now and again, the Evil Yashichis spawn out of control. I'd say it's maybe one game in 30 or 40, but when it happens the screen is quickly littered with easily several thousand Yashichis all floating around trying to kill the only player in the match (me).

Well, this thing is happening to me EVERY TIME Evil Yashischi appears on the roulette, so much that I need to quit before it starts. :( I just NEED the hub because of it so if you won't fix it then don't delete the hub.

Also it seems to always give me the same 3 things unless I start a SP game.
Title: Re: [News] Chaos Generator Upgraded Ver. F
Post by: xColdxFusionx on January 14, 2013, 03:51:35 AM
This bug happens because the spawners have the same ThingID as weapon pickups and tanks. Supposedly the dev team is in the process of fixing this.

Question re-answered, move along to the next one.
Title: Re: [News] Chaos Generator Upgraded Ver. F
Post by: The Torise on January 15, 2013, 04:28:03 AM
Quote from: "xColdxFusionx"
This bug happens because the spawners have the same ThingID as weapon pickups and tanks. Supposedly the dev team is in the process of fixing this.

Question re-answered, move along to the next one.

I ACTIVATED WALKING DEAD AND ZOMBIES START APPEARING!?!!/ BUGS?!?! WHAT DO I DO?
Title: Re: [News] Chaos Generator Upgraded Ver. F
Post by: Beed28 on January 22, 2013, 02:14:42 PM
Some good news at last. I should be nearing release soon, just need to see if there are any more bugs to iron out. I'm still nervous, however, since it's now completely stand-alone, and won't be needing chaosgenerator-2.wad anymore.
Title: Re: [News] Chaos Generator Upgraded Ver. F
Post by: Zard1084 on January 22, 2013, 03:36:40 PM
Nice work Beed! i hope to see more madness in servers soon! :twisted:
Title: Re: [News] Chaos Generator Upgraded Ver. F
Post by: -Daiki-TheOni on January 22, 2013, 10:35:14 PM
I have a question: will the new version work with clases?
Title: Re: [News] Chaos Generator Upgraded Ver. F
Post by: Beed28 on January 22, 2013, 11:59:07 PM
Mostly. New Base Weapon doesn't work, and classes that uses rune effects (such as Skull Man) will override certain chaos effects (that also gives runes) such as Spread Fire, Double Firing Rate, Vampirism and such.

Oh and by the way; I'm going to try readding the "islobby" flag back to CHAOSHUB. I'm not sure if that still crashes, but if it still does, report it here and I will make a hotfix. Also, I will need people to report if Jelly World still blows up servers, since I changed the wobbling a little. If it does, would someone test the old Jelly World option (accessable in the hub if you're the Master) afterwards?

Anyway, I would very much appreciate it if someone would report the Bouncy Terrain issue in gamemodes that reset the map to the Zandronum devs. And if the "islobby" flag still causes crashes, especially report that one too.
Title: Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
Post by: Beed28 on January 23, 2013, 06:51:46 PM
New version is out, here's the changelog:
(click to show/hide)
Title: Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
Post by: Zard1084 on January 23, 2013, 06:56:01 PM
Nice work beed! i look forward to madness!
Title: Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
Post by: tsukiyomaru0 on January 23, 2013, 07:18:12 PM
Just a FYI: Seekermissiles and probably AutoAim works differently in CTF mode. It requires the target's hitbox touchs the absolute center of your crosshair and that they are within a distance. Then the autoaiming should ocur only with delayed firing (let's say: you press fire, but it takes X tics for it to fire) andand the missiles will only seek if the target was within the range specified before AT THE MOMENT THEY ARE SPAWNED/FIRED.
Title: Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
Post by: Hallan Parva on January 23, 2013, 09:18:00 PM
Quote from: "Beed28"
- Removed Rollbrine.
May I ask what this even was, now that it's removed?
Title: Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
Post by: Ivory on January 23, 2013, 09:24:16 PM
He's probably making a joke off the changelog I made for v3a, which ended with
- Herobrine Mike removed
Title: Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
Post by: The Torise on January 24, 2013, 01:17:00 AM
Better not be a joke, now I'm playing with the old version just to see if I can find any eyeless Rolls.

The end result, of course, being my inability to sleep tonight...


At any rate I love the changes in Ver. G, great job.  Mad props for the music in the Chaos Hub switching off that annoying Light Lab theme

As a side note, is there any way going forward to disable certain Chaos effects from being randomly selected in blank reels?  Like if I want to never have to deal with reversed movement control, for example?
Title: Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
Post by: Beed28 on January 24, 2013, 01:43:40 PM
For disabling certain Chaos effects at your choosing, I have no idea how I'll be able to implement that. The ACS scripts is already in a mess, and trying to add that in would make an even bigger mess.

Rollbrine? I think I saw her a while ago, but I... I can't find the screenshot right now... but I'm fairly sure I removed her now.
Title: Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
Post by: The Torise on January 24, 2013, 10:19:06 PM
Well I'll keep an eye out haha get it?.  Dark Lighting, Evil Yashichi, and Rising Dead should create a spooky enough atmosphere to conjure up the nightmare fuel.
Title: Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
Post by: alan900900900 on January 28, 2013, 01:27:43 AM
My problem is already fixed.
Oh and thank you for adding MM8 in the hub.
Title: Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
Post by: Geno on February 01, 2013, 10:34:31 PM
wow

yay

This is fun!

May I make a suggestion?
(click to show/hide)
Title: Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
Post by: FTX6004 on February 01, 2013, 10:35:55 PM
Quote from: "geno"
wow

yay

This is fun!

May I make a suggestion?
(click to show/hide)

That is to much chaos we could have raining metools.
Title: Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
Post by: Giantmega on February 01, 2013, 10:37:35 PM
ITS to much.
Title: Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
Post by: Beed28 on February 02, 2013, 12:54:06 AM
Okay, even by my standards (http://tvtropes.org/pmwiki/pmwiki.php/Main/EvenEvilHasStandards), having a cake ton of Gammas stomping around squishing everyone and their pet rabbits to jelly is too much.
Title: Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
Post by: TheDoc on February 04, 2013, 02:59:37 AM
While we're on the topic of over-the-top chaos effects.

Lock-on AutoAiming. FUCK.

There's great chaotic effects that every1 loves (eddie storm), there's annoying, yet funny effects (come on, it's hilarious to watch people struggle with reversed controls, despite the trouble you're having with it), and then there's effects that just stomp fun into the dust. Lock-on AA is an example of this. I can't even move without the game locking me onto another player. Because of this, I can't heal, I can't aim, I can't pick up weapons, hell I can't even tell where I'm fucking going half the time.
Title: Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
Post by: Colonel ServBot on February 22, 2013, 01:35:57 AM
Quote from: "Beed28"
Nobody ever plays Chaos Generator online anymore... and because of that, I never get any real feedback on it. :cry:

you want feedback?
you got it.

ok, its pretty cool, its fun to play with CSCC and saxton hale, but one thing i dont like is that i keep getting the same stuff. like 1/2 damage, 2x speed, vampirism, or jelly world. but here are some things you could improve on.

-remove the hub map. its useless, just keep the stuff end up being randomly chosen.
(thats about it)

here are some ideas for new 'modes'.

-Servbot apocalypse
servbots are randomly spawned around the map. but they run around the map with high speed. but they are destructable. defeating servbots can come with rewards, like health or ammo.

-slender...
just like the hale, except you can find 8 pages. which are destructable. by destroying these eight pages, slenderman runs away. but a player isnt chosen. slendy is just controlled by AI. but slendy can deal damage if somebody is too close.

-damaged circuits
this can seriously screw up players. the screen can often get messed up, especially if they take damage. bullets fly in multiple directions. and speed is either reduced or increased.
Title: Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
Post by: Galactan on February 22, 2013, 01:58:53 AM
Quote from: "Colonel ServBot"
-remove the hub map. its useless, just keep the stuff end up being randomly chosen.
-slender...

Invalid feedback.
Title: Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
Post by: fortegigasgospel on February 22, 2013, 02:02:00 AM
Quote from: "Colonel ServBot"
-remove the hub map. its useless, just keep the stuff end up being randomly chosen.
(thats about it)

The hub was added for people who want to pick the effects, and in case people didn't want certain effects or wanted specific ones.

Quote from: "Colonel ServBot"
-Servbot apocalypse
servbots are randomly spawned around the map. but they run around the map with high speed. but they are destructable. defeating servbots can come with rewards, like health or ammo.
We have Zombie apocalypse and Eddie storm, this seems pointless. Maybe replace it with prize balls if anything cause they fit classic better.

Quote from: "Colonel ServBot"
-slender...
just like the hale, except you can find 8 pages. which are destructable. by destroying these eight pages, slenderman runs away. but a player isnt chosen. slendy is just controlled by AI. but slendy can deal damage if somebody is too close.
Again, we have Yashichi for this, and that fits more into megaman.

Quote from: "Colonel ServBot"
-damaged circuits
this can seriously screw up players. the screen can often get messed up, especially if they take damage. bullets fly in multiple directions. and speed is either reduced or increased.
sounds like a bit too many effects for 1. We have a speed increase and decrease. Multiple directions how? And screen mess up can basicly be the lighting one.

Feedback, this mod is amazingly fun, I wish it was hosted more. And I feel you do a great job on the effects you come up with.
Title: Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
Post by: -FiniteZero- on February 22, 2013, 02:21:29 AM
Ah, I have an idea, but I don't know if it's possible.

-Jitter Arm- (can't think of a good name.)

All weapons (excluding area of effect ones) have a large amount of spread, about the amount of the Bass Buster.
Title: Re: [News] Chaos Generator Upgraded Ver. F
Post by: Shin Star on February 22, 2013, 08:26:52 AM
Quote from: "Beed28"
Oh and by the way; I'm going to try readding the "islobby" flag back to CHAOSHUB. I'm not sure if that still crashes, but if it still does, report it here and I will make a hotfix.
Is "DMFLAGS CHANGED TO: 29001000" the "islobby" flag? I noticed in the server window and in console, it keeps spamming that same command over and over. I hosted a game recently and the first time I went to the chaoshub, it was fine, but the longer I stayed in there, it started lagging me. What's even worse is if I leave and go play a few maps and come back later, it's even laggier when I first enter! It was so bad that I could barely move. Some of my friends said it wasn't so bad for them though so I don't know. Funny thing is, once I leave (if I'm the only player in there?), the DMFLAGS spam stops. Here's a screenshot with console open:
(click to show/hide)

Other than that though, great improvement! I still wish you can remove certain effects, but this will do for now.
Title: Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
Post by: BiscuitSlash on February 22, 2013, 11:53:21 AM
Quote from: "-FiniteZero-"
Ah, I have an idea, but I don't know if it's possible.

-Jitter Arm- (can't think of a good name.)

All weapons (excluding area of effect ones) have a large amount of spread, about the amount of the Bass Buster.
Probably not possible without changing the actual weapons, unless there's some sort of inventory item that can change the direction of shooting a projectile which I doubt there is.
Title: Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
Post by: Beed28 on February 22, 2013, 12:22:06 PM
Ah. I must have put ConsoleCommand("sv_noexit false"); in the wrong place. It was put into a script that loops. I'll have to try and put it into a non-looping script. Thanks for the heads up.
Title: Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
Post by: Messatsu on February 22, 2013, 05:02:16 PM
Odd, why not just check the console to see if it's set correctly rather than at every map start?
Code: [Select]
If(Getcvar("sv_noexit")==true){ConsoleCommand("sv_noexit false");}or am I overthinking it?
Title: Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
Post by: Beed28 on February 22, 2013, 05:55:16 PM
Thanks, I guess I'll try that.

Anymore issues (bugs in general, not new features or effects) for anyone to point out to me while I'm working on a hotfix?
Title: Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
Post by: Shin Star on February 22, 2013, 09:19:04 PM
Oh I forgot to mention something. It's probably not a bug, but I think how it's programmed (non-expert here.) I was messing around last night and used the new style Jelly World that bounces you and the items on the map with Low Gravity enabled, and I noticed when I jumped, I was bouncing in the air too lol.

I'll be on vacation for 3 weeks but I'm going to probably mess around with it some more with my laptop.
Title: Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
Post by: TheDoc on February 23, 2013, 09:54:01 PM
Quote from: "TheDoc"
While we're on the topic of over-the-top chaos effects.

Lock-on AutoAiming. FUCK.

There's great chaotic effects that every1 loves (eddie storm), there's annoying, yet funny effects (come on, it's hilarious to watch people struggle with reversed controls, despite the trouble you're having with it), and then there's effects that just stomp fun into the dust. Lock-on AA is an example of this. I can't even move without the game locking me onto another player. Because of this, I can't heal, I can't aim, I can't pick up weapons, hell I can't even tell where I'm fucking going half the time.

 :| *clears throat*
Title: Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
Post by: Beed28 on February 23, 2013, 10:40:42 PM
Quote from: "TheDoc"
Lock-on AutoAiming

...

Quote from: "SaviorSword"
How about a new player modification? Aimbot! All players spawn with Gammalook. :p
Quote from: "HD_"
SO. MUCH. YES.

If you add this I will be :D

...

Quote from: "SaviorSword, later on,"
Will Gammalook be included?
Quote from: "HD_"
Please say yes! This is the best effect ever!

Also an effect where everyone becomes only able to use Magnet Golfing would be lol

I'm very sorry to hear that you don't enjoy Lock On Autoaiming, but other people were requesting it, so...
Title: Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
Post by: Ukiyama on February 24, 2013, 01:01:32 AM
I think the best idea obviously, is to make the auto lock on a thing only found in the hub stage. As much as I LOVE the idea of giving everyone gamma look, the big problem with it is, getting around any stage what so ever, is a big problem, making it almost unplayable in some cases.
Title: Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
Post by: Beed28 on February 24, 2013, 01:06:21 AM
I'm not sure on that one, really. The only effect that was ment to be hub exclusive anyway was Ultimate Gauntlet.

I'll throw up a poll and see what people think.
Title: Re: [New Poll] Chaos Generator Upgraded Ver. G
Post by: CHAOS_FANTAZY on February 24, 2013, 01:50:04 AM
I find a huge problem revolving around the Hub Map anyway.

The thing with CHAOSHUB is that people are only interested in controlled chaos when it's in place.  Every time Chaos Generator is played these days, I find the players constantly voting to CHAOSHUB, all being ridiculously choosy about the Chaos Effects chosen ("No, no!  You have to choose A, B, and C, not A, B, and X!  Now we've got to reset the reels!"), playing with those tediously chosen effects for exactly one map, then voting back to CHAOSHUB.  Randomly chosen chaos effects aren't even considered anymore!
Not gonna lie...it's not chaotic enough!  This is clearly a problem with the way people play rather than the mod itself, but I feel it should be mentioned all the same.

I'd say something about Chaos Lord Roll but I have no idea how she'd be implemented into the mod
Title: Re: [Thanks for voting!] Chaos Generator Upgraded Ver. G
Post by: Beed28 on February 28, 2013, 01:18:07 PM
Alright, 12 of you say that Lock On Autoaiming shouldn't be picked randomly and be hub exclusive vs the 3 of you that would like to see it kept in the random rotation.

I know what must be done now. The upcoming hotfix will now exclude Lock On Autoaiming from being picked randomly, making it the second effect since Ultimate Gauntlet to be hub exclusive.

Also, just thought to let you know that Gutsman G's damage is being nerfed to match v3a's as well.
Title: Re: [Hotfix Uploaded!] Chaos Generator Upgraded Ver. G Hotfi
Post by: Beed28 on March 04, 2013, 05:45:21 PM
Double post powers go!
A new hotfix has been uploaded, here's the very small changelog:
(click to show/hide)
Title: Re: [NEW UPDATE!] Chaos Generator Upgraded Ver. Hell
Post by: Beed28 on March 31, 2013, 11:12:50 PM
New update is now out! Here's the changelog as usual:
(click to show/hide)
Get it on the front post! Enjoy!!
Title: Re: [NEW UPDATE!] Chaos Generator Upgraded Ver. Hell
Post by: FTX6004 on March 31, 2013, 11:24:47 PM
I wonder a thing in the chaos hub map why is the music guile's theme?
and a other thing when i use the ultimate chaos i keep getting crash.
Title: Re: [APRIL FOOLS!] Chaos Generator Upgraded Ver. Hell
Post by: Beed28 on April 01, 2013, 08:35:56 PM
So if you haven't already noticed, Ver. Hell is an April Fools joke. Yep.

But now you're here, I will present a challenge to you all:
Quote from: "Beed28"
New update is now out! Here's the changelog as usual:
(click to show/hide)
Get it on the front post! Enjoy!!
Your job, is to explore Ver. Hell and find all the changes, or "pranks", if you will. As you find each one, I will uncensor them on the changelog. See if you can find them all!

And no cheating now! No using Slade or any other WAD editor to find the changes! ;)

Good luck!


All of them have been found! Congratulations!
Title: Re: [APRIL FOOLS!] Chaos Generator Upgraded Ver. Hell
Post by: TheDoc on April 01, 2013, 09:00:32 PM
Ultimate Gauntlet crashes your game.

Icons are mismatched.

Zombies are super fast.

Guile theme goes with everything...quite literally.
Title: Re: [APRIL FOOLS!] Chaos Generator Upgraded Ver. Hell
Post by: Caprice on April 01, 2013, 09:39:02 PM
(click to show/hide)
Also, this is amazing by the way.
Title: Re: [APRIL FOOLS!] Chaos Generator Upgraded Ver. Hell
Post by: CHAOS_FANTAZY on April 01, 2013, 09:48:51 PM
Quote from: "TheDoc"
Ultimate Gauntlet crashes your game.
Quote from: "CHAOS_FANTAZY"
No! Wait! The server can't take it!
Crash a server by starting a match with Ultimate Gauntlet.
Well this just became a whole lot easier.

Also, I think Guts Man G moves a whole lot slower, even while charging towards a player to hit them.
Title: Re: [APRIL FOOLS!] Chaos Generator Upgraded Ver. Hell
Post by: -FiniteZero- on April 01, 2013, 09:54:22 PM
Okay, another thing I found is that the old effects just choose random effects instead.
Title: Re: [APRIL FOOLS!] Chaos Generator Upgraded Ver. Hell
Post by: Beed28 on April 01, 2013, 10:57:06 PM
Quote from: "Player 1"
(click to show/hide)
I actually put that in Ver. G before hand, to prove what was really behind Guts Man. The Tengv Man music change for Gameboy Monochrome was also there, only it did it on Tengu Man's map. :cool:

I've updated the changelog with the finds so far. But keep in mind that those were the obvious ones. :cool:
Title: Re: [APRIL FOOLS!] Chaos Generator Upgraded Ver. Hell
Post by: Zard1084 on April 02, 2013, 12:24:55 AM
I may have found some things here is what found so far:
1. New base weapon? will try to give you a weapon not in found in the core such as triplebladewep and will leave you weaponless
2. Fast weapons are not as fast as you think they are
3. the pics and/or description of Mirror armor and super armor are swapped
More to come later
Title: Re: [APRIL FOOLS!] Chaos Generator Upgraded Ver. Hell
Post by: CHAOS_FANTAZY on April 02, 2013, 01:45:31 AM
Slowly excavating them.

- Super Armor actually makes weapons it would normally protect against an OHKO
- Eddies appear far less frequently in Eddie Storm, but appear to be only capable of dropping M-Tanks and Time Stopper
- Effects that were previously compatible, such as Eddie Storm and Party Deaths, aren't anymore
- Party Deaths now dispense three weapons instead of five
- Might just be my deranged hallucination, but I think Vampirism is healing more than it normally does
- Earthquake now constantly makes a rumbling noise
Title: Re: [APRIL FOOLS!] Chaos Generator Upgraded Ver. Hell
Post by: GameAndWatcher on April 02, 2013, 03:53:54 AM
Quote from: "CHAOS_FANTAZY"
- Effects that were previously compatible, such as Eddie Storm and Party Deaths, aren't anymore
Eddie Storm and Party Deaths were never compatible with each other.
Title: Re: [APRIL FOOLS!] Chaos Generator Upgraded Ver. Hell
Post by: CHAOS_FANTAZY on April 02, 2013, 10:37:46 AM
Quote from: "Game&Watcher"
Eddie Storm and Party Deaths were never compatible with each other.
You sure?  I seem to recall using them in tandem at some point in time.
Ah, well.  Ignore me; apparently I'm crazy.
Title: Re: [APRIL FOOLS!] Chaos Generator Upgraded Ver. Hell
Post by: FTX6004 on April 02, 2013, 10:39:37 AM
Quote from: "CHAOS_FANTAZY"
Eddies appear far less frequently in Eddie Storm, but appear to be only capable of dropping M-Tanks and Time Stopper

You forgot IG Metal Blade.
:EDIT: i just saw quickbeams shoots quicker.
Title: Re: [APRIL FOOLS!] Chaos Generator Upgraded Ver. Hell
Post by: Beed28 on April 02, 2013, 12:10:49 PM
Quote from: "CHAOS_FANTAZY"
- Eddies appear far less frequently in Eddie Storm, but appear to be only capable of dropping M-Tanks and Time Stopper
- Party Deaths now dispense three weapons instead of five
- Earthquake now constantly makes a rumbling noise

Party Deaths have been dispensing three weapons since forever:
Quote from: "CutmanMike"
http://wadhost.fathax.com/files/chaosgenerator-2.zip

Version 2!

    Timestopper removed from Party Explosions (and a new effect)
     Disallowed combinations now work correctly (i.e no slippy floor + wave bikes, half + double damage)
     Random calculation improved (Thanks to Rose! <3)
     Party Explosions now only drop 3 items rather than 5.
     Added 4 new chaos effects!

What are the new effects you ask? Here's some hints:

(http://img96.imageshack.us/img96/3773/chaos16.png) I'm sure I hit you with that magnet missile, why is it homing back at me?
(http://img84.imageshack.us/img84/2088/chaos18.png) I can't remember there being an Eddie on this stage... Or 50 of them...
(http://img846.imageshack.us/img846/6490/chaos17.png) These boots are heavy!... But I feel the need to climb!
(http://img263.imageshack.us/img263/5224/chaos19.png) Waiter, there's a force beam in my soup.
The link no longer works, btw. You can still get chaosgenerator-2.wad on the front page in the "Old versions" spoiler.

The Eddies only dropping M-Tanks, Time Stopper and IG Metal Blades is a feature in Ver. Hell. I have now uncensored them on the list, as well as Earthquake making a rumbling noise and the Quickbeams shooting faster.
Title: Re: [APRIL FOOLS!] Chaos Generator Upgraded Ver. Hell
Post by: TheDoc on April 02, 2013, 09:05:13 PM
The changelog on the front page for v.Hell doesn't look changed at all; they all still say "Censored".
Title: Re: [APRIL FOOLS!] Chaos Generator Upgraded Ver. Hell
Post by: -FiniteZero- on April 02, 2013, 09:48:43 PM
Okay, I'm probably insane, but...

The fire traps are all firing at an angle. Is that just me, or...?
Title: Re: [APRIL FOOLS!] Chaos Generator Upgraded Ver. Hell
Post by: Beed28 on April 02, 2013, 10:52:07 PM
Quote from: "TheDoc"
The changelog on the front page for v.Hell doesn't look changed at all; they all still say "Censored".
I've been uncensoring the changelog in this post, on Page 25 (http://www.cutstuff.net/forum/viewtopic.php?p=228091#p228091). Prehaps I was a bit unclear.

Quote from: "-FiniteZero-"
Okay, I'm probably insane, but...

The fire traps are all firing at an angle. Is that just me, or...?
They've always been like that.
Title: Re: [APRIL FOOLS!] Chaos Generator Upgraded Ver. Hell
Post by: -FiniteZero- on April 02, 2013, 11:10:30 PM
So I assume the crow things always teleported when hit, then?
Title: Re: [APRIL FOOLS!] Chaos Generator Upgraded Ver. Hell
Post by: Beed28 on April 02, 2013, 11:17:10 PM
I don't think I touched the Kyorowns for Ver. Hell...
Title: Re: [APRIL FOOLS!] Chaos Generator Upgraded Ver. Hell
Post by: -FiniteZero- on April 03, 2013, 06:24:57 PM
Okay, that's what I thought.
Title: Re: [APRIL FOOLS!] Chaos Generator Upgraded Ver. Hell
Post by: Beed28 on April 06, 2013, 07:45:49 PM
Alright, April Fools' is now several days past, and there's still five censored items. I probably ought to give out hints...

...

Nah, I probably won't.

...

...

Oh well, here you go.
(click to show/hide)
Title: Re: [APRIL FOOLS!] Chaos Generator Upgraded Ver. Hell
Post by: CHAOS_FANTAZY on April 06, 2013, 08:04:35 PM
> Crash-Man's map instantly crashes the game when selected
> Explosions for Explosive Deaths are now stupidly huge
> Damage from Collision Damage is so strong, two players touching each other makes both of them die nearly instantly

Whatever.  I give up.  I can't find the rest.
Title: Re: [APRIL FOOLS!] Chaos Generator Upgraded Ver. Hell
Post by: Beed28 on April 06, 2013, 08:35:20 PM
Updated the changelog (page 25). Only two more left if anyone else wants to find them!
Title: Re: [APRIL FOOLS!] Chaos Generator Upgraded Ver. Hell
Post by: Jdude330 on September 10, 2013, 12:27:54 PM
ill guess
Guts Man G got an insane buff.
Jelly world cot much more bouncy.
Title: Re: [On Hiatus] Chaos Generator Upgraded Ver. G Hotfix
Post by: Beed28 on September 10, 2013, 01:33:02 PM
Finally, after nearly half a year, someone has finally gotten the last two!

As for any updates, don't expect one anytime soon. At least, not until sometime after the MM&B update is released. Oh, and I see Zandronum 1.2 has broken the intentional crashing "features" of Crash Man's map and the Ultimate Gauntlet in Ver. Hell, but who would still play that nowadays?
Title: Re: [On Hiatus] Chaos Generator Upgraded Ver. G Hotfix
Post by: Jdude330 on September 11, 2013, 12:41:15 PM
Quote from: "Beed28"
Finally, after nearly half a year, someone has finally gotten the last two!

As for any updates, don't expect one anytime soon. At least, not until sometime after the MM&B update is released. Oh, and I see Zandronum 1.2 has broken the intentional crashing "features" of Crash Man's map and the Ultimate Gauntlet in Ver. Hell, but who would still play that nowadays?
HEY!!!
anyways, its a shame that you're taking a break, because i have a great idea.
OMEGA BUFFS: omega buffs are large buffs to existing perks. like:
MINI GUTS DOSER: the mini guts dozer does more damage and knockback than gutsman g!
INSTAGIB+instagib+ is a tricky item, as you can use any weapon as instagib.
INSANE TRAMPOLINE:when you jump, you jump 10x the amount you normally would.
EXPLOSIVE MET STORM kaboom!
these will only appear in chaoshub
a new normal one i came up with is:
MET STORMrains mets.
Title: Re: [On Hiatus] Chaos Generator Upgraded Ver. G Hotfix
Post by: Ceridran on September 11, 2013, 01:20:59 PM
Give him a break already.
Title: Re: [On Hiatus] Chaos Generator Upgraded Ver. G Hotfix
Post by: Jdude330 on September 12, 2013, 02:03:10 AM
Cedrian, I get it, I am just saying that its very unlucky for me.
Title: Re: [On Hiatus] Chaos Generator Upgraded Ver. G Hotfix
Post by: Necro_Ninja on November 24, 2013, 09:41:06 PM
...Is there a way to set the master selection to be random?

It's usually just one person the entire time until they leave... (unless that's a bug)
Title: Re: [On Hiatus] Chaos Generator Upgraded Ver. G Hotfix
Post by: Beed28 on November 24, 2013, 11:26:13 PM
Currently, the Master picker chooses the player with the lowest "player number", and if the player leaves or spectates, it picks the player with the next "player number", skipping over any bots, and so on.
Title: Re: [On Hiatus] Chaos Generator Upgraded Ver. G Hotfix
Post by: Retro Pikachu on January 02, 2014, 05:16:53 AM
:?  :?  :?  :?  :?  :?  :?  :?  :?  :?  :?  :?  :?  :?  :?  :?  :?

My game doesn't work.  I put the file in the "skins" folder and the error message

Script error, "chaosgenerator-2_upgraded_vHell.wad:DECORATE" line 240:
Parent type 'ConfettiSpawner' not found in ConfettiSpawnerParty
Script error, "chaosgenerator-2_upgraded_vHell.wad:DECORATE" line 253:
Parent type 'RandomWeapon' not found in RandomWeaponParty
Script error, "chaosgenerator-2_upgraded_vHell.wad:DECORATE" line 390:
Parent type 'Eddie' not found in EddieRained
Script error, "chaosgenerator-2_upgraded_vHell.wad:DECORATE" line 425:
Parent type 'RandomWeapon' not found in RandomWeapon2
Script error, "chaosgenerator-2_upgraded_vHell.wad:DECORATE" line 565:
Parent type 'QuickBeam' not found in QuickBeam3

came up.  After that, I selected "add file."  The luck wasn't any better.  What's wrong?!
Title: Re: [On Hiatus] Chaos Generator Upgraded Ver. G Hotfix
Post by: GameAndWatcher on January 02, 2014, 05:24:11 AM
Quote from: "Retro Pikachu"
:?  :?  :?  :?  :?  :?  :?  :?  :?  :?  :?  :?  :?  :?  :?  :?  :?

My game doesn't work.  I put the file in the "skins" folder and the error message

Script error, "chaosgenerator-2_upgraded_vHell.wad:DECORATE" line 240:
Parent type 'ConfettiSpawner' not found in ConfettiSpawnerParty
Script error, "chaosgenerator-2_upgraded_vHell.wad:DECORATE" line 253:
Parent type 'RandomWeapon' not found in RandomWeaponParty
Script error, "chaosgenerator-2_upgraded_vHell.wad:DECORATE" line 390:
Parent type 'Eddie' not found in EddieRained
Script error, "chaosgenerator-2_upgraded_vHell.wad:DECORATE" line 425:
Parent type 'RandomWeapon' not found in RandomWeapon2
Script error, "chaosgenerator-2_upgraded_vHell.wad:DECORATE" line 565:
Parent type 'QuickBeam' not found in QuickBeam3

came up.  After that, I selected "add file."  The luck wasn't any better.  What's wrong?!
First of all, vHell is outdated.
Second of all, I don't think the current version of the Chaos Generator is compatible with the current version of 8BDM.
Finally, you don't put the file in the skins folder.
Title: Re: [On Hiatus] Chaos Generator Upgraded Ver. G Hotfix
Post by: Beed28 on January 02, 2014, 05:02:29 PM
The recent version of Chaos Generator should be compatible, at least, I haven't been having problems with it ever since the Evil Yashichi population explosion (which I since fixed) caused by the MM8BDM-v3a upgrade. Ver. Hell, on the other hand, was released as an April Fools' joke for April 2013.

Oh yeah, and certainly do not load mods with the skins folder, no matter what. Only put skin packs and music packs in there. Nothing else.
Title: Re: [Update?!] Chaos Generator Upgraded Ver. H
Post by: Beed28 on July 11, 2014, 02:02:52 PM
Consider this my parting gift.

(Download from Sendspace) (https://www.sendspace.com/file/qyt8d0)

Changes in Ver. H
(click to show/hide)

As the changelog states, Jelly World is currently broken in UDMF maps (http://zandronum.com/tracker/view.php?id=1658). Use the MM8BDM Legacy Pack (http://www.cutstuff.net/forum/viewtopic.php?f=29&t=6149) if you still want the good ol' Jelly World bounciness, as those maps are still in Hexen format.

Also, just a warning; the new single player bosses are untested.
Title: Re: [Update?!] Chaos Generator Upgraded Ver. H
Post by: BiscuitSlash on August 22, 2014, 03:22:13 PM
Here's a bunch of new ideas for chaos effects that I recently thought up.

Effect name: Electrical Discharge.
Icon: Elecman and Plugman feeling ill.
Causes: All players run low on power due to an electrical based problem. This causes all players to occasionally emit minor sparks (purely cosmetic) and have their health bar drained at a very slow rate. Players may also get small occasional blips in speed, but only acts as a very minor inconvenience.

Effect name: Melee is best.
Icon: Protoman using Charge Kick and Megaman jumping while using Slash Claw.
Causes: All weapons that are not Melee weapons or very close range weapons (such as Wave Burner) get replaces by one of those weapons.

Effect Name: RNC Hard
Icon: Dark Green Megaman covering his face. MM6 has a sprite for that. (http://www.sprites-inc.co.uk/files/Classic/Megaman/MM8/)
Causes for players: Buster colour changes from blue and cyan to the dark green that is in the Rockman No Constancy hard mode. Players recieve double damage from everything and a classic series knockback that leaves them helpless for a second and easily exposed to combos.
Causes for bots: Recieve half damage from everything.

Effect name: Shiny world.
Icon: Crystalman posing with the icon being sparkly.
Causes: Add a colour filter to make everything look shiny. Also make sparkles appear in places.

Effect name: Huge Knockback.
Icon: idk
Causes: All players receive large knockback from everything they get hit by. The knockback direction is opposite to the side that they got hit. This effect cannot be used with RNC hard.

Effect name: Jump! Jump!
Icon: That warning symbol from Frostman's stage. You know the one.
Causes. Every 5-30 seconds the "Jump! Jump!" warning symbol will show up in the corner of the screen, complete with sound effects. After this, the floor gets coated in electricity or something and does around 20 damage.
Problem with this effect is that it wouldn't be complete without somehow implementing the "Slide! Slide!", yet the game doesn't having sliding so iunno what to do here.

Effect name: Hide and seek.
Icon: Searchman in front of a bush. Tenguman hiding behind it.
Causes: Loads of bushes fall from the sky and/or ceilings, making it harder to see things, including other players.

Effect name: ?
Icon: A Cyber-Elf, from Megaman Zero series.
Causes: Every player gets a cyber elf following them around. These cyber elves shoot small, low damage bullets at other players.

Effect name: ?
Icon: 100 Watton and Dompan
Causes: The lighting in the stage dims down. 100 Wattons and Dompans start appearing. Destroying 100 Wattons will reduce the map brightness and destroying dompans will increase it. The brightness will always gradually change to a certain level, like Brightman's stage in RM4MI.

Also I would like to suggest something about the wavebike chaos effect. As it stands, it makes the game borderline unplayable and not very fun. However, rather than completely scrapping it....

Effect name: Permanent rocket boards.
Icon: Megaman on one of the rocket surfboards from Megaman 8.
Causes: Everyone is constantly moving forward due to them standing on rocket boards. These boards only move at around half the speed of wavebikes and do not speed up when in the air.


It's up to Beed28 to decide what gets done with these ideas.

Also, this mode needs a permanent host such as [BE]. This mode is really fun and deserves to be played more.
Title: Re: [Update?!] Chaos Generator Upgraded Ver. H
Post by: -FiniteZero- on August 22, 2014, 04:16:28 PM
For the Cyber Elf one, you could call it "Another Option", since the little balls that follow you and fire shots in Gradius are called "Options".
Title: Re: [Update?!] Chaos Generator Upgraded Ver. H
Post by: Goomba98 on February 16, 2015, 02:40:37 PM
Party Deaths is broken. For every weapon it tries to spawn, the log says "Jump target '(weapon name)' not found in randomweaponparty" and the weapons don't appear. Non-weapon items spawn perfectly fine, though.
Title: Re: [Update?!] Chaos Generator Upgraded Ver. H
Post by: MattNoack on November 25, 2015, 09:12:04 PM
Beed28, I tried to follow the links you provided to sendspace to download the chaos generator, but each time I get a message saying the file i requested was not available.
Maybe try reuploading the file?
Title: Re: [Update?!] Chaos Generator Upgraded Ver. H
Post by: Demitel on December 18, 2015, 07:58:16 PM
Is there even chaos generator servers anymore? Or anyone play this?
Title: Re: [Update?!] Chaos Generator Upgraded Ver. H
Post by: Beed28 on December 19, 2015, 11:25:55 PM
I doubt it, sadly.

When I ever do update it again, which is when hell freezes over (that'd actually be awesome to see), one of the things I'll have to do is include edited versions of every map from the vanilla game to give every sector a dummy tag just so that a certain chaos effect can work again. I'll need permission.
Title: Re: [Update?!] Chaos Generator Upgraded Ver. H
Post by: Russel on December 19, 2015, 11:44:03 PM
Go take a look at Cocytus. It's a part of Hell that's beyond frozen over.

Regardless of what you do, Jelly World will cause a rather vast amount of latency among players of the game. I recall years ago when I hosted Chaos Gen upgraded with possession, there were a vast amount of issues with high ping and the like due to some of the more consistent effects.

Just some food for thought.
Title: Re: [Update?!] Chaos Generator Upgraded Ver. H
Post by: Beed28 on December 19, 2015, 11:48:48 PM
I'll have to look into that. Then again, some scripts currently in are incredibly hacky and unnecessary (I'm going to nuke the frag counter script, for one. What was going through my head with that addition?).
Title: Re: [Update?!] Chaos Generator Upgraded Ver. H
Post by: MattNoack on January 16, 2016, 04:16:36 AM
Is there any chance someone could give me a download for ver. H? Sendspace is saying the file is unavailable.
Title: Re: [Update?!] Chaos Generator Upgraded Ver. H
Post by: Beed28 on January 16, 2016, 03:04:56 PM
There's a mirror on best ever:
http://www.best-ever.org/download?file= ... ded_vh.wad (http://www.best-ever.org/download?file=chaosgenerator-2_upgraded_vh.wad)

Just beware that there may be some stuff broken, and I don't feel like fixing them anytime soon.
Title: Re: [Update?!] Chaos Generator Upgraded Ver. H
Post by: Mysterii Takashi on April 01, 2016, 12:49:30 AM
Quote from: "Beed28"
Just beware that there may be some stuff broken, and I don't feel like fixing them anytime soon.

Script error, "chaosgenerator-2_upgraded_vh.wad:DECORATE" line 240:
Parent type 'ConfettiSpawner' not found in ConfettiSpawnerParty
Script error, "chaosgenerator-2_upgraded_vh.wad:DECORATE" line 253:
Parent type 'RandomWeapon' not found in RandomWeaponParty
Script error, "chaosgenerator-2_upgraded_vh.wad:DECORATE" line 407:
Parent type 'Eddie' not found in EddieRained
Script error, "chaosgenerator-2_upgraded_vh.wad:DECORATE" line 443:
Parent type 'RandomWeapon' not found in RandomWeapon2
Script error, "chaosgenerator-2_upgraded_vh.wad:DECORATE" line 573:
Parent type 'QuickBeam' not found in QuickBeam3

Execution could not continue.

Script error, "chaosgenerator-2_upgraded_vh.wad:DECORATE" line 573:
Replaced type 'QuickBeam' not found in QuickBeam3

that's what popped up when I tried loading the wad
Title: Re: [Update?!] Chaos Generator Upgraded Ver. H
Post by: fortegigasgospel on April 01, 2016, 01:24:33 AM
I don't think this is compatible with the current version of 8bdm properly. As sad as it is. Beed also has expressed no interest in updating this further.
Title: Re: [Update?!] Chaos Generator Upgraded Ver. H
Post by: DarkClawXD on July 30, 2016, 04:15:43 PM
Hey, is this still a thing, aside updating it for new version compatibility?
Maybe we could add some more ideas...
Title: Re: [Update?!] Chaos Generator Upgraded Ver. H
Post by: Xhatahx on September 04, 2016, 02:48:48 PM
Maybe it could, and I'd like to see this go on, maybe work on it myself. Problem is that I can't download the newest version. The link doesn't work.
Oddly enough, I could download the older versions, but not Ver. H. :confused:
Title: Chaos Generator Upgraded Ver. I
Post by: Xhatahx on September 08, 2016, 09:32:56 PM
I'd like to see this go on, maybe work on it myself.

Well, here it is. (http://blogggretar.weebly.com/uploads/3/6/4/5/3645338/chaosgenerator-2_upgraded_vi.wad)

Changes in Ver. I
(click to show/hide)

I plan to include INFINITE AMMO and IRON FEET some time later.

EDIT: It was a stupid idea to throw this out in two days. Regardless, I hope I can revive this mod.
Title: Re: [Update?!] Chaos Generator Upgraded Ver. H
Post by: Beed28 on September 09, 2016, 12:56:32 AM
EDIT: It was a stupid idea to throw this out in two days. Regardless, I hope I can revive this mod.
Don't worry. I'm sure with time, you can fix things that's probably catastrophically broken. :)

By the way, feel free to nuke the frag counter script. I don't know what was going through my mind when I added it at the time, and it was probably doing more harm than good.


* CHAOSHUB: Flags? I don't need no flags!
The flags were there to allow the hub to be compatible with CTF mode (which even includes a separate teleporting room for all the CTF maps)
Title: Re: [Update?!] Chaos Generator Upgraded Ver. H
Post by: Xhatahx on September 09, 2016, 08:04:25 AM
(click to show/hide)
Title: Re: [Update?!] Chaos Generator Upgraded Ver. H
Post by: Beed28 on September 09, 2016, 11:06:59 AM
(click to show/hide)
(click to show/hide)
Title: Re: [Update?!] Chaos Generator Upgraded Ver. H
Post by: Gumballtoid on September 10, 2016, 05:03:52 AM
Guess it's worth noting that MM7STR isn't available in the hub. Maybe use Bass's mugshot to represent it? I dunno.

Still, it was refreshing to play after so long. I plagued one match with Icy Terrain + Thin Air + Low Gravity.
Title: Re: [Update?!] Chaos Generator Upgraded Ver. H
Post by: Xhatahx on September 10, 2016, 08:52:43 AM
Noted. So far, the changelog for ver.J is:

-Infinite Ammo effect(guess what it does)
-Iron Feet effect(negate sector damage)
-Energy Drought effect(removes health and ammo pickups, doesn't remove weapons)
-Met Swarm effect(like Dead Rising, but more adorable)
-Add easter eggs to two MM5 levels
-Fix a bug that makes the New Base Weapon weapons in the hub disappear in LMS
-Remove Black Hole Bomb from New Base Weapon
-Add Junk Shield to New Base Weapon
-Add a certain new weapon to New Base Weapon
-Fix a bug with Concrete Shot in Jelly World
-Fix Kyorown/Eddie/Zombieg teleporting behaviour
-Remove the frag counter script(ya happy now, Beed?)
-Add MM7STR to the hub
-Replace MM2DW3's "mugshot"
-Make a certain secret passage hidden on the automap
-Make the master randomly selected
-Make non-master players partially transparent
-Add a huge hud message to declare who the master is
-Fix the blue pixels around the random mugshot
-Add Rollbrine
-Remove Rollbrine

A good bit of the list is completed. I'd love to hear suggestions for what I can add as well. I will start working on it on Monday, I'm stuck at my dad's house with only my phone.
Title: Re: [Update?!] Chaos Generator Upgraded Ver. H
Post by: Yoshiatom on September 10, 2016, 11:44:10 AM
I plagued one match with Icy Terrain + Thin Air + Low Gravity.

Half the problem was that everyone was spamming dive missile.  :roll:

I see You're working on adding a new features, although there are few bugs I'd like to see fixed:

(click to show/hide)
- Eddie storm (as well as Kygwon storm and Zombies) is half broken; most eddies seem to glitch through the teleport animation and not finish spawning.

-Roll's dialogue doesn't seem to show up on the server I hosted, although it still plays the chat sound effect.

-Black Hole Bomb isn't effected by spread fire, very disappointing.  :(  (Thunder Beam also seems to not be affected)

-The Master choosing also seems to be broken; it seems to stick to client 0 all the time. (perhaps it should choose the winner of the last match?)

-What's with the "mugshot" of MM2DW3? I'd use CBM's alien mugshot if they didn't mind you borrowing it.

-The random ? mugshot has blue pixels around. Super nitpicky I know...
Title: Re: [Update?!] Chaos Generator Upgraded Ver. H
Post by: Xhatahx on September 10, 2016, 01:33:14 PM
-Roll's dialogue doesn't seem to show up on the server I hosted, although it still plays the chat sound effect.
That's a weird glitch. I haven't changed anything about Roll's dialogue, and Beed seems to not have seen this glitch before. Did other players notice this glitch as well? My best guess is a screen size error that can be fixed by going to the Options menu of this game or perhaps the monitor.
-The Master choosing also seems to be broken; it seems to stick to client 0 all the time. (perhaps it should choose the winner of the last match?)
It isn't broken. Beed has officially stated that it works by picking the first player that isn't a bot. But you're smart in your assumptions: I can add to the chaos by picking a random player as the master. Picking it based on frags is also possible, but not as easily.
Title: Re: [Update?!] Chaos Generator Upgraded Ver. H
Post by: Gumballtoid on September 10, 2016, 01:44:40 PM
It would be great if it were a random player each time. Perhaps even print a large hud message on their screen so they're aware they're up. I can easily see some less observant players not noticing right away.

EDIT: I just noticed the jump canceller is taken away in the hub. It's not hugely important but I think it ought to be fixed.
Title: Re: [Update?!] Chaos Generator Upgraded Ver. H
Post by: Beed28 on September 10, 2016, 06:41:26 PM
Alright, Xhatahx. Here's the thing. I can fix the Jelly World effect so that entire maps can start bouncing properly again. There's just two caveats, though:

- Every core map will need to be replaced to allow it to work.
- The mod will need to be converted from a .wad structure to a .pk3 structure once I'm done.

It might take me a few days because there's so many maps.
Title: Re: [Update?!] Chaos Generator Upgraded Ver. H
Post by: Xhatahx on September 10, 2016, 08:20:05 PM
What an offer. But my response is...
(click to show/hide)
Title: Re: [Update?!] Chaos Generator Upgraded Ver. H
Post by: Beed28 on September 10, 2016, 08:31:38 PM
Ah well. I'll probably release the changed maps separately then, or probably not.
Title: Re: [Update?!] Chaos Generator Upgraded Ver. H
Post by: GameAndWatcher on September 10, 2016, 08:37:54 PM
R.I.P. Jelly World.
Title: Re: [Update?!] Chaos Generator Upgraded Ver. H
Post by: Xhatahx on September 10, 2016, 09:00:49 PM
SEMI IMPORTANT ANNOUNCEMENT:
Should I put Jelly World down?
Vote here (https://goo.gl/forms/6d67L5fNIfIlzQRH2).

Note: At 22:32:14 to 22:34:17, I was called a wanker about once every 8 seconds. Those 15 votes are, of the time of this writing, about 40% of all votes.

I don't know about you, but that sounds really fucking suspicious.
Title: Re: [Update?!] Chaos Generator Upgraded Ver. H
Post by: Beed28 on September 10, 2016, 11:46:33 PM
By the way, just a note (possible MM8BDMv5 spoiler warning):
(click to show/hide)
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. I
Post by: Xhatahx on September 12, 2016, 10:31:35 AM
VOTING IS OVER!

I should've scrapped that voting system and gotten Beed to make a poll a loooong time ago, cause I suspect double(or more) voting. The votes are:
21 votes in favor of keeping Jelly World
20 votes in favor of removing Jelly World
6 voted "other".

But that's "at the surface" the of votes. However, recall that in my last post I had a note, saying that 15 "no" votes came in a mere 2 minutes. There were no "yes" votes in that time, and it happened one and a half hour after the poll started. That's fucking suspicious.

I disclude 14 of those votes(I don't want to completely silence him). Now the votes are:
7 votes in favor of keeping Jelly World
20 votes in favor of keeping Jelly World
6 voted "other"

This feels a little cheaty, however. But even if all the "other" votes counted as no, the poll would still be 13 v 20 in favour of removal.

My decision is finalized: A recount is in order. As far as you know, I pulled these numbers out of my ass. And I just realized having a third choice(only select Jelly World in the hub) might be a good compromize. But with the in-built poll system of the forum, everyone can see each others votes and you can't vote more than once.
(Fun fact: I originally considered hosting the poll on Weebly because it saved the voter's IP adress as well. But I was on my phone and I couldn't get it to work.)
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. I
Post by: Gumballtoid on September 12, 2016, 02:50:42 PM
Straw Poll (http://www.strawpoll.me/) is handy for things like this.

Also, if I may make a suggestion: make any player that is not the master partially transparent. When there are lots of players in the server, it can be difficult for the master to get their bearings.
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. I
Post by: Beed28 on September 12, 2016, 02:57:35 PM
I'm not sure how I can set up a poll here. I'm not seeing an option. But then again, I haven't set up any polls since the forum moved software. I've asked a question about it in the "Cutstuff Discussion and Feedback" section, just need to wait for a reply.
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. I
Post by: Xhatahx on September 12, 2016, 04:19:51 PM
I've made a new poll for voting on Jelly World:
Vote here (http://www.strawpoll.me/11210516)

Special thanks to Gumballtoid for pointing out Straw Poll.
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. I
Post by: Xhatahx on September 12, 2016, 08:20:30 PM
Doubleposting for a reason:
Ver.J Released! (http://blogggretar.weebly.com/uploads/3/6/4/5/3645338/chaosgenerator-2_upgraded_vj.wad)

Changes in Ver. J
(click to show/hide)
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. I
Post by: Hallan Parva on September 12, 2016, 08:30:33 PM
With the change to Centaur Flash, any chance of that being re-enabled as a possible Base Weapon?
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. I
Post by: Xhatahx on September 12, 2016, 08:33:50 PM
No. Because Centaur Flash is an area of effect weapon, the invisibility provided is useless against itself. So essentially, we have a quicker but weaker Rain Flush on our hands. Not something very useful.
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. I
Post by: Rozark on September 12, 2016, 08:41:09 PM
When's Reggae Storm
or even
CAT-ACLYSM (Tango Storm)
:^)
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. I
Post by: Xhatahx on September 12, 2016, 09:09:26 PM
Reggae Storm would be just plain cheap. Teleport-teleport-teleport-teleport-back to square one.
Cat-aclysm? Hmmm... It might work. At the very least, I'm borrowing that pun.
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. J
Post by: Xhatahx on September 14, 2016, 06:39:29 PM
BUMP!
Spot the difference.
(click to show/hide)
This will be awesome. At very least chaotic and at most game changing. And no, I didn't remove anything.
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. J
Post by: Gumballtoid on September 14, 2016, 07:22:37 PM
When's Reggae Storm
or even
CAT-ACLYSM (Tango Storm)
:^)

Stole my pun and didn't even credit me. :ugeek:

I could kind of see Reggae working as an effect if it were just a single Reggae that didn't expire. Having 50 of them would be a complete dumpster fire, though.
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. J
Post by: Xhatahx on September 14, 2016, 08:08:45 PM
Reggae Rampage! That's a good idea, it might even replace Jelly World.
Also, any guesses on what the screenshot is saying?
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. J
Post by: LemonPig on September 14, 2016, 08:35:23 PM
Some effect ideas:
Effect name:Party "hard".
What it does:Hardmen falling from sky. Nuff' said.
Icon:Hardman with a knife.
Effect name:SanicSpeed.
What it does:Sv_fastweapons 99 shooting speed.
Icon:Sonic's face.
Effect name:Its raining rushs and tangos!
What it does:Tango rolls and rush jets falling from sky(they dont appear on maps with this effect.)
Icon:Rush and tango,what else could it be?
Effect name: 420-Noscope.
What it does:Every player has 420 health. Makes hard to kill with weapons like megabuster-bassbuster.
Icon:Illuminati.
Effect name:Satan's insect fortress(Team deathmatch only).
What it does:Every team has got an insect and a fortress. When a player destroys the other team's fortress, they got an insect. Who's got 10 insects gets a laser trident. Fortresses are the bushes from Classes shearchman. They've got 300 health.
Insects are represented with floating bullets over the players head(wich deal no damange). If drop weapons is on,insects drop when killed
Icon:Laser trident.
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. J
Post by: Xhatahx on September 14, 2016, 08:59:39 PM
Effect name:Party "hard".
What it does:Hardmen falling from sky. Nuff' said.
Icon:Hardman with a knife.
"Nuff' said"? What do the Hardmen do?
Effect name:Its raining rushs and tangos!
What it does:Tango rolls and rush jets falling from sky(they dont appear on maps with this effect.)
Icon:Rush and tango,what else could it be?
Nice joke, but same points apply like above. Also, removing Tango Roll and Rush Jet from each stage is unneeded; if you get Gutsman G Rampage on MM7DW4, you don't have the Gutsman at the bottom disappear.
Effect name: 420-Noscope.
What it does:Every player has 420 health. Makes hard to kill with weapons like megabuster-bassbuster.
Icon:Illuminati.
We already have that. It's called "Half Damage".
Effect name:SanicSpeed.
What it does:Sv_fastweapons 99 shooting speed.
Icon:Sonic's face.
We also already have that. It's called "Double Fire Rate".
Effect name:Satan's insect fortress(Team deathmatch only).
What it does:Every team has got an insect and a fortress. When a player destroys the other team's fortress, they got an insect. Who's got 10 insects gets a laser trident. Fortresses are the bushes from Classes shearchman. They've got 300 health.
Insects are represented with floating bullets over the players head(wich deal no damange). If drop weapons is on,insects drop when killed
Icon:Laser trident.
No. Just... no.
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. J
Post by: Korby on September 14, 2016, 09:33:57 PM
How about these?

Top Tier - Players spin constantly whenever midair as if they were using Top Spin. Doesn't do damage.
Warphole - Periodically, pairs of warpholes appear on the map. They'd probably function similar to Galaxyman teleporters.
Pickup Inflation - All health/ammo pickups move up one tier. small > large, large > mega, mega > e/w tank, maybe e/w tank > m tank?
Gluttony - All players can always pick up items, even if their ammo or health are full.
Tornado Death - Upon death, corpses violently fling nearby players in various directions.
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. J
Post by: Xhatahx on September 14, 2016, 09:53:08 PM
Top Tier - Players spin constantly whenever midair as if they were using Top Spin. Doesn't do damage.
Warphole - Periodically, pairs of warpholes appear on the map. They'd probably function similar to Galaxyman teleporters.
Pickup Inflation - All health/ammo pickups move up one tier. small > large, large > mega, mega > e/w tank, maybe e/w tank > m tank?
Gluttony - All players can always pick up items, even if their ammo or health are full.
Tornado Death - Upon death, corpses violently fling nearby players in various directions.
Top Tier - Hmm... I can do that, yeah. I'll consider.
Warphole - That'll take a ridiculous amount of ACS, but I can do that. Not sure if I should. I'll consider.
Pickup Inflation - Thumbs up! I'm definitely adding that. (Done, but not like you suggested)
Gluttony - That's impossible/inconvenient/useless.
Tornado Death - Remember Explosive Deaths?

Also, has no-one guessed what the screenshot means?
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. J
Post by: GameAndWatcher on September 14, 2016, 09:57:41 PM
Also, has no-one guessed what the screenshot means?
Is it the ability to make it so that the randomizer cannot pick a particular effect?
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. J
Post by: Xhatahx on September 14, 2016, 10:08:53 PM
No, it's so a certain event can be triggered under a certain mode.
But instagib there are still some bugs to it.
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. J
Post by: DarkClawXD on September 19, 2016, 12:23:16 PM
Hmm, can somebody please help with finding and downloading vJ? I saw the link, but I keep getting this warning from Microsoft SmartScreen that it's unsafe...
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. J
Post by: Xhatahx on September 19, 2016, 02:55:15 PM
Hmm, can somebody please help with finding and downloading vJ? I saw the link, but I keep getting this warning from Microsoft SmartScreen that it's unsafe...
I know why: Weebly is the strangest place possible you could host a file. I'll set up a mirror.
Edit:Mirror on Sendspace up! (https://www.sendspace.com/file/wxjnuz)
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. J
Post by: DarkClawXD on September 20, 2016, 01:54:46 AM
I tried the mirror, but it won't let me download it. It says it's unsafe and was blocked by Microsoft SmartScreen.

It really seems like these particular files for just MM8BDM in general get misconstrued as malware even when they're safe. It's like Windows assumes it's a virus.
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. J
Post by: Xhatahx on September 20, 2016, 08:25:22 AM
I tried the mirror, but it won't let me download it. It says it's unsafe and was blocked by Microsoft SmartScreen.
Maybe you should turn off SmartScreen for a while and then turn it back on when you're done downloading.

Quick note: The current changelog for Ver. K is getting big, as big as the changelog for Ver. G. It kinda fits; G and K are very similar sounds.

EDIT: Seeing what kind of issues I've bumped into, I'm surprised no-one has notified me about it. Chaos Generator Ver. I and J don't work in Last Man Standing. Thankfully, I've fixed that.
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. J
Post by: Xhatahx on September 29, 2016, 06:56:04 PM
BUMP!
So after I added the Effect Disabler, I thought: GOD DAMN IT I HATE EARTHQUAKE
But nevermind. I made the Disabler so that you can prevent effects from appearing. Lock On Autoaiming is disabled by default, but you can enable it if you want to have a surprise Gammalook party. I was thinking (because of GOD DAMN EARTHQUAKE) that maybe other effects should be disabled by default.

So here it is; a poll to pick effects to disable by default.
Vote Here (http://xhatahx.weebly.com/poll.html)

Keep in mind you're also voting whether or not Lock On Autoaim will remain disabled, so I suggest you special attention to it.

Also, don't bother voting more than once. I'm onto you, John/Jane "call him a wanker every 8 seconds" Doe.
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. J
Post by: Beed28 on September 30, 2016, 01:45:39 AM
What's so bad about the earthquake effect?
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. J
Post by: Gumballtoid on September 30, 2016, 02:05:14 AM
Contrary to what some may believe, constantly having one's orientation thrown off by the infernal shaking is less fun than it is infuriating. The same goes for Lock On Autoaim.

Yeah, I get that chaos is the name of the game here, but it's a fine example of an effect that draws far too much focus from the game for the very sake of being chaotic. More tame effects, like Icy Terrain or Thin Air, still give the player some semblance of control; there is room to adjust to the conditions, or even use them to one's advantage.
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. J
Post by: nehuenloco on October 07, 2016, 11:15:39 PM
Gonna check it out!  :mrgreen:
Title: Nam daed no em nrut
Post by: Xhatahx on October 09, 2016, 10:41:50 PM
Gonna check it out!  :mrgreen:
Be my guest!
Just don't play it in Last Man Standing or Team Last Man Standing. It doesn't work there.
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. K
Post by: Xhatahx on October 10, 2016, 01:27:46 PM
sorry for the double post

Ver.K-beta-hotfix Released! (http://xhatahx.weebly.com/uploads/6/0/1/8/6018829/chaosgenerator-2_upgraded_vk-beta-hotfix.wad)(Zandronum 3.0 required, play at your own risk)

Changes in Ver. K-beta-hotfix
(click to show/hide)

EDIT: Replaced it with a hotfix that doesn't swarm the map with Eddies when you use Charade Clone.
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. K
Post by: Beed28 on October 10, 2016, 04:57:40 PM
Updated the OP.
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. K(-beta-hotfix)
Post by: Xhatahx on October 10, 2016, 05:02:58 PM
Can you please add "-beta-hotfix" onto the topic name? Because that's what it is, and what I typed onto the end of the file.
I was waiting for MM8BDM v5b to happen and I decided "Why not give them an early gift?"

Also...
How to run
Simply add chaosgenerator-2_upgraded_vJ.wad. That's it!
You might want to update that.
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. K-beta-hotfix
Post by: Beed28 on October 10, 2016, 05:39:38 PM
Can't believe I missed that.
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. K-beta-hotfix
Post by: Xhatahx on October 10, 2016, 06:12:03 PM
Another error I just noticed...
So I decided to tweek (http://southpark.wikia.com/wiki/Tweek_Tweak) and add more and more features
So you're a South Park fan?
Can't believe I missed that.
Since 2012.


EDIT: You remember the effect disabling poll I set up? The reason I picked Weebly to host that poll is because I can see the IP addresses, and see if someone voted twice. I can also see from where the IP addresses are from(I promise I'll keep the addresses a secret), which is kinda interesting. There are 3 from the USA, one from France, one from the UK, one from Mexico, and one from Poland. Kinda neat seeing it's not just English speaking countries.

The voting results aren't interesting however: Lock on Autoaiming is still disabled, and all other effects remain enabled. The poll is still going (http://xhatahx.weebly.com/poll.html) in case more people want to chip in.
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. K-beta-hotfix
Post by: Beed28 on October 10, 2016, 07:31:10 PM
It was a typo, actually. I never watch South Park.
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. K-beta-hotfix
Post by: Xhatahx on October 10, 2016, 08:26:46 PM
That was a joke.
Another error I just noticed...
This is an interesting conversation.

EDIT: Hey, might as well. It's just a beta. (http://xhatahx.weebly.com/uploads/6/0/1/8/6018829/chaosgenerator_upgraded_vk-beta-hotfix-2.wad)

Changes in Ver. K-beta-hotfix-2(what a long file name)
(click to show/hide)
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. K-beta-hotfix
Post by: DarkClawXD on November 04, 2016, 12:01:47 AM
Hey, can somebody please help me with downloading Chaos Generator? I'm still having issues downloading it. SmartScreen isn't working, and I just can't find any means to download it from Weebly...Can someone send it to me via email? thanks...
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. K-beta-hotfix
Post by: ServantofCygnus on November 23, 2016, 08:10:14 PM
Well, time for me to ask this already.

As it stands, loading any CBM version with Chaos Generator has two effects depending on wad order: either no Chaos Generator effects work at all, or the game spam-spawns Eddies quickly enough to crash any server or client at will.

is CBM compatibility potentially a thing eventually? That would require the removal of new base weapon effects and probably other effects to work - be it from the entire wad, or only when a CBM version is loaded, I don't know - but it'd be nice to know if it is a thing planned or not.
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. K-beta-hotfix
Post by: MegaVile on December 13, 2016, 07:55:02 PM
* DARK LIGHTING: Now fades in and out
Do I sense a SHR++ similarity
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. K-beta-hotfix
Post by: Hilman170499 on December 14, 2016, 03:59:53 PM
Hello there. Um, this is a minor nitpick, but I have a suggestion:
You know how Roll is supposed to talk to you in CHAOSHUB? As we all know, it's invisible in Multiplayer. This is because the Log command is run by the server, making clients unable to see the message.
However, this can be rectified really easily. To make Log messages visible in a server, the Log command itself has to be run by a script type CLIENTSIDE.
Code: [Select]
Script <insert number> (arguments) CLIENTSIDEThat way, the command will be run by the client, making clients able to see the message. Thanks in advance for taking time to read this.
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. K-beta-hotfix
Post by: Xhatahx on December 15, 2016, 06:12:46 PM
is CBM compatibility potentially a thing eventually?
No. MMRF was simple to adapt my wad to. CBM, on the other hand, is so ridiculously complicated that I could probably spend an entire week modifying my wad without any progress.
Do I sense a SHR++ similarity
Just a coincidence.
You know how Roll is supposed to talk to you in CHAOSHUB? As we all know, it's invisible in Multiplayer.
Originally, I thought this was a screen problem when it came up here (http://cutstuff.net/forum/index.php?topic=2875.msg332682#msg332682).
Anyway, fixed.
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. K-beta-hotfix
Post by: Zard1084 on January 02, 2017, 08:52:02 PM
i found some packet issues

(click to show/hide)
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. K-beta-hotfix
Post by: Xhatahx on January 04, 2017, 01:35:17 PM
Thanks for the input, Zard.

AirShot, MagnetMissile, IceWaveIcicleFloor, and IceWaveIcicleWall were unmodified.

IceWaveX was modified, but only to add the +MOVEWITHSECTOR flag, and I don't see any issues with any other +MOVEWITHSECTOR actors, although it might be because your post isn't exhaustive.

SlowBoatGiver and the two scripts, on the other hand, are my fault, and their problem is that they do something every single tic. Now they only do what they do every 5 tics. Better than nothing, I guess.

Also, I'm just wondering, how did you get the data?
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. K-beta-hotfix
Post by: Zard1084 on January 06, 2017, 02:02:20 AM
sonicfam told me how but i forgot how it was done already......

Edit: "sv_measureoutboundtraffic 1 and dumptrafficmeasure" - GummyWormz
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. K
Post by: Xhatahx on May 23, 2017, 09:35:10 PM
It's been a while, hasn't it?

Ver. L Released! (http://xhatahx.weebly.com/uploads/6/0/1/8/6018829/chaosgenerator_upgraded_vl.wad)

(click to show/hide)

If someone can get me a TSPG link set up then that would be great.
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. L
Post by: alexparr on June 03, 2017, 12:41:13 PM
I am running a Chaos Generator server!
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. L
Post by: Xhatahx on June 03, 2017, 04:57:21 PM
Thanks, but people don't usually announce it in the mod topic. Although this way I know I'm not the only one who cares about this mod.

I can't join you, though. I'm in the middle of nowhere and won't be going home for 2 days, although I hope I can join you then.
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. L
Post by: alexparr on June 05, 2017, 07:15:41 PM
Sometimes it acidentally shuts down  :(
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. L
Post by: Xhatahx on August 15, 2017, 05:11:51 PM
bump, excuse me sir

its now on tspg (http://allfearthesentinel.net/zandronum/download.php?file=chaosgenerator_upgraded_vl.wad)

have fun hosting it
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. L
Post by: scykestscys on August 26, 2017, 02:28:37 PM
WHY THIS HAPPEN  :cry:

Script error, "chaosgenerator_upgraded_vl.wad:DECORATE" line 176:
Parent type 'PowerSpread' not found in SpreadRuneC
Script error, "chaosgenerator_upgraded_vl.wad:DECORATE" line 178:
"inventory.amount" requires an actor of type "Inventory"


Execution could not continue.

Script error, "chaosgenerator_upgraded_vl.wad:DECORATE" line 178:
Unexpected '1' in definition of 'SpreadRuneC'
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. L
Post by: Xhatahx on August 26, 2017, 10:17:24 PM
First things first, what version of MM8BDM are you playing with?
If it's v5a or earlier, then the explanation is simple: your version is out of date.
Otherwise, this might get tricky.
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. L
Post by: Xhatahx on January 02, 2018, 03:27:45 PM
disappointing bump

Ver. M Released! (https://allfearthesentinel.net/zandronum/download.php?file=chaosgenerator_vm.wad)

(click to show/hide)
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. M
Post by: Snivymaster1337 on June 02, 2018, 03:39:38 PM
It just gives me a file called "download.php" and running that with MM8BDM does nothing. Can you fix this?
EDIT: Its giving me the file now.... that was strange....
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. M
Post by: RockmanShadow on March 18, 2019, 08:09:46 PM
How do I properly host a server with this?
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. M
Post by: trashbot on April 24, 2019, 04:21:57 AM
is there a topic where you can post your favorite chaos generator combinations? i have a lot
Title: Re: [Under New Management] Chaos Generator Upgraded Ver. N
Post by: Xhatahx on October 25, 2020, 12:53:44 PM
I'm sorry for the bump, but I saw someone talk about Chaos Generator in the MM8BDM v6 development thread and just had to do this.

Ver. N Released! (https://allfearthesentinel.net/zandronum/download.php?file=chaosgenerator_vn.wad)

(click to show/hide)

It's not much, but it's something.

Title: Re: [Under New Management] Chaos Generator Upgraded Ver. M
Post by: -Daiki-TheOni on October 26, 2020, 10:29:36 AM
Yes! I wanted to play this mod so bad! Thank you!  :)