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Author Topic: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's needed!  (Read 206915 times)

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February 08, 2013, 06:10:45 PM
Reply #870

Offline FTX6004

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #870 on: February 08, 2013, 06:10:45 PM »
Well i think we need a skin of cave johnson. :EDIT: I have some problems i think with the slash of the skin if you guys want how his gonna slash show it to you when you send me a PM or i will make it with no one asking.

February 08, 2013, 10:49:45 PM
Reply #871

Offline Reidakk

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #871 on: February 08, 2013, 10:49:45 PM »
Quote from: "Gizmo The Cat"
After another check I found it. I thought I'd looked through them all but I missed one.
Why are they hosting the old hotfix all the time? Makes things unnecessarily confusing.

If I'm correct it's because the newer versions crash like WAY too much and by "WAY too much" I mean a lot. Last time it crashed me out and I got in the server and it crashed me out twice just as I joined each time. And since that happens it's better to host the older versions which do not crash or at least perhaps not as often as the new ones. :|

February 08, 2013, 11:43:48 PM
Reply #872

Offline tsukiyomaru0

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #872 on: February 08, 2013, 11:43:48 PM »
The crashes are proportional to two things, I figured.
1. Data mismatch (Normal scenario to this is having a VERY BAD connection, missing too many packets even with a ping below 400 ms)
2. Number of players (In a 8 players or less server, even with CLASSES, it still crashes less than a 16 players server WITHOUT classes)

The odd thing is this crash issue happens ALWAYS in LMS, and DM plays JUST FINE. My guess on this is because one or more ENTER scripts are started and looped twice per player for one reason or another. Add that to the heavy voice clips used for bosses and BAM! You got yourself a crash parade.

February 09, 2013, 02:40:28 AM
Reply #873

Offline Jenova

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #873 on: February 09, 2013, 02:40:28 AM »
Would it be possible to rename this wad without the ampersand (&)?

The reason I ask is because from experience, it seems that getwad and potentially wadseeker have a hard time fetching wads with special characters in their names, requiring users to manually download the wad from the repository instead of fetching it automatically for them.

February 09, 2013, 04:40:13 AM
Reply #874

Offline DarkAura

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #874 on: February 09, 2013, 04:40:13 AM »
I don't think was ever debated since I snuck this in for Scrooge, but I think I'll discuss it now.

Should Hales get weaknesses and resistances?

I already have Gilgamesh put in for having a weakness to all melee/hugging weapons and a small resistance to pretty much everything else. Scrooge also has a resistance to space/time weapons which is why he is unaffected by Flash Stopper. As well as a weakness to fire weapons.

February 09, 2013, 04:41:27 AM
Reply #875

Offline GameAndWatcher

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #875 on: February 09, 2013, 04:41:27 AM »
Quote from: "DarkAura"
I don't think was ever debated since I snuck this in for Scrooge, but I think I'll discuss it now.

Should Hales get weaknesses and resistances?

I already have Gilgamesh put in for having a weakness to all melee/hugging weapons and a small resistance to pretty much everything else. Scrooge also has a resistance to space/time weapons which is why he is unaffected by Flash Stopper. As well as a weakness to fire weapons.
Everyone has a weakness to Copy Plant Barrier Remember?  :lol:

February 09, 2013, 04:44:52 AM
Reply #876

Offline DarkAura

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #876 on: February 09, 2013, 04:44:52 AM »
...do they now?

Also:


February 09, 2013, 05:39:07 AM
Reply #877

Offline SmashTheEchidna

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #877 on: February 09, 2013, 05:39:07 AM »
Well, weaknesses would be kinda interesting. In turn it would also be interesting to have them strong against certain weapons. (But not to the extent of NeoDS' elemental resistances, where he wouldn't even flinch to them.)

I can't really think of many weaknesses for them offhand, but homing weapons and Search Snakes should probably be the Ninja Spy's weakness. :geek:

February 09, 2013, 05:56:58 AM
Reply #878

Offline GameAndWatcher

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #878 on: February 09, 2013, 05:56:58 AM »
Quote from: "Gizmo The Cat"
I can't really think of many weaknesses for them offhand, but homing weapons and Search Snakes should probably be the Ninja Spy's weakness. :geek:
No, it would be Fire and Flamethrower-like weapons.  :ugeek:

February 09, 2013, 06:03:53 AM
Reply #879

Offline SmashTheEchidna

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #879 on: February 09, 2013, 06:03:53 AM »
Well I can't really imagine why since I've never played TF2, I'm just going by Megaman logic.

February 09, 2013, 01:21:28 PM
Reply #880

Offline Balrog

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #880 on: February 09, 2013, 01:21:28 PM »
Quote from: "DarkAura"
...do they now?

Also:

Eyes are kinda derpy, but they'll do.

Also @ resistances: not a bad idea. This stuff belongs in the other thread, remember? The one that someone's actually watching?

February 11, 2013, 04:40:39 PM
Reply #881

Offline Ceridran

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #881 on: February 11, 2013, 04:40:39 PM »
Rubberfruit for Hale. Sounds silly, but it could work.

(Please fix Quote and Curly's eyes, too.)

February 12, 2013, 01:24:52 AM
Reply #882

Offline fortegigasgospel

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #882 on: February 12, 2013, 01:24:52 AM »
Really old quote but was thinking about this.
Quote from: "Proto Man"
because if Wily did ever activate Zero, he would have been completed with all designs in mind, which includes Z-Saber.
Actually, evidence more supports Wily WOULD activate Zero incomplete. And hell, the Saber and such could have been added designs afterward, Wily did have many many years to sit and think "how could I have made him better?"
Also the exact way Zero would be activated incomplete would go, and come on, we all know it would go like this.
Megaman defeat's Wily in his Wily Machine > Wily escapes via capsule luring Mega to final area of fortress, where Zero is > Mega arrives with Wily saying "Even though it is incomplete, my new SUPER Robot Zero will more then enough to defeat you and help me conquer the world, Mwahaha, MWAHAHAHAHAHAAAAA" > screen fades in to show Zero standing there >

February 12, 2013, 06:06:54 AM
Reply #883

Offline Accel

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #883 on: February 12, 2013, 06:06:54 AM »
Then give him his metal pipe from his battle with Sigma. There's plenty of pipes just laying around, you know.

February 12, 2013, 06:08:51 PM
Reply #884

Offline ChaoticChao

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #884 on: February 12, 2013, 06:08:51 PM »
I noticed that no one has recommended new Hales. I still have ideas if anyone is interested.