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Topics - CarThief

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1
So it's been a long while since any update, and some might consider it a wasted effort, but i had too much free time and decided to slowly update GVH bit by bit as a side-project to keep me busy. And it's gotten to a sizable point where it could probably be released as the next version, but it has some new technical additions which are still somewhat experimental so playtesting would reveal any problems so they can be fixed for release.

The update focuses on extra options towards teamwork, giving almost all of the classes an additional ability they can use to help their teammates (and sometimes themselves, too). A few buffs and nerfs got handed out like usual, and various general systems have been changed or improved, such as team balancing punishing team stacking more heavily with even higher buffs, should players intentionally stack the teams.
Some newly added abilities may seem a tad 'meh', but they where meant to aid your team, not make you a pro solo team wrecker. But otherwise, it's the good ol GVH you know and love (or that i ruined, but opinions vary). If you're sick of the new GVH spinoffs people keep making by all means give it a look.

Changelist:
(click to show/hide)
Download:
http://www.best-ever.org/download?file= ... beta12.pk3
http://www.best-ever.org/download?file= ... beta11.pk3
Older versions:
http://www.best-ever.org/download?file= ... beta11.pk3
http://www.best-ever.org/download?file= ... beta10.pk3
http://www.best-ever.org/download?file= ... -beta9.pk3
http://www.best-ever.org/download?file= ... -beta9.pk3

So, by all means, give it a go and post any feedback here if you want, on what might need changing. Assuming people still care about the original GVH anymore, anyway. :P
And i'm way too lazy to try and figure out IRC again to host a BE server, anyway (wish they'd simply have a webpage for that, by now), so if anyone else wants to give it a try, go ahead and host it on BE.
There's also been improvements to the singleplayer, like better TLMS matches, improved bot AI, being able to select Flames of the Spire in the menu, and whatnot.
(Edit: And if you want to use the slightly-improved bot AI on multiplayer, set gvh_advancedbots to 1. Or gvh_superbots 1, which is similar to the other, but lets bots cheat a little with bot-only special attacks.)

Now to wait it out and see if anyone still remotely cares. :P

2
Anything Goes / So, Microsoft just bought Minecraft for like 2.5 Billion...
« on: September 15, 2014, 02:33:42 PM »
Normally i dont post all that much lately but this is probably something people want to hear about. (Not sure if Anything Goes is the right place, instead of Gaming Discussion, but its about MC being bought, not played, so...)

So yeah it's been rumored for a while and now i've read it here.

I suppose this means alot of pirating, people making backups, and illegal clients which avoid whatever evil nickle & diming/microtransactions/mod-killing updates Microsoft is bound to try and throw at it. Or just plain horrible overpriced DLC things.
Like for all we know the game's gonna end up with the player massively nerfed and oh, you've having trouble? Why not buy Iron Armor for 50 cents? Or replenish your hunger for 10 cents.

God forbid they're gonna (try to, anyway) kill off modding, so they can push out their own premium priced stuff rather then the rare but free good ol updates of old. Or maybe they'll turn current or future accounts from pay-once to 5/10/15 a month subscription-only, depending on what they can get away with legally...

Just consider, they're gonna have to find SOME WAY to earn that 2.5 Billion back....
Oh this is gonna suck... Hm, perhaps they're gonna try and earn money off of the (normally) free online play, too.
Ah well its all just theories and rumors, so far, but remember, they gotta earn 2.5 Billion somehow. I expect some very unwelcome changes.

3
And without having to change the player in any major way like toggling the player's SHOOTABLE/NOBLOCKMAP flags on or off, which would briefly make them unhittable and thats way too much of an undesirable side-effect. Couldnt fit any more useful info into the title, really. :P

Right now, i'm trying to make a thing where a camera will continuously teleport on top of a player, basically following them around, for this purpose i am limited seemingly to simply teleporting the target camera, as continuously making a new camera would probably mess heavily with its quality. And unless i change the player's flags such as SHOOTABLE or NOBLOCKMAP, the player always gets telefragged, and without the +TELESTOMP flag on the camera, teleporting it seems to not work at all, as it considers the player to be an solid obstacle in the way regardless of the fact its being teleported ABOVE the player. And the camera is entirely devoid of any hitboxes or solid-ness, and such.

So, anyone know of a way to fix that, a way to maybe enforce the teleport, maybe without the +TELESTOMP while not telefragging the player?

The camera actor in question:
(click to show/hide)

Related scripts:
(click to show/hide)
Its still a WIP thing, so dont mind the messy look of it all.
I guess if this doesnt work out atleast i can try to make it work for more suitable target actors...

4
Help & Editing / [BUG] Reached map-building limit? Physics stopped working.
« on: February 22, 2014, 06:44:24 PM »
So i just came across a pretty spectacular issue. While i was building rooms for a sort of randomized dungeon project, i just kept building them in a long line, with the intention to make copies of them and put them below their original room (so i could have multiples of the same room in the dungeon). So far this is the entire grid of the map, and what i've used of it so far:
(click to show/hide)

For some reason, the last two rooms reached some kind of limit and the walls where acting all non-existant, as if i had noclip on, but glitchier.
When i moved the 2 rooms below the long line of rooms, it worked again (as seen in this picture, the selected rooms are the ones that where affected and moved):
(click to show/hide)
Edit: Only those two rooms where affected however, the rest of the map worked regardless.

So, anyone got an idea on how to be able to build past this part without physics just giving up? Or am i limited to 1/4 of the editor's total grid space...? That would certainly make things alot harder when it comes to making a large randomly built dungeon...
I'm using Doom Builder (2) version 2.1.2.1553, with Zandronum 1.2, for this particular project.

5
Projects & Creative / [Cheat/RCON Tool] Player Manipulator (V16) (Final?)
« on: January 15, 2014, 04:33:15 PM »
Well i've put this together over some time to mess with friends but i'd figure i'd release it for more public use too. Its one big ACS-based wad that can bypass sv_cheats to manipulate players in various ways in-game. You could mess with players, monsters, or map itself in various ways, or use it to cheat despite sv_cheats being off, or even use it for some debugging and/or testing. It now also has a command to create and set translations, which so far was quite handy for making translations without having to switch between stuff all the time and try every change on the fly. :P

I guess here's a list of all its commands and functions (its fairly long):
(click to show/hide)
I'm guessing this would have its uses in co-op wads as well, or plain messing around in other wads. Being able to teleport to your co-op partner is probably reasonably handy.
DEFINITELY read the readme inside the file first before proceeding, its fairly technical in how it works, even while it now has many user-friendly commands, you'll still need to learn WHAT they do, and what the inputs are. :P
NOTE: Make sure you load this PK3 file last, so in the event of script overlapping, only this file's scripts will have a few overlaps, which means some functions wont work (properly). This is better then the alternative of having this file overlap other scripts instead which may break all sorts of things.

Edit: As of version 16, gameplay mutators have been added, which can be used to alter gameplay massively. Like giving everyone flight, changing gameplay-relevant flags (like disabling picking up things), adjustments to speed and health, and giving items/powers/weapons, or even forcing players to use a specific weapon. Or maybe make them invisible(-ish) or teleport away & heal at a set health or lower, which can be abused into a infinite loop until they get instagibbed.

Links:
Normal version: http://www.mediafire.com/download/pw4ja ... yerm16.pk3
BE Mirror: http://www.best-ever.org/download?file=playerm16.pk3
Wadhost: http://wadhost.fathax.com/request.php?343
This should work on most things, if not everything. Still, stuff may happen, scripts may have overlapping numbers or whatever, which stops commands from properly functioning.

MM8BDM version: http://www.mediafire.com/download/9i7di ... rm16mm.pk3
BE Mirror: http://www.best-ever.org/download?file=playerm16mm.pk3 (I did not upload this one myself, someone else did it before i could, so it may be an inaccurate version).
Wadhost: http://wadhost.fathax.com/request.php?344
Use this with MegaMan 8-Bit Deathmatch, obviously. NOTE: You dont need to enable pma_enabletids for an MM8BDM server. But you can leave it active if you want, it should have no effect.

IC Version: None for V16
BE Mirror: None for V16
Wadhost: None for V16
You probably dont need this. Its made to be compatible with the Internal Conflict doom mod. Its not an MM8BDM mod. It has a few IC-specific commands the other wads dont have, but they're useless outside of IC. Also, it adds a shitload of bots (and some bot support) anyway, so avoid using it with anything but IC.

Older version(s):
(click to show/hide)
Version 16 - With extra hax, autoaim, and general rcon-cheating:
(Possibily the final version. I dont know what else to add at this rate, besides bugfixes.)

-Added setautoaim command and its named variants. Works as you'd expect, can be set to aim at
targets aquired by tracktarget for double the hax! Also supports teams.
-Changed 'tracktarget' into two commands, the regular tracktarget and tracktargetpersist,
which is like the old function but its now like this in order to support autoaim commands.
(Oh that took alot of messing around to get working...)
-The command banishplayer now accepts 0 as an input to banish ALL players.
-Improved autoaim since first implementation in many ways.
-Added ability to spawn weapons via spawn[weapon]2 or spawn[weapon]at, and the
ability to spawn ALL weapons at once.
-Added changeweapon [target] [weapon] [type] command, for switching or forcing weapons on players.
-Ping commands, when used on players, now show a color appropiate to their team,
as well as showing dark-green for no-team players and brown for non-players.
-Added forceweapon commands. Should be handy for bots, i suppose, supports doom/ST weapons.
-Added fireprojectile, fireprojectile2, and fireprojectileme commands.
-Added gameplay mutators, changes player's properties, flags, etc upon (re)spawning.
(Like forcing everyone to use a specific weapon, or giving everyone drain/regeneration.)
-Added looping versions of banishplayer and banishme, keeps going until they die.

---

Well thats about it, i dont know where to put it elsewhere. This seems like the right spot. If it doesnt belong here i'd rather have the post moved then deleted though, quite a pain to organize this all together.
Edit: Uploaded the files to BestEver, i suppose that should do the trick...

6
Help & Editing / ACS: Any reliable way to count Team Members?
« on: May 16, 2013, 09:04:59 PM »
Figured i'd ask after looking around, the functions to count the amount of people in team Blue and Red existed in Skulltag, but this function seems to have been removed in Zandronum, and without alot of messing around with integers or whatever you call em constantly to keep track of the current amount of players for each team, i'm not quite sure if its as doable anymore.

Perhaps anyone know an simpler way to do it? Or am i just gonna have to make a brute-force script that constantly updates itself to know how many players each team has? Suppose i'll need the practice of handling and doing math with various integers anyway.

7
The Ghoul's Forest / Trying to update. Need your input!
« on: October 03, 2012, 10:59:36 AM »
Given the current situation, i'd figure i'd try and update GVH again in hopes it'll become popular again. Only problem is, there's hardly any ideas to warrant an update! No critical bugs as far as im aware to get rid of, and only a handfull of potential changes.

I'll list a few ideas here that are likely making it into the next version, by all means give some input about them if you got any to share. Reasons for these changes are listed as well. Keep an eye out for the list as i'll keep adding things to the list if anything else comes up.
(click to show/hide)

The reasons why:
(click to show/hide)

If you have any suggestions to improve these ideas or ideas of your own, who knows. Know that i cant accept every idea though, it might go against the nature of the game, or simply be to cheap or too much of a nerf, or such things.
Edit: Oh and its probaly not too usefull to ask for major map changes. Anything small or a fix, sure. But i doubt map owners would be pleased about big changes without their permission.

8
General Gaming Discussion / Frozen Synapse
« on: April 05, 2012, 08:41:44 PM »
The Steam Store has some information, screenshots, and even two videos.
Its a strategy game employing turn-based mechanics but mixing it up by having both turns execute simultaneously.
http://store.steampowered.com/app/98200 ... uggest__13

So yeah... Anyone else played this game, i wonder?
Also, damn, this game is relentless, took me like 3 tries to beat the 3rd mission due to the escort dieing all the time, and the supposed escort's 'bodyguards' not firing their machineguns even if it meant they saved the world, instantly! Though they're not trying to soak up bullets either...

Makes me wonder how hard the non-escort missions are gonna get. Also, DAMN, the game's on sale today and i bought it merely hours before it became cheaper. God damn poor luck on that one, could have bought another game off of the credit card voucher if i was later with it...

So far its pretty good tactical fun atleast. Also got a copy that came along with the purchase that can be given to a friend but i wouldnt know any that like strategy games, so i'll just keep it till i bump into a good friend who does, i suppose.

9
Help & Editing / Images refuse to be transparant!
« on: January 26, 2012, 10:48:57 PM »
Here's what i did.

I ripped some weapon images from MM8BDM, and recoloured them with the color of another weapon (trying to make a custom weapon, using various frames but the same color, here).

I load them all up in IrfanView individually and save them with white as the transparant color. I cram them into the WAD file (its no PK3 dictory) but Slade refuses to acknolege the transparancy in those images, and it shows white around them.

Now what the hell am i doing wrong here, so far i checked the white isnt subtle differences of white anymore, and thus not different colors, its all one big white empty space now, and could someone maybe succesfully convert these images individually with transparancy if the solution isnt dead-obvious. Pretty sure it used to work before, oh well... Oh, and im using the PNG format here. Maybe it hates that one.
Hm, their transparancy works fine here though... Maybe its something with Slade, oh well, hope anyone can figure this one out. Does adding these images to a wad work for anyone else regarding transparancy? Maybe im doing something massively wrong, heh.

10
Now before you might shout "duplicate tread!", this one is made for roughly all the things that are going on lately that are reducing our abilities, freedom, or enjoyment, such as the SOPA, PIPA and whatever bills, and other related actions such as what happened to Megaupload, and so on.

And considering the previous one was locked, im personally thinking a general topic for all these things should work out, as a general topic would probaly be better suited to this then cramming it all in the SOPA topic, and i suppose it doesnt need to be unlocked in case this one is more or less approved.

Now for the actual subject i found; It would seem various upload sites are bracing themselves for impact, while unclear i heard Megaupload's owner got jailed, too. Here's a list i found in one of the posts on the topic linked below:
(click to show/hide)
[/size]
Pretty much found it all on this topic, seems accurate:
http://www.escapistmagazine.com/forums/ ... gin?page=1

It seems SOPA or no SOPA, they're shutting down well-liked internet sites here and there, or so people expect them to do, soon.

Edit: This seems to be a more in-depth version of the list on its own page.
http://tumichael.com/internet-marketing ... es-closed/

11
So i just found this on Youtube and it worries me...
Edit: Well it might not have passed yet according to some of the comments now. Still frightening.


Or click here to see it on youtube. If the Government didnt remove it yet. :P

(click to show/hide)
I have not heard any other mention of this besides this video, but its worrying nonetheless.
I recall there being another topic about relevant things but considering its buried a few pages most likely, i hope this will do as well.

I'd say its worth discussing and spreading the word. If confirmed that its actually true.
Thank God i dont live in the US, for a multitude of reasons, but if each Government is going to look up to the US and and replicate this... Oh boy...

In the somewhat unlikely case this is just a rumor i fell for, feel free to lock it. But i heard of plenty of stupid acts like these before, so...

12
Help & Editing / Removing bots from Campaigns
« on: July 27, 2011, 07:02:50 PM »
Well i've looked everywhere, even went all the way to decompile scripts though that still didnt gather any possible result whatsoever.

I simply need an way to remove bots mid-game much like the secret bosses in Megaman.
I'm probaly either missing something painfully obvious or its some hacky shit one needs to remove them. Preferabaly something through ACS, but whatever works...

13
The Ghoul's Forest / GVHv3b6 - Released!
« on: June 25, 2011, 04:04:05 PM »
This is the official topic to post all feedback in about GVHv3b2 (or later) and related files.

Current version (V3B6) download links:
Wadhost: http://wadhost.fathax.com/request.php?307
BE: http://static.best-ever.org/wads/gvhv3b6.pk3
http://static.best-ever.org/wads/gvhv3b ... battle.pk3
http://static.best-ever.org/wads/gvhv3b ... -santa.pk3

Previous version:
http://wadhost.fathax.com/download.php?view.34 (Contains Yurei Battle and Santa as well.)

Previous betas:

Here's the changelist:
(click to show/hide)
GVH is still subject to change, and feedback is highly encouraged as it will make things a little easier, as not all things can be succesfully tested on bots. :P

Please put any bugs you see in here as well with if possible, an image (ImageShack is exellent for image hosting), and all the details you can offer, such as (if that applies) how a bug is reproduced, where on the map the bug is (you can turn on the map overlay or make a second screenshot of the in-game map), and anything else important.

Though if im around in a game of GVH i guess you could give me any bugs and/or feedback there as well. This topic will do fine for any questions as well. And its highly appreciated if people host it so i can get alot more feedback. I'll probaly host this frequently as long as it needs testing.
Edit: Well this topic should work out for feedback about the official release too.

14
The Ghoul's Forest / Balance Patch
« on: April 30, 2011, 01:56:12 PM »
Figured i might as well make a topic, i guess... Been working on this for a while anyway.

Latest version:
http://wadhost.fathax.com/files/GVHBala ... 3Test4.zip (main file)
http://wadhost.fathax.com/files/GVHBalanceSanta.zip (requires main file)
EDIT: Santa and/or other addon files might not be up-to-date compared to the main file.
(Ex: Santa will not give Creeper a stun ball when killed by his melee attack untill updated.)

Well, the reason of this (unofficial) patch is to improve GVH in terms of balance, fix stuff that isnt working, and occasionally add a new function or even replace them entirely in rare cases. All that while still keeping gameplay roughly the same and simply making things more fair on both sides.
This patch adds changes (mostly nerfs/buffs) to all classes and whatnot.
List of changes (taken from the server MOTD):
(click to show/hide)
If anyone wants to propose changes, add feedback, maybe even suggest entirely new functions, well, go ahead. This is a good way to kill time while waiting for an update anyway so i dont mind to check people's feedback or idea's. :P

15
The Ghoul's Forest / So... GVHv2b10 ever getting out?
« on: November 04, 2010, 03:55:12 PM »
Long, possibily slightly rant-ish post.
(click to show/hide)
Hmm, and i wonder... Anyone else wants to see GVH updated for any reason? (If people still read this section of the forums at all.)

All this is assuming the 10th version is releasable, unless there's still some issues to fix or tests to be done. Speaking of, i DEAR GOD HOPE there is a proper spread for the Riotgun now. :P
(And dont ask me to make a own patch or anything, because i want a fixed GVH to be hosted on official servers, and best way to do it is to have a new one to be released, of course. :P)

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