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Messages - Trillster

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31
Forum Games / Re: Cutstuff 2020's Best Robot Master EVER
« on: December 14, 2020, 10:35:04 PM »
Hard Man
Strike Man
Grenade Man
Turbo Man
Dive Man

32
Projects & Creative / Re: Modular Weapons - Randomizer Mode
« on: December 02, 2020, 10:08:44 AM »
Might be too wishful thinking and it might be hard to implement but getting these weapons to be all completely supported and can be bought in mmv chapter sounds nice.
Yeah I wouldn't get your hopes up too much haha. That stuff is pretty hard baked into campaign, especially with Dustman's weapon selection area, so asking modders to support that or creating a system to handle it nicely within Modular Weapons is a bit too tricky and difficult. Though I do need to fix a bug where the weapons visible in the shop will appear as some random weapon that isn't accurate to what you're buying. You should only be able to see core weapons show up in that shop.

so now that there are 2 barrier winds, both weapons have infinite ammo.
Simple fix on my part, Dimpsy added a Barrier Wind with his recent weapon pack, I'll just rename the weapons in my RM&F2 pack to avoid conflicts since mine is only 2 weapons compared to his far bigger pack. That's part of the benefit to this modular system, it's very easy for one of the packs involved to do a quick update and resolve any conflicts or issues, no need to wait on what anyone else is doing.

33
Projects & Creative / Re: Modular Weapons - Randomizer Mode
« on: November 30, 2020, 02:36:20 AM »
Here's an updated version of Modular Weapons that fixes up some backend stuff. No requirement to update for side mods.

https://allfearthesentinel.net/zandronum/download.php?file=mweps-randomizer-v6.pk3

34
DECORATE and ACS Modifications / Re: Uki's Weaponry (V6a mwep Update!)
« on: November 29, 2020, 12:50:37 AM »
Make sure you're running this file before using this version of Ukiweps,
https://allfearthesentinel.net/zandronum/download.php?file=mweps-randomizer-v6.pk3

35
DECORATE and ACS Modifications / Re: Uki's Weaponry (V6a mwep Update!)
« on: November 28, 2020, 02:02:04 AM »
Go into your Zandro-[username].ini file and remove whatever lines have SV_BassBuster, save it, then try loading it again

36
Projects & Creative / Re: Modular Weapons - Randomizer Mode
« on: November 16, 2020, 01:41:01 PM »
Only weapon mods that are made compatible with this new system, such as the ones I've updated in my second post. However, as shown by those weapon mods, the system is robust enough to support anything that you might want to do in a weapon mod.

37
Projects & Creative / Re: Modular Weapons - Randomizer Mode
« on: November 16, 2020, 02:33:20 AM »
Here's the weapon packs that I've converted to this system to stress test it and bring back some life into the weapon pack scene.

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Megaman Rock Force

Contains :
(click to show/hide)

Modder Notes:
(click to show/hide)

Download Here!

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Rockman No Constancy

Contains :
(click to show/hide)
(click to show/hide)

Modder Notes:
(click to show/hide)

Download Here!

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Megaman 6 Rush Adaptors

Contains :
(click to show/hide)

Modder Notes:
(click to show/hide)

Download Here!

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Rockman and Forte 2

Contains :
(click to show/hide)

Modder Notes:
(click to show/hide)

Download Here!

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Megaman DOS Reborn

Contains :
(click to show/hide)

Modder Notes:
(click to show/hide)

Download Here!

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Inspiretroid

Contains :
(click to show/hide)

Modder Notes:
(click to show/hide)

Download Here!

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All of these files can be loaded in any order after Randomizer and they should all be functional. For any inquiries or feedback, you can contact me on Discord at Trillster#2887

38
Projects & Creative / Modular Weapons - Randomizer Mode
« on: November 16, 2020, 02:32:59 AM »
Time for a tech demo with practical purpose showcase,
(click to show/hide)

Modular Weapons

So weapon packs are pretty cool right? I'm sure we've all got some fond memories of playing with the RNC expansion or Ukiweps. What's not cool is how the upkeep on them kinda sucks. Every MM8BDM update breaks them, requiring rebuilding of some fundamental parts of the weapon pack to fix. Not only that, but trying to load other weapon packs with each other is a surefire way to break them, unless specifically designed for. While it was workable in the past, it's not ideal, because it leads to patch file after patch file. Inspired by Jax's old Expand8BDM methods, Modular Weapons fixes that. It allows modders to design their weapon packs in a way that not only allows them to be MM8BDM update-proof, but also so that weapon packs can be hosted together, perfectly functional.

Randomizer Mode

Weapons loading together doesn't do much good without a method of getting them out into maps and into the hands of players, so that's what this part of the mod is for. Randomizer uses the modular weapon definition method to be able to replace every weapon and buster upgrade pickup with another weapon of its same type. So if you load Rockman No Constancy weapons with Randomizer, you can expect to see some Wind Slicer in the place of Air Shooter and other close weapons. Same with Circuit Breaker and rapid weapons. Load both of the wads together in any order, and you get chances for both of those to happen at once. This mode even adds in whatever extra weapons are loaded into the respective Last Man Standing pools, so you can expect to see some custom weapons in your loadout.

Modder Notes

This section won't apply to everyone and it's gonna be LENGTHY, so have a spoiler.
(click to show/hide)

Download Here!

For any inquiries or feedback, you can contact me on Discord at Trillster#2887

39
Events / Re: Cutstuff Mapping Jam 6: Green Eggs and Jam
« on: November 16, 2020, 01:39:05 AM »
Submitted my piece, looking forward to it

40
Mentioned that this was a cool idea when KD and I were brainstorming about it, but I think it's worth reiterating. Base Zandronum gamemodes gave us some pretty janky rules to get used to, but this mod amends those to give a more engaging experience and I think that's super commendable. Hope to see it become a standard for all duel servers.

Now we just gotta see B-TLMS make its awaited return

41
Pending / Re: [Discussion] CTF weapon layouts are really outdated
« on: November 07, 2020, 09:11:55 PM »
I think it's worth mentioning, assuming that this wasn't missed for removal, Danger Wrap actually has exclusive CTF changes to make it not drop mines in that mode.
Code: [Select]
Spawn:
DWRA I 0
DWRA I 0 A_JumpIf(ACS_ExecuteWithResult(975, 0)==4,"Death")
DWRA I 0 A_SetArg(0, 200)
DWRA I 5 bright
DWRA G 0 A_ChangeFlag("NOCLIP",0)
Goto Mine
So in that same vein, I don't see it out of line to tweak weapons like Charge Kick or Break Dash for CTF so that they can be placed on CTF maps and used in those modes. Otherwise, this probably ought to be removed, because this is the only weapon out of all of them to do it as far as I'm aware.

42
Projects & Creative / QBox Rerolled - Randomized Pickups
« on: October 31, 2020, 11:07:56 PM »
Perfect time to start modding for deathmatch again,
(click to show/hide)

QBox Rerolled

Inspired and influenced by SickSadWorld's original QBox mode, this version aims to be a more lightweight version that's built to last for all future versions of MM8BDM. Version 6 introduced some new modding tools to make that possible, so I wanted to throw my hat into the ring to show how these new tools can be used by example. It's the same simple rules as the last go. Pickups are replaced with mystery boxes that can be broken to reveal a certain type of item inside. Only this time, now the weapons are truly randomized, so expect to see far more Black Hole Bomb in your rounds.

Screenshots
(click to show/hide)

Download QBox Rerolled v1 Here!

For any inquiries or feedback, you can contact me on Discord at Trillster#2887

43
Tutorial Collection / [RESOURCE] Skin Generator for MM8BDM
« on: October 20, 2020, 07:30:18 PM »
So I think it's pretty easy to say that going from spritesheet to skin file can be quite tedious and annoying. It requires you remembering the rotational numbers while also manually renaming each and every file. I wanted to change that, so here we are.

This resource works best if you've already got a general idea of how the skin creation process works and it'll still require you to have SLADE 3 for setting a skin's offsets, so be sure to check out the original skin tutorial found here, https://cutstuff.net/forum/index.php?topic=10931.0

MM8BDM Skin Generator

In general, this resource allows you to unpack a spritesheet using Alferd Spritesheet Unpacker in the correct order into the INPUT folder. It provides support for 1, 5, and 8 rotation skins with template files provided for each to show how best to format your spritesheet for this resource. You can then use the Skin Generator to automatically rename the sprites and pack them into a pk3 file with a properly defined SKININFO file. At that point, all that's left for you to do is to do the offsets for the skin, but as you'll see in the showcase below, even that can be automated rather quickly.

(click to show/hide)

(click to show/hide)

Download Here!

44
Closed / [Improved(?) Animation] Top Platform Voxel
« on: October 04, 2020, 03:37:59 AM »
Super subjective thing but it's always been a bit of a bother with these voxels. The voxel itself looks nice and is a good representation of the platform, but it uses Zandronum's default spinning argument which both looks uncanny when put next to other MM8BDM texturing and animation but also doesn't actually fit the rotation speed when you turn off voxels. So instead, consider doing something such as this for its VOXELDEF,
Code: [Select]
TOPPA="TOPPA" {AngleOffset = 360}
TOPPB="TOPPA" {AngleOffset = 240}
TOPPC="TOPPA" {AngleOffset = 120}

Here's the current for comparison,
Code: [Select]
TOPPA="TOPPA" {spin = 180}
TOPPB="TOPPA" {spin = 180}
TOPPC="TOPPA" {spin = 180}

And here's a video showcasing the newer animation,
(click to show/hide)

45
Projects & Creative / Re: MEGA MAN ROCK FORCE IS RELEASED (V2)
« on: August 27, 2020, 11:53:23 PM »
Correction since I actually made that, you only need to load that file and no other files. It simply replaces mmrf-v1.pk3

Also worth mentioning that it does not resolve other issues that Zandronum 3.0 brought to the expansion, only that most glaring one.

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