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Topics - Russel

Pages: 1 [2]
16
Rejected / [Suggestion] Double-Click charge weapons
« on: July 09, 2014, 04:45:52 PM »
This suggestion adds a method of making use of a charge weapon's uncharged shot more conventionally than with spam-click. Basically, you double click then hold the button and the weapon continues firing uncharged shots.
I have an example pk3 that also adds the patch made to I made to Tengu Blade this morning to the busters.

This is one of the more trivial suggestions I've made and I understand why it would be rejected should it be considered, but here's my example nonetheless.

17
DECORATE and ACS Modifications / [MM8BDM-v3b] Text spacing fix
« on: February 28, 2014, 12:35:02 AM »
So I'm sure you are all aware of the weird text spacing that appeared in 8BDM-v3b. A long while ago, I learned this was a very idiotic oversight on my part, and fixed the issue on my end. I decided to release a mod that would basically allow others to do the same, basically apologizing for my screw up.

Download the text fix here!

This isn't a simple drop and go wad, though. You must place the wad in your 8BDM pk3 for it to work. [Or you could just run it every time you run the game...but it would get old.]

You literally just have to open the 8BDM pk3 in SLADE or SLumpEd and place the wad in the root folder.

This has been implemented in v4, but in a more elegant way.

Again, I apologize for this screw up, I hope this at least partially makes up for it.

18
Projects & Creative / [Mod] Mission Mode: Strength in Numbers [v1e]
« on: May 10, 2013, 03:29:34 AM »
This mod adds four additional classes for the players to choose from.
These classes are:
Duo
Doc Robot
Darkman
Fakeman

I have made several other changes based on what I thought would need to be changed in actual core Mission Mode.
The changes include optimization of certain code sections, globalization of the weapon get code, and even down to slight
things like changing the skins of Bass and Roll.
Full changelog
(click to show/hide)

Without further ado, I give you Mission Mode: Strength in Numbers [v1e]
Previous Versions:
(click to show/hide)
[Forked from the original thread for convenience of user confusion]

Special thanks to Korby and Uki for the help they put in with creation of this mod.

Note to server hosts: I have added a server variable called sv_sp_allclassweps, setting this to 1 will enable all classes to get weapons from a boss regardless of which class defeated it.

19
Events / [Stream] Lego's Stream of Randomesqueness: Marathon
« on: February 11, 2013, 11:47:16 PM »
...Because randomesqueness is a word now...
no it's not

Anyhow
If my schedule allows, I will be blindly streaming the First-Person Shooter known as Marathon by Bungie.

6:00 CST [7 EST] on Friday, February 15.

Please note all dates and times are subject to change by the will and schedule of the streamer [That's me] and may be changed at any time. The stream [or streams] can be postponed or even cancelled.

20
Resources / ACS Source listings
« on: December 25, 2012, 06:22:28 PM »
ACS (or Action Command Script) is a coding tool used by more advanced modders (ie. coders) to allow for more powerful modification of the game. However, ACS, whether in Zandronum or in Skulltag, is limited to only 999 scripts, numbered from 1-1000. Usually scripts 1-100 are restricted to mappers and overlapping scripts can cause issues with certain features of the mod (or mods) in question. Overlapping script numbers can also be an issue with compatibility, as it causes certain things to not function properly. An example would be trying to run CSCC with Roboenza, (Rage or not) when these two mods are both loaded, the scripts for Beed's missile lock-on and certain scripts that get the mode started in (Rage)Robo clash, causing either one to not function properly. So, I have compiled a list of ACS Script numbers from core 8BDMv3a, as well as of YD Classes; I would do the same for KY classes, but the ACS there is closed source.

Core v3a: (Listed numerically backwards...Mostly...)
(click to show/hide)

Classes v6c (not compatible with v3a; no real organization)
(click to show/hide)

A note to non-coders, using GLOBAL.acs in a mod just replaces the normal one, so there will not be any overlap of script numbers; this rule applies to all replaced ACS files. The example about RageRobo and CSCC was concerning scripts 700 onwards.

I plan on updating this in the future with updated numbers and more mods with ACS.

21
W.I.P Forum / [GameMode] Multiplayer Boss Rush
« on: May 09, 2012, 02:38:24 PM »
While there exists a mod already that is Saxton Hale, complete with a rage and voice clips from the original TF2 mod, this one is completely different.

Differences between mine and Silversin's:
(click to show/hide)
Ok, so now that I have gotten that out of the way...

Available songs for the last person standing:
(click to show/hide)

If you have any suggestions for the last person standing song, then shoot it to me, if it's in the core, all the better. However, I will be limiting song amounts because of file size. Also the songs must be 8-Bit NOT GXSCC and you must have access to a sound file and not ripped from YouTube.

Changes for Release Candidate 1:
(click to show/hide)

A note to hosts:
If you plan on hosting this mod, I recommend you look at this
(click to show/hide)

22
Projects & Creative / Lego's projects topic MM 8-10 Weapons v2d
« on: July 20, 2011, 10:47:54 PM »
I am making this topic for all of my projects, I think it would be easier to create this topic for my projects that take place in the weapons topic, seeing how ignored that topic is.

Megaman 8-10 weapons pack download v2d here.
The point of this pack is "Hey! I made the weapons from Megaman 8, 9, and 10!" In order for someone to play with these weapons without use of cheats, LMS or Eddie; I made the weapons replace other weapons that are already in the base pk3.

v3a changes: NOTE: I will not release the newest version until 8BDM v3a comes out
(spoilered for space)
(click to show/hide)

Now for the main thing; Should Jewel Satellite hug or no?
(vote up for this)

23
Skins & Bots etc / MM7 weapon colors fixes for Software
« on: July 06, 2011, 01:47:26 AM »
Some of the things the MM7 update came out HORRIBLY miscolored for people using the software renderer. This mod fixes that.

For those who always use Open GL or only Software, here are the comparisons:
(click to show/hide)

This mod makes it to where Software and Open GL sprites for Wild Coil and Noise Crush are virtually the same.
Download here

This mod only corrects the sprites for Noise Crush and Wild Coil, no texture fixes, nothing else

24
DECORATE and ACS Modifications / Lego's Weapons Archive: 8-10 2d and DOS 1b
« on: February 26, 2011, 06:00:48 PM »
Basing off of the Mega Buster code, I created another weapon.

Download here

Run in buckshot for extra fun.

Megaman 8-10 Weapons Pack: download unavailable

Special thanks King Yamato for all the help he put in.
And to Jaxof7 for the animations to the Water Shield.

DOS Weapons Pack: Download [v1b beta] UNTESTED/INCOMPLETE

25
W.I.P Forum / Nezumiman Expansion (Are we dead?)
« on: January 29, 2011, 02:43:51 AM »
I have begun work on a Nezumiman skin, it has not complete yet, but is in development
I came up with an idea to start on an expansion to make an expansion for this great homage to megaman.

Skins:
(click to show/hide)

I got Doom Builder working, however, I am no good with layouts.
Maps:
(click to show/hide)

It's possible to make these myself, but it will be a while
Weapons:
(click to show/hide)

Bot Chats: Mostly done
(click to show/hide)

Ashley seems to not be with us any longer, thus I will be taking care of the maps+weapons he/she said they were going to do.

26
MM8BDM Discussion / Wii Remote Controls
« on: January 04, 2011, 06:44:00 AM »
Alright, I used GlovePIE to make a code to play MM8BDM with a wii remote,
however, I had a problem when I tried to program the mouse, it is still fun to play with, but the control sesitivity of the mouse is too high, also, when it is in use, the joy stick on the nunchuck has the same problem, you can download the code to use on GlovePIE here
Also, the code I used the following code, just add it in under "mouse controls in the code in GlovePIE
Code: [Select]
if wiimote.PointerVisible but not var.PointerBump then
  mouse.x = wiimote.PointerX
  mouse.y = wiimote.PointerY
end if

Here are the controls I use for the game (Spoilered for space)
(click to show/hide)
Mouse look is also always on
Please give input on what you think! :)

27
Skins & Bots etc / Lego's skins [Latest: Wheel Gator]
« on: December 17, 2010, 11:38:16 PM »
==Clockman==

A Clockman from Rockman and Forte 2: Mirai Kara no Chousen Sha.
(click to show/hide)

Updated 4/9/13; fixed walking animations, better color settings, removed Clockman White, on account if it just being a palette swap, removed taunt.
*Bell rotations done by Mutant Yoshi.



==MM8 Mobile Roll==

Just what everybody wanted! Another friggin' Roll skin. /s
(click to show/hide)
Yes, the colors are correct...check yourself.

*Initial sprite by Yuri, original skin by Kapus, extension of Yuri's sprites by Kapus.

==Wheel Gator==
Hey yeah! Something new! This Gator is revved up and ready for action~!
(click to show/hide)

*Initial sprite from Megaman Xtreme, created with aid from Korby, Mutant Yoshi, and Copy Robot.
*Not actually a crocodile.

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