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Messages - That One Boss

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1
Help & Editing / Re: Error when running Zandorum 3.0?
« on: May 15, 2017, 06:21:39 PM »
Doomseeker worked perfectly, thank you!

2
Help & Editing / Error when running Zandorum 3.0?
« on: May 15, 2017, 02:58:07 AM »
Hello,

I've been setting up MM8bdm again and I've been having a lot of trouble connecting to servers. Mm8bdm and Ide are in working order, but when I try to connect to a server, zandronum gets the following error after V_init: allocate screen

"Execution could not continue. W_GetNumForName: PLAYPAL not found!"

Supposedly this is a problem with finding the Iwad, but I already have my mm8bdm, zandronum, and ide folders all linked up as Iwad/Pwad search paths, so I'm lost on how it couldn't find the proper Iwad. Is there an Iwad needed besides megagame.wad?

Thanks!

3
Projects & Creative / Re: Class based modification (v8a)
« on: July 11, 2015, 04:33:17 AM »
HSH feels rather underwhelming to me. He seems to get out-DPS'd by everything, which is a big problem for a fattie. The charge is fine, but everything else could use some damage buffs.

edit: Having played with HSH a bit more and looked at his damage values, I don't think he needs as many buffs as I first thought. The only thing I would change now is to buff his Fire Shot damage (20-->25) and buff his inhale damage (10-->15), just to give his heat attacks more use.

Wwwwwwwwwwwwwith that said, a thousand congratulations to the dev team for finally finishing v8a! hopefully there's not an vanilla update for a while so they can relax

4
Projects & Creative / Re: Class based modification (v7cbefix)
« on: May 18, 2015, 04:02:04 AM »
Quote
MagicmanMagicmanMagicman

What kind of monstrosity are you people creating...

5
Projects & Creative / Re: Class based modification (v7cbefix)
« on: May 15, 2015, 06:49:06 PM »
I vouch for getting the MM&B classes done now. You'll just have to do it later anyway, and it seems development is going well.

6
Quote from: "Korby"
snip
I just wanted to thank you for all your work on this mod, as it's always been my favorite. It's sad to see you go, but you have your reasons. Best of luck!

7
Help & Editing / Re: Problems with connecting
« on: May 10, 2015, 03:19:29 AM »
Quote from: "Lego"
Export this over your current build of Zandronum, then try again.
It's working now. Thanks for your help!

This thread can be closed now.

8
Help & Editing / Problems with connecting
« on: May 02, 2015, 09:05:55 PM »
Of course I still exist what are you talking about
I tried to connect to a prop hunt server today and got the following error:

Script error, "mm8bdm-v4c.pk3:actors/player/megaman.txt" line 19:
"player.maxskinsizefactor" is an unknown actor property

If any of you happen to know how to fix this, I've be very thankful.

9
MM8BDM Discussion / Re: MM8BDM Funnies
« on: February 14, 2015, 05:03:01 AM »
Twas a beautiful day in the land of YD classes TLMS. Me and Dan were both playing roll, and we were on Magicman. Poor WD-40 had the misfortune of being diveman and running into both of us at the same time. We literally drove him in a full lap around the map just spamming mainfire before finally killing him after a constant minute of running in a circle. I was literally incapacitated with laughter when we finally killed him. I could almost hear the benny hill theme.

10
MM8BDM Discussion / Re: What do you guys think of "scheduling" servers?
« on: December 21, 2014, 07:19:09 PM »
What if we were to assemble a Skype group for a given gamemode? That way, you could (hopefully) send the group a message if you want to start a server, it wouldn't intrude at all on people who want to play Saxton Hale, and it's way less convoluted than a schedule. Only obvious problem is getting enough people in the skype group to start a server.

11
MM8BDM Discussion / What do you guys think of "scheduling" servers?
« on: December 13, 2014, 04:13:56 AM »
So I noticed how many people the 3v3 TLMS tourney server has been attracting recently, and I started thinking about all the underplayed (read, never played) gamemodes we have. Since tourneys usually run on schedules, I figured, hey, why not apply this to some of these other gamemodes? I feel one of the biggest reasons certain gamemodes aren't played is how difficult even starting a server can be. Your only options are, A: Sit around and wait for someone to actually join your server. This can take literal hours, or B: Solicit people to join from live servers which, 95% of the time, just annoys the people in the server.

So what I propose is this: Every Friday and weekend, we'll have a scheduled time for people to meet at a certain server. We'd only need 4-6 people to actually start the server, and it's definitely better than waiting around or soliciting. For example, on one weekend, we could have
 Friday: Roboenza, 6:00 PM Est
 Saturday: Mafia, 3:00 PM Est
 Sunday: LMS games, 3:00 PM Est
On another,
 Friday: Vanilla CTF, 7:00 PM Est
 Saturday: YD Classes TLMS, 4:00 PM Est
 Sunday: Vanilla Deathmatch, 1:00 PM Est
We could have a thread dedicated to scheduling servers, where people could discuss what servers they want scheduled. There would be rules of course, like not having a gamemode get scheduled multiple times in a row (since the last thing anyone wants is for one gamemode to start getting scheduled repeatedly, setting us back to square one).

The most important thing to remember is that this shouldn't be expected to make 20 person servers every night. The goal of server scheduling is to make frankensteining starting up a server easier so that more gamemodes will have a chance to be played.

What do you think?

12
Help & Editing / Re: Can't get zandorum 1.3 to work?
« on: October 15, 2014, 08:50:09 PM »
That fixed it. Thank you KD!
This thread can be closed now

13
Help & Editing / Can't get zandorum 1.3 to work?
« on: October 15, 2014, 04:13:00 AM »
I tried downloading Zandorum 1.3 (from two seperate topics, one made earlier one made sooner) from the official zandorum site and neither of them work. I connect to the servers fine at first but then once I reach the blue screen, it says "Failed to connect. Your version is different. This server is using 1.3".
I checked which version Ide is going to and it seems go to the proper folder.
Any help?

14
Projects & Creative / Re: Class based modification (v7cbefix)
« on: August 30, 2014, 09:43:42 PM »
Couple of things

Firstly, Doc Robot regens ammo for plant barrier again for some weird reason. And he also regens leaf shield but that might be intentional

Secondly I really like Star's suggestion for magma, it would balance him out and differentiate him from Cloudman

Thirdly, I was playing Enker for a bit and holy biscuits the charged shot is a pain to hit with. It hits walls all the time and has really unwieldy firing, plus you're forced to use your ammo. I'd suggest giving him two weapons, one that fires charged shots as it does now, and one that only fires uncharged shots. Along with that, I'd reccomend making it so his charged shots "slide" along the walls and ground a la Gyroman.

Finally, what I'd like to see for hornetman is a class with a basic attack (maybe a sting or honey shot) that gives it ammo, and it can use the ammo for various things, such as beehives that produce homing bees, the current shotgun bees, and maybe some kind of honey puddle that can stick enemies

15
W.I.P Forum / Re: The Idea(s) Topic
« on: August 03, 2014, 05:34:07 AM »
I had an idea for a Ghouls-vs-humans-esque mod.
What if there was a mod where one team was a bunch of slow Gamma-sized giants with big powerful attacks and huge hitboxes, and the other team was a group of normal sized but very fast players with small and weak weapons? I think it would be a very unique mod

However, I can definitely think of some issues right away. Firstly, given the size of said giants, the mod would require it's own entire map pack, which would be a pain to create simply for a single mod, especially since big open maps generally aren't very good for most modes. I suppose we could use MM2DW1 for testing

Secondly, given how doom draws player sprites, there may be some hitbox issues with the giants since they have large 3d hitboxes and 2d sprites. Is there any possible way around this?

Potential small classes:Quickman, Slashman, Springman, Darkman3. All of them would have very high movement speed.
Potential giant classes:Gamma, Mecha Dragon, Yellow Devil, one of the wily machines. All of them would be roughly the size of gamma.

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