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Messages - XutaWoo

Pages: [1] 2
1
The Ghoul's Forest / Re: So...
« on: January 14, 2011, 09:54:54 PM »
A hint, Cartheif: you can't hijack a player's Spawn or See states, nor does SetActorState work. So, if the super move is done via inventory item, plop A_GunFlash in the Use state and make a A_JumpIfInventory check for a dummy item given by the inventory item in the player's Melee state.

2
Maps / Re: [GAME MODE] Mega Man Double Arena - Beta 2
« on: January 08, 2011, 11:20:30 PM »
Probably not going to get in, but I might just make them have slow but thick rings of bullets.

3
Maps / Re: Flanny's maps, and whatever she(he?) decides to make.
« on: January 08, 2011, 07:52:10 PM »
well okay then

But if you don't want to use any more textures, you should probably reuse some of the others just to keep the interior from looking so plain and same-y.

4
Maps / Re: [GAME MODE] Mega Man Double Arena - Beta 2
« on: January 08, 2011, 07:42:22 PM »
Well, regardless...
Update!

Heat Man:
Atomic Fire - Charge speed increased, double the amount of projectiles.

Shadow Man:
Shadow Blade - Blades do double damage when returning.
Shadow Slash - Cutting damage increased by 150%, cutting speed increased, fixed a gap.
Blade Dance - Same thing with Shadow Blade.

Sniper Joe:
Added!

Yep, the little green robot has been added! He's forward focused like Shadow Man, however he's more focused on fire rate than damage.

Also, fun fact: Sniper Joe was the first class made. He was just lacking two custom weapons and balanced. As you can see, I fixed that!

5
Maps / Re: Flanny's maps, and whatever she(he?) decides to make.
« on: January 08, 2011, 07:28:41 PM »
To be honest, it looks pretty terrible for a DM map!

Aside from looking pretty bad (use more textures, really), there seems to be only one path to everything, plus all the corridors are small as hell. These are both two bad things for DM.

However, for Robenza, the gameplay seems much more fit than the normal maps. After all, the tight corridors and lack of paths makes it easier to ambush and corner people. So there's that.

6
MM8BDM Discussion / Re: Help!?
« on: January 08, 2011, 07:48:10 AM »
This is the internet. A thing created and used by humans.

Some people will be nice. Some people will be dicks. Some people will troll. Some people will do all of the above (yo!).

At least in a way we're preparing people for the real world. :P

7
Maps / Re: Flanny's maps, and whatever she(he?) decides to make.
« on: January 07, 2011, 11:42:32 PM »
By the way, use upper unpegged for lowered ceilings and lower unpegged for raised floors.

Not lowering or raising (unless you want to make the platform look like it's growing), but basically the sides of a height difference need those to look proper.

8
Maps / Re: [GAME MODE] Mega Man Double Arena - Beta 1
« on: January 05, 2011, 11:01:10 PM »
Uh, I have no clue. Does it work when you use THA01? That's the map you're supposed to use.

9
Maps / Re: [GAME MODE] Mega Man Double Arena - Beta 1
« on: January 05, 2011, 09:55:24 PM »
No, just wait for the countdown to finish. Frags there don't count, you know. :P

Anyway, since I know it can work for someone, I'm hosting it. I won't be able to join, atleast not eventually, but I'm sure someone else will manage to get it working.

What did you do, anyway? If it's something replicatable, I'd like to put it in the first post.

10
Maps / Re: [GAME MODE] Mega Man Double Arena - Beta 1
« on: January 05, 2011, 09:32:01 PM »
As in, the bot killed you after the countdown or Skulltag just crashed?

The telefragging is just laziness on my part. If it still doesn't work but doesn't crash, you're using the wrong game mode (it's supposed to be duel). :P

11
Maps / Re: Flanny's maps, and whatever she(he?) decides to make.
« on: January 05, 2011, 12:53:04 AM »
Wait, what? Were you trying to make the thing out of 1-sided linedefs? Walls should have empty space within them. You can make proper walls in a map like this by making a new sector and then deleting it.

12
Maps / Re: Flanny's maps, and whatever she(he?) decides to make.
« on: January 04, 2011, 11:05:56 PM »
Quote from: "Flandre Scarlet"
Um.. what does the lightning affect? Im sorry, im a begginer with this stuff.
Lighting, and pretty much what it says on the tin.

Basically, how bright a sector is. The darker, the less you can see at a distance.

In MM8BDM, it should be 255 to prevent oddness with the pallette.

13
Maps / Re: [GAME MODE] Mega Man Double Arena - Beta 1qf1
« on: January 03, 2011, 09:31:32 PM »
oh for the love of

A lot of you really need to update your graphics card or something, sheesh.

...at least, I'm pretty sure non-power of two texture support isn't a recent thing.

Regardless, this should now hopefully work for those of you who couldn't get it to work before.

14
Maps / Re: [GAME MODE] Mega Man Double Arena - Beta 1
« on: January 03, 2011, 05:27:52 AM »
Pretty well, unless you're trying to do something advanced with them.

On a more serious note, they're just actors. It depends on what you're trying to do with them, but straight fliers are pretty easy.

15
Maps / Re: [GAME MODE] Mega Man Double Arena - Beta 1
« on: January 03, 2011, 03:42:37 AM »
What exactly doesn't work? It can't really be played single player, because bots are stupid like that.

However, a friend of mine has a server up, so why not check doomseeker/ide?

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