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Topics - Russel

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1
Closed / [BUG] Projectile-shooting props don't properly take frags.
« on: March 15, 2018, 12:11:48 AM »
... Sometimes.

More specifically, If you're close enough to stick your dick into a crow or a force beam launcher, and die to their attacks, you don't lose frags.
Simple.

Easiest way to fix it would just be to make it so the projectile can't deal damage until after the projectile's target is cleared.

When I eventually go to fix this, I'll make a deep dive to see what all needs this change.

On the subject of Kyorowns, with the advent of things like A_RearrangePointers and the pointer option for A_GiveInventory, it's possible to make them taunt if you wanna readd that nifty little feature.

2
Quote
ALRIGHT MEN! YOU ONLY LIVE ONCE.
IT'S JUST YOU, YOUR RESOURCES, AND THE WORLD'S OUT TO KILL YE.
GET OUT THERE, PROTECT THOSE IMPORTANT SPOTS, AND DON'T DIE.
IT'S THAT SIMPLE PEOPLE.

SCORCHED EARTH is a modification that puts you at the mercy of the map's weapon layout.
In LAST MAN STANDING and TEAM LAST MAN STANDING, weapons, and weapon energy spawn in the map.
Small health does not spawn, placing additional pressure on zones where your team can heal.
The world around you determines more than simply how you move, but how you strategize and prioritize areas on which you want to protect.

SCORCHED EARTH MAKES THE FOLLOWING CHANGES:
Quote
    - YA'LL FOLKS THOUGHT YOU'D BE PROVIDED WEAPONS? NAH. GET YER OWN SET O' WEAPONS. - Self explanatory. Ya gotta pick up your weapons.
    - MAN UP AND USE YER SUPPLIES WHERE YA GET 'EM. - E-Tanks and M-Tanks are now replaced with Large health and Mega Health respectively.
    - PANSY-ASS PLANT BARRIER TAKES MORE TO HEAL YA - Plant Barrier's health to cost ratio is reduced from 4:1 -> 4:4.
    - YOU FOLKS GOTTA SHOW SOME SPIRIT - Mega Buster's HUD is now team colored.
    - YA'LL BEEN THROUGH TRAINING. YOU KNOW HOW TO GET OUTTA AN EARLY FIGHT. - This mod uses its own spawn invulnerability. Upon spawning, you are invulnerable for three [3] seconds. This is terminated early by attacking after the first half second. Spawning also blasts away projectiles. [Can be changed using SE_InvulnTime and SE_InvulnBlast]
    - YA SHOULD KNOW WHEN SUPPLY DROP BE COMIN' IN. - All significant pickups now have visible respawn timers.
    - ONCE YER OUT THERE, SPLIT UP. - Initial spawns use team spawns where available. All spawns after that use typical deathmatch spawns. [This can be disabled by toggling SE_OverrideTeamStarts to false]
    - YOU MIGHT SEE SOME NEWFANGLED TECH. DON'T LET THAT CONFUSE YA. - This mod should be compatible with most large scale gameplay mods similar to Rock Force or maybe even Classes. Note that compatible means "it'll run" in this instance. Not sure why you'd run it with Classes since health won't scale the same but hey, you do you. It works with Rock Force's full mod, but all orange team actors are red. Similarly, all custom pickups will not have respawn timers. This includes new replacements for health and assists.

That's it!
SCORCHED EARTH is a mod about picking up weapons and not dying.
In general, it can be summed up as "DM with lives" or "LMS with weapons"

It's a pretty simple mod, honestly.

[Current version: 1.2]
DOWNLOAD FROM TSPG|Dropbox

Changelog:
(click to show/hide)

3
Closed / [BUG] LIGHTTV patch replaced by texture of the same name
« on: August 22, 2016, 12:57:40 PM »
Basically:


This can be fixed simply by changing their the name of the texture introduced in v5 or by changing the patch name in the v4 credits wad and remapping the texture definition accordingly.

I recommend the latter seeing as it's less likely someone replaced LIGHTTV [patch] than it is someone would use the texture in a map.


This is primarily here for reference by either me or Cutman Mike.

4
Closed / [BUG] CTF Flags are fucking short
« on: August 16, 2016, 03:55:14 PM »
CTF flags are as tall as those dinky stairs people now use everywhere.
This was fixed in core Zandronum but we still haven't addressed this.

People should be allowed to jump and dunk the flag, so here's a wad that fixes it:
TallFlags.wad
Note: This wad messes up custom teams.
Also there's a white flag in this wad that shouldn't be used at all.


5
Closed / [Suggestion] Weapon Slot Retune
« on: February 01, 2016, 11:15:21 PM »
This suggestion should speak for itself.
When scrolling through this game's large set of weapons, even if you don't use bound slots, there isn't a ton of cohesion between what a weapon is theoretically supposed to be used for and how it would work in practice. This causes some weird placements of weapons such as Mega Ball going in the close-range weapons like Slash Claw and Thunder Claw when it seems more of a ranged option similar to Gemini Laser, or Sakugarne being placed into the Area-of-Effect slot with things like Gravity Hold when it acts more like a melee + mobility tool akin to Tengu Blade and Charge Kick.

This order of weapon placement and reasoning is somewhat ambiguous and should probably be addressed.

Currently, the slot layouts are as follows:

1 - "Busters" [8 Weapons]
This section contains the weapons that replace the Mega Buster from inventory items.
It contains the following weapons:
(click to show/hide)

2 - "Ranged" [16 weapons]
The weapons that are supposed to be strong at longer ranges.
(click to show/hide)

3 - "Rapid" [9 weapons]
Generally, these weapons are good at striking targets quickly, not offering much time between rounds.
(click to show/hide)

4 - "Close" [21 weapons]
These weapons are supposedly strong up close to an opponent.
(click to show/hide)

5 - "Power" [13 weapons]
Likely positions where it is due to Doom's Rocket Launcher, this category contains weapons that pack a general punch, or explode violently.
(click to show/hide)

6 - "Area-Of-Effect" and "Special" [10 weapons]
This section contains the weapons that either impact a large area, or are "too weird to categorize."
(click to show/hide)

7 - "Shield" [8 weapons]
(click to show/hide)

As of v4c, our total of weapons is 85. As developers and content creators for this game, it is advisable to make handling such an arsenal as painless as possible for players. One step in doing so would be to standardize how the default slot system is formatted.


This topic is for feedback related to a revised system for slots.
Which do you feel would be the best solution? A complete rework of the slot system? Arranging certain weapons so that they make more sense in the slot and scroll order? Give some feedback and help to improve one of the more overlooked details of the game.

6
Closed / [BUG] Floor-crawling weapons die on sink terrain
« on: December 16, 2015, 06:10:38 PM »
The topic name is misleading, the issue is more detailed than that.
When aiming down, specific weapons have different effects or are straight up eaten on sink terrain.

The following floor-crawlers behave normally:
Water Wave
Scorch Wheel
Wind Storm
Ice Wave

The following weapons are eaten:
Bubble Lead

The following weapons have different effects:
Search Snake [No warmup time]

I'll work out a fix later today

7
Rejected / [Suggestion] Charge weapons auto-release
« on: June 18, 2015, 08:48:06 AM »
This one is kinda short, so I'll cut right to the chase.

Charge weapons in this game seem to pack quite a bit of pressure behind them because of how much power they can have over your opponents. In order to help alleviate this, my thought was to make charge weapons "release" their charge after a set period of time.

I wanted to put this suggestion in a forum thread because I wanted to know what people thought about it before doing anything with it. Bear in mind that this is by no means trying to make the weapon harder to use, but is instead trying to make it so charge weapons cannot be held forever.

8
Skins & Bots etc / [HUD Mod] Minimalist UI - v1a
« on: March 09, 2015, 12:19:30 AM »
A UI with arguably more features than core with half as much code.
That is the way of the minimalist.

This is a modified UI for MM8BDM based on efforts to make a UI that was compatible with virtually every normal weapons mod out there and while this does not exactly do that, I think the result was pretty nice nonetheless.
This HUD eventually became a somewhat-complete redesign of the Classic Megaman UI with graphics based off of Megaman ZX.

I noted in the horizontal HUD rework thread, the code for creating UIs is completely clientsided, meaning you can run a mod with a custom UI with new graphics and everything on a client and join a server as you would any other.

There isn't much more I can say about this, so I'll just let screenshots speak for themselves.
(click to show/hide)

DOWNLOAD HERE [Dropbox]

INSTALLATION: Use SLADE or SLumpEd to open MM8BDM-v4b.pk3.
Download and import the above wad as a lump.
Ensure the wad is the last file in the pk3 and hit save.
Assuming you didn't tamper with any other core files, you should be able to freely join any server you were able to previously.

NOTES: - This UI will only work on vanilla-based modes. If any mods are running that make use of SBARINFO, this mod will no longer be fully functional.
- As a result of this UI being specifically designed to work in pvp modes, boss health and related resources use the same as horizontal in core. Unsure if I will update it to include a custom version or not.
- The UI was designed in the vein of horizontal bar mode, so it works the same regardless of bar mode.

9
Closed / [BUG] Splitting weapons occasionally hit more than once
« on: March 01, 2015, 02:59:06 AM »
You know the deal.
The class of weapons composed of Thunder Bolt, Freeze Cracker, and Dust Crusher can occasionally hit twice or more, dealing more damage than initially intended.

This particular issue will require a bunch of experimentation, but my current plan is to spawn a special version of the projectile if the initial shot hits a player. This version of the projectile is partially transparent and has the THRUACTORS flag. After a delay of approximately 46/speed of the projectile [distance of the hypotenuse of the player's x/y hitbox divided by the speed of the projectile.]
The transparent deal is to make it more clear that the projectile is there, but won't deal damage.

If the initial projectile does not hit a player, the split projectiles do not have THRUACTORS and are fully opaque.


I suggest using THRUACTORS over NOCLIP because that will allow the projectile to not clip over walls which projectiles of that type seem to do at the moment.

This suggestion applies to Dust Crusher, Freeze Cracker, and Thunder Bolt.

Any discussion of Gyro Attack in this topic should be ignored, as this bug is not the same as the double-hit exploit on said weapon.

10
Maps / [Mini Map-pack] LegoPack v2b
« on: August 07, 2014, 01:29:16 PM »
Version 5a was a pretty difficult time for me.
It saw the birth of a new chapter in 8BDM, and it brought with it hopes for continuation on MM8BDM as a whole.

Things have certainly changed since then. I have a job and thus a lot less time, plus I keep getting distracted by other fun stuff.
Development has been slow, honestly. And this version's been a long time coming.

Primary things to note are updates to LEG02 and new maps for LEG04 and LEG07.
There are some other nice quality of life tweaks here and there but those three maps are the primary focus to this update.
Have fun folks!

Download v2b from Dropbox or TSPG.

Screenshots
(click to show/hide)
Changelogs
-v2a -> v2b-
(click to show/hide)

Old changelogs
(click to show/hide)
Credits
(click to show/hide)
Previous versions
(click to show/hide)
As noted in the readme, this map pack was designed with small scale modes in mind. As such, servers with large populations may not yield the greatest playability.

Criticisms are always welcome, thank you for trying my pack and all the support I've received so far!

11
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.

12
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.

13
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.

14
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.

15
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.

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