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Messages - Gummywormz

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61
Projects & Creative / Re: Class based modification (v8c)
« on: September 16, 2016, 11:20:50 PM »
Some last minute comments:

Apache Joe isn't overshadowed by the truck or useless imo. It's very good for maps with lots of height variation such as Fake Man or Concrete Man. Just give all vehicles armor and it should be good.

Suction from Dust and HSH is still horrible especially in team lms. Can we at least give characters with a dash / slide a way to invalidate the suction?

Freeze Man's freezing ability lasts longer than Frost Man's (I think). Lowering the time spent frozen would be great.

Finally, to this day, no one has made a good Enker class. My idea is this: low / normal health and high speed. The main fire with no ammo is a reliable, low damage, rapid fire melee. The alt should be able to be held and based on ammo, and not be a one time use. Projectile speed should be medium-slow speed to help with aiming.

62
W.I.P Forum / Re: [Community Project] MM8BDM Repainted
« on: September 15, 2016, 04:44:36 PM »
Just a reminder to make sure to check the submitted entries beforehand. We are making great progress. Bomb and Cut are done and we are overall about 35% done with Mega Man 1 already.

Are we not touching the weapon sprites?
I was thinking of doing something a bit different for those, but we'll see later on.


Small question; can textures be larger than their source textures? I have some... interesting ideas for time man's skybox.
Yes. Textures have to be redefined anyway. Just don't expect the overly large ones to work unless they are ceiling, floor, or sky textures.

63
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: September 15, 2016, 02:37:21 AM »
Things are going well in the world of repainted.

(click to show/hide)

64
W.I.P Forum / [Community Project] MM8BDM Repainted (MM6 Textures Started)
« on: September 14, 2016, 03:43:39 AM »
Poll: Should weapon HUDs be replaced?

Preview
NOTE: This will not work by adding it to your skins folder. You must add this as a file in the launcher. You can also set up Doomseeker to add the file. Go to Options > Configure > Zandronum. In the custom parameters box, add the file by typing "-file path/to/8bdmrepainted.pk3"

Download

Current Projects:

Mega Man 6 Textures (0% Done)
Basis
Submissions

Mega Man 4 Props
Basis
Submissions

Completed Projects
Mega Man 1 Textures
Submissions
Texture Definitions

Mega Man 2 Textures
Submissions
Texture Definitions

Mega Man 3 Textures
Submissions
Texture Definitons

Mega Man 4 Textures
Submissions
Texture Definitons

Mega Man 5 Textures
Submissions
Texture Definitons

Mega Man 1 Props
Submissions
Mega Man 2 Props
Submissions
Mega Man 3 Props
Submissions

Music
Submissions

CTF Textures
Submissions
Texture Definitons

What is MM8BDM Repainted?
MM8BDM repainted is a community mod that replaces every asset in the game with ones submitted by members of the community. They can be edited or brand new.

Process
This will be done in a rotating process based on asset type and series. All textures will be done, followed by music, sounds, and props. They will be rotated when the previous project gets completed.

User Process
Go to the basis folder and you can view all the assets for that particular series. Go to the submissions folder to check if something has been submitted for that texture, and if not, you can edit or submit something. If you can't submit using Google Drive, you can PM me here or contact me via Discord.

Rules
No gore, sexual content, or generally illegal things
No copyrighted material
There is no reserving of anything. Everything is free for all.
Feel free to submit as many things as you want when there are a lot of things unclaimed.
When submitting content, please give it the same file name as the asset you are replacing.

Texture Submissions Needed
(click to show/hide)

Prop Submissions Needed
(click to show/hide)

65
Projects & Creative / Re: [Game Mode] LMSGames Version 1D Hotfix 1
« on: September 13, 2016, 11:47:35 PM »
v1d hotfix 1 has been released. If you get a "CVar lmsgames_startimer is double defined" error, open up your ini file in notepad and remove all lines starting with "lmsgames_".

66
Rejected / Re: [confusion] Thunder Bolt's icon
« on: September 13, 2016, 05:34:36 AM »
I was confused when I first played the map. You also need to remember not everyone has played Mega Man 9 or any Mega Man game in general and doesn't automatically know that plug ball is pink.

67
Projects & Creative / Re: [Game Mode] LMSGames Version 1c
« on: September 12, 2016, 11:31:10 PM »
I've updated the OST with some missing songs and some bonus content.

Also: I know the test server is down, but the final version will be released late tonight or early tomorrow. This is your last chance to give feedback. The next version will be the last version with any changes or fixes that don't prevent the game from running (aka when Zandronum 3 gets released).

68
Help & Editing / Re: GZDoom Builder is choking on MM8BDM-v5a.pk3
« on: September 10, 2016, 11:43:10 PM »
I got the most recent version and it turns out they changed how the parsing works. It now goes by DoomEd numbers. So health is now in "health and armor" and weapon energy is in "Ammunition" because it reuses numbers from ZDoom. Might want to file a bug report on the ZDoom forum topic / request MM8BDM configurations (or custom configurations from the UI in general since it's annoying to have to keep switching resources for every mod.)

69
Help & Editing / Re: GZDoom Builder is choking on MM8BDM-v5a.pk3
« on: September 10, 2016, 04:38:39 PM »
Define "choking". Those are all warnings that should not impact the ability to map.

70
Projects & Creative / Re: [Game Mode] LMSGames Version 1c
« on: September 05, 2016, 12:57:27 AM »
The next release is basically ready. I'll most likely be doing some testing tomorrow afternoon or evening.

I also started a Discord chat if you're interested in testing or giving feedback.

There will be no new content updates for this mod, but there will be an announcement hopefully within the next 2 weeks about what is next.

71
Projects & Creative / Re: [Weapon Pack] D.I.R.P. v5b
« on: September 05, 2016, 12:53:40 AM »
v5b released. Fixes issues with weapons that utilized pain state / death state flags.

72
W.I.P Forum / Re: The Idea(s) Topic
« on: August 17, 2016, 02:48:09 AM »
Competitive Role Playing: Each player gets a set of 3 or so goals to complete. These can be getting to a certain number of frags, getting certain weapons, or surviving for a certain amount of time. The player who completes these goals first wins.

73
Projects & Creative / Re: MEGA MAN ROCK FORCE
« on: August 12, 2016, 11:48:03 PM »
You can use any resources. I ripped them myself using LateralGM. It's a bit finicky to work with, but you can export all of the assets if you are missing any.

74
Projects & Creative / Re: MEGA MAN ROCK FORCE
« on: August 12, 2016, 11:16:15 PM »
I have my own versions of the Rock Force weapons. I implemented charade clone as an escape / sneaking weapon. Pressing fire places a clone. When you get hit, you teleport back to the original clone. Pressing fire again turns off invisibility and fires the clone right in front of you. Might be good for variety considering Pulse Stopper is an offensive weapon and not a shield.

75
Closed / [Suggestion] Add a parameter / SVAR to disable LMS Randomizer
« on: August 11, 2016, 11:02:13 PM »
I'd like to able to disable the LMS randomizer on a per map basis. This would allow users to give special weapons on individual maps, and not worry about accidentally giving weapons in classes mods.

(I'm only really suggesting this so that LMSGames can be completely isolated and not have to change any of the core's code. The boss music script already has this option.)

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