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Messages - Knux

Pages: 1 ... 4 5 [6] 7 8 ... 219
76
Rejected / Re: [Suggestion] Solid Crash Bombs
« on: March 16, 2016, 11:37:29 AM »
Oh, Lebowski plays classes a lot as Crash Man, so he might be referring to the class.

Check this thread instead if that's the case.

77
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: March 15, 2016, 09:52:15 PM »
So I went looking for some info on how the F_SKY1 texture works, and I accidentally found out about the CHANGESKY command.
(click to show/hide)

78
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: March 14, 2016, 10:13:36 PM »
I would go with both, just to be safe. You can use the bar as the "seconds" and the big number as the "minutes". Dividing those bars, you could make the number go down about every four of them that deplete.

On another note, I know nothing about this hack so it might be worth looking into later.

79
It appears that none of those files help. I even downloaded other versions of them to try, but no dice. I'm not sure what's going on.

80
Oh, it's been far too long. I gave LoD and the other mods a try, but they were ridden with unbalance. I'll try out this update and get back to you later.

EDIT: It doesn't appear to run with Zandronum. It gives the following error:

Execution could not continue.

Script error, "gvhv3b7-beta9.pk3:actors/noitems.txt" line 302:
Replaced type 'RedArmor' not found in Nothing31

81
Anything Goes / Re: General Offtopic Discussion
« on: March 13, 2016, 10:47:53 PM »
Happy Birthday, Shade Guy. I told him on Skype but, to be blunt, I haven't seen him since November. I hope he's doing okay.

82
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: March 12, 2016, 03:57:38 PM »
Another question I forgot to add, but will MM7 weapons get new aesthetics in the attacks themselves such as Danger Wrap ground mines flashing before exploding?

83
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: March 10, 2016, 08:47:33 PM »
That looks really interesting. Does the counter mean anything, or is it static?

84
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: March 04, 2016, 02:54:11 AM »
Here's one for the Q&A next time:

How is Plug Ball going to work? Will it cause ripping damage or otherwise something else to help it differ from existing floorhugger weapons?

85
Projects & Creative / Re: AMP map pack. FINISHED, SO SEXY!!
« on: March 03, 2016, 08:23:48 AM »
Mods are asleep, MLG NECROBUMPING GOGOGO--

*cough*

Hi. With Mendez's permission, I have patched up this map pack so that we can all relive the old memes times a bit.  :ugeek:

Changelog:
(click to show/hide)
BE Mirror

You're welcome.

86
Forum Games Archive / http://imgur.com/0wTdsWG.jpg
« on: March 01, 2016, 12:44:14 AM »
Insane bunny girl.

87
Anything Goes / Re: What is your avatar from/of?
« on: February 29, 2016, 09:59:32 PM »
Quote from: "Super64ds"
wow gee what tipped you off
What, it actually is from one of the games? I wouldn't really know, no need to reply with sarcasm.

88
Anything Goes / Re: What is your avatar from/of?
« on: February 29, 2016, 09:39:18 AM »
That looks pretty nice. It reminds me of the Mook enemies in Earthbound.

89
Rejected / [Suggestion] Buster Upgrades and Noise Crush
« on: February 28, 2016, 09:58:57 PM »
Buster Upgrades - picking up and using another of which you have already used will revert the upgrade back to Mega Buster. This is to add some more strategic value to picking up buster upgrades the player already has farther than just impeding the opponent from getting said support item.

Noise Crush - in order to make it less of a "free Hard Knuckle", make it so that the charge shot splits into a spread of three uncharged projectiles at mid-range. This would also make sense with the weapon's theme, as sound only travels so far before scattering into nothingness.

90
Rejected / [Suggestion] Move spawns in the way
« on: February 28, 2016, 07:33:03 AM »
Figured I'd report this now that core maps are being looked at again for v5.

There are some core maps which contain spawns in the middle of rooms or otherwise away from walls. Not only is this initially disorienting, but in a crowded server, this can cause telefrags to be more likely to occur.

I forget which maps in specific other than MM4DUS have this problem, but they seem to range from MM1 to MM6 maps.

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