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Messages - JaxOf7

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136
Script was made when those weren't a thing.
Not only does this eliminate unneeded args in the script call
but can also factor in player radius for more accuracy

137
Pending / Re: [Feature] Projectile Team Colors
« on: March 16, 2018, 03:06:52 AM »
I think a little too much of the load was placed on ACS, when parts of it should have been done manually.
Code: [Select]
CreateProjectileTranslation("ShadowBlade", 210, 220, -1, -1);
CreateProjectileTranslation("SparkShock", 210, 240, -1, -1);
CreateProjectileTranslation("TopRadius", 0, 255, -1, -1);
CreateProjectileTranslation("DiveMissile", -1, -1, 180, 200);
CreateProjectileTranslation("DrillBomb", -1, -1, 220, 240);
CreateProjectileTranslation("DustCrusher", -1, -1, 80, 120);
This is manual and I don't know what you're talking about.

I'd say somewhere between a third and half of the weapons aren't properly translated, but I can't always tell whether it was by design or just due to the color in question falling outside of the translation range.
I went through 3 updates, do you really think these are not by design?
I could translate them however I wanted.
current, not all grays
Code: [Select]
CreateProjectileTranslation("JunkShieldWarper", 50, 90, -1, -1);all grays
Code: [Select]
CreateProjectileTranslation("JunkShieldWarper", 50, 90, 91, 200);
The reason I chose not to translate neutral colors I said in the Discord
Quote
well the main reason is projectile identification
we have a lot of projectiles.
and the retro style has a rather low detail level.
and the original sprites were not made with the intention of looking distinct when sharing a color.

by keeping colors that don't have to be translated, this can be alleviated somewhat

and the other reason
i feel some obligation to keep some of the original colors when megaman's entire gimmick is changing color to throw out different colored attacks

If people don't like specific translations, whatever. PROJTRAN.acs is right there.
I find it more important that team coloring happen at all.
I'm not changing them myself because I think this is how they should look.

138
Pending / Re: [Feature] Projectile Team Colors
« on: March 15, 2018, 03:38:53 AM »
Update3.
I am probably done now.

139
Pending / Re: [Feature] Projectile Team Colors
« on: March 08, 2018, 06:50:37 AM »
Update2.
Only Item 2 is really left. That is gonna be tricky.

140
Closed / [Bug] Beat Support doesn't show up online
« on: March 08, 2018, 06:21:05 AM »



141
Pending / Re: [Feature] Projectile Team Colors
« on: March 03, 2018, 10:09:37 PM »
Updated.
May or may not adapt Black Hole Bomb to my system.
And think Super Adapter wings should just match the player's color regardless of setting, since those are like a part of them.
Also just remembered assists are a thing. I should probably do those too.

142
Pending / [Feature] Projectile Team Colors
« on: March 01, 2018, 11:02:08 PM »
People like knowing what team a projectile came from.

CBM has had this for a while, but I've come up with a new implementation that is hopefully simpler.

Also you can turn it off/on, much like the CTF Radar in case you really don't like them or a mod needs them off.

There is currently an online issue with this with team colors not showing up on certain aspects of the following
(click to show/hide)

Regardless of that issue, I wanted to make a post about this to show everything that's done and before I had made more drastic changes to fix those.

Also please take note of ProjectileFirstTic.txt . Avoiding first tic functions makes a modder's life easier.

https://allfearthesentinel.net/zandronum/download.php?file=corewepteamcolors4.pk3

EDIT:
Online issue fixed.
Also Thunder Beam changed.
https://allfearthesentinel.net/zandronum/download.php?file=corewepteamcolors4b.pk3

EDIT2:
Assists added.
Super Adaptor back copies color.
Black Hole Bomb adapted to system. Sakugarne edit. Homing Sniper Crosshair fix.
https://allfearthesentinel.net/zandronum/download.php?file=corewepteamcolors4c.pk3

EDIT3:
Item2 resolved.
Ice Wall voxel in software color fixed.
Laser Buster color changed.
https://allfearthesentinel.net/zandronum/download.php?file=corewepteamcolors4d.pk3

EDIT4:
v5d update
translations redone, everything is colored
item-1 and concrete block look weird again
https://allfearthesentinel.net/zandronum/download.php?file=corewepteamcolorsv5d-1.pk3

EDIT5:
opengl voxel fix
https://allfearthesentinel.net/zandronum/download.php?file=corewepteamcolorsv5d-2.pk3

143
DECORATE and ACS Modifications / Re: Jax's Lab
« on: February 28, 2018, 02:52:00 AM »
Added some really old classes.

144
DECORATE and ACS Modifications / A Class Base
« on: January 03, 2018, 08:49:00 AM »
https://allfearthesentinel.net/zandronum/download.php?file=aclassbasev6a.pk3

A bare, open class base without a mod's bells and whistles.

-

https://allfearthesentinel.net/zandronum/download.php?file=aclassbasev6a-extra2.pk3

add after classbase
other simple common features to class mods
1. the seperation of copyweps from non-copyweps
2. health pickups/weapons compatible with different max healths (either percent-style or absolute-style)

145
On certain systems, during a map change on a server with enough players/bots, the client will crash if HUD numbers are turned on.

This likely concerns the giving of an inventory item during map startup.

This bug is my fault as this was not an issue I expected or tested.

Obviously this does not happen if you have HUD number displays turned off, even just during map changes.

This file is a standalone fix that can be hosted with the server or integrated into wads
https://allfearthesentinel.net/zandronum/download.php?file=hudnumfix.pk3

HUDNUM.acs will eventually be deprecated altogether when Zandronum's SBARINFO gets IfCVarInt.

146
Projects & Creative / Re: Justified Classes v4b Beta 14
« on: December 09, 2017, 02:46:03 PM »
Link to justified classes discord that's in the file credits but not anywhere else for some reason.
https://discord.gg/hZRyFXg

147
Forum Games / Re: Conquest of Mechanus [Beginning]
« on: October 27, 2017, 06:04:12 PM »
(click to show/hide)

148
DECORATE and ACS Modifications / Checkpoint Actor
« on: September 21, 2017, 06:48:38 PM »


A Checkpoint actor for obstacle course wads and the like.
Checkpoint systems in them have had a tendency to be inconsistent or troublesome to implement.
Hoping to cut down on that, just plop this actor down and a player who goes near it will be able to warp back to it with a personal item and get refilled.
Also a player's item quantity shows how many times they have used checkpoints, just in case you wanna show off that you didn't use any.
Oh, also sprites from Mega Maker cause those were neat.
https://allfearthesentinel.net/zandronum/download.php?file=mm_checkpoint-v1a.pk3

Also gonna demonstrate some tech.
You can make mods that add these checkpoints to old map packs.
As I do in this mod with MM1CUT.
https://allfearthesentinel.net/zandronum/download.php?file=mm_checkpointplaceexample.pk3
If you are no mapper and want to figure out your position for the sake of mods that place stuff, use idmypos and/or currentpos.

149
DECORATE and ACS Modifications / Re: srFIXty - Straferun fix mod
« on: September 21, 2017, 05:24:57 PM »
https://allfearthesentinel.net/zandronum/download.php?file=mm8bdm-srfixty-v5b.pk3

Updated for v5b.
I intend this for use in obstacle course / jump maze.
Will likely implement with general speed adjustments in jmod, so I don't really care what else uses this.

150
Forum Games / Re: Conquest of Mechanus [Beginning]
« on: September 16, 2017, 08:43:07 PM »
(click to show/hide)

Attack > Slime

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