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Messages - JaxOf7

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181
DECORATE and ACS Modifications / Jmod
« on: May 11, 2017, 05:05:31 AM »
Jmod.
My vanilla mod.
http://allfearthesentinel.net/download?file=jmod-v5b-v1d.pk3

Current changes from vanilla
(click to show/hide)

Want my cosmetics work without the gameplay modifications?
Well that's here.
Contains minimap, color fix, buster icons, and assist icons.
http://allfearthesentinel.net/download?file=jmodcosmetics-v5b-2.pk3

old versions

182
Rejected / Re: weapon/item minimap icons
« on: May 11, 2017, 04:30:50 AM »
The fact every actor would have to have extra crap slotted into their spawn states
Code: [Select]
actor RollingCutterWep : BaseMM8BDMWep
{
States
{
Spawn:
WEA2 F 1
loop
->
Code: [Select]
actor RollingCutterWep : BaseMM8BDMWep
{
States
{
Spawn2:
WEA2 F 1
loop
That's it.
modders have to take even more extra steps to set up a "correct" item actor
mess around with ACS
If it's an item that actually spawns on the map. Statically.
How many mods do that again?
Class mods have like 3 new items tops.
LMS mods certainly don't do that.
Got like 2 expansions?
Already fiddling around with ACS for the sake of ammo. Technically, the weapon map markers could just be added to the same array.
need to make a map marker actor for every item they define
Will not dispute this. Think it's important for devs to define the sprite of the marker for things like animated items.

183
Fixed a dumb crash with GravityHoldWep. Then checked all the maps to be sure.
http://allfearthesentinel.net/download?file=minimapiconsmm8bdm-v5a-bulky3.pk3

184
Rejected / Re: weapon/item minimap icons
« on: May 10, 2017, 12:49:43 AM »
iirc, how Cutmanmike would want zdoom minimap markers to work is something like

actor WTank
{
mapicon "WTANK"
}

which implies that the marker would be tied to the actor's existence. I don't like that; that would give away duel positions and the like and put unneeded importance on the minimap. Also having icons be static means they show where an item is going to respawn.

This feature doesn't do anything player map memory doesn't already cover. Just making things more comfortable. For 70+ maps and weapons.

And smashbro, at least the small pickups are small? It's still useful to know their positions and concentrations, so I don't know why the map wouldn't have them.

185
W.I.P Forum / Re: The official TheMod thread
« on: May 04, 2017, 04:02:08 AM »
Slow class could mean the exact same thing as heavy.
Not quite? There are such thing as slow classes that trade in speed for indirect or long range capability as opposed to health.
Or being glass without being fast.
Ignis and DiscKnight are glass cannons, as well as Sal.
Sal and Darkile's 1.2 are not really a big deal. The larger point here is looking at the range of armor/hp values and try to get a range that allows for greater variety while still being fun.
CBM: 65 - 200 hp
Justified: x0.6 - x1.4
TheMod: x0.75 - x1.3
Ranged class could mean anything honestly.
"Long Ranged." MagnetMan, DarkMan3, SearchMan...
FreezeMan, CloudMan, Waveman to an extent.
King Baku could be considered an indirect class since most of his abilities aren't straightforward, though Lily comes close.
An indirect class isn't so much having indirect fire abilities, but having those and lacking in direct fire.
King Baku has a lot of stuff and his fire and magic mains are pretty direct.
Aquoon's got bouncing ice cubes and a water geyser, but also an ice shotgun and water balloon anyway.
And Lily's got a water flamethrower.

186
W.I.P Forum / Re: The official TheMod thread
« on: May 03, 2017, 07:35:24 AM »
Thought I'd make post detailing how the class variety of this mod is actually pretty lacking.
It seems to happen with community class mods.

Very few classes can really be said to have a specialised role outside "general combat."

The ones that can:
Lily - Support, area denial
Thalo - Medic
Yumi - AoE, Opponent slow
Ignis - Pretty fast, Hit-n-Run wep
uh, Jado and Metal Maiden have a shield I guess

Classes TheMod doesn't have
Flying class (Metal Maiden flies for a short time, but is clearly not specialized for it)
Mobility (Ignis is just kinda fast, there's no one leaping or dashing around the map)
Heavy class (Aquoon is highest defense at x0.75)
Slow class (Slowest is King Baku at 0.7 compared to the standard 0.8)
Light class (?) (DiscKnight and Ignis are lowest defense at x1.3, but this might be good enough)
Melee class (Always classes using a gun and a sword with these mods... never just a sword)
Ranged class (Yes these are hard in mm8bdm, but still... homing, shrapnel, and damage over range weapons are things)
Indirect class (Search Snake? Grenades launchers?)
Stealth class (Not needed at all, but it don't have one)

I mean, those are just a few of the potential classes. And the ones I approved are like... 4 out of 18?

Edit: Has come to my attention Rin's Kouhadou does about Megabuster damage, thus she is the melee class. My previous sentiment of guns and swords still stands though.

187
Hey.
So I've made my own duel item patch.
Notably, I've nerfed health as I've always felt the standard health layouts were meant for DMs as opposed to duel.
Also, every suspect item gets replaced with something as opposed to nothing.

http://allfearthesentinel.net/download?file=duelitempatchj-v5a-b1.pk3

Here are the replacements.
(click to show/hide)

188
Large Scale DM:
All that matters is your killrate.
You can die to each of your opponents (fraglimit-1) times and still win as long as you reach the fraglimit first.
Since there is only 1 victor, the chances your death will contribute to your loss is equal to 1/(playercount-1). You can even affect this by employing the nonsensical strategy of dying to players who are behind.
Survival hardly helps in achieving optimal killrate. Surviving means wasting time picking up health and ammo. Surviving means taking lower risk options that involve dealing less damage.
Dieing and respawning means you get to pick up the weapons for a free ammo refill.
The weapons that rule DM are the high damage weapons. There's no point in using safer, less damaging weapons since survival is not a priority.
There is little point in investing the time to grab "super weapons" as they're just not strong enough and they force you into the survival playstyle.
DM is shallow and repetitive.

Large Scale LMS:
All that matters is survival.
You can kill (PlayerCount-2) players and still lose by dying before the last player.
Conversely, you can win by doing absolutely nothing, as long as the enemies kill themselves.
Melee weapons and other high risk weapons are a very bad idea in this mode.
The mode is very slow just because it's more optimal to take the low risk low damage options as opposed to the high risk high damage options.
And of course, there is the problem that after dying you have to wait a while for the next match to begin.

Duel (health pickups on)
Running away is very easy to do in MM8BDM.
As I explained here: http://cutstuff.net/forum/index.php?topic=10847.0
Thus, duel strats are focused on this odd cadence between engaging each other at full health and retreating for health.
Duel strats are about reliably dealing damage to the foe and securing the kill before they heal up on maps with item layouts designed for large scale DM.
Progress in a duel is slow with the match state resetting to zero often. And only 2 people can play at a time.

Duel (health pickups off, no plant barrier)
High risk high damage and low risk low damage strats are both viable.
As long as your opponent takes more damage than you before the fraglimit, you win.
Thus, constant progress is made and there are many ways to go about this.
This is a good mode, but it only accomodates 2 people.

Small Scale DM and Small Scale LMS can be considered as gradients between DM/LMS and Duel.

2 Team TLMS
Whatever contributes to a team effort of the enemy team dying before yours.
This presents more viable options and playstyles than any of the previous modes. In addtion to high-risk high-damage bum rushes and low-risk low-damage pot shots, one can also flank distracted foes with melee/tricky weapons or stun them so their teammates can ensure kills.
Every player's effort matters since every death/frag contributes to whether one team wins and one team loses.
Main problem with TLMS is one it shares with LMS, in that you may have to wait a while after dying.

2 Team TDM
Whatever contributes to a team effort of the enemy team dying more than yours before the fraglimit.
Very much like TLMS but without waiting long times to respawn.
Unlike TLMS, item placement on maps is relevant to this mode.
Different from TLMS, part of the team effort is grabbing health capsules, but unlike Duel, there aren't more than enough health capsules to go around.
From my pont of view, TDM has advantages over all the previous mode, though it does have one problem.
TDM can be griefed.
A suicider hurts only themself in DM/LMS. In TLMS, they just count as 0 players. But a suicider in TDM can bring their team to their knees, and suiciders on both teams can make the match never progress.
TDM is a fantastic mode, but remember to have votekick ready.

Multi-team TDM/TLMS can be considered as gradients between 2 Team and no Team DM/LMS.

Terminator
DM but more luck. Luck involved in finding the terminator sphere and picking it up when it drops.
Luck involved in landing killing blows on the terminator for the hefty frag bonus. While this is similar to getting kill stolen in DM, it's just amplified here.

Possession
People enjoy running/hiding for dear life without being able to act?
People enjoy chasing players in a game where running away is so easy?

Team Possession
Oh, now the possessor has bodyguards.
Some merit to a team working together to protect a singular objective, but Possession's problems are intact.

1 Flag CTF
Running away is really easy so trying to stop the white flag carrier isn't fun.
There is merit to gameplay focusing around a singular objective though.
Attack and defense is in odd balance.
Offense goers get to pick up more weapons on their way to the objective but takes time from respawn to get there.
Defense goers respawn near their defending objective but have fewer weapons to pick from.
Would say this is in defense's favor though since the lower travel time outweighs offense's more weapons.

CTF
1 Flag CTF but slower.
Say there are no good runner catching weapons
suddenly, both flags are being held by carriers in the opposite base and the game just revolves around hunting them down. If that were fun, we'd be playing Team Possession.
Say there are good runner catching weapons
just touching the flag sends it back. So I hope you like seeing the Flags at their spawn points cause that's where they're gonna be.

189
MM8BDM Discussion / Running away is very easy in this game
« on: April 19, 2017, 12:23:39 AM »
Data/opinion post.

Some max speed numbers:
Running forward: 0.047
Strafing: 0.037
SR50 Strafe: 0.046
SR40: 0.060
SR50: 0.066
Megabuster shot (speed 27 projectile): 0.105
Firestorm shot (speed 40 projectile): 0.156
(SR40 can be considered “speed 15”)

A couple factors contribute to the ease of retreating.
1. The existence of SR40. This means that if you want to quickly run at someone, you can’t shoot them at the same time; after all, you’re facing diagonally to your destination. Meanwhile, the retreater who doesn’t want to shoot anyway (or is lobbing Napalm Bomb straight down) is quicker than someone who wants to run at them and attack at the same time.
2. Pretty much all the weapons are projectiles. A traditional hitscan weapon wouldn’t care how far something is, if your aim is true, you hit it. With a projectile weapon, further targets have more time to move, and thus hitting becomes extremely uncertain. Projectiles that make shrapnel can help, but not always.
3. The baseline projectile is slow.
The megabuster is about 1.8x quicker than sr40.
Needle Cannon is 2.33x quicker.
Metal Blade is 2.66x quicker.
Silver Tomahawk and Ballade cracker are 3.33x quicker.
The TF2 rocket launcher is 3.67x quicker than their normal movement speed.
The weapon tiers in this game revolve around being able to actually hit your foe, or destroying your foe up close.

190
W.I.P Forum / Re: The official TheMod thread
« on: April 16, 2017, 10:09:06 PM »
Data
Game Button count:
(WeaponSwitch = 2
2WeaponSwitch = 1)

TF2: WeaponSwitch, Mainfire, Altfire, Relaod (5)
Overwatch: 2WeaponSwitch, Mainfire, Altfire, Reload, 2 User Buttons, 1 Ult Button (7)
TheMod: WeaponSwitch, Mainfire, Altfire, Invnext/InvPrev, Invuse, 4 User Buttons, (RapidFireBind) (11)
CBM: WeaponSwitch, Mainfire, Altfire, Invnext/InvPrev, Invuse, (RapidFireBind/JumpAttacks/GroundAttacks) (7)

TheMod classes that use extra user buttons:
user1-3
glace
sergeant john (user4 is reload)
lily
metal maiden

user1-4
yumi
belmont

All of these use 1 weapon except Metal Maiden.
/Data

So the sheer amount of buttons TheMod has is pretty atrocious.
2 User Buttons would be cool.
3 User Buttons would be tolerable.
4 User Buttons is bad.

You either need to trim some of the fat from those classes, or use WeaponSwitch/Inventory.

191
Rejected / Buster Icons and Item Icon touch up
« on: April 16, 2017, 12:53:16 AM »
http://cutstuff.net/forum/index.php?topic=10867.0


Felt like correcting some inconsistency with item icons and giving the busters icons.
Buster adaptor icons are now consistent in that they involve the face of the origin character.
Buster icons are consistent in being similar to regular weapon icons, though if the buster gives an extra function, that is shared with the weapon.
Tank icons in the inventory bar have a white border like everything else, it just bugged me. "WhiteBorder" is supposed to mean something is abstract and the inventory bar is an abstract space.

For an added bonus Exit Unit is now a physical object like Tanks and Energy Balancer.

I realize there is some charm lost with Megaman's spawning HUD no longer being identical to the games, but I think it's a necessary drawback for making things look better, especially when ArrowBuster/LaserBuster/MegaBuster look identical otherwise.

Icons are based off of color limitations fix.

old standalone file
(click to show/hide)

192
DECORATE and ACS Modifications / Re: LMS Loadouts
« on: April 15, 2017, 04:37:57 AM »

193
Rejected / weapon/item minimap icons
« on: April 12, 2017, 11:27:47 PM »

http://cutstuff.net/forum/index.php?topic=10867.0
Yeah, why not?
Basically, before entering their proper spawn state, every weapon and item uses a pickup to check if it's the first tic, and if so, to then check what actor they are and spawn a marker based on that.
By the way, if items inherited from a baseitem, this would be easier...
Modded in weapons/items that already use "Spawn"? Whatever, they just don't try to spawn a map marker.

Where you want the map marker array to be I leave to your discretion. Could probably be implemented into wepacs somewhat.

Edit: included my own baseitem

Edit2: fixed gravityholdwep crash

old standalone file

194
DECORATE and ACS Modifications / Re: Weapons and items on the minimap
« on: April 12, 2017, 09:59:13 PM »
Bulky core-implementation version I said I was going to do a while back.
http://allfearthesentinel.net/download?file=minimapiconsmm8bdm-v5a-bulky.pk3
(note: wire is bugged and does not deplete)

EDIT:
more refined and includes flag spawns
http://allfearthesentinel.net/download?file=minimapiconsmm8bdm-v5a-bulky2.pk3

195
DECORATE and ACS Modifications / Re: Archive Men
« on: April 02, 2017, 09:06:41 PM »
Triple post, Rock Force Archiveman.

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