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Messages - JaxOf7

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61
W.I.P Forum / Re: 8BDMPlus + JWep + Misc
« on: May 14, 2020, 12:46:15 AM »
v1b9b -> v1b9c
https://allfearthesentinel.net/zandronum/download.php?file=plus-jwepv1b9c.pk3
bugfix: jewelsatellitewep spawn
fixed shield use on spawn
manually launched jewel satellite jewels deal more damage than auto-launch

Bootleg CBM is back
now works with taunts
https://allfearthesentinel.net/zandronum/download.php?file=plusjwep-bootlegcbm6.pk3

63
W.I.P Forum / Re: 8BDMPlus + JWep + Misc
« on: May 11, 2020, 03:37:38 AM »
Continuing the boss mod with bosses that are not megaman
More Bosses
https://allfearthesentinel.net/zandronum/download.php?file=morebossesv1a.pk3

Adding music to the mod
More Bosses Music
https://allfearthesentinel.net/zandronum/download.php?file=morebossesmusicv1a.pk3

New Boss
Scrooge McDuck

Golfs rocks, cane pogos, and calls Gizmoduck.
Woo-oo

New Boss
Cirno

A very quick boss that slows down to attack with a barrage of ice.
Can fly.
Rage is an insane spread of ice. Apparently there's a blind spot right in front of the attack, but that's ridiculous. Who would be stupid enough to make an attack with such a glaring flaw...

---

Am now accepting boss submissions.
These can be concepts, assets, or code.
But I do have rules.

jax's boss guidelines

1. make sure your boss works in both tlms and a theoretical tdm
1a. no team switch mechanics

2. keep the boss selection option in mind
2a. no bosses that only work solo/duo. (maybe another day)
2b. no secret/rare bosses.

3. no altfire requirement, like core.

4. make sure the boss can reach high places. infinicoil is the generic solution.

5. make sure the boss uses rage for something.

6. boss should work in a 1v1

jax's boss pointers

1. keep in mind how the team imbalance buff works. it's both an hp and an atk buff. so your attack should probably benefit from the atk buff.

2. the bosses are not morphs, so multiple weapons actually work for them

3. a boss timer means you can do things you couldn't really do before, like limitless flight, limitless invuln, etc.
3a. that's not to say survivor stall is recommended either, as time depletion will give the boss rage and "panic run" (increased speed)
3b. if you do infinite flight, i recommend moves that work better up close. try to give a reason to fly down.

---

You can post your submissions in the discord or here I guess.

Also here's a list of assets needed to make this mod less placeholder-y

Gutsman G HUD
Reggae HUD
Wily Saucer HUD
Monking Skin
Monking HUD
Colton HUD
Cirno HUD

64
W.I.P Forum / Re: 8BDMPlus + JWep + Misc
« on: May 06, 2020, 10:36:36 PM »
New Misc File
"Class HP Edit"
https://allfearthesentinel.net/zandronum/download.php?file=classhpedit.pk3
a series of cvars (CLASS_HP#) allows one to edit class hp values on the spot for instant balancing.

Side Project Port
"Basic Bosses"
https://allfearthesentinel.net/zandronum/download.php?file=basicbossmodev1ahh.pk3
(This files is the mode that actually sets people's teams and keeps damage score)
https://allfearthesentinel.net/zandronum/download.php?file=plusjwep-basicbossesv1f.pk3
(Add after Jwep)
https://allfearthesentinel.net/zandronum/download.php?file=bbv1f-nomegabossh.pk3
(Add after basic bosses to remove megaman as a boss)

65
W.I.P Forum / Re: JWep
« on: May 02, 2020, 10:42:09 AM »

66
W.I.P Forum / Re: 8BDMPlus + JWep + Misc
« on: May 02, 2020, 10:28:06 AM »
Initial Files
https://allfearthesentinel.net/zandronum/download.php?file=8bdmplusv1b7.pk3
https://allfearthesentinel.net/zandronum/download.php?file=plus-jwepv1b9.pk3
https://allfearthesentinel.net/zandronum/download.php?file=jwepv1b5-metalms.pk3
https://allfearthesentinel.net/zandronum/download.php?file=metalmsalternator2.pk3
https://allfearthesentinel.net/zandronum/download.php?file=plus-teamsneakingj-v1b8.pk3
https://allfearthesentinel.net/zandronum/download.php?file=plus-cashgamev1b.pk3

Initial Plus Features
*Loadouts
*Team Imbalance Power
*Projectile Team Colors
*Item Minimap Icons
*Invisible Ally display
*Respawn Delay
*Percent Health Pickups
*Ally and Enemy healthbars

JWep changelog
jwepv1b6 -> plus-jwepv1b9
now a mod added after plus
map wep remove option
duel heal/ammo factor/limit options
Shield Rework
*Shields that you can put up and then switch weapon during (like skull barrier) are to be referred to as "flex shields." A framework has been made for these.
*Skull barrier reduces next hit by 90%. Skull barrier can be launched off as 4 fast shots. Pit immunity no longer involves taking damage from the pit.
*Leaf Shield now a flex shield. Not a counter, reduces up to 5 damage from attacks. (Good defense against rapid attacks to contrast against Skull barrier's good defense against power attacks). Shield throw damage 20->30.
*Junk Shield now a flex shield. Not a counter, just simple 50% damage absorb armor. Shield throw throws more junk when used with more armor.
*Jewel Satellite now a flex shield. Gives reflect and 25% damage resistance. Can be seeked, but it's complicated. Jewel Shot damage 28->15.
*Star Crash reduces gravity while in use. Shield throw deals splash damage.
*Ice Wall startup does radius damage
/Shield Rework
*Bot Charge Kick Fixed

67
W.I.P Forum / 8BDMPlus + JWep + Misc
« on: May 02, 2020, 10:27:54 AM »
Main Project 1:
"8BDM Plus"
https://allfearthesentinel.net/zandronum/download.php?file=8bdmplusv1b8.pk3
A series of toggleable improvements to 8bdm and moddability improvements.

Main Project 2:
"JWep"
https://allfearthesentinel.net/zandronum/download.php?file=plus-jwepv1b10c.pk3
(Add after plus)
Jax tries to improve the core weps and balance them around loadout.

Side Project 1:
"Meta LMS"
https://allfearthesentinel.net/zandronum/download.php?file=jwepv1b5-metalms.pk3
(Add after jwep)
A dynamic attempt at weapon balance by having weapon winrate affect player hp level.
"MetaLMSAlternator"
https://allfearthesentinel.net/zandronum/download.php?file=metalmsalternator2.pk3
Have rounds alternated between random weapons and player choice weapons.

Side Project 2:
"Team Sneaking J"
https://allfearthesentinel.net/zandronum/download.php?file=plus-teamsneakingj-v1b8.pk3
(Add after plus)
Jax tries to improve Team Seaking.

Side Project 3:
"Cash Game"
https://allfearthesentinel.net/zandronum/download.php?file=plus-cashgamev1b.pk3
(Add after plus)
Use cash gained in between rounds to buy weapons and items.

Side Project 4:
"Basic Bosses"
(Remember to set SAX_MODE 1 from plus)
https://allfearthesentinel.net/zandronum/download.php?file=plusjwep-basicbossesv1h.pk3
(Add after Jwep)
https://allfearthesentinel.net/zandronum/download.php?file=bbv1f-nomegabossh.pk3
(Add after basic bosses to remove megaman as a boss)

Side Project 4B:
"More Bosses"
https://allfearthesentinel.net/zandronum/download.php?file=morebossesv1d.pk3
(Add after basic bosses)
https://allfearthesentinel.net/zandronum/download.php?file=morebossesmusicv1d.pk3
(Totally optional)

Side Project 5:
"Bootleg CBM"
https://allfearthesentinel.net/zandronum/download.php?file=plusjwep-bootlegcbm7c.pk3
(Add after Jwep)

Misc File 1:
"Class HP Edit"
https://allfearthesentinel.net/zandronum/download.php?file=classhpedit.pk3
a series of cvars (CLASS_HP#) allows one to edit class hp values on the spot for instant balancing.

69
Closed / Re: [Suggestion] Modder's Delight: Item Spawn Func
« on: March 27, 2020, 11:26:45 PM »
Reason 1: Non-ACS uses
https://cdn.discordapp.com/attachments/228999599459794944/693234306855862332/MD-BouncingItemsNoACS.pk3
This doesn't use acs at all, and map weapons option just uses a cvar check. (Could probably adapt other things to this method...)
Having to rev up that acs for an acs replacement when you're doing non-acs stuff seems kind of lame.
Reason 2: ACS execution speed
https://cdn.discordapp.com/attachments/228999599459794944/693234327101767751/MD-TimingTest.pk3
Spawn something with this loaded, you'll find that the print2 is 1 tic later than the log and print1.
Because Print2 is ExecuteAlways while Print1 is ExecuteWithResult.
Isn't that weird?
I mean it seems like a lot riding on how the script is called, why not let modders make that decision?
---
Aside from that
The base inventory just calling a script is still 100x better than what we currently have so I would approve of it anyway.

70
Closed / [Suggestion] Modder's Delight: Item Spawn Func
« on: March 27, 2020, 02:34:33 AM »
So basically, if you ever wanted to make this game's weapon pickups do anything special, you were going to run into problems.
It's 80+ weapons! That's a lot of things to either replace or doomednums to override!
And the wepacs (ammo get), sbarinfo (ammo bars), and campaign only work with the weapons' specific names!
So what I'm proposing is a universal "spawnfunc" that applies to all spawning pickups. Like an ENTER script but for pickups.

https://cdn.discordapp.com/attachments/228999599459794944/692202364894969876/ModdersDelight-8bdmv5d-Pickup2.pk3
(there's a note inside on changes, for implementation's sake and in case i need to do this again...)
This makes a modder's life much easier.
Here are several examples of things that are much easier with this system in play.
Maybe you'd like to implement one of these for the sake of it being easy with this system...

https://cdn.discordapp.com/attachments/228999599459794944/691813632475922525/MD-MinimapIcons.pk3
Self explanatory.

https://cdn.discordapp.com/attachments/228999599459794944/692177382328500245/MD-MagicCardGrab.pk3
Magic Card carries items.

https://cdn.discordapp.com/attachments/228999599459794944/692162030110769162/MD-MapWeaponsOption.pk3
Turn off the map's weapons with the flick of a cvar. mm8bdm_sv_removeweps

https://cdn.discordapp.com/attachments/228999599459794944/692162084171022379/MD-MapWeaponsAreStartWeapons.pk3
No cvar this time, all a map's weapons are just the player's on spawn.

https://cdn.discordapp.com/attachments/228999599459794944/692916938313302036/MD-DroppedFade.pk3
Dropped things fade over time. Handy when people are playing classes so the map doesn't clog.

https://cdn.discordapp.com/attachments/228999599459794944/692916970168909875/MD-FadePossessedWeps.pk3
Map Weapons are faded if you have them. This code kind of makes my head hurt though...

https://cdn.discordapp.com/attachments/228999599459794944/691813652201734225/MD-BouncingItems.pk3
Like Kirby Air Ride, I don't know.

71
W.I.P Forum / Re: JWep
« on: March 02, 2020, 10:37:48 AM »
https://allfearthesentinel.net/zandronum/download.php?file=jwep-bootlegcbm5.pk3

Didn't actually post this on the forums yet.
If classes were made using just core weapons, ammo regen, and simple stat edits.
Why did I make this? Eh, unspoiler for design philosophy.
(click to show/hide)

72
W.I.P Forum / Re: JWep
« on: March 02, 2020, 03:53:32 AM »
v1b6
https://allfearthesentinel.net/zandronum/download.php?file=jwepv1b6.pk3
Team color update: opgenl voxel fix
miscellaneous wep edits/buffs
*quick boomerang quicker
*firestorm does splash damage
*silvertomahawk has +noexplodefloor
*thunder beam creates vertical shots on death
*metal blade somewhat coasts along terrain
*ice slasher does more hitstun
*screw crusher adjusted, semi-aimable
*needle cannon goes through walls as a small short range needle
(code update of magnet missile, dive missile, homing sniper, knight crusher)
homing sniper buff
(code update meleethru)

73
Pending / Re: [Feature] Projectile Team Colors
« on: February 28, 2020, 10:55:54 AM »
https://allfearthesentinel.net/zandronum/download.php?file=corewepteamcolorsv5d-2.pk3

fixed opengl voxels

repaste from discord on how I made those
(click to show/hide)

repaste of stuff that would make my life easier if this feature isn't added
(click to show/hide)

74
W.I.P Forum / Re: JWep
« on: February 11, 2020, 01:02:59 AM »
v1b5
https://allfearthesentinel.net/zandronum/download.php?file=jwepv1b5.pk3
https://allfearthesentinel.net/zandronum/download.php?file=jwepv1b5-metalms.pk3
Plant Barrier and Skull Barrier are back.
Only touched Plant Barrier though. Less regen, amps health pick ups.
It was more work than it sounds. Especially getting it to work with TeamImbal. (which now also nerfs pickups for the buffed player)
oh also this metalms now also has the log cvars command

https://allfearthesentinel.net/zandronum/download.php?file=jwep-teamimbal4.pk3

also update to this, old method crashes bots
https://allfearthesentinel.net/zandronum/download.php?file=jwep-noweaponpickup2.pk3

75
DECORATE and ACS Modifications / Re: Meta LMS
« on: February 11, 2020, 12:50:03 AM »
https://allfearthesentinel.net/zandronum/download.php?file=metalms-b4.pk3

just adding a command to log the cvars so I could carry them between server hostings

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