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Messages - JaxOf7

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76
W.I.P Forum / Re: JWep
« on: January 29, 2020, 01:50:33 AM »
fixing a math error
https://allfearthesentinel.net/zandronum/download.php?file=jwep-teamimbal3.pk3

Given the "stumble after use" with Top Spin, does it still spin the camera on itself?
Top Spin does in fact still spin the user.

77
Projects & Creative / Re: Team IMbalance and Basic Boss Mode
« on: January 29, 2020, 01:46:39 AM »
Made a math error that affected balancing for slight outnumberings. Fixed.
https://allfearthesentinel.net/zandronum/download.php?file=teamimbalancev2chhh.pk3

78
W.I.P Forum / Re: JWep
« on: January 28, 2020, 01:35:44 AM »
https://allfearthesentinel.net/zandronum/download.php?file=jwepv1b1.pk3
https://allfearthesentinel.net/zandronum/download.php?file=jwepv1b1-metalms.pk3

v1b1
just team projectile colors and loadouts. has all weapons so it's bad.

https://allfearthesentinel.net/zandronum/download.php?file=jwepv1b2.pk3
https://allfearthesentinel.net/zandronum/download.php?file=jwepv1b2-metalms.pk3

v1b2
bans the following weapons. good start point.
magnet missile
top spin
skull barrier
dive missile
plant barrier
homing sniper
hornet chaser

https://allfearthesentinel.net/zandronum/download.php?file=jwepv1b3.pk3
https://allfearthesentinel.net/zandronum/download.php?file=jwepv1b3-metalms.pk3

v1b3
seekers are back!
magnet missile seeks to its sides once
dive missile locks on to where its aimed
homing sniper works like dive missile but needs some range before locking
hornet chaser easier to outrun
changes to following weapons
gemini laser - each segment is its own shot
knight crush - doesn't rip, also non-weapon-restrict type boomerang
super arm - debris bounces for a bit when first spawned
shadow blade - will bounce back when hitting terrain
flame blast - wall flame blast
spark shock - splash damage

https://allfearthesentinel.net/zandronum/download.php?file=jwepv1b3b.pk3

v1b3b
added loadout's force random setting

https://allfearthesentinel.net/zandronum/download.php?file=jwepv1b4.pk3
https://allfearthesentinel.net/zandronum/download.php?file=jwepv1b4-metalms.pk3

v1b4
Top spin is back
but none of the melee weapons are as you remember...
Top Spin - damage nerf, but does higher damage from high drops. stumble a bit after use. provides air jump.
Charge Kick - rip through people like old tengu blade charge.
Slash Claw - hold forward to thrust like old charge kick.
Flame Sword - slash ground to make far reaching sparks.
Tengu Blade - removal of charge attack, now you can just run fast before each slash.

addon files
"Meta LMS Alternator" ( see meta lms thread )
https://allfearthesentinel.net/zandronum/download.php?file=metalmsalternator2.pk3
"Team Imbalance" ( http://cutstuff.net/forum/index.php?topic=7198.0 )
https://allfearthesentinel.net/zandronum/download.php?file=jwep-teamimbal2.pk3
"No Weapon Pickup" (Also no ETanks/MTanks/RushJet…)
https://allfearthesentinel.net/zandronum/download.php?file=jwep-noweaponpickup.pk3

79
W.I.P Forum / JWep
« on: January 28, 2020, 01:35:31 AM »
the goal of this mod is to balance the game's weapons around (T)LMS loadouts and generally improve weapon quality

to that end, this mod includes
team projectile colors ( http://cutstuff.net/forum/index.php?topic=11117.0 )
lms loadouts ( http://cutstuff.net/forum/index.php?topic=9980.0 )
and whatever weapon edits i feel like

the file itself
https://allfearthesentinel.net/zandronum/download.php?file=jwepv1b6.pk3

addon files
"Meta LMS" ( http://cutstuff.net/forum/index.php?topic=11712.0 )
https://allfearthesentinel.net/zandronum/download.php?file=jwepv1b5-metalms.pk3
"Meta LMS Alternator" ( see meta lms thread )
https://allfearthesentinel.net/zandronum/download.php?file=metalmsalternator2.pk3
"Team Imbalance" ( http://cutstuff.net/forum/index.php?topic=7198.0 )
https://allfearthesentinel.net/zandronum/download.php?file=jwep-teamimbal4.pk3
"No Weapon Pickup" (Also no ETanks/MTanks/RushJet…)
https://allfearthesentinel.net/zandronum/download.php?file=jwep-noweaponpickup2.pk3
"Bootleg CBM" (Simple classes that use the core weps)
https://allfearthesentinel.net/zandronum/download.php?file=jwep-bootlegcbm5.pk3

look for release posts for weapon change details

80
DECORATE and ACS Modifications / Re: Meta LMS
« on: January 28, 2020, 01:29:07 AM »
https://allfearthesentinel.net/zandronum/download.php?file=metalmsalternator2.pk3

just a file that alternates between
random, scored loadouts
player choice, unscored loadouts

it uses the cvars
ALTER_ON
ALTER_WEP_SCORERATE

*this hopefully alleviates that feeling of being punished for picking your favorite weapon and winning
*can help get people out of their comfort zones on weapons, as well as provide wider weapon balance data

81
DECORATE and ACS Modifications / Re: LMS Loadouts
« on: January 24, 2020, 12:21:39 AM »
https://allfearthesentinel.net/zandronum/download.php?file=lmsloadouts-8bdmv5d-2.pk3
added a force random setting
"wait, isn't that core lms?"
core is random synchronized loadouts, the setting makes random unsynchronized loadouts

83
DECORATE and ACS Modifications / Meta LMS
« on: January 15, 2020, 04:03:07 AM »
So it's no secret that lms loadouts is unbalanced
(http://cutstuff.net/forum/index.php?topic=9980.0)
after all, core wasn't designed for it, everyone starts with the same weapons in lms.
Certain weapons are going to win more... but... what if those victories told the game to nerf that weapon? And a loss buffed it?
Theoretically, an equilibrium would be reached...
Or maybe not.
But hey, if that sounds fun, this is for you.

https://allfearthesentinel.net/zandronum/download.php?file=metalms-b4.pk3
Remember to add after LMS Loadouts. Since it's balancing different loadouts... and core is synchronized loadouts...

addon file
https://allfearthesentinel.net/zandronum/download.php?file=metalmsalternator2.pk3

So specically, each weapon has an "hp" and "score."
Winning subtracts score, losing adds score.
Hp increases/decreases your hp with that weapon equipped.
Hp typically matches the score.

commands

WepHPEditList - lists all the weapon hps. also displays on server join.
WepHPEditCurrent - lists your weapon hps. also displays on spawn.

cvars

WEP_HP# - weapon hp add/subtract.
WEP_SCORE# - weapon score.

WEP_LOCK# - weapon score no longer affects the weapon hp.

WEP_SCOREMAX - max score. default 30.
WEP_SCOREMIN - min score. default -30.
WEP_SCORERATE - bigger number means more drastic score change. default is 1.
WEP_SCORE_PLAYERSMIN - only have scores change if at least this many players played. default is 4.

"benchmark weapons"
these weapons have their LOCK set to true by default and are the weapons before -1 and 0 in the edited loadout menu.
so using this set means you will always have the default 100 hp and could be said to be the standard all other weapons are trying to match.
they are

thunder bolt
needle cannon
flame blast
drill bomb
scorch wheel


84
Pending / Re: [Feature] Projectile Team Colors
« on: January 15, 2020, 12:14:31 AM »
an update
so some people didn't like the semi-colored projectiles, and i didn't like maintaning a list of projectile colors to translate
so instead, i just made general purpose translations that translate every single color
also improvement to how i handled certain cases

bad news is, concrete block and item 1 voxels look weird again.
item 2 would look weird, but i changed that voxel.
anyway i don't feel like fixing it right now.

https://allfearthesentinel.net/zandronum/download.php?file=corewepteamcolorsv5d-1.pk3

86
DECORATE and ACS Modifications / Re: Jax's Lab
« on: December 07, 2019, 02:09:19 PM »
Another TF2Damage update
just fixing dumb thing where I forgot where pointer went in A_TakeInventory

87
Projects & Creative / Re: Ghouls vs Humans NES
« on: November 10, 2019, 04:35:19 AM »
https://allfearthesentinel.net/zandronum/download.php?file=gvhbdm-v1d.pk3

Not sure what was up with v1c, but here is an update to b_pb3. (same as b_pb3-j4)
This is a sort of collaboration between me and BullGator.

b_pb3 -> d
ACS updated to v5d
implementation of darkness and fog and glows
works with ammo and health numbers
only megaman picks up weapons. period.
return of megaman's bow and cyborg weps
return of team winning music
FrostBite and Ghostbuster can invoke Ice Death
Player Setup Color sliders re-implemented
Horizontal bar fixed
Jitterskull: works with pain state. alt nojump bug fixed. jitterslide fixed.
Marine and Cyborg Icons.

(Jitterskull recode)
(implementation of classbase)
(complete implementation of dropitem)
(removal of weapon duplicates and WRF_NOSWITCH)
(ACS Checked. script 206->"creeperstun")
(DM: Health pickups cap at class health)

Known issues
elemental weapons don't freeze lava or ignite oil
ice death a little weird online
Jitterskull might be more janky online? he really should get ominidirectional warp too...
Eyesore uses NOPAIN. so can be 1-shot by Spread Drill & Flame Sword sometimes.

88
W.I.P Forum / Re: Conversion Classes
« on: November 03, 2019, 02:09:30 AM »
Debut Classes


The copywep stats

Maestro
all: +/- 0%

Megaman
hp: -5%
atk: -5%
spd: +5%

Protoman
hp: -25%
atk: +10%
spd: +10%

Bass
hp: -15%
atk: -15%
spd: +15%
jmp: +10%

Duo
hp: +15%
atk: +15%
spd: -35%

The loadoutwep classes


Elementman
A dirty cheater who uses 2 weapons at the same time.


VampireKiller and Arthur
Ported from Unholy and GvH, the protagonists of Castlevania and Ghosts n' Goblins.
Their weapons are exactly what you'd expect.

https://allfearthesentinel.net/zandronum/download.php?file=convclassbase1a.pk3
https://allfearthesentinel.net/zandronum/download.php?file=convclassesv1b4.pk3

Initial class ideas
z-prototype
shovel knight
roll
firebrand
beck
link
samus
the MMSP gang

89
W.I.P Forum / Re: Conversion Classes
« on: November 03, 2019, 02:07:42 AM »
Guidelines

1. Your class must pick up weapons in some capacity. This can be either Copywep or Loadoutwep.
1b. A Loadoutwep picks up 4-8 weapons. A class can have fewer for testing purposes, but it is incomplete.
1c. A Loadoutwep should spawn with a set 4 of their weapon pickups in lms.
1d. A Loadoutwep need not necessarily get a weapon for weapon pickup. Ex: Fire weapon gives a perma speed boost.
2. No required altfires. Like core. Just adhere to 2b.
2b. Do not make me mash fire or altfire. If your class uses a charge weapon, alt should be turbo fire.
3. LoadoutAssist - You can have up to 3 assists, or just the default assists.
4. LoadoutUpgrade - Upgrades either go "A", "B", or "Super." That's how many you can have. If you use none, no worries, that just means you get W-Tanks/MiniGears.

Format

1. Should be an "addition" file. To be added after Classbase+Classes. You can either: edit the classes file and remove all unchanged things, or: just start with those additions. If I receive a whole edited classes file, I will make the removals and post the file as a "helpful" reminder.
2. If the class is already in another mod, you can make a standalone file using my classbase (here).
Examples:
https://cdn.discordapp.com/attachments/160882052177199104/637566578518523913/VHunterV5D.pk3
https://cdn.discordapp.com/attachments/160882052177199104/638264040917041167/ArthurV5D.pk3

Submission

Discord.

90
W.I.P Forum / Re: Conversion Classes
« on: November 03, 2019, 02:07:00 AM »
"Conversion"
Because a class picks up weapons and it is converted to their own weapons.
You probably seen this before. CBM Rock. CBM Evilrobot giga attacks. Archivemen. The MM Single Player mods.
...Gizmo the Cat?

Well let's make a whole mod about it. As you will see in "class ideas," there's actually a lot of other potential for the concept.

But let's explain features first.

Copywep & Loadoutwep
Copyweps work exactly as you would expect, you pick up and use megaman weapons.
Loadoutwep is more interesting, you pick up a megaman weapon, and get your own weapon tangentially related by element. (Fire,Bomb,Cut,Elec,Guts,Oil,Ice,Time).
Map got a lot of weapon of 1 element? No worries, you get a new weapon with each one you pick up.

Assists
All the assists have become generic. Bass won't ride Rush Jet, that'd be weird, he gets Item Jet.
A class will use generic versions of the attack assists unless they have Loadoutassist.
Also attack assist respawn times have been normalized to 20 seconds.

Adaptors/Upgrades
These things also double as W-Tanks, if used after already having used one. Or if your class has no Upgrades.
Don't use W-Tanks? Then you get Minigear, an item that temporarily boosts attack, defense, and speed.
Also upgrade respawn time has been extended to 30 seconds.

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