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Messages - Stardust

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421
MM8BDM Discussion / Re: MM8bdm Player Profiles
« on: January 12, 2013, 09:27:45 PM »
Why not ?
In Game Name: Stardust
Favorite Weapon: Skull Barrier
Skin: Gemini Man (99%), Sword Man and Cut Man (0,5%)
Favorite Game Mode: Deathmatch, Duel
Favorite Stage: Good question... the jump jump slide slide one~. I also love Sword Man's. MM3's Wily Stage 1 would have been my favourite if it would have existed.
Favorite Class: Gemini Man, too !
Greatest Rival: None
Reputation: Well um none yet, but-
Anything Else?: I like strategy and the fear of the others when they get I'm dangerous when I throw potatoes around

422
Help & Editing / Player.damagescreencolor
« on: January 12, 2013, 08:06:54 PM »
So, I wanted to give a different screen color to the player when he/she gets hit by some kinds of weapons, and I have a problem with an error. Here is my screen setting in a nutshell :
Code: [Select]
actor Megaman2 : Megaman
{
player.damagescreencolor "red", 0.3,"MentalSovereignty" //<== Here is the beast !
states
//And then follow the states and stuff...

And here is the ZDOOM wiki about the Player properties :http://zdoom.org/wiki/Player_properties

...what I wanted to so is to have a -rather discrete, like 0.3 suggests it- red screen flash when the player is hit by the MentalSovereignty damage type. And, it looks like my dear MM8BDM can't accept it. Here's the error it displays when I try using my project on startup~

Code: [Select]
Execution could not continue.

Script error, "MYWAD.pk3:custom/playerstates.txt" line 3:
Unexpected ',' in definition of 'Megaman2'

...unexpected "," ? Teehee, that sure is something. The formula on the Wiki says Player.DamageScreenColor color[, intensity[, damagetype]]. Maybe has it something with the [ ] ?
Through I need help with it, please~

423
Projects & Creative / Re: Class based modification (v6F)
« on: January 12, 2013, 03:02:14 PM »
This topic smells Mega Man 8, not a bad smell actually, not at all. On the contrary. Through I didn't even finished MM8 in my life (I stopped at that slide in Wily1), and I don't remember and know a lot of things about Duo, so I can't help with its properties, sorry~

I.. would just like to ask something about Gemini Man -my favourite class and one of my robot masters-, if some of you know him a little. I'm trying to handle him.
I noticed I can hurt the clone with my missiles, and vice-versa towards me... is it supposed to work like that ? Is the clone supposed to make "mistakes" by shooting at me when I'm in his aim, and so on if I'm shooting at it ?
I prefer finding strategies with him myself, but I need to clarify the doubt about this clone :3

424
So, since I joined the "official server" and enjoyed it, here is my opinion about it.
(click to show/hide)

425
Help & Editing / A user's mark on the A_SpawnItemEx spawned actors
« on: December 27, 2012, 11:03:23 AM »
Hello again. I'm making my first weapon, I planned it, and everything seems to be fine, but I have a problem with some actors used by this weapon :

When the user fires, it shoots an invisible spawner in front of him/her that will itself spawn waves of damages forward. That's a simple description of my weapon.
If you want a more talkative example, take the Tornado Hold : the user shoots the pod, the pod will then spawn an invisible spawner at the same place where the pod landed, and this spawner will create lifting tornados going upward, damaging enemies that go through it. BUT the user itself can't be damaged by these tornadoes.

So, here's my question, it looks really simple to answer to, but I don't know the answer myself : how can I make an actor spawned by the A_SpawnItemEx function not damage the user at the root of the attack ?

(please redirect me if this has already been asked somewhere)

426
Resources / Re: ACS Source listings
« on: December 25, 2012, 09:48:42 PM »
Ah, thanks, Lego for listing these ACS. I won't get into ACS creation now, through I can have a better view of the slots used.
Because, it's true : I don't know at all why did they used the script 251 and the script 999, while they could have make the things clearer by using the scripts 1 and 2. The same goes for the actors, through they are more homogeneous, their numbers are around the 10.000~11.000...
wait there is 1000 between 10.000 and 11.000 !?

427
MM8BDM Discussion / Re: MM8BDM v3a Released!
« on: December 22, 2012, 09:17:40 PM »
Ah yes, that was the problem, thanks a lot Ivory. Also I confirm that the palette some posts above, in the quote, is the new one, I saw it in some lump of MM8BDM-v3a.pk3.

428
MM8BDM Discussion / Re: MM8BDM v3a Released!
« on: December 22, 2012, 08:55:38 PM »
I think I saw most of the features, if not all, of the extension, so now I'm back to modification, but I have two little things to ask.

Quote from: "Messatsu"
Quote from: "ice"
Anywho, now that the expansion's out, can we have a code number grid for the pallet?
POOF!
(click to show/hide)

Is it true ? Do we really have this lively palette now ? If so, it looks pwetty ! (through editing the numbers for the new colors of various stuff will be AW)

And second question, if I could have an explanation why the WCOLORS.acs can't compile... I even tried to compile the one in MM8BDM-v3A, and it says there's an error at the line 161...

429
MM8BDM Discussion / Re: MM8BDM v3a Released!
« on: December 22, 2012, 08:48:31 AM »
Finally I didn't played online... yet.
Quick review time for right now.
(click to show/hide)
I probably didn't talked about everything, but I'm busy lately, so forgive me.

430
MM8BDM Discussion / Re: MM8BDM v3a Released!
« on: December 21, 2012, 08:00:43 PM »
Actually, it doesn't work from the launcher (I wanted to start in 1P campaign first because I have no friends hahahah ^_^) AND so, in Domseeker. Configured for Zandronum.
Through it worked correctly on another computer... so it's maybe a problem for the config. But I don't know how could I solve it.

EDIT : FIXED !
I installed the folder in a new place, out of my V2C folder. Works perfectly~ now I just need to search for myself, the config file which causes problems.
I'm coming on the server, guys :3

431
MM8BDM Discussion / Re: MM8BDM v3a Released!
« on: December 21, 2012, 07:33:33 PM »
Quote from: "Gizmo The Cat"
It sounds like there's something wrong with your video settings. I had a similar problem while playing SRB2 a long time ago. Are you able to hear anything when you start it up?
Yes, at the first time I thought it was a video/screen problem, but I'm not able to hear anything, and the sound was on on my V2C. I tried to blindly go to options > Video size by learning the pass from V2C, but it stays a black screen.
Uguu D:

432
MM8BDM Discussion / Re: MM8BDM v3a Released!
« on: December 21, 2012, 06:50:13 PM »
UGH
It looks like there's a plenty black screen as soon as I start MM8BDM. I don't even see the "Cutstuff" thing at the beginning.
Does nobody has this problem here ?

EDIT : It works on my other computer through

433
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: December 16, 2012, 08:07:55 AM »
I can't access to DB right now, but I know there's an option to resize ("scale", like you're saying)
Go into the sectors or linedef mode, and select all the sectors/linedefs of your map (or press CTRL + A, it's a shortcut that will do it for you).
Then press SHIFT + R, and it should pop-up a window where you could specify in percentage the scale.
If it doesn't appear, have a look in the menu Edit, look for some option called Resize.

434
Help & Editing / Re: Actors' number
« on: December 12, 2012, 07:43:51 PM »
Thing types, yes, I remember of this vocabulary, I used to think like that : actors placed on the map from DB2 are called Things, and these things acting while in-game are more like "objects". And an object doesn't always have a Thing linked to it, like you said : "you do not NEED these numbers".
Anyway, ~20.000 slots to fill is very large, so that's great to have so much place. I guess I'll start from 11000 and fill them in order because all the numbers I saw were like 10100~... through I don't know why a lot of people use the slots around 18000~.

I figured out about the "blinking buster" ; in a nutshell, I wanted to train myself by merging your 8-10 weapons with the QBOX gameplay modification, as well as creating two new boxes, and one of them is the Buster Box (which drops a weapon which doesn't use ammo, like ProtoUpgrade/Bass/Adaptor), and I actually called the sprites of this box BUSTA0 and BUSTB0 : I didn't know that the Mega Buster projectile already used these sprites, teehee~ the problem was there.

And I'll keep that tip about freezing in mind. It wouldn't be good to restart the computer, especially as slow as mine is, indeed, ufufu.

So-so-so-solved.

EDIT : Yes, Laggy Blazko, it could help us

435
Help & Editing / Actors' number
« on: December 12, 2012, 05:47:19 AM »
Lately, I wanted to modify MM8BDM. Maybe I'll do some weapon editing soon, if I handle the things.
I already had some experience with Doom modifications, so I didn't look to a tutorial, and I understood how the different shapes of the game work by comparing or just plain looking in pk3 files.
Now, I noticed that there are these numbers beginning with 100... like 10010, 10047, 10065, etc. I would like to know two things about them :
- Are they supposed to be the number of the actor ?
- Where could I find a list of these numbers, with the actors they affect ? I noticed I can see a weapon's number by looking in its programming txt file, but for example, the BassBuster hasn't any :
Quote
from bassbuster.txt, in the MM8BDM-v2C.pk3 file
actor BassBuster : Weapon

EDIT : Oh and also, another question. Not related to this topic through, but I don't want to create a second thread ;
I tried to add a custom sprite, but it appears as a ... blinking buster projectile in game ! Maybe is it related to the color palette, format, or something ?
Here's the sprite I wanted to use.
(click to show/hide)
Save it to look closer, I apologize for this small size, but it's how it is supposed to appear in game.

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