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Messages - Xhatahx

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121
Rejected / [Suggestion] Rage Rune and charged weapons
« on: October 14, 2016, 09:11:13 PM »
How Rage Rune works is that every state's duration is divided by 2 and then rounded up to prevent infinite 0 tic loops. This works well, but has the consequence of making charged weapons charge at the same rate regardless if you have Rage Rune or not. I suggest adding secondary charge states for Rage Rune that give 2 WeaponCharges. For example:
Code: [Select]
Fire:
HEAT G 0 A_JumpIfNoAmmo("NoAmmo")
HEAT G 1
goto Hold
Hold:
HEAT G 0 A_JumpIfNoAmmo("NoAmmo")
HEAT G 0 A_JumpIfInventory("WeaponCharge",1,"Hold2")
HEAT G 2 A_GiveInventory("WeaponCharge",1)
HEAT G 0 A_Refire
Goto Fire1
Hold2:
HEAT G 0 A_JumpIfInventory("RageRune",1,"RageHold") //NEW
HEAT G 0 A_JumpIfInventory("WeaponCharge",40,"Hold3")
HEAT G 0 //A_StopSoundEx("Weapon")
HEAT G 0 A_PlaySoundEx("weapon/heat1", "Weapon",1,0)
HEAT H 1 ACS_ExecuteAlways(991,0,60)
HEAT G 0 ACS_ExecuteAlways(991,0,3)
HEAT G 1 A_GiveInventory("WeaponCharge",1)
HEAT G 0 A_Refire
Goto Fire1
Hold3:
HEAT G 0 A_JumpIfInventory("WeaponCharge",70,"Hold4")
HEAT G 0// A_StopSoundEx("Weapon")
HEAT G 0 A_PlaySoundEx("weapon/heat2", "Weapon",1,0)
HEAT I 1 ACS_ExecuteAlways(991,0,61)
HEAT G 1 ACS_ExecuteAlways(991,0,3)
HEAT G 0 A_GiveInventory("WeaponCharge",1)
HEAT G 0 A_Refire
Goto Fire2
BotFire:
HEAT G 0 A_Jump(16, "Fire3")
HEAT G 0 A_Refire
Goto Fire3
Hold4:
HEAT G 0// A_StopSoundEx("Weapon")
HEAT G 0 A_PlaySoundEx("weapon/heat3", "Weapon",1,0)
HEAT J 1 ACS_ExecuteAlways(991,0,62)
HEAT G 1 ACS_ExecuteAlways(991,0,3)
HEAT G 0 A_JumpIfInventory("IsBot", 1, "BotFire")
HEAT G 0 A_Refire
Goto Fire3
//NEW FROM NOW ONWARDS
RageHold:
HEAT G 0 A_JumpIfInventory("WeaponCharge",40,"RageHold2")
HEAT G 0 //A_StopSoundEx("Weapon")
HEAT G 0 A_PlaySoundEx("weapon/heat1", "Weapon",1,0)
HEAT H 1 ACS_ExecuteAlways(991,0,60)
HEAT G 0 ACS_ExecuteAlways(991,0,3)
HEAT G 1 A_GiveInventory("WeaponCharge",2)
HEAT G 0 A_Refire
Goto Fire1
RageHold2:
HEAT G 0 A_JumpIfInventory("WeaponCharge",70,"Hold4")
HEAT G 0// A_StopSoundEx("Weapon")
HEAT G 0 A_PlaySoundEx("weapon/heat2", "Weapon",1,0)
HEAT I 1 ACS_ExecuteAlways(991,0,61)
HEAT G 1 ACS_ExecuteAlways(991,0,3)
HEAT G 0 A_GiveInventory("WeaponCharge",2)
HEAT G 0 A_Refire
Goto Fire2

122
Rejected / Re: General texture issues
« on: October 14, 2016, 08:58:07 PM »
BUMP: Lots of issues have been added since October 1. It now looks like only a minority of them have to do with Software. Probably going to find more.

123
Projects & Creative / Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
« on: October 14, 2016, 05:16:21 PM »
I just downloaded the newest Zandronum version, and bumped into a problem. The water in Shock Man's stage is treated as a bottomless pit.

You might want to look into that before v5b rolls around(assuming Zandronum doesn't fix that by themselves).

124
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« on: October 12, 2016, 07:14:57 PM »
Since the Air Man goblins are kinda platform-y, will they be given voxels?

EDIT: Also, will the MMBTEN balloons be given voxels?

125
That was a joke.
Another error I just noticed...
This is an interesting conversation.

EDIT: Hey, might as well. It's just a beta.

Changes in Ver. K-beta-hotfix-2(what a long file name)
(click to show/hide)

126
Another error I just noticed...
So I decided to tweek and add more and more features
So you're a South Park fan?
Can't believe I missed that.
Since 2012.


EDIT: You remember the effect disabling poll I set up? The reason I picked Weebly to host that poll is because I can see the IP addresses, and see if someone voted twice. I can also see from where the IP addresses are from(I promise I'll keep the addresses a secret), which is kinda interesting. There are 3 from the USA, one from France, one from the UK, one from Mexico, and one from Poland. Kinda neat seeing it's not just English speaking countries.

The voting results aren't interesting however: Lock on Autoaiming is still disabled, and all other effects remain enabled. The poll is still going in case more people want to chip in.

127
Can you please add "-beta-hotfix" onto the topic name? Because that's what it is, and what I typed onto the end of the file.
I was waiting for MM8BDM v5b to happen and I decided "Why not give them an early gift?"

Also...
How to run
Simply add chaosgenerator-2_upgraded_vJ.wad. That's it!
You might want to update that.

128
sorry for the double post

Ver.K-beta-hotfix Released!(Zandronum 3.0 required, play at your own risk)

Changes in Ver. K-beta-hotfix
(click to show/hide)

EDIT: Replaced it with a hotfix that doesn't swarm the map with Eddies when you use Charade Clone.

129
Projects & Creative / Nam daed no em nrut
« on: October 09, 2016, 10:41:50 PM »
Gonna check it out!  :mrgreen:
Be my guest!
Just don't play it in Last Man Standing or Team Last Man Standing. It doesn't work there.

130
Rejected / Re: MM2AIR 3D floor addition
« on: October 09, 2016, 10:22:59 PM »
I'm not talking about turning every floor into a 3D floor(at least, I assume that's what you're thinking), I'm just talking about the one shown plus the Super Adaptor and Top Spin ones.
Making the entire stage 3D floors is simply ludicrous.
I'm sorry for not elaborating enough.

131
Rejected / [Suggestion] MM2AIR 3D floor addition
« on: October 09, 2016, 07:47:23 PM »
I can't see any reason why 3D floors wouldn't be better here than normal floors.
(click to show/hide)

EDIT: I meant to say that these specific platforms would look better as 3D platforms. If it worked for the Centaur Flash platform...

132
Rejected / Jump canceler
« on: October 09, 2016, 07:21:19 PM »
I have two problems with the jump canceler:
1. You can jump cancel inside of the negative gravity tunnels.
2. You can jump cancel while on Gyro/Elec pads.
3. You can jump cancel while riding on a Tornado Hold
I think how the jump cancel works is that it's like how in real life you can pick between jumping high and low. This shouldn't work if you're being flung upwards, or if you walk into a negative gravity tunnel, or if you're pushed upwards by a wind; the upwards push is being given by an external force, instead of just jumping at different heights where the force is internal and you can control it.

133
Rejected / Tornado Blow underwater
« on: October 09, 2016, 07:09:54 PM »
If you use Tornado Blow while underwater, you float upwards, kinda like gravity has been reversed. This kinda doesn't fit with how the weapon works usually, where it (essentially) decreases gravity, but doesn't flip it.

This might be too much hassle than it's worth considering how the weapon is coded and the fact that the only way you can get it in an underwater stage is with Eddie. But hey, you know how modders are...

134
Projects & Creative / Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
« on: October 08, 2016, 10:13:09 PM »
...it only seemed natural for War Man to be playable in CTF too!
Mendez(or anyone else who came up with the idea), I love you.

135
Rejected / Gyro Attack pitch
« on: October 08, 2016, 06:17:28 PM »
Whenever the Gyro Attack gyros split, their pitch is nullified and they fly completely horizontally. I could be aiming a gyro upwards and when I split it, it might dodge whatever target I want to hit.

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