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Messages - MusashiAA

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136
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: April 11, 2016, 04:47:55 AM »
Timeman's theme and Oilman's theme are covers by OM. The MMPU boss theme is a cover done by whoever was in charge of music for the FC Team, at the time of 8FC's development. I did try making a MM1-themed edit of OM's MMPU covers, but the original compositions aren't something that would lend itself well 1:1 to MM1's sound in some specific parts, which honestly need some more in-depth look at them and perhaps a finer ear for MM1 pitches and vibratos.

137
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: April 11, 2016, 01:41:49 AM »
I've heard Threxx's MM7 covers, but I don't think his sound really fits into 8BDM's overall reimagining of MM songs. Pretty much every single cover so far of a MM song that was not originally on the NES was done in such a way that it would sound like it did, making heavy use of instruments from MM1-6 songs (barring original compositions). Threxx is far, far more liberal in that aspect, and unless the devteam pulls a 180 in terms of how MM7, MM8 and MM&B songs should sound like, I don't expect them to replace them all with Threxx's covers. Maybe just one. If he ever sent his stuff to the devteam or not, I don't know.

138
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: April 11, 2016, 01:20:20 AM »
IIRC, the only 7FC songs left in 8BDM are:

-Bass' theme
-MM7 boss theme
-MM7DW1 theme
-MM7DW2 theme
-MM7 fortress boss theme
-MM7 staff roll theme

Last thing I recall about that is, Freeman did the MM7 Wily Capsule song for v4 long ago, and I once submitted did a cover of the MM7 staff roll song, as well as also a MM7DW2 cover by Freeman, but I don't think the later two were used for v4. I'd assume they got Baii or OM to cover the remaining 7FC songs (Bass' theme, MM7DW1 if that wasn't updated, MM7 boss theme and MM7 fortress boss theme).

Edit: also, let's not forget the 8FC cover of the staff roll theme that's left in 8BDM, too

139
Closed / Re: [Suggestion]Duo fist charging hud
« on: April 10, 2016, 06:07:29 AM »
I'm all for new offsets, though if the hud effect was a bit more transparent, the old offset would still be kinda alright...still doesn't beat the new and semi-transparent offset.

140
Projects & Creative / Re: Class based modification (v8b)
« on: April 10, 2016, 06:02:08 AM »
I don't think nor know if it's actually possible to get rid of the Weapons Archive morph without cheats or a patch. I couldn't even tell you where to begin in order to start a "No Flag Carrier" patch.

I'll tell you what: I'm gonna try and push for a custom command that toggles flag carrier morph in CTF modes on and off, much like the YD_NoWeakness command.

141
Projects & Creative / Re: Class based modification (v8b)
« on: April 09, 2016, 01:50:53 AM »
I was once thinking about the concept of turning CTF into Payload for classes, but yeah CTF is not a good mode to play classes with. Weapons Archive was a failsafe method of "balancing" it, but it and every other mode could be done so much better.

142
The WWW board / Re: Random Videos
« on: April 05, 2016, 09:32:12 PM »
May I have your attention, please?



That is all.

143
Anything Goes / No Bass tho
« on: April 05, 2016, 09:12:10 PM »
Quote from: "Geno"
Bass looking kinda bootleg

That's my new avi right there, Bass sporting some motherfucking chin.

144
Anything Goes / Re: MusashiAA's Shameless Shenanigan Shack
« on: April 05, 2016, 06:54:37 AM »


Composed by Kinuyo Yamashita.

Back when I started meddling into v4 development, I had already envisioned making or influenting each Genesis Unit's stage theme to sound like it came from an specific game. Wily Wars contains MM1, MM2, and MM3, so each member would have its theme based around said game's music.

Mega Water-S's theme is very clearly based around MM2 instruments
Hyper Storm-H's theme is based around MM3 instruments
and this Buster Rod-G cover uses MM1 instruments, but there was no necessity to make such cover, since Baii had already given the devteam one.

Still tho, this is supposed to sound like it came from Mega Man 1. This took me like, 3 hours to make.

145
Anything Goes / Re: General Offtopic Discussion
« on: April 04, 2016, 08:16:35 PM »


























(click to show/hide)

146
Closed / Re: [Suggestion] Skull Barrier Change
« on: April 04, 2016, 06:46:22 PM »
Isn't that essentially what all the barrier/shield weapons did after Leaf Shield and before Junk Shield? They would only shield you off one single collision with another hitbox, the difference being in the ability to fire is as a projectile or not. I think keeping at least one of the MM4-MM5-MM6 shield weapons consistent with that specific ability while actually making it useful for a first person shooter by allowing it to be a passive buff that stays after weapon switching is a good idea.

Speaking of passive buffs that stay after weapon switching and Junk Shield, might as well allow Junk Shield damage reduction after weapon switching if you're gonna allow Skull Barrier complete single hit protection after weapon switching.

In fact, speaking of shield weapons that "break" when shot once and MM4-MM5-MM6 shields, this idea also sounds alright as a counter measure by me when you take into account how our Star Crash and Plant Barrier work. Although this is probably a matter for another topic.

147
Help & Editing / Re: Computer freezes after Cutstuff logo
« on: April 04, 2016, 01:13:26 AM »
If you don't mind me chiming in, I was able to run Skulltag and Zandronum with less than a gigabyte's worth of RAM and subpar processors throughtout all the years I've played this game, with OpenGL enabled which should be more resource intensive, so that isn't honestly as big of a limitation as perhaps just processor power, which both seem to take a considerable toll on.

If you had clear GPU hardware issues recently on the rig you're using, then that is probably the problem. You're gonna have to get a replacement if somehow this isn't a software issue that can be solved by some magical update on the driver end. Have you tried updating whatever graphical drivers your OS still uses?

148
The WWW board / Re: Super April Fools 2016 Fighter Turbo HD Remix
« on: April 01, 2016, 07:03:29 PM »
http://www.pastebin.com/

and my favorite one just because I get to post it today

[You know exactly why this link was removed -Korby]

149
The patch in question doesn't change content at all beyond fixing two way teleports: no further change was made, nor any change that heavily or passively compromised the original integrity of the map pack. The modification of CSCM for Mapchella that removed MM5CHAX and renamed the pk3 file did in fact also remove the script that kicked people who used SR50, as mentioned here.

When I asked (I didn't make this by the way, I requested it to Jax and discussed about it with Celebi if you wanted to know) why MM5CHAX was removed, I was explained that MM5CHAX might have possibly been blacklisted because of an unexplainable(?) crash that involved bots, which is or was an issue shared with the core version of the map, which in turn prevents or used to prevent bots from entering specific areas of the map: perhaps BE reacts to this automatically by blacklisting servers that crash in such fashion. This and the anti-SR50 script were the suspected reasons for the blacklist back in 2014 for Mapchella, and as such both were removed from the original v5b pk3 for safety reasons. The patch takes that modified pk3 into account.

Nothing was radically changed with this patch, it only fixes compatibility issues with two way teleports so the maps are playable for current versions of Zandronum: it's the alternate version of the pk3 that has the actual changes, and so to be as safe as possible for BE hosting, Jax took that pk3 into account. If MM5CHAX has no merits to be removed, it could be as simple as updating the patch to take MM5CHAX teleports into account, if there were any in the first place.

EDIT: IIRC, you can't host on BE with the original blacklisted pk3, so there's also that: the patch is for the secret alt pk3 that CAN be hosted on BE, which also coincidentially removed one of the maps. If we wanted to make hosting possible while also keeping MM5CHAX, then we would've just released an update...which really isn't something any of us should do except those who originally managed this map pack. Just a humble patch that works with what we've got.

150
Going to bump this thread to let you all know that a patch that only fixes 2 way teleport crashes was just released for this map pack: missing textures and whatnot are still missing and whatnot. Now I don't think anybody really intents on reviving this map pack project at all, but the demand for making it possible to be hosted came from the desire of preservation and nostalgia, rather than to revive and update the map pack with changes. For those interested in hosting this for whatever reason, load this after the map pack.

http://www.best-ever.org/download?file=dogman-telefix.pk3

To be safe for BE hosting, please use the CSCM modification that was used for Mapchella: it removes MM5CHAX (the supposed reason as to why CSCM was blacklisted on BE). This fix takes that modification into account. Also something about being careful with MM2DW2X.

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