Advanced Search

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Zomo.exe

Pages: [1]
1
W.I.P Forum / TheMod Public Beta
« on: August 31, 2015, 03:43:11 AM »
So uhh yeah... just another one of those guys doing Yet Another Classes Mod™ type of things, but didn't we all start somewhere like this? Whatever I'll get straight to an introduction on the classes and features being presented:

<FEATURES>

-An option to play with Smash Balls: Most stages have a Yashichi, so why not use that to provide the chance to spawn these lovely little things? Each class has a generally powerful attack suited to how they play to earn you some frags. Don't worry, unlike Smash it will not favor people doing horribly, as that could easily upset a bunch of people. This option can be turned off with the cvar "TM_NoFinalSmashes 0." Setting this cvar to 1 will turn them on, and that is the default option.

-Custom Maps: Built for this mod's play and planned for a future release. Future plans include the chance to insert custom items, but as of now they are acceptable for Vanilla. This does not mean they are top-quality, so please talk to the map makers and help them out.

-Assists: The Power Stand is an item based off of Smash's own assist item. As of now, 3 summons are ready to go, but you'll have to use it for yourself! Might want to try looking in Party Balls, they seem to come up from there...

-Eddie Changes: Not only does he give out weapon givers (more on that later), but may also be... something else. You'll see a green head replacing Eddie in stages he can be gotten from, and it also appears in Party Balls.

-Item Replacements: Some classes can get different items that are more personalized to themselves. I'll leave this in the dark to be figured out for yourselves but I'll give one free hint: Proto has slightly different item effects if you walk over Vanilla items...

-TheMod Copyweps: This mod comes with its own set of copyweps, generally based on other Megaman hacks or other games.
One example is the Blue Shell, a 1-use attack that comes with a heavy bit of homing and pain behind it. You only get one chance and it takes a good bit of effort to refill it, so make it count!

-Domination music: Getting in enough of a lead to bring the game down to 5 frags to go will trigger a music change to give an idea of who's winning. Just one of those little detail things that can motivate people to get into a fight or motivate others to step up their game. Should also work with few problems during LMS/TLMS/CTF, although this mod isn't heavily designed for that type of play... yet. Keep in mind that as of now things may be unbalanced for such gameplay, and should NOT be played with CTF. It may crash; you have been warned.

<CLASSES>

Yes, there are some shameful things done such as userclass inserts, but I'll at least be nice enough to explain any important details.
For obvious reasons I will keep the Final Smash details secret

-Mega: Most mods gotta have him for stability reasons (although you could forgo him, but you might be met with torches and pitchforks from the older players). Can slide with all his weapons and also use his Final Smash on all of them too.

-Bass: Same as Mega, except has a slightly weaker power scale-up and a bit faster/easier to kill armor-wise. Has a double jump, a slide/final smash on all weps, and bass-specific HUDs/projectile colors on some weapons.

-Duo: Has a different playstyle than one might except. Borrows moves from some of his canon appearances and comes in with the power of a true tank! Watch out for his powerful fists...

-Zomo.EXE: Who the hell is this guy? His playstlye revolves around the world of Battle Network. Serious talk though, even though OCBMR had Auron out first, this class was in design way before that one was. Regardless, this class has chips doing most of the damage, although the elemental busters can be used as a way to do some lower but more basic damage. A small selection of chips were put in to demonstrate some concepts, and if one wanted, you could make a keybind to allow the use of program advances (go to the bottom of the controls menu). Fusions of 3-4 chips will create a powerful combo, generally outdamaging the total potential of the 3 used to create it. Figure out what chips do what and use combo'd attacks to win. Think of this class like Megaman but more RNG-dependent.

-Sal: Totally not an Espeon on two legs. Has two weps that use psychic and dark-based attacks respectively. Most are based on existing Pokemon attacks, although 1 or 2 may have been adjusted to fit a 3D environment. A bit of a lightweight class, just try to stay away from fighting and you'll do fine.

-Rin: Based on a female fighting character Mii made in Sm4sh, Rin is a true meleer at heart. Her moves mostly involve having to get up close to punish your victims, but you will get what you pay for. Something that holds back meleers a lot is the fact that they tend to be all melee and nothing else. Well, Rin does have something fairly rare: a ranged option and a great Final Smash to Boot. She also has a button bind that works right off of the same button you may have bound for Zomo's Program Advance mechanic (it turns off aerials if you wish to stick to the ground, although I don't see why you would when Freezia Kick + anything makes easier kills).

-Darkile: A denizen of the darkness. With a dual dark whip and a good command over the power of shadows, this woman (surprise, surprise) will not put up with opposition. However, being of the darkness it can do weird things... such as make you more powerful the closer you are to death (don't bother trying to force low HP, you'll only be getting as far as 800).

-Red Mage: A jack of all trades girl and user of many types of magic, the Red Mage can be equipped to deal damage in many interesting ways. White magic can buff your magic/sword attacks or help you escape tight spots, while Black magic is what will allow you to deal your damage. Each spawn you start with 1 tome from each magic type.

-Dimpsy: A weird person equipped with an even weirder set of tools and arsenal. His love for Sega shows very much, as well as Dragonball Z. Also comes with very sharp drills.

-BoostTrain: A train on steroids. Has been known to scoot very quickly at the speed of stupid, and blasts his enemies with coal or heavy smoke. A deceptively lightweight class for obvious reasons, you cannot go wrong with using the boost to get through.

-Captain Falcon: Not at all like the recent Hale boss designs. If you ever wanted to spam Falcon Punch legitly or a bunch of Falcon Kicks, now is your chance. Built like Rin, he also has a fallback ranged option in the form of a ray gun so you're not completely helpless vs stalling targets. Now go, and show them your moves!

-Sergeant John: Does not take Johns or excuses for an answer. He brings some good artillery and high-tech gadgets into the fray to bring defeat to his enemies. The mechanic behind this guy is that a bar charges as you fire your primary, and when it is full you can either use the alt to fire an EMP shocker or fire again to get rapid-fire missiles. Or, you know, you could wait for people and surprise nuke them with a Napalm Shower.

-Blews: Kind of like Sergeant John, except more insistent. Disintegration Beams and Delta Bombs are the name of the game; lay the bombs and use your item to detonate them. Should you run out of beam ammo, at least you have a short range beam to fire in a pinch...

That being said, this is a WIP and any feedback will gladly be appreciated. And yes, X is bad because it's bad will be insta-ignored without a second thought. Also the beta is to help catch persisting bugs because I am stuck with the kind of team that isn't the best at catching them, so more people will definitely help catch them... and if it really concerns you, my own class was balanced in the best ways I could think of, but it's likely far from perfect and could give illusions of being imbalanced even though it might be after all, so once again I appreciate any useful feedback. Oh, and have fun with some of the easter eggs left all around this mod...

<LINKS TO FILES>

https://www.dropbox.com/s/kfyekm3vgfmvp ... a.pk3?dl=0
https://www.dropbox.com/s/k2ejg41b63zsx ... 1.wad?dl=0

HAPPY NOT-SMASHING.

2
Resources / Zomo.EXE's Resource Thread
« on: May 21, 2014, 02:48:08 AM »
Seeing as though we recently had a release for V4A, I thought that maybe I can throw around a few resources so that modders and mapmakers don't have to go looking around for specific things when they need it. It might not be much, but if you're the type of person that is big on saving filesize and doesn't like to sacrifice too much quality, then I might be able to help. For now, I can do SNES pack requests as needed... so keep checking back here for updates and leave requests, perhaps? Don't worry, I assure you that any links I put here are from either my own DropBox or from a site I personally checked myself.


The Megaman 7 and Megaman & Bass Combo Music Pack! (SPC FORMAT):

Instructions on how to use music packs:

1. Download it.
2. Go to wherever the directory is for MM8BDM (I can't foresee where this is for each person, bear with me) and find the skins folder.
3. Insert music pack.
4. ???
5. Profit.

And should you have SLADE or something similar, I encourage you to use it to find track names for each game (if I left out any tracks, it was likely because I didn't see a reason that anyone might actually need it) and perhaps extract them or replace tracks with those used in the V4A file (make sure they are renamed to what they were before; it should be done automatically in SLADE).

If I messed up on something, either tell me on this thread or PM me and I'll do my best to fix it as quickly as possible. Other than that, have fun with this and be sure to come back later!

3
Projects & Creative / The Official Unholy Bosses Thread
« on: April 24, 2014, 03:55:51 AM »
On behalf of Dakutatoru/Pikman555555555 (all those 5's are joke, Pikman555 would do just as well), I am putting this up so that everyone is aware of a somewhat old project being combined with that oh-so-lovable Saxton Hale stuff. You're probably wondering, "Oh great, not ANOTHER waste of talent on a tired-out form of gameplay, haven't we seen this like 852576871 times?" You're right; but I'm also sure that you're tired of the same simplicity, the same boring bosses/classes and the same people who take advantage of the fact that some classes or weapons can just troll like no tomorrow, and no one likes 10+ minute matches just because of one person who decides to stall as long as possible, when by the time the next round starts, anyone can die a couple minutes later. The goal of this mod is to not only solve the problems that basically every other SH mod has as well as keep things interesting, yet also 1-up those same mods in terms of complexity and strategy.

With that being said, one might wonder why TK'ing is allowed in this mod... First off, it keeps the time spent waiting to a minimum in most cases so more gameplay can occur, but teammate killing can only be done through select items. This is so that while the concept itself is not a major turndown, but it keeps control of people that want to do nothing more than prolong a match longer than intended (bosses were also designed to be able to deal with stallers as well to further this). Secondly, having the power to decide the fate of anyone you wish is appealing, is it not?

Now the mod (or story itself):

(click to show/hide)

It is clear that this is not just another typical SH mod; there is actual backstory and motives behind every class and boss. While some may not be willing to share it, their main motives are clear enough; they will take down anyone in their way to seek the power of the embodiments of sin itself. You, the player, must work together with your allies and attempt to confront these mysterious entities, knowing full-well they could easily wipe you out if they have the determination and want to. Should you, however, have more will and determination than them, maybe you will be able to send them back to where they came from and hope they never return...

While this mod is considered public and released, work should also never be considered complete; there is always room for new potential events, bosses and of course, classes and items. The problem is that not everyone has the understanding of Decorate, yet alone ACS, and those that do most likely want nothing to do with the Saxton Hale scene. This is understandable, but for something to become great and known, then someone has to provide the coding and resources necessary to get it to that level. Also, it is understandable if the complexity of this mod and the limited TK'ing through items is a turndown to players; once suggestions and ideas are given to us, then the overall gameplay can be improved and made more enjoyable to those who want more of a challenge in fighting a boss and having a couple of laughs along the way. Keep in mind that while this was intended at one point to poke fun at SH in general and act like a joke mod, it is still a serious enough project that can easily be considered underrated. Ending that note, this mod still needs work but not many people on the team currently can code; it is lacking currently in the following:

UPDATE: We DESPERATELY need a dedicated spriter, especially for HUDs. Look on page 3 if you would like to help!

-Proper Spriter(s); Custom skins/projectile sprites are a MUST to make a project stand out over others, as well as HUDs
-ACS; The fact is that while we're back to normal for now, at least most ACS already done has been tested and determined to work as intended, considering it is based off of older SH coding. That doesn't mean we don't need more people with ACS knowledge!
-Decorate; While Pik has done virtually most of the bosses and classes on his own, such a burden should not be put on him alone; more people with knowledge of decorate means faster release times and testing/more productivity.
-Mappers (OPTIONAL); Be willing and able to possibly build custom maps relating to this mod to once again improve the general experience of it.

Should you happen to be interested in helping and can fill one of these roles, take a look at the following application and copy/paste it, along with relevant information and answers as a reply:


UNHOLY BOSSES POSITION APPLICATION

-Desired position:
-Examples of work:
-Any major projects you did yourself or at least contributed to (will not necessarily result in a turndown):
-How active are you, and how often you are online or at least in-game (provide a timezone if possible to give us a better idea of when you are online):
-Are you familiar with how Unholy works to a good degree, or at least willing to learn:
-Are you willing to use Skype to join a chat, or possibly even be included in calls to discuss work and potential ideas:
-What else makes you think we should let you join the Development Team:


Also, suggestions, feedback and whatnot are also welcome. PLEASE MAKE SURE THAT IT IS REASONABLE OR IT WILL BE REJECTED, NO QUESTIONS ASKED! If something keeps coming up, keep in mind that it might be polled as well as other suggestions in the future:

Once again, feedback is definitely needed and appreciated for anything, but most importantly, classes. A revamp is being considered in general but to do that we need to know who is in need of a revamp. Try to note any issues that might turn off someone from playing a class if possible. If you would rather provide feedback in the form of giving us potential resources to use (i.e. music, sounds, sprites, etc.), then get in contact with me or Pik so that we can figure out how to take care of turning them over. Don't worry, you will be credited as well as the original creators of whoever made them!

Finally, if for some reason you just cannot get ahold of the files needed, then links are provided below to a download site for each required file. The current versions are as follows and are required to join a server, and to successfully run them they should be in the order suggested below.

(click to show/hide)

Make sure they are saved properly in a place where your online browser can detect them, but if you're using DoomSeeker (which most people are and if it's configured properly), the browser should be able to download these correctly. If hosting, always put the classes, bosses, then music file in that order. This IS a must.

Other than that, tell us how we're doing, and happy sinning!


UPDATE: We now have a changelog for those who somehow care! This will be kept as of the v4a compat release:

(click to show/hide)

4
Since the Zandronum team has had fairly frequent updates to their client recently, I'm seeing more of the "I'd upgrade to the most recent version, but it's such a hassle to use different versions!" comment. MM8BDM has more or less converted over to this client, so the issue is: how DO you easily deal with servers that aren't using the most recent version?

Simple. Follow these easy steps!

1. Make a copy of the folder that contains the following: MM8BDM, all related .pk3 files (mods, map-packs, etc.), and Zandronum of course. I HIGHLY suggest just keeping to the bare minimum, such as core files for the game and files required to run Zandronum, because not doing so leads to unnecessary clutter. Also, take time to clean up unused mods or whatever you don't use much (stick to .pk3 files, if you accidently delete any important files, chances are you're gonna have to do a fresh download or install). Make sure that a copy of your Zandronum-"Account Name".ini is in any folder that you make as well, so any and all settings are carried over for any version you which to use.

2. Rename the folder you just made with whatever came with the version of Zandronum you're running so you know which one is which. Take note of filepaths and put them in a notepad document or something, you'll see why soon enough.

3. Using Doomseeker (which is packaged with more recent versions), go to Options > Configure > Engines > Zandronum. You will see a box where it says "Path to executable". Either browse to whichever version you're looking for (Properties > Date created can give an idea of what version it is), or paste a filepath like I suggested earlier to make this process easier.

4. (OPTIONAL) Just to make sure Doomseeker still looks for wads and .pk3 files in the right places, check the Filepaths option under Configure to make sure it points to the folder that contains what you have. I personally keep all of that in one place; less typing and effort spent looking around. Also, go to Wadseeker > General and make sure the directory path also goes to the folder you may or may not have said files in. This is where Doomseeker will put files for whatever server that needs them so that you can quickly get into a game.

If you have to switch for whatever reason, simply refer to step 3 to insert a filepath to whichever version of Zandronum you need. Now, if you followed these instructions correctly, now you can easily play on any MM8BDM server, regardless of Zandronum version! Keep in mind this is useful for when most people haven't really switched versions over on their servers, but can be used when necessary. If anything seems unclear, or if you find a simpler way to do this, lemme know in a PM or find me on a 8BDM server if all else fails. Happy gaming!

5
MM8BDM Discussion / Outdated tutorials and recording advice
« on: August 31, 2013, 10:13:56 AM »
I think I should point out that half the tutorials in the section they can be found are well... more or less outdated somewhat, which leads me to my next question...

Not that THAT many people are active, let alone have enough time to play or record for that matter. Lately I've been thinking about recording stuff to either look back on or post around to get the game noticed more. The problem is, I tried using custom parameters to record and did EXACTLY what it said, and yet the demo failed to play back. I used the launcher (V3a), added every IWAD, PWAD and mappack that was needed and of course no luck.

I just need some advice... what is the most reliable and easy way to record through Zandronum (the tutorials refer to Skulltag even though they're essentially the same thing)? If you have a way that is different, list it step-by-step so I can try it.

6
MM8BDM Discussion / Music Codes please?
« on: August 18, 2013, 09:33:02 PM »
Some codes for stages are not as obvious as one would think. In most cases, the stage's code is the 2nd part of the map name + mus. However, a few stages do not follow that format, and I would like to know the codes for them because, well... they're awesome. ;) They are:

-Chapters 1-7 boss stages (Unknown stages)
-MM8DUO (duomus =/= normal stage music so do not tell me it is)
-Credit themes (End of v1 campaign, v2 campaign, and maybe v3?)

7
I know this has been posted here before in the past, and I see this server up almost all the time on Doomseeker, but it needs one more thing... saxton&friendsv3d-sprites+music+misc.pk3. I have already tried looking around on the two suggested sites most MM8BDM mods are posted but of course they don't get me what I need. If anyone can help I would greatly appreciate it... and just to clarify I did try a direct download and putting those files where Doomseeker is set to check for them.

Pages: [1]