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Messages - Zomo.exe

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16
Projects & Creative / Re: The Official Unholy Bosses Thread
« on: May 05, 2014, 01:04:34 AM »
Umm, not sure if anyone actually skims by here but can get this get moved to the WIP section of the projects forum please? I couldn't really decide where to put it at the time to be honest, so uhh... yeah.

17
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)

18
So umm... what was the big exploit then? The curiosity in me must know.

19
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: September 12, 2013, 08:03:36 AM »
Rozark has a point... at least 8BDM is being played at all, and besides, the cycle would only repeat itself through another gamemode if Saxton were to suddenly stop being played so... let people play what they want. If they enjoy it, I see no problem really. Well, except for the sheer amount of servers relating to this mode on DoomSeeker. It's gotten so crazy and random that a few people are actually trying to make a boss vs boss DM mod + other random class stacks.

Don't worry though it's a "for shits and giggles" thing, my advice is to watch out for wild hadoukens.

20
Forum Games Archive / Re: Defeat something with something else!
« on: September 05, 2013, 09:41:38 AM »
Giant fly swatter

Ok

(click to show/hide)

21
MM8BDM Discussion / Re: Outdated tutorials and recording advice
« on: September 03, 2013, 05:50:38 AM »
Yeah, well... my filepath doesn't use spaces whatsoever, so that can't be the issue. Only dashes and dots. Still looking for some kind of solution or insight here.

22
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!

23
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.

24
Anything Goes / Re: Toad Day
« on: August 25, 2013, 08:16:02 AM »
I wish I joined in on these antics, but you know...


Being a legitimate Hardman user, anyone using Toadman is welcome on any tower I make.
Defense and the threat of a 20-ton fatass waiting to fall on top of and rape you is the best offense... and rain. Lots and lots of rain. :D

25
Forum Games Archive / Re: Defeat something with something else!
« on: August 24, 2013, 10:43:53 AM »
The ultimate counter to all ground-based units... At least if we're talking about what his head can do.


(click to show/hide)


Sorry, but this legendary warrior cannot be countered, unless...

26
MM8BDM Discussion / Re: MM8BDM Funnies
« on: August 23, 2013, 08:33:02 AM »
I know that not everyone likes the whole Classes + Hale combo, but even that can have some funny moments.

My most recent crusade as of late was to prove that Hardman is actually an underestimated class (secretly you laugh, but this is indeed not a joke :D). Well, when you convince enough people to join you in Hardman shenanigans, such as planking Hardman-style, or most namely creating a near-impenetrable tower of said Hardmen and friends, you get stuff like this...


(click to show/hide)



I'll post a few more if I get any good ones, perhaps including chat if I can. If anyone has anything else to add to this hilariousness, feel free to chain and keep them coming because Hardman is the best class ever. The guy has his own armor class, for chirst's sake! What a legend!

This is only true in the rebalanced classes hale mod, not in the official v6g mod as far as I care.

27
Projects & Creative / Re: TMK4's Workshop (2 Projects Underway)
« on: August 22, 2013, 08:34:27 AM »
Oh, I must have missed the memo about Morshu being changed with the 1st release; perhaps I was way too harsh with a neutral opinion even though he is one of my favorite bosses to play as. After all, they're only as good as one can play them...

In either case, I'll wait til it's actually released and come back here to post real insight on all bosses if needed because of the fact that one cannot judge what one has not seen or experienced. I guess I'm just irked a bit that Morshu's rage very rarely gets a kill, if that.

28
Projects & Creative / Re: TMK4's Workshop (2 Projects Underway)
« on: August 22, 2013, 04:17:09 AM »
In the time that I've played 8BDM, I have seen a lot of things (which is not long, mind you), but with time I start to understand or basically relearn how a game is played because after all, this is doom, right? With that said, I have my thoughts on the existing bosses:

Gilgamesh: I agree with Koal here. He cannot for the life of himself deal with opponents from a distance. Perhaps something not as powerful as his melee attack could be put in? Also, this guy is a heavy guy, so as far as HP goes, his current formula is okay.

Saxton Hale: Personally one of the few hales I dread being. Why, you ask? Raging just makes everyone run like a wuss and laugh away while you usually cannot touch them. I'm not suggesting something as radical as 100% scrapping him, but I'd rather see a slight speed buff on him or speed nerf on everyone else during the first 10-15 seconds of the rage. The way TF2 handles it works quite nicely; that would be a good starting point on how to remodel it.

Ghost of Starman: I'm no Earthbound fan, but even I can say that a simple pimp slap attack will not suffice. The guy has some PSI abilities, why not let him have a few of those (obviously don't make them too OP), and maybe a slight rage nerf would be best.

CF: Because this guy is getting remodeled anyways, I don't have much to say except for the fact that his rage makes him vulnerable as hell. I would love to get a sneak peek of it though. <3

Scrooge: Whatever Saxton can do, this guy can do BETTER. He's fine as far as I'm concerned, but damn dat cane... '_'

Morshu: I'll try not to be too bias (or however it's spelled) here. My solution to his overpowered primary would be to tone it down some and come up with a new rage, one that preferably doesn't achieve more than making everyone just get the fuck out of there. The guy may have 16 seconds worth of voice acting, but something can be done I hope.

CBS: Almost a carbon copy of Gilgamesh minus his HP and rage. He also suffers from range syndrome, so again, a ranged weapon that of course doesn't OHKO but would make people think twice before trolling this boss would solve this issue nicely.

Cave Johnson: I miss the hard mode version where his lemons went where you shot them and not just bounce around. Not much else to say, except hard mode should definitely make a return. Bosses need to be a challenge, not Tsuki-friendly. Finding a balance between challenge and ability to beat a boss is hard to do; I realize this, which is kinda why I was interested in asking about helping with testing current boss changes and new bosses.

Slenderman: For a melee hale, he DOES NOT do justice to the real thing. Also another boss I dread being because he can be treated like a punching bag in the right circumstances. Either give the attack more reach and in more than one direction or just do a fresh start.

Ra Thor: Because I play both classes and non-classes, it's hard to give a neutral opinion. However, I will do this as best as I can. His Hypno ability can easily be wasted if you don't aim it right or use it on the wrong people. Should it hit however, his minions should have a bit more HP and their melee attacks be replaced with a weak yet insistent ranged attack, kinda like Curly's machine gun perhaps? That way, they aren't basically punching bags especially with the last survivor. As far as classes go, I can see why hypnotize was essentially disabled.

Seeman/Seeldier: They seem to be fine as is; however I do notice at time that one of the pair's rages can get by unnoticed, and can surprise the hell out of other players (this has happened to me definitely as Seeman at least a few times now), so hopefully Rebirth will solve that bug.

Ninja Spy: I think you said he was redone too in some way. I do kinda miss his old name/theme and voiceclips somewhat, lol. Other than that, would like to see his changes before giving feedback, as what I say now would be somewhat redundant if he was gonna have a big change in Rebirth.

Quote/Curly: Also fine as is. Sometimes I just wish Curly was almost on par with Quote with his primary weapon, because he's only truly dangerous with an army of clones. This could be looked into later, but not now.

As for the removed hales...

Pissed-Off Roll: I believe she was removed because of the fact that after so many rages were stacked upon each other, she could basically outheal any damage taken and probably end up with the HP she started with, if not more. An obvious nerf would solve this issue, such as not being able to use a rage again until the previous one has finished, or at least cut the amount of HP healed by the rage.

NeoDS: I cannot judge this one fairly, because in all honesty... I HAVE NEVER FOUGHT THIS BOSS NOR BEEN IT! I would love to see what he can do sometime on a closed server so I can give real insight. Even so, I wouldn't be against bringing it back for the purpose of history; all I'd say is just make him rarer than the others to be fair because he existed in obsolete versions of this mode.


Now that I gave proper feedback, I am excited for the first release and to be able to help with future testing in some way. In the meantime, maybe I should try learning about Doom's coding. >.>

29
Quote from: "TheDoc"
Here's an interesting idea (you may have to split up people into pairs for this though)

You could have a sort-of western draw scenario, where two people face each other, then at the signal, they can fire OHKO weapons to see who reacted faster. I'll try to add-on to the idea if you consider it, but I'm still trying to think how you would handle an odd number of players.

Only thing I'm mainly worried about is lag drastically effecting this...

I'm liking this. A good throwback to one of those Kirby minigames I loved when I was a kid. But I wonder... seeing as though THIS IS a mod based on LMS, I have another possible interesting minigame idea that could be used (if it can actually be coded)...

Two people out of everyone playing are chosen to duke it out while the rest are either force-spectated, killed off or perhaps left in some part of the stage to watch. The theme of this is basically who is the better of two rivals, such as Megaman/Bass, Kirby/Metaknight, Link/Ganondorf (or Dark Link for you hardcore OOT/Link's Adventure fans)... you get the idea; you can do something similar but I suggest this for the sake of satisfying the constantly asked question of "Who would beat who in a duel, X or Y".

As for how the actual duel minigame should go, simply try to make a script to pick a pair of rivals to be selected, then assign a relevant normal weapon and alt weapon for each class (once again, up to whoever does it). Also, give the two people chosen to duel a set amount of HP (preferably maybe 3-400?). To make duels slightly more interesting and discourage stalling, add scripts that could perhaps make the stage smaller (refer to Fusion Jousting), script random effects here and there that boosts damage done or speed for a short time; these are just examples. Last but not least, the last two people alive theme should NOT be enabled; instead, insert a theme that relates to whichever rival pair was picked (sort of like how Hale bosses have their own theme attached to them when a certain one is picked).

All in all, dueling is not something I see often; it is usually an art that takes time and skill to be good at it. I'm hoping that this could hopefully be an actual minigame someday, and that it can partly show what it's like because fights like this can be quite intense depending on who is matched up. Not sure if Mario Party did duel-like games, but that doesn't mean a heavily-modded Doom game like 8BDM can't do it!

30
I'm just curious, but seeing as you say that Saxton Hale gameplay will be changed a lot with Rebirth... would any other tester requests be considered at all (should it be deemed necessary)? I probably should throw out that I have Skype if it matters at all. Besides, I could use a good excuse to start getting into playing 8BDM with some voice chat, and while I don't know jack shit about coding/mapping at the moment, I feel at this point that maybe I can still help. I'd understand if this came too late or you simply won't allow any more people.

Also, I don't blame you for not joining the classes hype. You obviously cannot handle the true power of the buffed Hardman. :D

That and the fact that these two mods together cause more crashes than any other server I've ever played on. I probably should mention that MrL is definitely doing his best to balance what needs balancing and nerfing the hell out of stallers. But yeah, I understand why people hate these two mods together. I just play for the sake of everyone else is doing it and the fact that there are funny antics that can be pulled (tower of Hardmen using their alt attack on top of each other is not something to be scoffed at; they WILL make you cry).

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