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Messages - MrL1193

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76
Projects & Creative / Re: Class based modification (v6g)
« on: August 14, 2013, 05:33:04 AM »
When I had to fix Oil Man's Oil Slider for Class Saxton Hale, I pretty much just took all the code pertaining to the slide from the new Oil Slider weapon and used it to replace the equivalent code in Oil Man's file. It's not a perfect fix (the bar that's supposed to show how much longer you can ride it just stays blank the whole time), but it at least gets rid of the error. I'm not sure exactly what changes you would be missing if you just re-added the old ammo definition to the file.

Also, I'm pretty sure that Turbo Man will need an update as well so that his Scorch Wheel will properly indicate how much longer you can hold it.

77
Well, since Tails came up with a new fix for the Saxton Hale wad, I decided to work off of that instead of trying to organize the data right now. What that means is that you'll now need to load three wads instead of two (including the unaltered SH overhaul file), but you won't have to download the monstrous Saxton Hale file all over again.

I've put up a version 3b server now. Feel free to drop by if you like...

78
Just a quick note, I am working to resolve the compatibility issues caused by the MM8BDM version 3b update. (Classes won't work at all without some modifications to Oil Man's Oil Slider, and the new types of buster damage would cause friendly fire.) I also plan to use this opportunity to divide the Saxton Hale file up so there will be less to download with future updates. I'll try get it all done by the end of the day.

79
Quote from: "Rozark"
Is waiting for a quickman fun?
Better yet; is waiting for a gyroman fun?
Is it fun to try and kill gyro or quick men?
Is it fun waiting 5 minutes DEAD while the hale tries to kill these gyro or quick men?

Seriously, Classes x Saxton isn't fun.
Believe me, I wish Quick Man and Gyro Man were the only problems posed by the classes. It would make my work a lot easier...The mod combination seems relatively bug-free now, so I've turned my attention to balance issues now. Quick Man and Gyro Man are not hard to tweak. It's trying to make sure that every other class is also reasonably well balanced that's time-consuming...but even so, I still maintain that none of the usual criticisms leveled at the mod combination are impossible to correct.

Oh, and just in case anyone might have missed them, I fixed a few bugs in the Saxton Hale mod itself:

(click to show/hide)

80
Quote from: "Rozark"
Quote from: "tsukiyomaru0"
filesize is still absurd. Really. Blame it on music and sounds.
I blame the monsterosity that IS Classes + Saxton for the fileseize.
The entire Classes file only makes up about 10% of the total (hence why I decided to only change the Classes file for version 1b). :ugeek: Tsuki is right; the sprites, music, sounds, graphics, and maps make up about 99% of the Saxton Hale file's ridiculous size. For my purposes, I don't need to touch that stuff, so the next time I need to fiddle around with something in the Saxton Hale file (which may not happen immediately), I'm just going to split it into two files so people don't have to keep re-downloading the graphics and audio.

And yeah, I'll try to make Classes v7 compatible whenever it happens to come out. Unless there's some sort of dramatic change, I should be able to do it fairly easily now that I have an idea of what to do.

81
Both wads have been updated to version 1c.

I've included a detailed list of changes in the first post. The most significant change is that bosses should now appear with their proper colors. Also worth noting is that homing weapons will not lock on to allies any more.

The rest of the changes were mostly just minor fixes and preparation for class rebalancing. If there are no other problems to deal with for now, my next move will be to balance the classes (and probably buff/tweak the hales a bit).

82
W.I.P Forum / Re: Updated Class Saxton Hale - v1b (Help Needed)
« on: July 29, 2013, 04:28:09 AM »
The Classes wad is now updated to version 1b.

Hopefully this will resolve the team attack issues...I also used a temporary fix to alter Ring Man's and Star Man's weapons so that they can actually hurt Scrooge. Against other bosses, Ring Man will generally do less damage than before, while Star Man will do more. I intend to implement a more permanent solution in the next version.

83
W.I.P Forum / Re: Updated Class Saxton Hale (Help Needed)
« on: July 27, 2013, 09:48:11 AM »
Quote from: "ThePlayer"
I understand what you're doing here and I guess it's fine, but why are there two WADS when you can combine data into one.
I wasn't sure how to go about doing that. :? As I've explained, this is my first time doing anything with wads; I apologize if it's a clumsy solution, but it was all I could think to do at the time. I'll try to correct the issue in the next version (if I can actually make a new version).

84
W.I.P Forum / Rebalanced Class Saxton Hale (v4b)
« on: July 27, 2013, 01:03:00 AM »
Now with (hopefully) better balanced classes (and bosses too)!

You will need the balrogsh-overhaul.pk3 wad. (Load this wad FIRST.)

Download the Saxton Hale fix HERE. (Make sure to load this wad second.)

Download the Classes wad HERE. (Load this wad third.)

Changes in this version:

(click to show/hide)

(click to show/hide)

List of last survivor runes:

(click to show/hide)


I would strongly recommend using server settings to limit the pre-match countdown to no more than 5 seconds. If it is any longer, a boss will be selected during the countdown every round, which will mess up the boss picker.

If you find bugs, please do let me know. I can't promise that I'll know how to fix them, but I'll at least try.



All credit for the original wads goes to Balrog, Tails, Silversin, the Classes team, and everyone else who's ever worked on these mods in the past.

Also, thanks go to Tsuki for giving me tips on how to fix the colors and homing weapons issues.



Past versions:

(click to show/hide)

Any help or advice from those with coding know-how would be greatly appreciated.

85
Quote from: "Balrog"
Quote from: "Linnie"
Question: Will this mod have that code that disallows classes, or will that be removed so everyone can have fun with it?
If I have any influence at all in this mod, it will. In Classes Saxton, the only people having fun are the stallers.
I won't get into the merits of Class SH in its current form again here, but I must say that I don't see what you're so afraid of. The two mods don't really work together without a hotfix anyway because of team attacks, so the only people who would host them together as-is would be those who just want to mess around or RP (meaning they don't care in the slightest about game balance anyway). And if someone does want to make a fix for the two mods, I doubt that the anti-classes code is going to stop them.

86
1. Quote and Curly are must-haves, and Morshu has a unique playing style that's worth trying to save, even if he himself isn't. On the other hand, I never liked PO Roll (even just as a character, without the overpowered healing ability) and would not be sorry if she didn't return.

2. I suppose using teams would fix problems with certain weapons (such as homing weapons locking onto allies and weapons from other mods outright damaging them), but as far as distinguishing bosses goes, it seems to me that fixing the palette glitches would be a better way to do it.

3. I've never played the version with Silversin's classes, so I don't know how well those worked. Really, I'd just be happy if there were some way to allow players some individuality in their abilities. (That's the main reason I like it when Eddie shows up--he can give players weapons that the others don't have, distinguishing them from the rest.) Don't get me wrong, I hate seeing Quick Man and Gyro Man in Class SH too, but the idea that all the players have to be absolutely identical to one another for proper balance is just too extreme, if you ask me.

4. I'm not too sure on this one. It sounds like a potentially fun idea on paper, but I don't know how one would go about selecting which bosses should be more common than others.

5. Aside from random-sword Gilgamesh, I don't think the balance is too poor overall.

87
Quote from: "OtakuAlex"
Uki's Weapon Pack + Saxton Hales = Best Thing ever
If you want to know what I mean,go see for yourself
Friendly fire abuse is the best thing ever? :?

88
Projects & Creative / Re: Class based modification (v6g)
« on: July 13, 2013, 07:30:24 PM »
Speaking of Wave, is there any chance that Wave Man might see some changes? I'm not saying that he's unbalanced or anything like that; it's just that he's...well, not very unique. As far as I can tell, his movement, jump height, and armor are all the same as the base class, and his Water Wave seems to be the same as the copy version as well. The only thing unique to him is his harpoon attack, and even that just amounts to a modified buster.

89
About the combos: Couldn't you set it up kind of like Wily's alt fire? Bison could be set to use a different part of the combo depending on how full the meter is. You'd just have to make sure the meter resets instantly once he stops attacking (instead of regenerating slowly).

90
To be honest, the combo was indeed part of what drew my vote to M. Bison. I still think he's a good choice character-wise either way, but I'd really like to see the combo make it in, because it would definitely be his most distinguishing feature.

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