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.


Messages - Celebi

Pages: 1 [2] 3 4 ... 8
16
Projects & Creative / Re: [Game Mode] Evil Escort! (aka Payload)
« on: June 13, 2016, 02:35:41 PM »
Replace setting SHOOTABLE to false with setting NONSHOOTABLE/INVULNERABLE to true during the respawn duration.  Setting SHOOTABLE to false can cause some weird issues such as projectiles fired by the player forgetting who their owner is, which results in "Player died" obituaries and in class mods like CBM, breaking their weapons. (Cutman's Rolling Cutter can't use pointer checks due to this.)  INVULNERABLE and NONSHOOTABLE should pretty much be the same as setting SHOOTABLE to false.  Be sure to check INVULNERABLE with that PowerInvulnerable pickup to make sure either isn't disabled ahead of time.

As a possible suggestion, consider making it impossible to contest the cart in anyway if a player is invulnerable or unshootable. (Edit: or just prevent moving the cart in general, they can still stop a push.)

17
Projects & Creative / Re: Class based modification (v8b)
« on: June 05, 2016, 12:28:52 PM »
Quote from: "MusashiAA"
SCRATCH ALL THAT

http://www.best-ever.org/download?file=classes-v8c-beta.pk3

This is classes v8c beta. This is meant for a public beta testing session. The changelog so far is:

(click to show/hide)

If we forgot to add, remove, or change anything, or if you find something noteworthy, please let Celebi, JaxOf7 or myself know about it. I will put up a BE server so I can actually see the chatlog for your input. After this testing session, we will delete this and then release v8c with the input gathered from this testing session.


As a follow up to Musashi, I decided on doing on a beta due to some changes I did to how actors are managed.  While Jax, Musashi, and I can handle the precise checks and tests, its very difficult to do a general stress test and precisely balance something new on the first go.  So this one to two day test will help cover checking if something is busted up front, along with gathering input on some of the new additions and changes.  Have fun!

18
Projects & Creative / Re: Official+ Unholy Bosses Thread (V6ah)
« on: December 04, 2015, 06:09:25 AM »
It might be done this year, but no promises.  Most of the delay is due to most of my free time being caught up in some personal issues and higher priority free time issues.  The other big delay factor is all the refactoring being done to just generally improve both mods.  An example of the refactoring would be most of the HUDs used for both mods.  Most of the HUDs are just simple recolors of existing HUDs.

So, I spent time adjusting and recreating the HUDs under simple basic sprites and the TEXTURES lump.  An example of this for Captain Rage, can be seen HERE.  Here you can see one of the basic MegaBuster sprites that will be used to make the HUD's for several classes/bosses.

19
Projects & Creative / Re: Class based modification (v8b)
« on: October 13, 2015, 01:57:02 PM »
So busy with real life troubles, add that I'm slowly working on Unholy stuff.  I'll comment on the Groundman stuff since I did most of his stuff.
Quote from: "Bikdark"
-Reduce damage on big drill. While it does feel super great to chunk people for 50+ (also makes Groundman usable), power needs to be shifted away to make room for other changes. Med and small drills most likely will not need changes
This is a tricky thing to balance due to it being a giant slow ripper.  Vanilla's big drill has gravity and after taking the initial 30 damage, you get a 3 tic PowerProtection making you take 3 (0.1x) ripper damage from further hits.  Groundman's Big drill uses a different damage type and different protection level.  His big drill does 20 damage, and further hits are reduced by 0.2x damage making you take 4 damage. (Also Groundman's big drill is faster, meaning less hits) This is done because armor exists.  Any less damage/more protection means Hardman and friends would become immune to further drill damage.  This would cause them to take the full 20 damage every 3 tics, making the damage inconsistent and more powerful on any class with armor.  The only way this is going to be balanced is if armor is removed from tanky classes and is changed to increased HP. (IE, Hardman becomes 200hp or Woodman becomes 120hp)
Quote from: "Bikdark"
-Have tank mode require 65-75% ammo, not 100%. Ground can deal with faster/campier enemies by chasing with his tank mode/underground mode, but he feels a lot less fluid when you need to wait for ammo to recharge after a skirmish if you need to chase.
Yeah sure, only worry is desync.
Quote from: "Bikdark"
-The dropped drill split should follow the crosshair's position entirely rather than only relying on horizontal position. At the moment, they're super clunky and hard to use, and that change would allow them to be a bit more usable
Only problem with that is then aiming up/down can mess up long hallway shots, otherwise 'yeah sure.'
Quote from: "Bikdark"
-Giga drill is borderline useless in non-clusterfuck scenarios. Should probably be changed into an area control/set it and forget it tool rather than something you need to click and hold. Maybe one time use > let player switch weapons to drop > giga drill still there? Giga drill could block escape routes/force enemy movements for easier shots
Originally I wanted to have item use split all your drills in flight and make the GIGA DRILL drop from the ceiling and dig into the ground spitting rocks everywhere for damage.  But the dev team did not like the idea of item use to be that heavily used for splitting.
Quote from: "Bikdark"
-Both huds look the same minus the inventory icon. Make tank hud different so I dont need to take my eyes away from what I SHOULD be paying attention to.
'Yeah sure.'  Although, Crash left the dev team over personal issues.  So we don't have a spriter on hand to edit the drill idle hud to something better. (Like maybe some drills popping out of his hands to show this is drill weapon)
Quote from: "Bikdark"
-Big drill is fucking massive and is nearly impossible to use in even semi-closed spaces. Is there any way for the big drill to NOT get completely fucked over by walls/floors, or would that require reducing hitbox size and therefore killing what makes spread drill unique? Maybe for the first ~20 tics make big drill have a smaller hitbox that explodes, then have it turn into normal huge as fuck drill? What about allowing players some alternative method of firing while holding alt (shoots single med drill)? If neither of those ideas sound attractive, tank mode's excavate damage should probably be given some more power so Ground isn't worthless in hallways or maps like MM5NAP.
First these screenshots will be referenced for GIGA DRILL stuff.
Technically, GIGA DRILL works perfectly fine with close range walls/floors.  In these screenshots, I made the drill explosion 'visible' via showing a Groundman sprite.  You can see the explosions in action in all the screenshots except #1/#4 working well near walls/floors.  In screenshot #4, you can see the explosion hitbox moves with the drill when its comes out/goes back in.  What could be done is adding more explosion hitboxes to the full drill size. (see screenshot #1 and imagine 2 more explosions above it) However, this would spike the damage due to the explosions noclipping up floors if the drill was used in a low ceiling area.

Finally, no comments on Turboman.  What he needs is a rework, which Jax might have on his list in the future.

20
Projects & Creative / Re: Official+ Unholy Bosses Thread (V6ah)
« on: August 19, 2015, 06:47:16 AM »
I was asked to show we're not dead.  Work is slowly being done.  Here are some new bosses.
(click to show/hide)

21
Projects & Creative / Re: Class based modification (v8b)
« on: August 03, 2015, 12:33:32 AM »
Thats a my bad, that weapon had a different method for controlling it when I first did it.  I never updated the altfire to use the newer method its currently using.  So it goes to the wrong state.  Sadly, I'm not seeing the need to do a hotfix/another version because of this one thing.  Thank you for the report.

22
Projects & Creative / Re: Class based modification (v8a)
« on: July 27, 2015, 06:02:35 AM »
Hi, have some patch notes for v8b. Sorry for the delay.

http://pastebin.com/wi6mfsHh

23
Projects & Creative / Re: Class based modification (v8a)
« on: July 14, 2015, 04:38:52 AM »
Quote from: "fortegigasgospel"
Quote from: "ice"
pirateman , not sure what the heck is the point of the treasure counter
To tell you how many things you've stolen. Cause those items don't respawn until you die. And you drop them all when you die.
No, it just keeps track of how much value you stole, it does nothing else.  It was done because YD asked for it.  Also Sniper Joe's grenade launcher is more place holder.  Its there to get you used to getting kills/collecting balls for the bigger stuff to come later.

There will be a new version coming shortly to address some problems, some balance, and adding some small new things.

24
Projects & Creative / Re: Official+ Unholy Bosses Thread (V6ah)
« on: April 26, 2015, 03:12:18 AM »
Quote from: "Dark_Chaos"
i-is this dead?
Please tell me it isn't. This was the only server I could have legitimate "fun". I hate feeling like I had to be on the winning team. Otherwise I'm just a failure. It's why I hate competitive Battling and other such things. Exceptions are tf2 and some other games. This mod was the best thing. Please tell me it isn't dead!
Its not dead, I'm busy working towards updating/compating CBM classes.  Its taking a while due to issues and additions of new things.  I was already working on Unholy Bosses/Classes before Zandronum 2.0 came out, so a large amount of compat problems are already fixed.  I can only ask you to wait a while.

25
MM8BDM Discussion / Re: MM8BDM V4C - Released!
« on: April 01, 2015, 05:58:06 PM »
Quote from: "CDRom11_2007"
I think I found a glitch already...

(click to show/hide)
A small glitch, I know, but this could still become a thing.
I am unable to replicate this.  Are you sure you didn't have infinite ammo on at the time?

26
Projects & Creative / Re: Official+ Unholy Bosses Thread (V6ah)
« on: March 12, 2015, 01:02:33 AM »
Quote from: "doofusroad"
A few questions about the next update.

1. What are the chances of multi-boss being selected?

2. Will the Red Baron/Blue Jay glitch be fixed? (Spectating during the fight prevents Higlur from appearing, even if both bosses are killed)

3. Are there going to be help screens detailing Classes/Bosses/Events/Demoneyes?
1. The chances have not been decided yet. At the moment its based on a 1/5 chance of a duo boss, if that happens, a 1/5 chance of trio boss, and again a 1/5 chance for a quad boss.  (Obviously this isn't the best method but this can easily be changed.)

2. This highly depends what happened.  Before, both bosses could BOTH spectate and Higlur would appear.  That wasn't what was intended at all.  Currently, if the winning boss spectates, Higlur will not show up.  (Although nothing is stopping a boss from spectating and the winning boss dying.)

3. Multiple help screens don't work online for some reason.  If they did, I would have more help screens talking about tips here and there, along with a credits page.  If someone happens to know a way to get multiple help screens working online, please inform me.  Later on I'll edit the first post of this thread that contains details explaining classes, bosses, and other things.

27
Projects & Creative / Re: Official+ Unholy Bosses Thread (V6ah)
« on: March 09, 2015, 04:27:51 AM »
An update post.  
First, to what EvilTux said, I found this problem after releasing V6ah and it was fixed.  Thank you for the report.
Secondly, there will be an update after Zandronum 2.0 comes out and Vanilla has updated to v4c.  As a heads up, one of the newer things for Unholy Bosses will be multi-bosses featuring ANY boss.

Here is a screenshot of what it is currently. (No multiple examples.)
Here are screenshots of an older version showing the hud on different resolutions with text scaling set to 720x576.

The above set of older screenshots are there to compare how the hud looks with and without text scaling.  While the text is a little jumbled on the smallest resolution I can manage (640x480), you usually won't see all those messages at once.  Even then, it is rather readable.

28
Projects & Creative / Unholy Classes/Bosses (V7A-Beta3)
« on: January 24, 2015, 11:41:36 PM »
Hey, this the Unholy Bosses AND Classes thread, here you can discuss any suggestions or comments you have about these two mods.

Discord for Unholy - Here

Changelog for Beta3 -  Pastebin

ClassesV7A-Beta3:
Download: TSPG

BossesV7A-Beta3:
Download: TSPG

UnderworldRadioV7A-Beta3:
Download: TSPG

Old Links
(click to show/hide)

29
Projects & Creative / Re: The Official Unholy Bosses Thread
« on: January 16, 2015, 06:13:14 AM »
Hi, there is a new version v6a. I worked on it along with the Unholy Team.

Here are the tl;dr patch notes.
(click to show/hide)

Here are the full notes uneditted.
Full notes.

30
Quote from: "MusashiAA"
Yeah, mono OGGs are very light when compared to mp3s or even stereo OGGs. This is how Celebi managed to add more taunts to the CBM taunt pack than the previous version while lowering the overall file size. I recall Mike also mentioning that lowering the quality of the OGGs when converted from Audacity would also lower the file size, and I tried multiple tiers of quality and their respective changes in file size, and depite that I determined his words to be correct, I believed it wasn't that big of a size drop to justify any lower audio quality, even if it wasn't noticeable.
I only used Audacity for one file and that was Junkman's taunt (ARG 37800HZ) because this silly old program I use can't do that rate.  At the lowest quality mono/stereo ogg's barely have any size difference, in fact some stereo ogg files were smaller than mono at times.  All the taunts are mono ogg because stereo likes to be super picky and change the volume of the taunts at times, where as mono is true volume.  This mainly applies for sounds, music doesn't suffer a volume loss (that I noticed) when in stereo.  In the case of music, you'll need to listen to each song at the lowest quality and judge if you should bump the quality up to retain the tunes. (Just like I did for each taunt, didn't want any of them to suffer just for a filesize drop.)

Pages: 1 [2] 3 4 ... 8