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Messages - Messatsu

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106
Rejected / Re: Not sure what to make of this.
« on: February 22, 2015, 09:47:42 PM »
Are you running v4b or v4a? This was a known bug in v4a.

Correction:  This is a bug in v4b, it's fixed in v4c (Which isn't out yet)

107
Rejected / Re: suggestion: make alt fire fire the mega buster
« on: February 22, 2015, 06:08:16 PM »
That would be inconsistent and confusing.  At one point it was discussed about making the buster fire when out of ammo like in MM&B, but that was also shot down.

108
Cutstuff Discussion and Feedback / Re: Level Master: Remastered! (v1)
« on: February 17, 2015, 06:53:28 PM »
Quote from: "Laggy Blazko"
Waiting for inevitable Samsara patch. :v
Hilarious that you mention this.  Yes, this will be a thing.  Also perhaps DemonSteele and Metroid Dreadnaught......Terminus stuff apparently.

109
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: February 06, 2015, 10:51:03 PM »
The above post (and probably this one) likely belong in the help/support forum, but meh.

Make sure the sprites are offset correctly using Slade.  If he spawns and just kinda falls through the floor that's likely what's happening.  If that doesn't' help, post a PK3 in the help/support forum and we can definitely help there.

110
MM8BDM Discussion / Re: Zandronum 2.0 nearing release
« on: January 28, 2015, 03:44:17 AM »
As an additional note:  If there are any bugs that have not been reported in the bugs forum yet, now would be a good time to mention them.

111
MM8BDM Discussion / Re: MM8BDM V4B - Released!
« on: January 11, 2015, 01:20:12 AM »
Yup, it was a bit buried in the Projects / skins etc folder.
http://www.cutstuff.net/forum/viewtopic.php?f=30&t=1407
If Zandronum v2.0 comes out before v5, we'll likely switch to NSFs, but if not then I *think* we may end up using these tracks.  Maybe, who knows, still a bit off.

112
MM8BDM Discussion / Re: netplay newbie
« on: December 28, 2014, 01:35:33 PM »
Just of note: v4b is coming out very soon so you'll need to update the pk3 as well.

113
Closed / Re: ["Bug"/Suggestion] Alterations to Mega Ball
« on: December 16, 2014, 03:17:28 AM »
Some good ideas at play here that need more testing I think.  Only problem with the heretic bounce is that, last I knew, you can't spawn a bouncing projectile from another one without causing desync problems.  Given how close v4b is to completion, I would expect a fix in the next version based on what we find works best.

114
Pending / Re: [Suggestion] Fix Spawns on top of Weapon Tokens
« on: December 14, 2014, 09:09:49 PM »
Always kinda wondered why some of the spawns were like that myself.  I should actually check to make sure none of my maps actually do this.  This is something to consider since it is a bit weird.

115
Rejected / Re: MegaMan Adventure Story For The Game
« on: November 21, 2014, 10:09:24 PM »
1.) So you're point is that for those robot masters there's no difference anyway.  Not a compelling argument.  Also don't forget that some robot masters like Bubble Man actually have multiple frames of air (or water) animation.  So that's 2x the load for those.
2.) In relation to #1, I forgot that robot master like Metal Man also have multiple frames of attack animation, so again, 2x the workload there.  Also, yes, 9 games CAN be covered....over many years time.  (The original workload by CMM and crew is astounding though)
3.) It looks less stupid than Megaman with his arms up in the air.  This is subjective, but.....no ...no it's not, it would look stupid.
4.) All those skin creators aren't necessarily around any more.  So for those skins they would remain broken.

Look, you can argue the point endlessly, it's not going to happen.  As I mentioned above it's a purely cosmetic and the work needed to make it happen is so massive compared to the payoff that it makes no logical sense.  And yes, even for 2,3,4, or even 5 spriters, it's pretty unreasonable.  Let's move on from this subject please.

On an unrelated note, yes, MMV is currently scheduled as an official expansion.  The other games are not and are fine if someone wants to make a fan expansion.

116
Rejected / Re: MegaMan Adventure Story For The Game
« on: November 21, 2014, 06:57:49 PM »
Yes, there are a lot of skins.  Here's the reasons jumping frames are completely unreasonable:

1.) It would require jumping rotations for every skin in the game.  This is over 80 skins easily of which need 5 rotations each.
2.) In ADDITION, it would require jumping ATTACK frames as well.  So yup, another 400 frames to draw (bare minimum, I'm lowballing the skins big time)
3.) Climbing ladders would look incredibly stupid with the jump animation.
4.) Every custom skin would break.

So yea, it's pretty much never going to happen.  It's not worth it for the cosmetic effect in the core game.

117
Help & Editing / Re: Server Map Rotation Question
« on: November 15, 2014, 05:56:25 PM »
Ya actually have to have sv_weaponstay true in your cfg.  Hmm, something we could look at in the future to allow otherwise maybe? I dunno.  Not sure why you can't just drop the binaries for ZDR in the folder, that's just weird as it 'should' work in theory.  Don't use Linux myself though so, yea.  I know the game CAN run via Wine (Using the windows binaries and thus probably the launcher etc) as a buddy of mine pulled that off.  In either case, hope that's helpful.

118
Help & Editing / Re: Server Map Rotation Question
« on: November 14, 2014, 03:17:38 PM »
Just create another CFG or append this to your server.cfg file.
(click to show/hide)

This will add all the maps to your maplist and then force it to MM1CUT.

Also:
sv_broadcast 1 //Broadcast to LAN?
sv_updatemaster 0 //show up on IdeSE to public?

Yes, Broadcast is LAN and UpdateMaster is for Internet/Public hosting assuming your ports are forwarded.

Lastly you may want to consider upgrading to Zandronum 1.3 since that appears to be the standard now.

119
MM8BDM Discussion / Re: UNKOWN map's secret
« on: October 12, 2014, 03:20:35 AM »
Yea, so, here's an ACTUAL secret.  I know some folks probably know about this, but it's worth spoilering anyway.
(click to show/hide)

120
Projects & Creative / Re: Mega Man 8-Bit Death....SMASH!
« on: October 10, 2014, 03:14:04 PM »
Quote from: "Beed28"
Would it be possible to play Time matches with infinite time? The actual Super Smash Bros. games let you do that.
I could do that, but I can't imagine too many scenario's where that would actually be enjoyable.  LMS (Aka Stock) is playable without a timelimit, so there's that at least.  I'll look into it.  With the advent of new EVENT ACS functions I want to see what else I can add.  On a side note: I noticed I did the scoring wrong.  In actual Smash bros, ANY kind of fall will take a point away.  I made it so any SELF death takes a point, but normal falls don't.  My question is, should I change the scoring so that it's more like Smash or keep it like it is.

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